(v0.9.2, October 2014)

www.Dargarth.org


1. Combat Rules

  1. Adjudication
    Elder - Person responsible for rules enforcement and battlefield safety. An elder has the authority to remove anyone from the field of battle. An elder is responsible for safe conduct of battles, and therefore has the power to stop battles whenever a safety concern occurs. All Equipment must be inspected and properly marked if appropriate, according to the guidelines outlined below, before it is used in combat. The target of an attack makes combat hit determinations. Creative interpretation of the rules to gain any advantage is discouraged. These rules are intentionally sparse to allow for ease of use. The Elder, according to these rules, and medieval foam combat precedent, settles all disputes.

  2. Equipment Classifications and Definitions
    Offensive Equipment is any item that can score one or more combat hits. There are four classifications of Offensive Equipment, hereafter called Weapons.

  1. All Offensive Equipment must meet the requirements outlined below.
  1. (Blue Weapons) One-handed swung Weapon.
  2. (Red Weapons) Two-handed swung Weapon.
  3. (Green Weapons) Thrusting Weapon.
  4. (Yellow Weapons) Missile Weapon.
  1. Defensive Equipment is any item that gives combat advantage to its wielder by preventing Injury, and is unable to inflict damage on opponents. There are two types of Defensive Equipment - Shields and Armor. All Defensive Equipment must meet the requirements outlined below.  Shields and Bucklers are rigid objects that are padded on the front and sides, and are equipped with handles or straps. A Shield may not be constructed in a manner that would confer the advantage of unbreakable armor. Armor is protective body covering, consisting of period materials.
  2. Miscellaneous Equipment may be checked for combat safety and period appearance at the Marshal's discretion. The minimum non-armor clothing requirements are outlined below.
  1. Hit Zone Definitions

  1. Body - Area bounded by the base of neck (inclusive), shoulder-arm joint (inclusive), hip-leg socket (inclusive), groin, and buttocks (inclusive).
  2. Arm(s) - Area bounded by the wrist (inclusive) and the shoulder-arm joint (exclusive).
  3. Leg(s) - Area bounded by the ankle (inclusive) and hip-leg socket (exclusive).
  4. Head - Area above the base of neck (exclusive). Players should avoid striking the Head with hand weapons, but this Hit Zone is still affected by arrows, rocks, and spells.
  5. Hand(s) - Area below the wrist (exclusive). An empty Hand is a legal Hit Zone. Any Injury to the Hand is considered Injury to the Arm. A Hand on a Weapon or Shield is considered part of that Weapon or Shield.
  6. Feet - Area below the ankle (exclusive). A Foot is a legal Hit Zone if it is off the ground. Any Injury to the Foot is considered Injury to the Leg.
  1. Weapons
    Weapons which strike with sufficient force can score a point of Injury to the Hit Zone. Weapons yield various amounts of damage according to the classification of the Weapon and the armor/damage status of the target.

  1. Blue (one-handed) Weapons cause one point of damage to a Hit Zone.
  2. Red (two-handed) Weapons wielded one-handed cause one point of damage, and two points when wielded two-handed against armor or HP monsters.
  3. Green (thrusting) Weapons wielded one-handed cause one point of damage, and two points when wielded two-handed. Green weapons cannot cause a mortal wound.
  4. Yellow (missile) Weapons cause two hits of damage to a Hit Zone. Yellow weapons cannot cause a mortal wound.
  5. White Weapons (rocks) cause one hit of damage when struck against the head.
  1. Armor
    Armor absorbs a number of points of damage equal to its AR. Armor only protects areas covered. Armor must be of a size to cover a significant portion (approximately one-third) of a Hit Zone. Armor extending continuously from another Hit Zone is not required to significantly cover neighboring Hit Zones to count as Armor. Weapons that strike both Armored and unarmored Hit Zones are considered to have hit the unarmored Hit Zone.  Metal corners must have the radius of, and less cutting ability than a penny.
  1. AR1
  1. Leather armor is made of at least 5/64" (approximately 5 ounces) thick leather.
  2. Leather scale armor consists of small leather scraps securely attached to a heavy material or leather in alternating rows.
  1. AR2
  1. Hide is leather armor which is at least 1/8" (approximately 8 ounces) thick. Multiple layers of leather can be sewn, riveted, or glued together to attain an equivalent thickness. Any single piece of armor that contains an area under 1/8" in thick (other than fastening straps) is Leather rather than Hide.
  2. Studded leather is constructed of leather or heavy canvas with smooth metal studs of at least 1/2" size in evenly spaced rows, set apart at intervals of the diameter of the stud.
  3. Ring mail is made of non-flexible steel or bronze rings with an inner diameter of no greater than 2" on leather or heavy canvas. The rings should be evenly spaced, at no more than half of their inner diameter apart in alternating rows.
  1. AR3
  1. Chain mail must be made with links no larger than 1/2" rings of 12-gauge steel or bronze, 3/8" rings of 14 gauge steel or bronze, or 1/4" rings of 16-gauge steel or bronze. Chain mail made of sturdy links that fails to meet the requirement of AR3 (such as Shark Mail) counts as AR2.
  2. Splint mail is made of 18-gauge steel or bronze plates on 5/64” (approximately 5 ounce) or thicker leather with rounded edges. Plates must be evenly spaced, at a distance of no more than the size of the plates apart.
  1. AR4
  1. Scale mail is made of steel or bronze squares with rounded bottoms. The scales must be at least 18-gauge steel or bronze and no larger than 2"x3", and must be fastened to heavy material or leather in alternating rows.
  2. Butted mail is made of minimum 18-gauge steel or bronze plates that are fastened onto heavy material or leather. The plates must touch, or butt up against one another. There may be no gaps between the plates.
  3. Plate mail must be made of steel or bronze; the metal must be 18-gauge minimum.
  4. Banded mail is made of overlapping layers of at least 18-gauge steel or bronze. When properly fitted it should leave no edges exposed. Bands can be tied or riveted to heavy material.
  1. Injury

  1. A point of damage to an unarmored Hit Zone disables that Hit Zone.
  1. More than one point of damage (from a Blue or Red weapon) to an unarmored Hit Zone causes a Mortal Wound.
  1. A point of damage to a disabled Hit Zone (from a Blue or Red weapon) causes a Mortal Wound.
  2. A disabled Head or Body causes Death.
  3. Mortal Wounds
  1. A Mortally Wounded player may not fight.
  2. Striking a Mortally Wounded player causes Death.
  1. Disabled Limbs
  1. A disabled Arm may not hold anything. Leave the Arm dangling limply at side.
  2. A disabled Leg may not bear weight. The player may drag the Leg behind them, or kneel on the ground with the non-injured Leg up.
  3. Two limbs disabled (from a Blue or Red weapon) causes a mortal wound.
  1. A hit that strikes both the Body and a limb is assumed to have hit the Body.
  2. A single strike can only damage one Hit Zone.
  3. All Injury effects must be accurately portrayed and reported.
  1. Shields

  1. Shields are rigid objects that are padded on the front and sides, and are equipped with handles or straps.
  2. A shield may not be constructed in a manner that would confer the advantage of unbreakable armor.
  3. Standard shields are destroyed by two solid strikes from a Red Weapon.  ‘Coreless’ Shields are destroyed in one solid strike.
  4. Subsequent strikes to a destroyed Shield continue into the Hit Zone on which the Shield is worn.
  5. Only one Shield may be used by a person at a time.
  6. Shield Bashing, Checking, and Kicking is allowed.
  1. A Shield Bash is defined as using a shield to strike an opponent from a distance further than two steps away.
  2. A Shield Check is defined as using a shield to strike an opponent starting from a distance less than two steps away.
  3. A person may not Bash, Check or shield Kick an opponent's rear quadrant.
  4. Shield contact to the Head or Neck is not allowed. Shield checking and shield bashing may be done with either the flat or the edge of a shield.
  1. Grappling

  1. Grappling is allowed. Combatants may initiate Grapples with opponents according to the following rules
  2. A Combatant may only initiate a grapple with an equally or more heavily armored opponent. (Safety equipment worn by a player is treated as AR1 for this purpose.)
  3. Throws, unarmed strikes, joint/nerve holds, neck cranks, choking, and strangulation are not allowed under any circumstances.
  4. Combatants with bows/crossbows may not initiate Grapples or be Grappled.
  1. Melee Conventions

  1. If during a battle an unsafe situation occurs, it is the responsibility of all Combatants (and Marshals) who see the situation to call "HOLD!" and stop the battle. A HOLD stops the battle while the Marshal assesses the situation. The battle resumes only at the Marshal's discretion.
  2. Combatants attacking an opponent from behind with a two-handed strike from a Red or Green Weapon must shout "TWO!". This informs the opponent that the attack was a two-handed strike, and caused two points of Injury. If "TWO!" is not called, the opponent should consider a successful strike to cause a single hit of Injury.
  3. Blocking a Weapon strike by laying a Weapon against a Hit Zone and/or Shield is illegal.
  4. Sheathed or otherwise worn Weapons cannot block attacks.
  5. Gripping the striking surface of an opponents Weapon results in the disabling of that limb.
  6. To allow time for acclimation to the hit system and combat rules, players may not use missile weapons, two-handed weapons, or armor until their 5th event.
  1. Missile Weapon Conventions

  1. Archers may call out hits as they are made. They must be mindful of glancing, garb, ‘foot on ground’, and ‘hand on weapon’ hits.
  2. If a bow or arrow is struck by a Blue or Red Weapon, it is considered broken and cannot be used.
  3. Half draw is required for bows at ranges of 15' to 5'. All ranges under 5' are prohibited.
  4. A missile Weapon must travel its entire length to score a hit.
  5. A missile Weapon is considered to have hit if there is significant deflection of the missile head. Once the missile head has significantly deflected off a target, the missile is rendered harmless.
  6. Players holding a bow cannot initiate grappling, nor can they be be grappled.
  1. Blocking Missiles

  1. An arrow or javelin blocked by a Weapon is considered to have continued to travel in the same direction and strike the Hit Zone behind the Weapon.
  2. Intentionally blocking an arrow or javelin with a weapon renders the blocking player dead.
  3. A javelin may safely be knocked off course by its shaft, but if the striking surface is touched, the javelin is considered to have hit the limb holding the Weapon.
  1. Weapon Checking

  1. Definitions
  1. Striking Surface - Padded surface of a Weapon designed to make contact with an opponent during combat. Only the Striking Surface of a Weapon may score a hit.
  2. Non-striking Surface - Any padded surface of the Weapon that is not a striking surface.
  3. Handle - Non-padded portion of the Weapon designed as a handhold.
  4. Pommel - Non-striking Surface that covers the end of the Handle.
  5. Flail - Any hinged Weapon.
  6. Javelin - Thrown Yellow Weapon.
  7. Archery - Yellow Weapons including bows, crossbows, arrows, and bolts.
  8. Marking - Weapons must be marked with the appropriate color(s) of tape to denote their classifications. This marking tape should be marked on a pommel or handle so that Combatants and Marshals may easily see it.
  1. General Weapon Checking Conventions
  1. All striking surfaces of Weapons must be padded adequately to prevent personal injury when striking an opponent with full force on that surface.
  2. All non-striking surfaces must be padded adequately to prevent personal injury from incidental contact.
  3. No surface on a striking edge (sword tip, arrow head, spear head, javelin head, etc.) whether designed for stabbing or not, may readily pass more than 0.5" through a 2.5" hole.
  4. The Weapon pommel must not readily pass through a 2" diameter hole.
  5. The maximum allowed flex of any Weapon except Javelins is 45°.
  6. All striking surfaces must have a black cloth covering.
  7. The amount of tape on a striking surface should be kept to a minimum.
  8. A Weapon may not have a metal core.
  1. Weapon Specifications
  1. Blue Weapons
  1. A Blue Weapon must be shorter than 48". The handle may not exceed 1/3 of the overall length, the rest consisting of the striking surface and courtesy padding.
  1. Red Weapons
  1. The minimum length for a Red weapon is 48".
  2. Greatswords are Red Weapons with a striking surface of at least 2/3 of the overall length.
  3. All other Red Weapons are considered Polearms. The handle of a Polearm may not exceed 1/2 the overall length, with the remainder composed of the striking surface and courtesy padding.
  1. Green Weapons
  1. For a Green weapon to be capable of delivering a two-handed strike, it must have a length of at least 48".
  2. Green weapons must be courtesy padded for 1/3 of their length.
  1. Flails
  1. The striking surface must have an average diameter of 5" or greater.
  2. The maximum chain/hinge length is 6".
  3. The maximum overall length is 40".
  4. The hinged part of the flail must be padded with foam to keep the chain from easily entangling a Weapon or body part. No more than 1.5" of chain may be exposed.
  5. Only one hinge per flail is allowed.
  6. Only the head of a flail is a striking surface.
  1. Javelins
  1. Must also pass as a Green Weapon.
  2. The minimum length is 4'.
  3. The maximum length is 7'.
  4. Padded along the entire length.
  5. Must flex less than 90°.
  6. Must have a yellow cover.
  7. Must have a striking surface constructed of sufficient open-cell foam.
  1. Archery Restrictions
  1. No compound bows or compound-crossbows.
  2. The maximum poundage allowed on a bow is 35 lbs pull at 28" of draw.
  3. The maximum poundage allowed on a crossbow is 30 lbs at its loaded draw.
  4. The maximum poundage allowed on a pistol crossbow is 50 lbs at its loaded draw.
  5. A draw stop is required to prevent an arrow from being drawn more than 28".
  6. Archers with arrows under 28” are not required to have a draw stop.
  7. Arrow striking surfaces may not easily pass through a 2.5" diameter hole.
  8. All arrows must contain a perpendicular penny secured at the end of the shaft.
  9. An arrow's striking surface must be constructed of open-cell foam.
  10. All arrows must have at least two full fletchings.
  11. The striking surface of an arrow must be tape free.
  12. The arrowhead should not have excess axial or lateral movement.
  13. Players holding bows cannot grapple, nor have a grapple initiatied on them.
  14. The Archery Marshal is responsible for safety-training and approving new archers.
  15. All arrows, bolts, bows and crossbows must be checked by the Arrow Marshal before taking the field.
  1. Rocks
  1. Rocks are coreless foam balls constructed in a safe and soft manner, with a minimum diameter of 4 inches, covered in black or grey cloth.
  1. Prohibited Weapons
  1. Entangling Weapons (nets, lassos)
  2. Double-ended Weapons (nunchaku, double ended daggers, quarterstaves)
  3. Punching Weapons (punching daggers, tonfas)
  4. Any Weapon that used as intended violates the rules stipulated here.
  1. Shields
  1. A shield with no dimension longer than 18" is considered to be a buckler.
  2. Bucklers can be held with the hand or strapped to the forearm.
  3. A shield with a measurement of 36" or more across any dimension is considered a Tower Shield.
  4. The core of a buckler must be .25" thick wood.
  5. The core of all other shields must be .5" thick wood.
  6. ‘Coreless Shields’ lack a core that meets thickness requirements.  They represent wicker or leather shields.
  7. Shields must be padded on the edges and face so as not to cause injury when struck with a forceful blow of an arm/hand.
  8. The minimum dimension on the face of a shield is 12".

2. Players

  1. Dargarth is a full contact wargame. All players must be at least 14 years of age to play, and must sign a waiver before participating in an event. Players younger than 18 years old must also have their waiver signed by a parent or legal guardian.

  2. All players are responsible for generating an inclusive atmosphere while at Dargarth. Unsporting behavior and hateful or derogatory speech will not be tolerated at Dargarth events.
  3. Players are ‘Newbies’ until their 5th event.  During this time newbies:
  1. Cannot use a Red Weapon, Bow, or Armor unless they have relevant experience from a similar game such as Belegarth or Dagorhir.
  2. May sign in as the “undecided” class.  At their 5th event, the credits they earned are transferred to the class of their choosing.  Players don’t have to use the “undecided” class if they prefer not to.  Before their 5th event, players may swap all their credits to another class once (not counting a transfer from “undecided”.)
  3. Should not serve as an NPC or Elder
  1. Are encouraged, but not required, to bring proper garb or Weapons. After their newbie stage, players must provide their own equipment and will not be allowed to participate without garb.
    3. Characters
  1. Credits
    Individual character progression is gained through attaining battle Credits. Credits are obtained at check-in when a player records their participation in the event. Each day a player participates will earn them one Credit, which is assigned to the Class the player used for the day. A player may have multiple characters of various Classes, but may only play the Class they registered as for the entire event. If any event, such as a campout, runs for more than one day, players will receive one Credit for each day of the event. Players are permitted to play as many characters of different Classes as they wish, but can only have one character of each single class, and can play only one character at an event. All of a player's Credits from an event must be assigned to one single character.

  2. Levels
    As a characters increase in level, they gain special abilities and spells. A character gains one level for every five event Credits they earn, with first level consisting of credits one through five. If a player assigns Credits to multiple characters, each character will progress in level individually. E.g. A player has a Fighter character and a Cleric character, and has attended 20 battles as the Fighter and one as the Cleric. The player has a fourth level Fighter and a first level Cleric.

  3. Countries
    A Country is a unit of players in a particular chapter who form a team for Adventure events. A Country may have up to two designated leaders, who will speak for the Country to the Marshals. All members of a Country should wear a surcoat with the Country symbol. Each Country must have a Banner that displays its symbol.

  1. Surcoats
  1. The surcoat must be at least 1’x6” and be displayed clearly on the outer layer of clothing.
  2. The country symbol must be at least 5” in diameter on the surcoat.
  3. Country symbols can be a sigil, geometric pattern, symbol, or anything that is unique and period appropriate.
  1. Country Banners
  1. The Country should always being their Banner to events.
  2. A Banner must be easily and safely portable by a single player.
  3. Banners must be clearly displayed in plain sight at all times.
  4. Banners may be stolen during adventures, but they are still considered personal property therefore must be kept in good condition and returned to their owner at the end of each event.
  1. Garb
    All players must wear medieval/fantasy style garb during events. A simple costume could consist of a tunic style shirt with colored pants (jeans are prohibited) and medieval style boots or shoes. Modern items such as radios, cell phones, lit cigarettes, and watches are not permitted while the player is in-character. They should be kept hidden away in pouches or otherwise out of sight. While camping, all modern gear should remain within campsites.


4. Class List

Fighter

Fighters may wield any weapon, use any shield, and may wear any armor. Fighters have the following abilities:

2nd level: 'Repair Shield'.

4th level: 'Repair Armor'.

6th level: ‘Repair Weapon’.

8th level: 'First Aid'.

Ranger

Rangers may wield any weapon, may use shield any except a tower shield, and may wear armor of AR3 or lighter. They must wear primarily natural colors. Rangers have the following abilities:

1st level: 'Tracking', ‘Improved Land Search’.

4th level: Immunity to the Entangle spell.

5th level: May cast 'Cure Light Wounds'.

7th level: May cast 'Neutralize Poison'.

9th level: Enchant Item (Arrows Only)

10th level: 'Expert Land Search".

Rogue

Rogues may wield any weapon other than red weapons, may use any shield except a tower shield, and may wear armor of AR2 or lighter. They must wear a skeleton key on their person as a symbol of their character type. Rogues have the following abilities:

1st level: 'Quick Looting'.

2nd level: 'Pick Pockets' and 'Disguise'.

3rd level: 'Climb Walls', 'Ropeswing', and 'Backstab'.

4th level: 'Open Locks'.

5th level: 'Find and Remove Traps'.

6th level: 'Read Magical Languages'.

7th level: 'Torture'.

8th level: 'Make Poison'.

9th level: 'Detect Disguise'.

10th level: 'Master Looting'.

Monk

Monks may wield any type of weapon, may not use shields, and may not wear armor. They must wear an orange headband, belt, or sash. Monks have the following abilities:

1st level: 'Deflection'.

2nd level: 'Immunity to Disease'.

3rd level: 'Leatherskin'.

4th level: 'Healing Meditation'.

5th level: 'Climb Walls'.

6th level: 'Mindful Strike'.

7th level: 'Immunity to Mind Control'.

8th level: 'Immunity to Poison'.

9th level: 'Ropeswing'.

10th level: 'Iron Skin'.

Cleric

Clerics may wield only blue weapons, may use any shield, and may wear armor of AR3 or lighter. They must carry a Holy Symbol. Clerics have the following abilities:

1st level: May cast 'Cure Light Wounds'.

2nd level: May cast 'Truth Speak' and 'Sanctuary'.

3rd level: May cast 'Consecrate' and 'Speak with Dead'.

4th level: May cast 'Word of Holding' and 'Cure Disease'.

5th level: May cast 'Cure Serious Wounds' and 'Neutralize Poison'.

6th level: May cast 'Pouch'.

7th level: May cast 'Cure Mortal Wounds'.

8th level: May cast 'Turn Undead'.

9th level: May cast 'Curse' and 'Last Rites'.

10th level: 'Brew potion', 'Scribe Scroll', May cast 'Resurrection'.

Druid

Druids may wield any weapon other than red weapons, may use any shield except a tower shield, and may wear armor up to AR2. They should wear primarily natural colors and must carry a Nature Symbol. Druids have the following abilities:

1st level: Immunity to the Nature Love spell.

2nd level: May cast 'Detect Traps' and 'Mending'.

3rd level: May cast 'Cure Light Wounds' and 'Protection from Lightning'.

4th level: Immunity to the Entangle spell, may cast 'Lightning Bolt',

5th level: May cast 'Barkskin', and 'Neutralize Poison'.

6th level: May cast 'Warp Wood', 'Pouch', and 'Commune with Nature'.

7th level: May cast 'Cure Serious Wounds' and 'Cure Disease'.

8th level: May cast 'Dispel Magic' and 'Entangle'.

9th level: May cast 'Nature Love'.

10th level: 'Brew potion', 'Scribe Scroll' and 'Spell of Shielding'.

Mage

Mages may only wield blue weapons, green weapons under 12”, and may not wear armor. They can use bucklers, but not other shields. They must carry a bag containing the material components of their spells. Mages have the following abilities:

1st level: May cast 'Mending' and 'Detect Traps', and 'Burning Hands'.

2nd level: May cast 'Truth Speak,' and 'Comprehend Languages'.

3rd level: May cast 'Hold Portal' and 'Protection from Lightning'.

4th level: May cast 'Lightning Bolt' and 'Protection from Ice'.

5th level: May cast 'Dispel Magic' and 'Ice Storm' and 'Release Portal'.

6th level: May cast 'Stoneskin,' 'Pouch', and 'Feeblemind'.

7th level: May cast 'Protection from Fire,' and 'Giant Growth'.

8th level: May cast 'Fireball' and 'Gaseous Form'.

9th level: May cast 'Passwall' and 'Animate Dead' and 'Enchant Item'.

10th level: 'Brew potion', 'Scribe Scroll', May cast 'Steelskin' and 'Spell of Shielding'.

Paladin

Paladins may wield any hand weapon, may use any shield, and may wear armor of AR4 or lighter. They may not use ranged weapons of any type. They must wear garb suited to nobility and must wear a shoulder-to-waist sash as a symbol of their character type. Paladins are a special Class permitted only to members of the Knighthood and the Noble Council. Paladins have the following abilities:

1st level: 'Immunity to Disease', may cast 'Cure Light Wounds' and 'Cure Disease'.

2nd level: May cast 'Speak with Dead' and 'Consecrate'.

3rd level: May cast 'Truth Speak,' and 'Sanctuary'.

6th level: 'Immunity to Mind Control'

8th level: May cast 'Last Rites' and 'Turn Undead'.

10th level: May cast 'Holy Weapon'.


5. Abilities List

  1. Backstab
    This ability allows a player to quietly approach their opponents from behind, allowing them an attack to a vulnerable spot. A player may make one Backstab attack to their victim's back (torso). This counts as only one attack, but does 4 hits of damage. This attack must be made as a surprise to the victim and can be performed with a dagger, bow, or blue sword. The attacker should call 'Backstab!' loudly.

  2. Brew Potion
    This ability allows a player to brew a potion of a spell that the player can cast. The maker must inform the Potions and Scrolls Marshal at check-in and pay a cost of 1 Gold per spell level and 1 Spell Point per spell level. The maker must also declare at that time what type of Potion they are making and present the potion. Potions require a 20 oz. or smaller plastic bottle or vial and the Components of the spell (one dose of potion per bottle). Any physical Components needed for the spell must be inside of, or attached to, the bottle. The Potions and Scrolls Marshal will then sign and date the potion, making it valid for use. Payment is due and Spell Points are expended immediately once the potion has been signed. A player may only make one potion per event. A player may not make potions while acting as an Elder.

  3. Climb Walls
    Using this ability, a player can climb any 'wall' of a structure by lying flat on their stomach and, beginning at a distance of 10' from the wall, crawling to it. The player can have nothing in their hands while climbing. When the climber reaches the wall safely, they may enter the structure by passing across whatever is used to represent the wall itself. If a player is caught climbing a wall, they may be attacked with missile weapons or  polearms from inside the structure while on the wall, and, if hit, must takes normal damage and drops from the wall landing outside the structure. Any time a player jumps or falls from a wall, they suffer Injuries to both legs, regardless of armor and in addition to any other damage caused by a weapon hit.

  4. Deflection
    This ability allows them to use their hands, feet, or weapon to purposefully deflect any incoming non-magical missile weapon. The player may not deflect any spell or spell like effect. If the player is struck unaware, misses the missile, or attempts to use this ability with any body part other than their hands or feet, normal damage is taken. A player using this ability should call out "Deflection" upon making a deflection.

  5. Detect Disguise
    This ability allows a character to see that a person may not be what or whom they claim by noticing flaws in that person's disguise. They are not able detect the actual identity of the disguised character, just that they are indeed, in disguise. This ability can be employed after interacting with the suspect, or observing the suspect interact with another character, for 60 seconds. After 60 seconds the player states to the suspect, "I can detect disguises. Are you in disguise?" The suspect must then answer honestly and continue acting as they were. The act of asking if the suspect is in disguise is considered out-of-game, but the "observation" must be in-game.

  6. Disguise
    This ability allows a player to don a convincing disguise that masks their identity. The player may disguise themselves as a member of another Country but may not disguise themselves as a specific character. When in disguise, the player should wear physical representation of the disguise, for example armor, dress, robes, surcoat of another Country, etc. The player will not gain any of the abilities of another class while they are disguised. However, the Disguise ability does allow the player to exceed the armor and shield restrictions of their class. The disguise may include armor from up to the AR3 armor rating, and any shield other than a tower shield. If a character exceeds their normal armor/shield restrictions in this way, they cannot use any other class abilities until 15 minutes after the armor and/or shield are removed. This ability relies heavily on role-playing, both on the part of the player using this ability, and the players they interact with. Often, players will notice a disguise when the characters do not; all involved are encouraged to act as if the player fits normally in their surroundings.

  7. Expert Land Search

When a character with this ability leads a land search, they are able to make the spoils roll after the monster encounter roll and before fighting the combat. Without Expert Land Search, characters can only know the spoils after they have defeated the defending creatures.

  1. Find and Remove Traps
    An elder must be present for the player to use this ability. This ability allows a player to uncover potential traps on doors, locks, chests, etc., and disarm them. The elder will determine exactly what procedure a player must follow in order to use this ability.

  2. First Aid
    First Aid allows a player to bind limb Injuries on themselves or others. To use this ability, the player must tie a white cloth bandage, 4-5" wide, with a red cross on it around the Injured limb. The limb is considered to be healed. If the limb is Injured again, regardless of armor, the player is considered mortally wounded. The First Aid ability has no effect on mortally wounded players.

  3. Healing Meditation
    To perform this ability, the character must meditate for 60 seconds without interruption. During meditation, the player is not permitted to move or speak. Once completed, the player has fully healed one Injury. This ability also restores any damage taken to a player's Leatherskin or Ironskin protection.

  4. Improved Land Search

A character with improved land search no longer counts towards the land search player limit. Any land search they lead has the player limit raised by 1 for each even level the leader has.  For example: a Ranger of level 5 can lead a land search of 7 people.

  1. Immunity to Disease
    This player is immune to Diseases, including Plague, Lycanthropy, Rabies, Consumption, and Mummy Rot. This does not grant any immunity to Poisons.

  2. Immunity to Mind Control
    A player with this ability is totally immune to any kind of mind control including charm, hypnosis, illusions, suggestion, torture, Nature Love, Feeblemind and the Truth Speak spell. This does not grant a player the ability to detect the use of the Disguise ability, nor does it make them immune to the Speak with Dead spell, or to Poisons.

  3. Immunity to Poison
    This player is immune to all types of Poison. This does not grant any immunity to Diseases.

  4. Ironskin
    This ability gives a player the equivalent of AR2 from head to toe. A player with this ability must wear a red headband. The armor takes hits as normal, and can only be repaired through the Healing Meditation ability. This ability replaces Leatherskin. This ability is a magical effect, and can be removed by dispel magic.

  5. Leatherskin
    This ability gives a player the equivalent of AR1 from head to toe. A player with this ability must wear a blue headband. The armor takes hits as normal, and can only be repaired through the Healing Meditation ability. This ability is a magical effect, and can be removed by dispel magic.

  6. Make Poison
    A player with this ability may make one dose of Poison per day. To make a dose of Poison, the player must announce their intention to a Poison Marshal at the beginning of the event. They then must supply the Poison Marshal with a written Poison Writ stating the type of Poison to be made, its effects, and duration. They must also pay the full cost of the Poison. The Poison Marshal will sign and date the Writ and give it to the player. The following types of Poisons can be made:
  • Death Poison
    Plant: 10 minutes, 3 GP to create
    Animal: 5 minutes, 6 GP to create
    Supernatural: Immediate, 24 GP to create
  • Paralysis Poison
    Plant: 5 minutes, 1 GP to create
    Animal: 10 minutes, 2 GP to create
    Supernatural: 20 minutes, 4 GP to create
  • Agony Poison
    Plant: 5 minutes, 2 GP to create
    Animal: 10 minutes, 4 GP to create
    Supernatural: 20 minutes, 8 GP to create
  • Hallucination Poison
    Plant: 5 minutes, 1 GP to create
    Animal: 10 minutes, 2 GP to create
    Supernatural: 20 minutes, 5 GP to create
  1. Master Looting

This ability allows a player to loot all locations (and items dropped within reach) at once. The looter must present a skeleton key to the dead body and say, "I am a masterful corpse looter; here is my key. Do you have any Treasure on your person or nearby?" The corpse must hand over all such Treasure.

  1. Mindful Strike
    A player with this ability may strike with any weapon as if it were enchanted by the Enchant Item spell.

  2. Open Locks
    An elder must be present for the player to use this ability. This is a ability that allows a player to open, or pick, non magical objects such as locks, chests, gates, or barred doors. At 20th level, the Open Locks ability applies to magical locks.

  3. Pick Pockets
    An elder must be present for a player to use this ability. This ability allows the player to steal in-game objects from the bodies of living creatures. The pickpocket will inform the elder which item they are trying to steal (this may include a particular single item or the contents of a bag or pouch held by an individual), and from whom. The pickpocket must then, in the witness of the elder, place their hand on the item to be stolen or the specific area where the item(s) are contained (pouch, boot, shield, etc). The victim must not be aware of the attempt. The elder will give the player a predetermined signal, which will signify that the task is complete. Sometime later, the elder will inform the victim that they have been stolen from and retrieve the item that was stolen. The elder will then give the item or items to the pickpocket in private. The usual time for which the pickpocket must remain in contact varies by level:
  • Player level < 10th: 15 seconds
  • Player level < 20th: 10 seconds
  • Player level 20+: 5 seconds
  1. Quick Looting
    This ability allows the player to quickly search any corpse for in-game items. To perform this ability, the looter presents a skeleton key and says to the corpse, "You are being looted quickly, here is my key. Do you have any Treasure on your [hit zone]?". When a hit zone is searched, the corpse must give the looter any items carried on that hit zone. Bags and pouches attached to the location are considered part of that location.

  2. Read Magical Languages
    A player with this ability may translate magical texts, and can read magic scrolls. The player reads the scroll just as another caster would, and may then immediately cast the spell written on the scroll, following normal rules for scroll reading and spell casting.

  3. Repair Armor
    This ability allows players to repair damaged or destroyed armor. After bending metal, fixing straps, and grumbling over damaged or destroyed armor for two minutes, one hit zone of armor is fully restored. 10 levels after this ability is first gained, the time to repair the armor is reduced to one minute.

  4. Repair Shield
    This ability allows players to repair any damaged or destroyed shield. After bending metal, fixing straps, and grumbling over a damaged or destroyed shield for two minutes, one shield is fully restored. 10 levels after this ability is first gained, the time to repair the shield is reduced to one minute.

  5. Repair Weapon
    This ability allows players to repair any damaged or destroyed weapon. After bending metal, flexing wood, and grumbling over a damaged or destroyed weapon for two minutes, one weapon is fully restored. 10 levels after this ability is first gained, the time to repair the weapon is reduced to one minute.

  6. Ropeswing
    A player with this ability may 'swing on ropes' from one Ship to another ship within 15'. To do so, both hands must be free and the player must role-play the act of swinging on ropes from one Ship to the other.

  7. Scribe Scroll
    This ability allows a player to brew a scroll of any spell that the player can cast. The maker must inform the Potions and Scrolls Marshal at check-in and pay a cost of 1 Gold Piece per spell level and 1 Spell Point per spell level. The maker must also declare at that time what type of Scroll they are making and present the scroll. Scrolls require the spell to be written on a piece of parchment paper and the Component of the spell must be attached to the scroll. When writing the spell on the scroll, the maker's spell reduction is used as normal. The Potions and Scrolls Marshal will then sign and date the scroll, making it valid for use. Payment is due and Spell Points are expended immediately once the scroll has been signed. A player may only make one scroll per event. A player may not make scrolls while acting as an Elder.

  8. Torture
    To perform this ability, an player must choose a victim from whom they wish to extract information. The victim must be alive, disarmed, and not mortally wounded or mind-affected. The torturing player must then role-play the interrogation with the victim for five minutes. If the session is interrupted, all effects of the interrogation are canceled. Once the session is complete, the torturer should say, "Now answer this question truthfully and literally..." and ask the victim one question. The victim must answer this question truthfully and literally to the best of their ability. Only in character information may be divulged, and then only if the interrogated character knows the information sought. After the question is asked and answered, the victim suffers a mortal wound and will die in five minutes if not healed. If the victim is healed, the torturer may interrogate the victim further or the victim may be released.

  9. Tracking
    This ability allows the player to search for scents, footprints, or any other signs of disturbance in an area. The player may gain information on any parties (i.e. party size, type of creatures, direction traveled), which may have passed through an area. An Elder must be present to determine what information is gained and inform the tracker.


6. Magic Rules

  1. Spells
    Spells are magical abilities that cause a specific effect to happen during game play. Spells require magical energy in order to cast; this magical energy is represented by the concept of 'Spell Points'. A player begins every adventure day with a number of Spell Points equal to double the character's level. Casting a spell exhausts one Spell Point. When a player has exhausted all their Spell Points, they may not cast any more spells that day. At the next event, or next day in a multi-day adventure (after midnight), a character begins the day with their full complement of Spell Points.

  2. Spell Books
    Players are required to maintain their spells on paper in a Spell Book. A spell must be written in a caster's Spell Book in order for that character to cast the spell; spells may not be cast from another character's Spell Book. All spells must be written or printed legibly. Spell Books, Holy Symbols, and Components are considered personal property, not Treasure, and may not be taken or stolen from the caster by other players. Spells are composed and written by players themselves. Players have the liberty to write whatever they wish for their spells and they may consist of a story, poem, or general ramblings.  Each spell is assigned a spell length, which is the minimum number of words that the spell must contain in order to be cast. Players are only limited by their imagination, but each spell must be written out fully and any line or phrase may not be repeated more than five times per spell. However, players may not use modern references in their spells. All spells have an invocation line, which must be the last line in the spell text. Invocation lines are structured thusly: “I [Caster Name] Invoke [Spell Name]!”

  3. Spell Reduction
    As players progress though character levels, they will be permitted to reduce the lengths of their spells. 10 or more levels after a spell has X been learned by a character, it has been mastered, and can be rewritten at exactly half of its original word length. For example, a 15th level character can rewrite a spell they learned at 5th level in half as many words.

  4. Casting Spells
    In order for a player to cast a spell, the spell must be read loudly and clearly so that it is audible to those around the caster. The player must read the full length of the spell from either their Spell Book, up to but not including the invocation line. The spell must be read loudly and clearly, so that it is audible to those around the caster. While casting a spell, a caster may not speak (other than reading the spell), fight, move their feet, or be moved from their position. If the caster speaks, fights, moves, or is hit by a weapon during spell casting, the spell is negated and the Spell Point is forfeited. The caster may choose to begin the spell again from the beginning. The spell is considered "cast" when the full spell has been read, up to but not including the invocation line. Once the spell is cast, the caster may then "hold" the spell indefinitely before invoking it. While holding a spell, the caster may not speak, and is permitted to move no more than five steps from their original position. If a caster who is holding a spell is struck or moved by another player, the spell effects are visited fully upon the caster. For example, if a Mage is struck be an arrow while holding a cast Fireball spell, the spell detonates in the Mage's hands. When the caster is ready to invoke a spell, they shout the spell's invocation line and the spell effects take place. While invoking a spell, the caster must make use of any Components the spell requires, such as Spellballs.

  5. Components
    Many spells require the caster to possess a Component in order to complete casting. The appropriate Components needed are listed under the description of each spell. The caster must have the Component of a spell on their person, or the spell cannot be cast.

  1. Wearable Components
    Wearable Components such as headbands and armbands must be worn immediately by the subject of the spell. The Component is worn only after the spell is completed. Headbands used for spell effects must be visible all times; headbands must be least 1" wide. Armbands used as spell Components must be the top layer of clothing, fully visible, armband, measure 5” wide, with a contrasting border of ⅝”.

  2. Spellballs
    A Spellball is a stuffed ball with a minimum diameter of 4". Spellballs must be packed with foam or cloth, and sealed by fabric on all sides. Spellballs may never have a stiff or solid core. All Spellballs must be submitted to Marshals during check-in to be inspected for size and safety requirements. Some spells have a ranged effect and the target of a spell may be at a distance from the caster. In order to represent this attack, ranged spells require a Spellball as their Component. Each spell that requires a Spellball will be represented by a different color, which is stated under each spell description. When a spell is invoked the caster may then throw the Spellball any target. Spellballs are considered to be legal to all parts of the body, including the head, face, hands, and feet. If an active Spellball touches a player or any part of their equipment, even if it's only a graze, the spell attack is considered to be successful and its effects are visited upon the player. If the Spellball hits the ground, a tree, or any other physical object before it hits a player, it is considered to have cast on the point of impact. Spells with a radius of effect take effect from the center of the initial point of impact. Any player who is in the radius effect area of a spell the Spellball's point of detonation will suffer the effects of the spell. Spellballs, like any other missile weapon, may not be intentionally blocked or deflected from their course. If a player deflects a Spellball with their weapon the player will suffer the effects of the spell and become the point of impact for any radius of effect spell. Spellballs should be returned to the proper owner the end of a battle.


7. Spell List

  1. Animate Dead
    Length: 1,000 words
    Duration: 15 minutes
    Area of Effect: 1 corpse
    Component: Black headband with white circle in center
    This spell allows a caster to animate the corpse of a creature, making it into a mindless construct. When animated, the construct is returned to its full hits and full armor. The construct obeys the command of the caster. A caster must give specific instructions to the construct, or it will perform the task using its instincts alone. If the caster is struck by Feeblemind or is killed, the construct becomes a frenzied killer attacking anything in its path until destroyed. A caster may only have one construct at any one time. Spells or abilities that affect intelligence (such as Speak with Dead, Truth Speak, Feeblemind, and Torture) do not affect constructs. When the construct is destroyed or the spell ends, the body turns to dust and cannot be animated or raised.
  2. Barkskin
    Length: 250 words
    Duration: Special
    Area of Effect: Self
    Component: Brown headband with green circle in center
    This spell allows a caster to increase their armor rating by one level, to a maximum of AR3. For example unarmored areas would act as AR1, leather armor would act as AR2. Barkskin can be fully restored by Mending. During battle days, this spell can be cast once, and will recharge at the beginning of each battle.
  3. Burning Hands
    Length: 100 words
    Duration: Special
    Area of Effect: Special
    Component: Red gloves
    This spell generates a field of fiery energy about the caster's hands, which, when released, inflicts class 2 damage. When expelling this damage, the caster should yell 'Burning Hands!'. Each hand may expend one charge. The caster may move and speak normally after casting this spell, but no items may be held while the spell is in effect. If the caster receives an Injury to an arm, the spell effect is dispelled for that arm. The caster may expend one charge to touch and destroy any wooden weapon or shield. This spell does not allow the caster to catch, block, or knock away weapons or Spellballs without consequence, and the caster will receive normal damage if this occurs. This spell is not head legal.
  4. Commune with Nature
    Length: 300 words
    Duration: 3 questions
    Area of Effect: Self
    This spell requires an Elder to be present. The spell allows the caster to speak with plants and animals within the immediate surroundings in order to determine events that have taken place there. The caster may ask up to three questions, which the Elder will answer with either, "Yes" or "No". Only information concerning the current adventure may be given and the Elder may not divulge information regarding other players.
  5. Comprehend Languages
    Length: 75 words
    Duration: 1 question
    Area of Effect: Caster
    Component: Small square of parchment paper
    This spell requires an Elder to be present.
    An Elder will determine the exact effectiveness of the spell. This spell allows a caster to magically understand any spoken or written language. This spell does not give the caster the ability to speak or write any language. Only the caster becomes aware of what is heard or read.
  6. Consecrate/Desecrate
    Length: 100 words
    Duration: Permanent
    Area of Effect: 1 gallon
    Component: Clean water
    This spell allows a caster to call upon the power of their deity to consecrate or desecrate clean water, turning it into holy water. Likewise, 'Desecrate' causes the targeted water to become normal water again.
  7. Create Holy Weapon
    Length: 400 words
    Duration: Permanent
    Area of Effect: 1 Silver weapon
    This spell allows a caster to permanently bless a single weapon. The weapon must already be Silver, but once the spell has been completed, that weapon will deliver 'Holy' hits. The name of the caster's deity must then be written clearly on the weapon. A caster may only have one Holy Weapon spell in effect at any time and must be present at the event for this spell to function. Creating a Holy weapon does not increase the amount of damage done by the weapon; it only allows the weapon to strike creatures not affected by normal weapons.
  8. Cure Disease
    Length: 150 words
    Duration: Instant
    Area of Effect: Special
    This spell cleanses a single touched creature of all diseases.
  9. Cure Light Wounds
    Length: 150 words
    Duration: Instant
    Area of Effect: 1 creature
    This spell allows a caster to cure one limb injury for anyone. This spell has no effect on weapons, shields, or armor.
  10. Cure Mortal Wounds
    Length: 600 words
    Duration: Instant
    Area of Effect: 1 creature
    This spell allows a caster to cure anyone who is xly wounded. This spell has no effect on weapons, shields, or armor. This spell also heals any limb injuries.
  11. Cure Serious Wounds
    Length: 350 words
    Duration: Instant
    Area of Effect: 1 creature
    This spell allows a caster to cure up to all four limbs on the recipient. This spell has no effect on weapons, shields, or armor.
  12. Curse
    Length: 500 words
    Duration: Instant
    Area of Effect: 1 creature
    Component: Pink Spellball
    This spell allows a caster to call forth the power of their deity in anger and fury, causing Divine pain. This spell inflicts an Injury to every uninjured limb of the target, or four hits of damage to a creature with a set number of hit points. This spell penetrates all armor and shields.
  13. Detect Traps
    Length: 100 words
    Duration: Instant
    Area of Effect: 10 ft. radius
    Component: Lens
    This spell allows a caster to detect any sort of trap within a 10' radius. This spell does not reveal the nature of the trap, only the trap's location. This spell requires an Elder to be present.
  14. Dispel Magic
    Length: 175 words
    Duration: Instant
    Area of Effect: 10 ft. radius
    This spell allows a caster to nullify persistent magical effects within a 10' radius. If Dispel Magic is invoked at the same time as another spell within the 10' radius, that spell is negated. Spells with a duration of 'instant' do not leave lingering magical effects. This spell will end the effects of Sanctuary or a Spell of Shielding. It will not affect the properties of Potions or Scrolls.
  15. Enchant Item
    Length: 300 words
    Duration: Permanent
    Area of Effect: 1 object
    Component: Green ribbon or tape
    This spell enchants the touched weapon or item with magical energy. At a given time, a caster may have a number of enchanted weapons equal to their level divided by three. (e.g. a 9th rank caster may have up to three enchanted items at any given time). When an item is enchanted, the caster must place a green ribbon or green tape visibly on the item. If the enchantment on a weapon or item is dispelled, the caster may enchant a new weapon or item until their limit is reached. A caster may never have more enchanted weapons in existence than their level allows. This enchantment does not carry over between events and is dispelled naturally at the end of the event.
  16. Entangle
    Length: 300 words
    Duration: 15 minutes
    Area of Effect: 3 ft. radius
    Component: Brown Spellball
    This spell causes thick brambles and vines to grow, entangling anything within the radius. The targets affected may not move or be moved for the Duration of the spell. Flame based attacks will free the targets, as will any cutting weapon by touching a hit zone and saying, "I am freeing your [hit zone]!" A person may only walk once all limbs are freed. Any limb not yet freed remains locked in place. An object may be freed by any cutting weapon by touching the object and saying, "I am freeing this!"
  17. Feeblemind
    Length: 300 words
    Duration: 5 minutes
    Area of Effect: 1 creature
    Component: Black Spellball
    Creatures struck by Feeble Mind become confused and moronic and those affected by it cannot think coherently, cast spells, use items, or fight. When under the influence of Feeble Mind, the victim is unaffected by mind affecting spells such as Truth Speak. This spell penetrates all armor and shields.
  18. Fireball
    Length: 325 words
    Duration: Instant
    Area of Effect: 3 ft. radius
    Component: Red Spellball
    This spell allows a caster to summon a sphere of burning flame. The caster throws a red Spellball at the target and, upon impact, the Fireball explodes into a sphere of flame. A Fireball inflicts Siege damage. (Siege damage causes instant death, penetrating all armor and destroying all equipment within 3' of the point of impact.) If a Fireball lands in a body of water, its effectiveness is reduced, causing an Injury to each limb of anyone caught within the 3' radius. A Fireball thrown into a structure loses its radius effect.
  19. Gaseous Form
    Length: 400 words
    Duration: 15 minutes
    Area of Effect: None
    Component: White hood
    This spell allows the creature touched, and all items on their person, to become a translucent gaseous form. While in this form, the target may pass through small openings such as under doors, cracks in walls, and keyholes. The creature cannot be touched or harmed through most physical attacks, but is still be harmed by Magic Weapons, Fireball, Lightning Bolt, and Ice Storm. The Gaseous Form spell would still remain in effect as long as the caster is not dead, or the spell dispelled. While in Gaseous Form, the target may not speak, cast spells, touch anything, or affect the physical world in any way or the hood is fully removed and the spell is broken. The target's identity and all items on their persons or spells in effect on him that would normally be visible to other players may be discerned.
  20. Giant Growth
    Length: 500 words
    Duration: 15 minutes
    Area of Effect: 1 creature
    Component: White headband with green circle in the center
    This spell causes any one human-sized creature to grow in size and mass to that of a giant. The creature gains no other bonuses and its attacks are normal for the creature's weapon type.
  21. Hold Portal
    Length: 100 words
    Duration: Permanent
    Area of Effect: 1 object
    Component: Green ribbon
    This spell allows a caster to magically seal a door, chest, or any other item that can be closed. Nothing can open the sealed item except the caster's command, or the Release Portal spell; but the item can be physically destroyed. The caster may open and close the item freely without recasting the Hold Portal spell. A caster may have only one Hold Portal in effect at any time.
  22. Ice Storm
    Length: 200 words
    Duration: 5 minutes
    Area of Effect: 1 creature
    Component: White Spellball
    This spell allows a caster to summon a sphere of snow and ice. When a creature is hit by an Ice Storm, it is frozen in a block of ice for five minutes. Physical weapons cannot harm creatures affected by Ice Storm, nor do most spells. This spell penetrates all armor and shields. Creatures can be freed by using Burning Hands (four charges) or Fireball, but Fireball will mortally wound the creature. Human-sized creatures affected by Ice Storm can be physically moved by a minimum of two people. Creatures affected by Ice Storm will float in the water for as long as the spell is in effect.
  23. Last Rites
    Length: 500 words
    Duration: Instant
    Area of Effect: 1 creature
    This spell allows a caster to put to rest the soul or spirit of any one touched corpse. The target of this spell may not be Resurrected, Animated, Regenerated, or otherwise revived in any way. Speak with Dead may not be cast on any creature affected by Last Rites. Last Rites may be applied to demons, undead, or summoned beings before being slain. Any creatures from those three categories are immediately banished from the caster's plane of existence and are instantly returned to their original plane. The banished creature may not return for a period of 12 minutes.
  24. Lightning Bolt
    Length: 150 words
    Duration: Instant
    Area of Effect: 1 creature
    Component: Blue Spellball
    This spell allows a caster to call forth a bolt of Lightning, which causes two hits of damage upon impact. If a shield is struck by Lightning, it is destroyed. If a Lightning bolt lands in a body of water before striking anything else, it gains a radius effect of 3' that affects any player with a body part in the water.
  25. Mending
    Length: 125 words
    Duration: Instant
    Area of Effect: 1 item
    Component: Mending dust
    This spell allows a caster to bind, restore, and repair the damaged, burned, or warped object touched. Casters may mend any object, including weapons, armor, gates, or a single Hull Point to a ship. This spell will reverse the effects of fire damage or Warp Wood. A suit of armor is considered to be a single item for the purposes of this spell.
  26. Nature Love
    Length: 300 words
    Duration: 5 minutes
    Area of Effect: 1 creature
    Component: Green Spellball
    This spell allows a caster to cause any one creature to become utterly enchanted and enthralled by Nature. Creatures affected by Nature Love may not fight, hold weapons, or cast spells. This spell penetrates all armor and shields.
  27. Neutralize Poison
    Length: 200 words
    Duration: Instant
    Area of Effect: Special
    This spell allows the caster to neutralize the effects of poisons and toxins on the touched creature or object. 
  28. Passwall
    Length: 500 words
    Duration: 1 minute
    Area of Effect: 1 Object
    Component: Ring
    The spell creates a temporary passage through a wall or barrier, held open by the caster. The caster may close the hole at any time by simply commanding it to do so, thus ending the spell. No creature can be hurt or trapped if caught in the hole as it closes, and it will be displaced to one side or the other. Giant-sized creatures may not pass through an opening created by Passwall.
  29. Pouch
    Length: 500 words
    Duration: Special
    Area of Effect: None
    Component: Pouch
    This spell allows a caster to hold one spell for later use. To hold a spell, the caster must first cast Pouch, and subsequently cast the spell to be held, utilizing the spell points and Components for each. When the caster is ready to cast the held spell, they simply open the pouch and chant the invocation line for the held spell; the caster cannot invoke the spell if they are mortally wounded or if both of the caster's arms are Injured. A caster may only have one spell Pouched at a time; This spell is cancelled upon the caster's death. Only the caster may invoke the Pouched spell. The caster may use other magic while having a spell pouched.
  30. Protection from Fire
    Length: 400 words
    Duration: Special
    Area of Effect: Special
    Component: Red armband
    This spell allows a caster to protect any creature or item from one heat or fire-based attack. Protected items may include gates and siege weapons, but not entire ships; when a protection spell is cast, it encompasses all of that player's gear. This spell does not hinder the caster's use of any other magic. This spell cannot be cast on a creature or object that already has a protection spell cast on it.
  31. Protection from Ice
    Length: 300 words
    Duration: Special
    Area of Effect: Special
    Component: White armband
    This spell allows a caster to protect any creature or item from one frost or ice-based attack. Protected items may include gates and siege weapons, but not entire ships; when a protection spell is cast, it encompasses all of that player's gear. This spell cannot be cast on a creature or object that already has a protection spell cast on it.
  32. Protection from Lightning
    Length: 200 words
    Duration: Special
    Area of Effect: Special
    Component: Blue armband
    This spell allows a caster to protect any creature or item from one lightning or electrical-based attack. Protected items may include gates and siege weapons, but not entire ships; when a protection spell is cast, it encompasses all of that player's gear. This spell cannot be cast on a creature or object that already has a protection spell cast on it.
  33. Release Portal
    Length: 100 words
    Duration: Instant
    Area of Effect: 1 object
    Component: Key
    This spell allows a caster to magically open a door, chest, or any other item able to be closed. This spell will also destroy all normal locks and latches in the process of opening; This spell will open a structure's gate, but will not destroy the lock.
  34. Resurrection
    Length: 1,000 words
    Duration: Instant
    Area of Effect: 1 creature
    This spell allows a caster to resurrect the touched slain creature, and heals any Injuries. If the creature is unwilling to be resurrected, it remains dead. Any negative effects such as poison, disease, or mind control are cured. Beneficial enchantments that were affecting the creature, such as protection spells, are restored. This spell does not affect the creature's equipment in any way.
  35. Sanctuary
    Length: 650 words
    Duration: Special
    Area of Effect: None
    Component: Crystal
    This spell allows a caster to summon the protective power of their deity, creating a magical field around him. When the spell is complete, the caster must hold a crystal above their head. If at any time the crystal falls onto or below the caster's head, the spell is broken. The crystal must be held with both hands above the head; the arms and hands may not rest upon the caster's head or the spell is broken. The caster may have nothing other than the crystal in their hands. While under the protection of Sanctuary, the caster is impervious to all attacks, including magical effects. The caster is still a physical entity and may still communicate and move normally provided that the crystal remains above the caster's head. No one may come within 1' of the caster, nor may anyone attack the caster. Likewise, the caster may not move within 1' of any creature.
  36. Speak with Dead
    Length: 200 words
    Duration: 3 questions
    Area of Effect: 1 creature
    This spell allows a caster to contact and communicate with the soul of a touched corpse. The body of the deceased is bound by the spell to answer three 'Yes' or 'No' questions, after which the contact with the soul is broken. The soul must answer 'Yes' or 'No' truthfully to the best of their understanding. The caster may not move or speak to another creature or the spell is broken. The spell does not work on undead creatures or those creatures without souls or spirits.
  37. Spell of Shielding
    Length: 1,000 words
    Duration: Special
    Area of Effect: Special
    Component: Silver armband
    This spell allows a caster to protect any creature or item from one magical attack. Protected items may include gates and siege weapons, but not entire ships; when a protection spell is cast, it encompasses all of that player's gear. This spell cannot be cast on a creature or object that already has a protection spell cast on it. This spell absorbs any offensive spells that injure or hinders another player. The Spell of Shielding does not obstruct the affected creature's use of any magic.
  38. Steelskin
    Length: 500 words
    Duration: Special
    Area of Effect: Self
    Component: Grey headband with 2 black circles in center
    This spell allows a caster to absorb all physical and magical damage, except siege damage, from two attacks. A caster may only have one Steelskin spell in effect at any given time and Steelskin may not be used in conjunction with Stoneskin. When two attacks are absorbed, the headband must be removed; alternately, if only one hit is absorbed, the caster may use the Stoneskin spell to replenish their Steelskin. This spell may not be pouched. During battle days, this spell can be cast once, and will recharge at the beginning of each battle.
  39. Stoneskin
    Length: 200 words
    Duration: Special
    Area of Effect: Self
    Component: Grey headband with black circle in center
    This spell allows a caster to absorb all physical and magical damage, except siege damage, from one attack. A caster may only have one Stoneskin in effect at any given time. When the attack is absorbed, the headband must be removed. During battle days, this spell can be cast once, and will recharge at the beginning of each battle.
  40. Truth Speak
    Length: 75 words
    Duration: 1 question
    Area of Effect: 1 creature
    This spell allows a caster to ask the touched creature any one question. The creature must answer the question completely and truthfully to the best of their ability.
  41. Turn Undead
    Length: 300 words
    Duration: Instant
    Area of Effect: 3 ft. radius
    Component: Yellow Spellball
    This spell allows a caster to call upon the power of their deity to summon a sphere of Divine energy into existence. Lesser undead are destroyed instantly, while Greater undead are compelled to flee the spell radius.  At adventures, Elders may define different effects. This spell penetrates armor and shields.
  42. Warp Wood
    Length: 300 words
    Duration: Instant
    Area of Effect: 3 ft. radius
    Component: Grey Spellball
    This spell allows a caster to warp all wooden objects within a 3' radius of impact, rendering them unusable. Warp Wood will affect items including shields, bows, arrows, gates, planks, spears, and ordinary chests; it will not affect larger than human-sized items such as siege weapons, or ships. To invoke this spell, the caster must state, "I, [Name], call Nature's Warp!"
  43. Word of Holding
    Length: 150 words
    Duration: Count of 25
    Area of Effect: 1 creature
    Component: Orange Spellball
    This spell allows a caster to hold one creature immobile through the power of their deity. If struck by the Spellball, the target must remain motionless for a clear, audible count to 25. This spell penetrates all armor, but does not penetrate shields.


8. Adventure Rules

  1. Hades
    Outside of a battle event, Elders will construct an area to use as Hades. Hades is a designated area considered out of play, in which players may spend an amount of time in order to repair armor damage, heal injuries, or restore life. No combat may take place within a 10' radius of Hades. Hades is not to be used as a sanctuary for living players and they should not hang around the Hades area or use any confusion resulting from being near Hades to their advantage. Any player usurping the Hades rules may be called dead at the discretion of an Elder. If a player is leaving Hades and entering directly into a combat situation, the player should announce, "Alive!" before leaving. There will be an Elder stationed in Hades who is called the Hades Elder. The Hades Elder will record the name of each player entering Hades, the time they entered, and the reason for being in Hades. No player may leave Hades until instructed to do so by the Hades Elder. When the appropriate time has elapsed for each player, the condition for which the player came to Hades will be restored. Players with Injured limbs, or those in need of armor repair, are free to walk into Hades. Mortally wounded players must crawl or be carried into Hades, or else they will be recorded as dead. Dead players may walk from the place of their death into Hades, but must hold their weapon over their head to signify their condition to other players. Dead players are not allowed to communicate to living players, except to nod when asked if they are dead. Dead players must spend 12 minutes in Hades, Mortally Wounded players 8 minutes, and living players 4 minutes.

  2. Death
    When killed in combat outside of a battle event, players should die a dramatic death and crawl out of combat. Dead players should rest as corpses until the combat has finished and all living players have left the area or finished searching them. Dead players may then place a weapon over their head and walk to Hades. Characters never remember the circumstances surrounding their death or who killed them.

  3. Mortal Wounds
    Players slain by a hit to a limb are Mortally Wounded and do not die immediately. Players who are Mortally Wounded will die five minutes after they suffer the wound if they are not healed. Mortally Wounded players cannot stand, fight, use abilities, or cast spells. They may, however, crawl, speak, quaff a potion, scream in pain, and may still hold onto their weapons with any arm that is not wounded.

  4. Searching the Dead
    A player attempting to search a dead player must say, "Corpse, I am searching the [object] on your [location]" where the object is a particular container or piece of gear such as a specific pouch, pocket, or article of visible clothing, and the [location] is one of the basic hit locations. E.g. "I am searching the bracer on your right arm," or "I am searching the tunic sleeve on your right arm." The dead player is required to give up any in-game items in that location.

  5. Silver Weapons
    Silver weapons confer a number of advantages to players. To create a Silver weapon, the player must pay 20 GP to the Treasurer or Coin Marshal. Silver weapons must be covered in silver-colored cloth. Silver weapons may not stolen or stripped for their components. Burning Hands and Warp Wood do not harm Silver weapons. Some creatures are vulnerable to hits from Silver weapons. Bows and siege weapons cannot not be Silvered, but arrows can.

  6. Wooden Weapons
    Shields, bows, arrows, javelins, and siege weapons are always considered to be wooden. Spears, glaives, polearms, and two-handed axes are considered to be wooden unless silvered.

  7. Enchanted Weapons
    Enchanted weapons have been charged with magic and deal special damage to certain creatures. A player swinging an Enchanted weapon should call 'Magic' and the damage of the weapon as they attack.

  8. Blessed Weapons
    Holy weapons have been blessed by a deity and deal special damage to certain creatures. A player swinging a Holy weapon should call 'Holy' and the damage of the weapon as they attack. A player swinging a weapon doused with Holy water should call 'Holy' once, on their next hit.

  9. Holy Water
    Holy Water is water infused with divine energy, and has several possible uses. When Holy Water is added to food or drink, it is instantly purified and all Poisons and Diseases are removed from it. Holy Water may be used as a direct attack, throwing/sprinkling it on a creature. One dose of Holy Water will cause one hit of damage to Undead creatures. It may be used to imbue a weapon or projectile with a single 'Holy' hit. After the first such hit, not including those blocked by shields, the weapon reverts to normal. Holy Water must be contained in a period container which does not include a plastic nozzle. Players should be considerate of one another when applying Holy Water.

  10. Captives
    One foot or less of rope must be used as a representation of bonds. To apply the bonds, the capturing player must place both hands on the captive's hands for a count of 30 seconds and then state, "You have been captured, this rope is tying you fast. You are now bound." The captive must then hold on to the rope with both hands and may not move from the spot. Another player may release the captive by holding the arms of the captive and untying the knots or using an edged weapon to cut the bonds. If the bound player has an edged weapon on their person, they may cut the bonds. Each of these actions takes 30 seconds.

  11. Giant Creatures
    Creature who are Giant Size gain no damage bonuses for their size. However, all non-Giant creatures within 30' of them must kneel. If the Giant creature stoops or kneels, those around him may remain standing. Giant creatures must call out "I am a Giant, get on your knees" as they approach. Non-Giant creatures cannot outrun Giant creatures - if pursued, the quarry must remain on their knees to flee.

  12. Light
    Any player who can cast a spell may summon a small glowing light represented by a glowstick. This can be used to read spells or find paths at night. Light can be given to other players willfully, but cannot be looted.

  13. Treasure
    Treasure includes Coins, Poisons, Potions, Scrolls, and many other items related to specific adventures or quests. These items can be stolen or looted by other players.

  14. Adventure Specific Items
    Many times during adventures, the Elders of the event will have certain items that are part of the adventure. These may include, but are not limited to: magic weapons, magic armor, potions, Scrolls, wands, etc. Unless an Elder states otherwise, these items may be looted and stolen like normal Treasure.

  15. Coins
    The Gold Piece (GP) is the monetary standard. Treasure plays no role in actual battle, but can be crucial during adventures. For large amounts of money a Country Leader or the Land Marshal may issue a Currency Writ, which can be taken to the Coin Marshal for disbursement. Players are encouraged to have least 50% of their wealth with them all times.

  16. Poisons
    A player must possess a Poison Writ on their person in order to use a Poison. A player may only use one dose or type of Poison for each item Poisoned. When the Poison is applied, the writ is then destroyed. The player must then come in contact with the food, drinking vessel, or eating utensil they wish to Poison. The player should affix a piece of purple ribbon or tape to the item to prove that they possessed the item. Alternatively, the player may simply touch or possess the item to be Poisoned in the witness of a Marshal. Half an hour after it has been applied, the Poison is then neutralized and will not affect anyone else. The writ should be left in a visible spot nearby, or a Marshal should be prearranged to inform the victim of the Poison's effects. Poison may be added to a bulk quantity of food or drink. This poison affects anyone who consumes the food/drink as if it were one potency level lower (ex: Supernatural Poison acts as Animal Poison). Plant Poison cannot be used in this manner. Any weapon may be used to administer a Poison attack. Poison may be applied to a weapon by destroying the writ and affixing purple ribbon or tape to the weapon. Poisoning a weapon does not increase the normal damage of a weapon. Poisons take effect on the first hit that inflicts an Injury. When a player strikes an Injury with a Poisoned weapon, they must announce the type of Poison being used as well as its duration. The Poison is considered expended on any additional attacks. In order for a victim to suffer the effects of the Poison, the player must be Injured by a weapon attack. All Poison victims are required to role-play the appropriate effects of the Poison. All Poisons have an effect and a duration as follows:

  1. Death Poison: The victim is mortally wounded and will die in little or no pain when the duration expires.
  2. Paralysis Poison: The victim is conscious, but cannot move or speak for the entire duration.
  3. Agony Poison: The victim is racked by unspeakable pain and is completely incapacitated for the duration.
  4. Hallucination Poison: The victim goes temporarily insane, cannot think or control actions, and will not remember the experience afterwards.
  1. Potions
    Potions are vials of magical liquid that can be drank in order to reproduce a spell's effect. Only the following spells can be distilled into potions: Barkskin, Cure Light Wounds, Cure Disease, Cure Serious Wounds, Cure Mortal Wounds, Gaseous Form, Giant Growth, Neutralize Poison, Protection from Lightning, Protection from Ice, Protection from Fire, Resurrection, Spell of Shielding. In game terms, a Potion consists of a vial with the signature of the Potion and Scroll Marshal and any Component attached. No fluid need be inside the potion bottle, nor must the player actually consume any liquid to use the potion. To consume a potion, a player rips the Marshal's signature in half, then the role-played motions of drinking the liquid (or pouring the liquid down the subject's throat) and donning the spell Component, if any, are required.

  2. Scrolls
    A Scroll is a series of incantations written by a spell caster that are read to cast a spell. In game terms, a Scroll consists of a loose page of parchment with a clearly labeled and legibly written spell on it, with the signature of the Potion and Scroll Marshal and any Component attached. Any spell may be made into a Scroll, but only characters whose classes can access to the spell can read it. To use the Scroll, a player destroys the Scroll writ, consuming the Scroll. The player must then follow the normal rules for casting a spell, substituting the Scroll for the Spell Book.

  3. Fortifications
    Before building Fortifications, players should make sure the area is safe by clearing any debris (rocks, branches, etc) from the area. Fortifications should be made out of wood, hay bales, rope, or other Marshal-approved materials. If the Fortifications's Walls are not easily climbable, they must have a 3' gap at the bottom to allow players to crawl under. A Fortification must not have a roof. Regardless of the method of construction, the outside boundaries of a Fortification represent 20' high Walls. Players outside of the Fortification must fire missile weapons, siege weapons, and Spellballs over Walls at a 45° angle if being fired into the Fortification but may be fired straight through an open gate. Players within the Fortification may use weapons 7' or longer to attack players climbing the Fortification's Walls.

  4. Gates
    Every Fortification must have at least one gate, represented by an easily removable barrier or a detachable length of rope. Gates must be at least 5' wide. Players may normally only enter or exit a Fortification through its gate. All gates are considered closed by being barred from the inside. For a player to exit the Fortification, the gate must be opened from the inside first. Any player inside the Fortification may throw the gate open from the inside. Gates may be destroyed by siege damage (fireballs included) 3 lightning bolts, one warp wood, or three hits from a battering ram. A gate may also be opened with a passwall spell or lockpick.

  5. Battering Rams
    A battering ram is represented by a spear or wooden log at least 8' long. The ram must be held by at least five players who must have both hands free and may not be Injured. The players must hold the battering ram firmly and make at least a ten-step charge into the gate and deliver a solid hit. Each time the ram hits the gate, the ramming players should yell 'Ram!' to alert all nearby players that the gate was struck. Three solid hits from a ram will destroy a gate.
  6. Siege Weapons
    Siege weapons must be safety approved by a Marshal. A siege weapon fires siege bolts, which take the form of either javelins or rocks. Three players, each with both hands free, are required to move or operate a siege weapon. Siege weapons may only fire one bolt or rock at a time. Once a siege weapon has been fired, those manning it must loudly count 10 seconds before firing the siege weapon again. Siege weapon projectiles inflict Siege damage to everything within 3' of the point of impact, even in the case of misfire. Siege damage causes mortal wounds, penetrating all armor and destroying all equipment within 3' of the point of impact.
  7. Ships
    Ships are represented by roped off areas according to the size of the Ships involved. These roped off areas are set parallel to one another with a distance of 10' between each ship. A Ship may be equipped with up to three Planks to assist troops in crossing from one Ship to the other. Planks must made from cardboard and no wider than 3', and must reach the full distance from one Ship to the other to be crossed safely. Any equipment or planks that fall or are knocked into the sea are considered sunk. Unlike Structures, Ships are not considered to have Walls - all attacks are exchanged normally.

  1. Damage to Ships
    Ships are not damaged by normal weapons, but can be sunk by siege damage. A Ship's Hull Points are an indicator of its seaworthiness. Ships begin battles with 2-5 Hull Points, depending on type. A Siege damage hit landing on a Ship or striking a player aboard will take away one Hull Point. A Ship that loses its last Hull Point will sink in 5 minutes if not repaired.
  1. Swimming
    Players in the sea wearing AR3 or heavier drown immediately. Other players may swim to their own Ship or the enemy Ship by crawling on their hands and knees; both hands must be free and neither arm Injured. Also, any player frozen by 'Ice Storm' will float for the duration of the spell and may be dragged aboard a Ship by two other players.


9. Organization

  1. Nobility
    Nobility is a way to recognize service to the realm and promote volunteerism, as well as to form a Noble Council of experienced players. The acceptance of Noble Petitions and the running of Noble Tournaments fall under purview of the Noble Council. Nobles may have other organizational duties as assigned. Nobles must behave honorably towards the chapter at all times. They must also contribute to the chapter in a positive manner. Nobles should be addressed as their title dictates. All Nobles sit on the Noble Council and have a vote therein. After attaining a new rank, they may not advance in title for one full year. Should a King or Queen abdicate, they become an Archduke/Archduchess. The Order of Precedence of Noble Titles is: Baron/Baroness, Earl, Count/Countess, Duke/Duchess, Prince/Princess, Archduke/Archduchess, King/Queen.

  1. Knighthood
    A player is awarded Knighthood via service to the realm, without petitioning the Noble Council. Although a Knighthood is granted for service to the game, knighted players are not held to the same standards as nobles, as they have not requested greater responsibility to the game. Knighted players should be addressed as "Sir" or "Dame" in character, and should feel welcome to volunteer further effort to the group.  A player who is awarded Knighthood is entitled to special token privileges to honor their achievement:
  • Access to the Paladin class: A character that chooses to become a Paladin forfeits all Credits in their Class and becomes a 1st level Paladin.
  • Knightly Privileges: A character that chooses not to become a Paladin may instead choose two abilities from the following list.
  1. Read Magical Languages
  2. Disguise
  3. First Aid
  4. Torture
  5. May cast “Create Holy Weapon”
  6. A daily casting of “Comprehend Languages”
  7. A daily casting of “Passwall”
  8. A daily casting of “Cure Serious Wounds”
  9. A daily casting of “Commune with Nature”
  10. A daily casting of “Gaseous Form”
  11. A daily casting of “Mending”
  12. A daily casting of “Turn Undead”
  1. The Noble Ranks
    To advance in rank as a noble, and gain a seat in the Noble Council, a Knight must:
  • Submit a petition to the Noble Council expressing desire to become a Noble.
  • Be accepted by the Noble Council after a discussion of the player's service to the game, giving precedence to Countries not already represented in the Council.
  1. Noble Council Meetings
    The Council shall convene every two months, unless business dictates otherwise, to review petitions and the state of the chapter. Each Noble must volunteer to Elder for an entire event at least twice a year.
  1. Elders
    Elders are responsible for running events smoothly and acting as referees for combat. Each Elder is required to wear a plain white tabard. Any decision made by an Elder on the battlefield regarding the day's event or combat must be listened to and followed. Disputes with Elders should be brought to the Magistrate for adjudication. There are no permanent Elders, they will vary at every event. Elders enforce combat and adventure rules, and must levy penalties for infractions of the rules. Infractions include, but are not limited to:

  1. Ignoring the safety of others
  2. Refusing to take legal hits
  3. Circumventing the rules
  4. Acting out of character

Penalties can include extra time in Hades, or withdrawal of fighting privileges for the rest of the event. Players who are persistently dangerous and/or frequently break rules will find themselves suspended or expelled from future participation in the game. Any player who has at least 31 battle credits and has been approved by the Magistrate may serve as an Elder. Every Country must offer at least one member to act as an Elder at each event. It is the duty of all veteran players to serve as an Elder periodically. The Magistrate or Event Elder may enforce the one Elder per Country rule if they deem it necessary.

  1. Marshals
    Marshals are volunteers approved by the Noble Council to help with the administrative duties of the Club. It is recommended that a player be a veteran of at least a year before volunteering for a Marshal position. There is a great need for new Marshals, and volunteering provides invaluable experience as well as an opportunity to serve the game. There will often be more than one Marshal for a specific position; in this case there will be one Head Marshal and several Assistant Marshals. Head Marshals are expected to make themselves available to answer questions, provide assistance, and demonstrate leadership within their Marshaling position. Marshals responsible for checking gear are expected to provide an explanation when failing a player's gear and guidance on how to correct the problem. Marshals are also expected to remain impartial with regards to their position and should refrain from checking their own gear or the gear of their Countrymen.  Marshals and their responsibilities are:

  1. The duties of the Magistrate are as follows:
  1. Approving and supervising Marshals
  2. Filling in for Marshals when they are unable to fulfill their duties
  3. Providing adjudication to disputes between players
  1. The duties of the Land Marshals are as follows:
  1. Maintaining the Realm Map
  2. Tracking and reporting of all Country assets to Country Liaisons
  3. Receiving declarations for Country land actions
  4. Securing Elders and running Country land actions at events
  5. Ad hoc field interpretations of gray areas in the Land Rules
  6. Providing Country Liaisons with information pertaining to Country holdings, land actions, etc
  1. The duties of the Lore Marshals are as follows:
  1. Retaining a written history of the events of the realm
  2. Chronicling adventures and tournaments
  3. Maintaining a list of permanent adventure items and their owners
  4. Keeping census of the active and inactive Nobles and Knights of the realm
  1. The duties of the Coin Marshals are as follows:
  1. Working with the Land Marshal to maintain Country monetary accounts
  2. Transporting and making available physical coin for in-play use
  3. Providing Countries with reports on the Country's account, including income and withdrawals
  4. Reporting to the Noble Council when coin stores are low so new coin can be purchased
  1. The duties of the Potion and Scroll Marshals are as follows:
  1. Maintaining a log of all potions and scrolls created
  2. Collecting the proper amount of coin for the potion and/or scroll created and returning it to the Coin Marshal
  3. Ensuring that casters creating potions and scrolls deduct the proper amount of coin and spell points from their tallies as appropriate
  4. Signing off on any complete potions and scrolls ready for use
  1. The duties of the Poison Marshals are as follows:
  1. Maintaining a log of poison created
  2. Collecting the proper amount of coin for the poison created and returning it to the Coin Marshal
  3. Signing off on any complete poisons ready for use
  1. The duties of the Costume Marshals are as follows:
  1. Ensuring player costumes adhere to costume rules
  2. Ensuring players have the proper class specification items
  3. Recording surcoats and banners for documentation of valid country status
  1. The duties of the Spell Marshals are as follows:
  1. Thorough checking of each spell component intended for use on the field with attention to safety
  2. Ensuring that spells of casters (scrolls, books, etc.) are written to the proper word length
  1. The duties of the Armor Marshals are as follows:
  1. Thorough checking of each piece of armor intended for use on the field with attention to safety
  1. The duties of the Weapon Marshals are as follows:
  1. Thorough checking of each weapon and shield intended for use on the field with attention to safety
  1. The duties of the Consul Marshals are as follows:
  1. Gathering information and organizing trips to regional and national Dargarth-like events
  2. Coordinating visits to nearby boffer games and larp groups


10. Land Rules

1. The Realm Map

The Realm Map is a representation of all Countries and their Assets. Countries own land and Assets on the Realm Map. Countries also own wealth in the form of currency, of which they are responsible for keeping safe. The map displays the lands belonging to each Country in units of Hexes. Assets, such as Castles and Mines, produce money or strengthen defenses. Countries may expand borders and build projects through Land Actions. ‘Seasons’ are defined by the equinoxes and solstices. ‘Turns’ are defined as the period between regular events.

2. New Countries

Each new Country is granted seven contiguous Hexes of land, one of which is designated their Capital. The Capital Hex is a fortified city, having both a Castle and City placed upon it. The Country's Leader will work with the Land Marshal to place these Hexes on the Realm Map and designate which Hex is to act as the Capital. No starting Hex may be more than a 3 Hex radius from the Capital. If this placement is not possible, allowances may be made at the discretion of the Land Marshal. Additionally, each new Country is also granted 1,000 GP as its starting Coffers. At this point, the new Country is free to acquire new land, construct Assets, and build fortified encampments at adventures.

3. Defunct Countries

A country may be declared "defunct" by the noble council if it fields no surcoated members for six regularly scheduled events.  In such an instance, the country's land becomes unclaimed, the settlements and fortresses become ruins, the coffers are donated to the realm, and the country ceases to exist.

4. Coffers

  1. Income
    Some Assets produce income on a seasonal basis. This income will be distributed to the country leader or designated representative in the form of gold coins, bars, or writs. It is the responsibility of countries to keep track of their own coffers.
  2. Expenditures
    Countries may spend gold in any manner they see fit. Common expenditures are for building armies, constructing assets, or paying mercenaries. When spending money for land actions, the gold is collected by the Land Marshal and returned to the Coin Marshal.

5. Assets

Assets are the property of the Country owning them, not of individual players. Common Assets are described as follows:

  1. Settlements
    Settlements are income generating Assets which Countries can construct.
  1. A Hamlet costs 100 GP to found and produces 50 GP per Season.
  2. A Town costs 500 GP to found and produces 300 GP per Season.
  3. A City costs 1000 GP to found and produces 600 GP per Season.
  1. Mines
    Mines are naturally occurring Assets that generate income for the owning country.
  1. A Copper Mine produces 100 GP per Season.
  2. A Silver Mine produces 200 GP per Season.
  3. A Gold Mine produces 300 GP per Season.
  1. Ships
    Ships are used for trade, transport, and war.
  1. A Caravel is a trade vessel which costs 200 GP to build, and produces 100 GP per Season.
  2. A Frigate is a fast vessel which costs 1000 GP to build, and costs 50 gold/season in upkeep.
  3. A Man O'War is a military Ship which costs 2000 GP to build, and 200 gold/season in upkeep.
  1. Fortresses
    Fortresses give defensive bonuses to defending the Hex on which they are built.
  1. A Tower is a small Fortress which costs 200 GP to build, and 50 gold/season in upkeep.
  2. A Keep is a medium Fortress which costs 400 GP to build, and 200 gold/season in upkeep.
  3. A Castle is a large Fortress which costs 600 GP to build, and 400 gold/season in upkeep.
  1. Roads

Roads provide a movement bonus for armies and adventure parties.  They can be constructed outside of a country’s borders or within another country’s with its consent.  Roads can be pillaged in neutral territory, which cuts the trade bonus.

  1. 5 hexes of roads can be built for 300 gold.  Each city connected to at least one foreign city by roads earns an extra 100 gold/season from trade.

6. Features

Similar to assets, features provide bonuses or modify a specific hex.  Features are not owned by countries though, and are semi-permanent.  Common features are as follows:

  1. Ruins

Ruins allow the controlling company to skip over building a hamlet or tower, and allow them to proceed directly to building a town or keep.  Ruins are consumed on their use.

  1. Lighthouses

Lighthouses are enormous towers built by the ancients, and modern countries cannot create their own lighthouses.  A lighthouse allows the controlling country to let ships pass through an adjacent maelstrom hex.

  1. Maelstroms

Maelstroms are a horrific stretch of water that is turned violent by a combination of storms, tidal forces, and protruding rocks.  Hexes with a Maelstrom are completely impassable by ships.

  1. Capitals

Each country has one capital, which provides free upkeep in that hex.  A capital can only be changed once a season.  If a capital is captured, it provides the full pillage rate instead of the standard ½ value.

7. Land Actions

At each event, each Country may declare one Land Action for the following event. When participating in Land Events, players must play the character they selected during check-in for all Land Actions. Characters may only take part in one land action each event. If they are hired as mercenaries for another country’s invasion, they may not take part in their own country’s land search. Characters in an Land Action are considered to have had advanced warning of the battle. Casters may cast as many spells as they wish on themselves and their allies before the battle. Casters may not be holding cast spells, however, and must still spend expend spell points. Siege Weapons may be loaded. Spell Points in Land Actions are counted separately from those occurring during the rest of the day.  Countries cannot carry out a land action unless they have 2 surcoated members and a banner present.  Types of Land Actions include:

  1. Land Search

Land Searching is an attempt at the acquisition of unclaimed Hexes of land through exploration. A Land Search order costs 25 gold and creates an Adventure Party. It also costs 5 gold per person on the search. Only 5 characters may attend a land search, except where characters with ‘improved land search’ are involved. A character must be chosen to lead the Adventure Party, this character cannot lead another search at the next event. The Adventure Party travels to the target hex and fights a battle with any defending creatures. The appropriate dice will be rolled for the Monster Encounter Chart in witness of the Party Leader and Land Marshal. If successful, the hex and any spoils pass into the possession of the country that ordered the Land Search. If the Adventure Party cannot reach its target in one turn’s movement, a note is placed on the map to mark its location. If multiple parties are to Land Search the same hex, the party that began the turn closer to the target hex searches first. If the hex is conquered, subsequent countries are considered to be simultaneously invading the Hex. The victor of this multi-way battle claims the Hex; if all parties are defeated, the Hex remains unclaimed. When multiple battles occur in this way, all victors of the previous battle are considered raised and healed for the next battle. If a Land Search is unsuccessful, the Land Marshal uses the same rolls in future Land Searches of that Hex. This includes all monsters and Spoils as applicable.

  1. Invasion

Invasions is an attempt at claim another country’s hex by force. An invasion order costs 50 gold and creates an Army. The Army travels to the target hex and fights a battle with the defending country. Invasion Armies on the march are announced publicly be the Land Marshal. If the Army cannot reach its target in one turn’s movement, a note is placed on the map to mark its location. The winner of the battle becomes the new owner of the hex. There are some restrictions on numbers for invasion battles.

  1. The invader may field all surcoated members checked in at the event. They may also hire allies not exceeding half the number of their surcoated members.
  2. The Defender may field all of its surcoated members. If that number is greater than the force of the Invader, the Defender may field all of its members. If this number is lesser than the force of the Invader, the Defender may hire allies to match the number of troops the Invader is fielding.

Fortress may allow for the Defending party to field additional players after determining the size of Invading and Defending armies. Fortress are treated as Fortifications in battle. If the siege has not been won in one hour, the defender wins. Details of Fortress are described as follows:

  1. Tower: 15'x15', Defender gains no additional warriors
  2. Keep: 30'x30', Defender may field 3 additional warriors
  3. Castle: 40'x40', Defender may field 7 additional warriors

If the attacking country wins, it has the option to pillage the hex.  This decision is only available at the event of the capture, and cannot be changed retroactively.  Pillaging reduces the asset tier of settlements of fortifications, and returns half of the build cost to the pillaging country.  The attacking country still owns a hex after pillaging it.  Roads are destroyed by pillaging, but return no gold.  Ex: Country A captures a hex with a keep and city, and decides to pillage it.  The hex is left with a tower and town, and Country A earns 700 gold.  (1000/2 + 400/2).

  1. Build Asset

Assets cannot be constructed on land outside of one’s own borders, unless otherwise noted. Ships must be constructed on vacant sea Hexes adjacent to a Hex owned by that Country.  The Asset will be complete at the end of the next event. To construct advanced settlements and fortresses, the proceeding asset must have been built first. The old settlement or fortress is replaced. Mines cannot be constructed.

  1. Hex Transfer

While money can be freely exchanged between Countries, the transfer of Hexes is handled differently. Countries may only transfer or eceive one Hex per event. A Country may not transfer any of its seven original Hexes. The transfer of a Hex from one Country to another is considered to be the Land Action for both Countries involved. Any Assets on the Hex are transferred along with the Hex.

8. Other Submitted Actions

These do not count as land actions, but still must be submitted to Land Marshal.

  1. Unit Movement

Movement orders do not count as land actions, but must be submitted to the Land Marshal in the same manner. The origin and destination hexes must be included. Units have a set amount of Movement Points that limits their ability to travel in a turn. Frigates have 10 points; Caravels, Man-O-Wars, and Adventure Parties have 8; Armies have 6.  Different terrain have specific movement costs, incurred upon entering the hex. Roads halve the movement cost of a hex.

  1. Plains: 2 movement points
  2. Forests, Swamps, Jungle: 4 movement points
  3. Mountains, Arctic, Desert: 6 movement points
  4. Ocean: 1 movement point
  1. Ship Transfer

A Country may freely transfer Ships to another Country.To transfer a Ship, a Country's Leader must provide the Land Marshal with a written declaration one turn in advance of the transfer date.

9. Units

  1. Armies and Adventure Parties

Armies and Adventure Parties are created with a land action, and are consumed at the completion or failure of that land action. If they cannot reach their target hex, Armies and Adventure Parties are placed on the map as a campsite. It costs 25 gold a turn to sustain an Adventure Party on the map, and 50 gold a turn to sustain an Army. Both types can be redirected to another target hex with a movement order. Although they can exist indefinitely, no country can have more than 3 Adventure Parties or 3 Armies on the map at any time. Armies are not needed to defend a hex, only to invade one.  If an army is present to defend a hex, the defending country may field an additional 7 defenders. Armies may be converted into Adventuring Parties at any time, but Adventuring Parties may not be converted into Armies. Countries may allow foreign Armies and Adventuring Parties to pass through their borders or bar their passage.  Armies may pass through hostile borders (without capturing them) by fighting one battle a turn.  The Army is only consumed if it loses the battle or chooses to capture a hex it passes through. Two Armies or Adventuring Parties may do battle if they meet on an unclaimed hex or cross paths during a turn.  The losing Army or Party is eliminated.  A victorious Adventuring Party may choose to Search the unclaimed hex, but is consumed by this act.  If a hostile Army and Adventuring Party meet, the Party is eliminated without a battle.

  1. Ships

Boats are also created with land actions, but exist indefinitely. They generate income like assets, but may move and do combat like armies. They are able to ferry armies and adventure parties as well. They are of great value strategically. Only one Ship may occupy a Hex at the end of a turn; they may, however, intersect while in motion. Should this occur, both Countries will be required to indicate whether they will pass peacefully or seek to intercept the other Ship.

a. Naval Battles

If a Country intercepts a Ship, a Ship Battle will occur. The same rules governing the size of the Invading and Defending armies for Invasions apply to Ship Battles. If both Ships intercept, the Country with the greater number of surcoated members at the event is considered the Invader. If the successful party can occupy a seaworthy enemy Ship, they may claim it and place it on an adjacent Hex. If ships from two countries intercept, and neither country wants to do battle, the country liaisons may negotiate for one country to alter the move order.

For the purpose of ship battles, boats are represented by roped off areas according to the size of the ships involved. These roped off areas are set parallel to one another at a distance of 10'. This distance can be reduced if both country leaders agree prior to the battle. Ships may be equipped with up to 3 'planks' made from cardboard or wood and no wider than 3'. Planks must reach the full distance from one ship to another. Planks can be destroyed by a 'warp wood' or a 'fireball'. Characters with 'Ropeswing' are able to cross the distance to the other ship. To do so, players must have both hands free and roleplay the act of swinging across the gap. Other classes can jump, but must land fully on the other boat or are assumed to have fallen into the water.

Any equipment or plank that falls from a boat are considered sunk. If a player places one foot or hand off a ship, they are also considered to have fallen into the water. Players may swim or drown according to the swimming rules in the adventure section.

Ships are only damaged by siege damage, such as fireballs and siege weapons. To count as a hit, the shot must land within the roped off area. If the ship takes more damage than it can sustain, it begins breaking apart and will sink in 5 minutes. The spell 'mending' repairs one hit.  Details of ships are as follows:

  1. Caravel: 10 people max on board, no siege weapons, Sunk from 2 hits, 10x15 feet
  2. Frigate: 20 people max on board, 2 siege weapon max on board, Sunk from 3 hits, 15x25 feet
  3. Man O’ War: 30 people max on board, 4 siege weapon max on board, Sunk from 5 hits, 15x40 feet

b. Ferrying

A country may use any ship to ferry an Army or Adventure Party. The ship must pick up the land unit at a coast and drop it off on one too. Moving onto the ship’s hex costs 1 movement point (for the ocean hex) and unloading costs the movement points for the designated terrain. Transferring land units between ships costs 1 movement point (for the ocean hex).

11. Encounters List

  1. Monster Encounter Chart
  • 01-20 Terrain Encounter (if no distinct terrain on hex, roll again)
  • 21-50 Humans
  • 51-70 Humanoids (+5 to Spoils)
  • 71-90 Undead (+10 to Spoils)
  • 91-99 Giants (+15 to Spoils)
  • 100+  Epic Monsters (+30 to Spoils)
  1. Terrain Encounters
  • 01-30 Forests/Jungle 4 Sasquatch (AR1, blue weapons/daggers, no shields)
  • 01-30 Mountains 2 Hill Giants (8 hits, giant, 1 red)
  • 01-30 Swamps 5 Bog Monsters (1 hit, 1 entangle spellball))
  • 01-30 Deserts 1 Medusa (AR2, 3 paralysis spellballs) 2 Skeletons (AR1, immune to green and yellow hits, destroyed by one hit from Holy)
  • 01-30 Arctic 4 Abominable Snowmen (AR1, blue weapons/daggers, no shields, immune to ice)
  • 31-60 Forests/Jungle 5 Elves (AR2)
  • 31-60 Mountains 12 Goblins (1 hit, 1 blue, rocks)
  • 31-60 Swamps 4 Wights (6 hits, greater undead, double damage from Holy, casts curse on damage causing hit)
  • 31-60 Deserts 3 Flame Beasts (6 hits, double damage from Silver, immunity to fire, 1 fireball spellball, permanent flame hands)
  • 31-60 Arctic 3 Frost Giants (9 hits, giant, immune to ice, 1 red)
  • 61-90 Forests/Jungle 1 Treant (10 hits, giant, 2 entangle spellballs, 2 warpwood spellballs) 4 Saplings (4 hits)
  • 61-90 Mountains 5 Drunk Dwarves (AR3)
  • 61-90 Swamps 2 Filth Flingers (8 hits, 3 agony 3’ radius 20 min poison spellballs) 4 Bog Monsters
  • 61-90 Deserts 1 Mummy (10 hits, double damage from holy, 3 entangle spellballs) 3 Wights
  • 61-90 Arctic 1 Mad Ice King (AR4, immune to ice) 3 Blizzard Mages (AR1, 2 ice storm spelllballs, 1 lighting bolt spellball, no shields)
  • 91-100+ Forests/Jungle Green Dragon (10 hits, Giant, 3 agony 3’ radius 20 minute poison spellballs, played by 3 people) 4 Half Dragon Guards (AR3)
  • 91-100+ Mountains Red Dragon (12 hits, Giant, 3 fireball spellballs, immune to fire played by 3 people) 4 Half Dragon Guards (AR3)
  • 91-100+ Swamps Black Dragon (9 hits, Giant, 3 paralysis 3’ radius 20 minute poison spellballs, immune to poison played by 3 people) 4 Half Dragon Guards (AR3)
  • 91-100+ Deserts Blue Dragon (11 hits, Giant, 3 lightning bolt spellballs, immune to lightning, played by 3 people) 4 Half Dragon Guards (AR3)
  • 91-100+ Arctic White Dragon (8 hits, Giant, 3 ice storm spellballs, immune to ice, played by 3 people) 4 Half Dragon Guards (AR3)
  1. Human Encounters
  • 01-15 1 Hermit (one blue weapon, no armor)
  • 16-30 3 Slavers (fails or blues, no shields, no armor)
  • 31-40 5 Peasants (polearms, no armor/shields/projectile weapons)
  • 41-50 5 Cultists (florentine, no armor)
  • 51-60 4 Barbarians (AR1)
  • 61-70 4 Brigands (AR2, backstab)
  • 71-75 1 Knight (AR4) 2 Men-At-Arms (AR3, Shields)
  • 76-80 10 Peasants
  • 81-85 5 Deserters (AR3, no shields)
  • 86-95 5 Men-At-Arms
  • 96-99 15 Peasants
  • 100+ 6 Knights
  1. Humanoid Encounters
  • 01-15 1 Goblin (1 hit, 1 blue, rocks)
  • 16-30 2 Werewolves (AR3, double damage from Silver, no shields, blue/daggers only)
  • 31-45 2 Orcs (AR4)
  • 46-55 10 Goblins
  • 56-65 6 Goblins, 1 Bugbear Shaman (AR2, 1 entangle spellball, 1 lightning bolt spellball, 1 cure light wounds)
  • 66-75 5 Werewolves
  • 76-85 4 Bugbears (AR3, 1 red)
  • 86-90 4 Orcs
  • 91-95 3 Bugbears, 1 Bugbear Shaman
  • 96-99 20 Goblins, 1 Goblin King (2 hits)
  • 100+ 20 Goblins, 1 Ogre Magi (6 hits, giant, 2 lightning bolt spellballs)
  1. Undead Encounters
  • 01-20 1 Zombie (AR2, lesser undead, destroyed by one hit from a Holy or Silver weapon)
  • 21-40 5 Skeletons (AR1, lesser undead, immune to green and yellow hits, destroyed by one hit from a Holy or Silver weapon)
  • 41-60 5 Zombies
  • 61-75 3 Ghouls (AR4, lesser undead, double damage from Holy, 1 minute paralysis poison with each damage causing hit)
  • 76-85 3 Flesh Golems (9 Hits, lesser undead, damaged only by Magic, Holy, or Silver, heal 1 hp with each damage causing hit)
  • 86-90 5 Skeletal Knights (AR3, lesser undead, shields, immune to green and yellow hits, destroyed by one hit from holy)
  • 91-95 1 Banshee (6 hits, greater undead, double damage from Holy, 4 Hallucination 3’ radius 20 minute spellballs) 5 Wights (6 hits, greater undead, double damage from Holy, casts curse on damage causing hit)
  • 96-99 1 Lich (8 hits, greater undead, double damage from Holy, adventurers killed by Liches rise again as standard Zombies) 5 Zombies
  • 100+ 1 Vampire (10 hits, greater undead, damaged only by Magic, Holy, or Silver, does red damage, can heal to full from mortal or dead adventurer) 3 Flesh Golems
  1. Giant Encounters
  • 01-30 1 Troll (6 hits, giant, heals self at rate of 1 hit per minute, fireball or flame hands kills instantly)
  • 31-50 2 Owlbears (AR4, Giant)
  • 51-60 3 Trolls
  • 61-70 2 Frost Giants (9 hits, giant, immune to ice, 1 red)
  • 71-80 2 Storm Giants (9 hits, giant, immune to lightning, 1 red )
  • 81-90 2 Fire Giants (10 hits, giant, immune to fire, 1 red)
  • 91-95 4 Owlbears
  • 96-99 6 Ogres (6 hits, giant)
  • 100+ 6 Ogres and 1 Ogre Magi (6 hits, giant, 1 red, 2 lightning bolt spellballs
  1. Epic Encounters (Epic ¢ do not stay on the map if the adventuring party is defeated)
  • 1-20 Thunderbird (6 hp, 10 lightning bolt spellballs, 4 ice storm spellballs, immune to lightning/ice, cannot be hit by melee attacks, players cannot approach within 10ft of it) 4 Sasquatch (AR1, blue weapons/daggers, no shields)
  • 21-40 5 Headed Hydra (Played by 5 people, Each head has 5 hit points, giant, 1 fireball, 1 ice storm, 1 lightning bolt, they must be damaged with Holy, Magic, or Silver or else it grows back with 5 hp) 6 Kobolds (1 hit, no shields, blue weapons, rocks)
  • 41-60 Chromatic Dragon (16 hits, Giant, does red damage, 3 Fireballs, 3 Ice Storms, 3 Lighting Bolts, played by 3 people) 6 Kobolds
  • 61-80 Colossus (10 hits, Giant, Damaged only by Holy, Magic, or Silver, immune to yellow weapons, deals Red damage, deals instant death on each damage causing hit) 3 Stone Golems (12 hits)
  • 81-100+Arch Demon (AR 5, Giant, damaged only by Holy or Magic, 6 fireballs, 6 Agony 3' radius 20 minute poison Spellballs, deals Red damage, casts fireball on its location when it dies) 4 Lesser Flesh Golems (7 hits, heal 1 hp with each damage causing hit)
  1. Spoils
  • 01-45 Nothing
  • 46-55 Copper Mine
  • 56-65 Silver Mine
  • 66-70 Gold Mine
  • 71-85 Tower
  • 86-95 Keep
  • 96-99 Castle
  • 100+  Castle and Gold Mine

The Dargarth Rulebook

Acknowledgements

The Dargarth Wargame System is descended from the Rules of the

Darkon Wargaming Club

as well as the

Belegarth Medieval Combat Society

Which themselves descended from the

Emarthnguarth Outdoor Wargaming System

Which was inspired by the glorious retellings of

Myth and Legend

Which glorify and invigorate the truths of

Human Propensity for Conflict and Ritual

Anyone attempting to engage in play of the type described in these rules does so at their own risk.

This Rulebook is derived from the rules of the Darkon Wargaming Club (http://www.darkon.org/) and the Belegarth Medieval Combat Society (http://www.belegarth.org/).

Combat rules are Copyleft 2002-2009 Belegarth Medieval Combat Society and Gregg Larson. Revision by Matthew R J Anderson. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.1 or any later version published by the Free Software Foundation; with no Invariant Sections, with no Front-Cover Texts, and with no Back-Cover Texts. A copy of the GNU FDL can be found at http://www.gnu.org/copyleft/fdl.html.

Adventure Rules are Copyright 1998-2009 Darkon Wargaming Club, Inc. Darkon® is a registered mark of the Darkon Wargaming Club, Inc. Library of Congress Catalogue Card Number: # TX-1-843- 745 All Rights Reserved.Individuals seeking to form a Wargaming group outside of the Baltimore Washington metro area may use these rules in whole or in part for that purpose, provided that their organization is not for profit, and provided that the name of Darkon is not used.