Rules for the land of Yarm

CONTENTS: Tuesday, July 15, 1997 Home Page: Balrog's Home Page

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RACES:

BEAST MEN/WOMAN

Liosses

Haraks

Ratenans

Drigos

 

DWARVES

Fire Dwarves

Green Dwarves

Grey Dwarves

ELVES

High Elves

Sulphur Elves

Wood or green Elves

 

HUMANS

Frost Men

Northern "Yarhual" humans

The Dark Ones (Narhills)

CHARACTER ALIGNMENTS AND CLASSES

Alignments

Evil

Neutral

Good

 

Classes

Warriors

Paladins

Clerics

Shamans

Mages

Rouges

Rangers/Trackers

Bards

CHARACTER DEVELOPMENT

MAGIC

How Magic works in Yarm

How to draw energy for magic

How to cast magic

Magic Resistance

Ethos behind all the magic areas

Earth Spells

1st Level

2nd Level

3rd Level

Water Spells

1st Level

2nd Level

3rd Level

Air Spells

1st Level

2nd Level

3rd Level

Fire Spells

 

 

1st Level

2nd Level

3rd Level

1st Level

2nd Level

3rd Level

Religion

Garthos

Shakra

Julan

Mekos

How do Clerics/Priests/Shaman draw power for their spells?

How to gain access to other Clerics/Priests/Shaman levels

How to release the power for Clerics/Priests/Shaman Spells

Holy symbols

Holy Spells

Common Clerics/Priests/Shaman spells

1st Level

2nd Level

3rd Level

Garthos Spells

1st Level

2nd Level

3rd Level

Shakra Spells

1st Level

2nd Level

3rd Level

Julan Spells

1st Level

2nd Level

3rd Level

Mekos Spells

1st Level

2nd Level

3rd Level

COMBAT

Subdual Damage

Hit points

Healing

ROLE PAYING AND ABILITIES

GENERAL RULES FOR EVENTS USING THESE RULES RUN UNDER BALROG GAMING 

RACES:

BEAST MEN/WOMEN

 

These humanoids were created from a elemental clash, this was a time in the planets history when all the elements combined in a area called "RANKlIN". All the life in this area was believed to be extinguished, most of it was wiped out, but a few human females survived, these females found themselves with child. All gave birth at different times but all that were born were deformed in some way. The mothers were shunned by society and were forced to return to Raklin with their offspring.

 

Each offspring turned out to a cross between human and an animal/fish. They were all bipeds but had some of the distinctive features of the animal that they were crossed with. Time progressed and they all became races within their own right, never interbreeding with other crosses. The four races that evolved are listed below with their relevant crosses:

  • Lion/man
  • Liosses
  • Hawk/man
  • Haraks
  • Rodent/man
  • Ratenans
  • Fish/man
  • Drigos
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    Liosses

     

    These men/women have the facial characteristics of a lion, they speak with a flowing intertwined voice, very much like that of a cat breaking into a purr. Because of their mixed race they have the ability to emit a fantastic roar twice per day which may cause whoever is within earshot to run in fear for a 30 count (this will be the game co-ordinators role to establish who heard and what can be effected) the disadvantage with using this ability however is that the Liosses return back to their bestial side for a 5 minute period, this means that everything that they are carrying is dropped, and they revert to all fours and act just as a lion would in that situation, i.e. if they are confronted with numerous individuals they will run and hide or if they are feeling hungry they may attack for food etc.

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    Haraks

    These men/women have very pronounce noses with some of their skin covered in feathers, they move their heads in very bird like fashion but this is usually overcome for those who wish to blend in with other societies, although it takes quite a lot of concentration to keep this up, under times of stress they revert back to the jerkiness. These breeds have the ability to enact magic from both the earth and the air, this is because of the combining of the two elements at their initial creation. They do have the disadvantage though of being very susceptible to having broken limbs, due to the fine nature of their bone structure.

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    Ratenans

    These cross breads have the facial characteristics of a rodent, they also have the ability to be extremely dexterous. In game terms this means that they can achieve various things such as picking pockets, fighting ambidextrously (With small weapons only i.e. daggers) doing severe damage with small precise weapons like killing from behind etc. Some of these abilities must be discussed with the game co-ordinator at the time of action. They have the disadvantage however that they are very easily controlled/lead by any charismatic person. They are a race that usually follows rather than leads.

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    Drigos

    These cross breads have a scaly silver skin, they have the ability use both the elemental sphere of water as well as earth, this being due to the two elements combining at the time of their creation. They do have the disadvantage however that every 5 hours they must submerse part or all of their body in water, if they do not do this then their skin starts to smolder and causes severe burning, often resulting in permanent crippling disfiguration.

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    DWARVES

     

    These are short stout fellows max. height 5ft, they live to prove their prowess and ferocity in battle. They drink lots and are extremely loud, bowing to no one. They have extraordinary stamina and constitution marching for many days and still engaging in battle at the end of it seemingly without any disadvantage.

     

    All the Dwarf races have facial hair and deem it shameful to be seen in adulthood without it. All the dwarves mix but all believe that their strain is the chosen one by the Gods.

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    Fire Dwarves

     

    These are a cross between the now believed extinct Firblog (Resembles a giant dwarf but has total immunity to fire) and a dwarf. They are still of stocky build but can be of any height, they always have facial hair and are immune to normal fire. Their skin colour has a reddish tinge and they have golden hair. Magical fire only does half damage, but because of their interbreeding then non of this race has been able to practice any fire magic, their bodies have absorbed the fire instead of acting as a storage and conduit system.

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    Green Dwarves

     

    These are a race of dwarves that have a green complexion and green hair. They are still of stocky build and have facial hair, but their height can range from 4ft to that of normal humans. Their race are totally dedicated to nature and any Green Dwarf that decides that they cannot follow this path losses the ability of their race and their complexion slowly turns to grey. They have the ability to communicate with all animals, and can befriend all normal animals after long conversation.

     

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    Grey Dwarves

     

    They are the natural descendants of the normal dwarf but chose to stay underground. These are dwarves that absolutely hate the natural light of day. Their skin complexion is grey as well as their hair and beards, they are at one with the rock. They have the ability to pass through rock for limited distances. If exposed to daylight without some form of protection to their eyes they suffer intense pain and are totally blinded for a twenty-four hour period. Their height varies due to the fact that they can alter their body shape to move though tight areas. The only way to tell that they are descendants of the Dwarven race is the fact that they all have beards and it considered sacrilege not to have one. If anyone removes their beard at any time the tribe will hunt and kill them, that becomes the tribes soul objective in life.

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    ELVES

    The Elven race of this world believe themselves to be the most ancient of races, they believe that they were conceived by the Earth mother herself, the saying is that they are truly the children of the earth. All the Elves can only be healed by being drawn into the ground, this requires a time consuming complex ritual Their stature is very slender with heights ranging between 5ft 8in to 6ft 6in, the majority being above six foot. They are all lovers of nature and are very protective about destruction of woodland, they follow a class system. There is only one King of the Elves and all classes follow this king, those who choose not too are shunned by both the high and the low Elves, that person is then magically branded, and all Elves across the known world will offer no help or shelter to those with the brand.

     Dependent on the region from which the Elves come depends on the coloration of their skin.

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    High Elves

    These Elves are grey skinned in colour. They are the natural born rulers to the Elves, all the other races are below them. They however do not have the initial right to rule over the lower class Elves until they have proven their worth to the king, This usually takes the form of a quest in which they must achieve a set task for the good of their race. Each of these Elves when they accept a quest are allotted a particular weapon of there choice. These weapons become bonded to that Elf. The ritual for this is quite complex and time consuming, only the shamans of the tribe know how to perform this ritual, the individual that is being joined has no recollection of how or what was done. Each weapon ends up with an ability for its owner, some have the ability to detect evil within a certain radius, others have the ability to cleave other weapons in two, others to cast a bright light. These weapons will only work in the hands of the one bonded to it. If someone tries to use the weapon of opposite alignment to that of the owner then it shatters. The weapon once bonded needs to held by its owner every 24 hours, if this is not the case it reverts back to a normal item and the owner suffers some form of loss associated with the weapons ability, for example they may loose what strength they have, or not be able to stand extreme light. This can only be overcome by returning to their shaman who must then try to re-enact the original ritual. This however has its dangers as it can leave the individual permanently disabled, it seems to link to the time scale between loosing contact with the weapon and re enacting the ritual.

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    Sulphur Elves

    These Elves have a yellow skin with yellow reddish hair, and are found in the volcanic areas of the world of "Yarm", these Elves have the ability to stand large amounts of heat and also they can breath noxious gasses for a limited period. They like all the Elves have to be healed by becoming one with the earth, this requires a complex ritual in which they are accepted into earth that is native to their birth. If they are drawn into earth without the main elements from which they were born they are only healed partially. They have to absorb the minerals from their birthplace.

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    Wood or green Elves

    These are the true Elves of the forest, they have a green brown complexion with brown hair. They are usually the growers of the land. They have the ability to communicate with the trees, although this is a very slow thing, and precise details are hard to ascertain, due to the trees understanding of the world

    HUMANS

     

    There are many variants of humans dependant on the region of the land from which they come. Listed bellow are some of the regions and the types of humans that originate from those regions. There is a lot of diversity across the human race the ones listed are the ones that are only pure variants. (Consult the campaign writer for information on mixed races and climate attributes)

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    Frost Men

     

    These are humans with a bluish hue, they live in the western most tip of the world of "Yarm" here is the only polar ice cap within the world. There is never any true darkness here, during the evening there is a fantastic array of coloured lights which lights the land with continually differing shades of colour. It is because of this phenomena and the intense cold that this race has evolved into having heat related vision. They do not see in the normal spectrum so they are not effected by bright lights (e.g. light sunlight reflecting off the snow) they are however effected by intense heat as this effectively dazzles them, like someone flashing a bright light into a normal humans eyes in a darkened room. Because of the severity of the cold within there natural habitat they have also developed a thicker skin, this means that they have more natural resistance to damage, the downside however means that they are not as dexterous as other races, this means that the more complex semantics required for some magic is inaccessible. (consult the campaign/game co-ordinator)

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    Northern "Yarhual" humans

     

    These people look the most inoffensive of all the races of humans, they are prone however to dress in fairly outlandish clothes, and talk incredibly fast with lots of animation. The people of Yarhual live in a ever changing climate, because of this and the way that the power to enact magic from this land is required means that these people are very orientated to the pursuit of magic. From an early age they are assigned an element of which they spend the rest of their life following, trying to evolve and develop more magical results to the benefit of the land. The two main elements that are followed are Air and Water, there are fewer that follow the Earth element and still fewer who follow the Fire. All the items that they use within their lands are operated by magic, for example it is common to see animated ploughing machines who are powered by magic.

     

    These people unfortunately are at a large disadvantage when they leave their lands, in normal climates they usually cannot harness enough power to enact the magic required to defend themselves, as they have relied so long on large untapped elemental energy sources that the spells that they have evolved all require large amounts of this elemental energy. This does not mean to say that they have no power at all as there are still spells which do not require large energy conversion, some of the more common spells in the other parts of the world are known to them, but not all (Consult the campaign/game co-ordinator). Those that leave their land ether return quickly preferring their non physical life (Because they let magic do most of the heavy work). The only ones that seem to leave and not return are those who follow the other two elements Fire and Earth, it is not known whether they find their Eden or just the fact that they are not so self reliant on magic that they can survive in other lands.

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    The Dark Ones (Narhills)

     

    These people live at the eastern most point of this land of Yarm ,it is called "Narhill". They are all white including their hair. The reason for this is the reduced amount of daylight that their land has. These people have the ability to teleport between dark areas providing that they are within 15 paces of each other. (In game this will be done by calling a "Time Freeze" from a darkened area {established with game supervisor}. When they have moved to the new darkened area then they or the game supervisor can call a "Time In"). This ability causes them to be left in a weakened state for a period of 5 sec's unable to move, the next time they use this ability without sleep means that they are weakened for 10 sec's, the next 20 sec's, the next 40 sec's, in other words time keeps doubling up. They also have the disadvantage that they have to cover up their entire flesh during daylight or suffer intense pain from burning of the sun.

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    CHARACTER ALIGNMENTS AND CLASSES.

    Alignments

    It should be noted that any race can have any alignment, or mixture of alignments, but it should be born in mind what that race beliefs are, if you choose an alignment that is not normal for that race then this will have to be backed up with a history as to why and what has happened to you to give evidence to substantiate your deviation from the norm of that race.

     

    Below are listed the pure alignments Evil, Good, and Neutral. These are the three base alignments, a character can have parts of all these within his/her personality. Alignment determines the fundamental beliefs of a character, not his or her total personality.

    Evil

    Characters who follow this alignment are only after developing anarchy and chaos, they like to dominate, and take pleasure in peoples suffering, providing they themselves do not suffer. They have no allegiances that cant or wont be broken given the right price.

    Neutral

    These people tend to follow what is in power at the time, at least that which will benefit them. They will adapt to the surrounding systems, but only if the benefit is favourable to them.

    Good

    These people are generally honest, law abiding and helpful. They respect the law, and tend to align to the surrounding laws of the land.

     

    The Following is only a rough idea of character classes that are available, don't forget everyone is an individual so you don't have to fit into one of these classes, they are only there to prompt ideas about your character.

    Warriors

    These people love to use weapons and devote most of their life to becoming better than the next man in the use of them. They are found all over Yarm in various guises, they may be adventures, or they may be hired by some lord as part of his force.

    Paladins

    These people travel the land, fighting for their gods belief, they tend to get drawn into holy wars and quests set them by the various religions, or they may just wander the land enforcing their belief where necessary.

    Clerics

    These are totally devoted to their gods, they use the powers given to then through their gods to enact whatever tasks they see fit, but only in their gods name. If they use their given power against their gods belief, it has been known for that god to smite them down.

    Shamans

    These are tribal holy men, dedicated to the magic and power of their race, they unlike the clerics have available to them the magic specific to the race that they are the Shaman for. They can access to both a magical sphere and the common clerical spells. They usually remain with the tribe unless they feel that there is a threat to the tribe in which case they have been known to leave to try and vanquish this danger.

    Mages

    These people devote their life the following of magic, if this means travelling the land to acquire more spells and knowledge, or adventuring to finance their research then this is what they will do.

    Rouges

    These tend to be your typical adventurer type out to seek their fortune, they usually have a desire to acquire items, and become quite proficient at this. They however tend to be a class that will not normally acquire items from their own, although this is not a hard and fast rule.

    Rangers/Trackers

    These people tend to be loners but can be hired as professional trackers for various causes. They are usually at one with their surroundings, and tend to prefer the outdoor life.

    Bards

    These are travelling minstrels or story tellers they are very charismatic people, and make enough money to survive from selling their abilities, they tend to be a jack of all trades, dabbling in all the arts. They travel to acquire new material and to seek adventure.

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    CHARACTER DEVELOPMENT

     

    This system is not a points generated character development system, the development of your character will be down to you providing evidence that you have learnt a new skill/ability/spell etc. through your role playing and development in the play by mail environment. The decision on what you will be allowed will be the responsibility of the campaign/game co-ordinators

     

    MAGIC

    There are five types of magic on this world, four of which apply to the four elements i.e.

    The fifth and most frowned upon is that of Necromancy.

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    How Magic works in Yarm

    All magic works on the conversion of energies, so the more powerful the energy source the more powerful the spell that can be enacted. The problem with the use of magic however is that the energy for the spell release has to stored inside the mage, this means that dependant on the progression stage of the character depends on the amount of energy that can be stored safely. The longer a mage takes to release this energy the greater the time in which he/she has to recover after. The release of all that energy means that the mage will feel drained for a time period feeling really weak being unable to move fast, (They can still cast other spells however, but the recovery time is cumulative) below is a table with the recovery time required for the energy stored over a time period.

     

    LEVEL OF SPELL

    TIME ENERGY STORED IS RELEASED

    TIME PERIOD FOR RECOVERY

    1

    1 hr

    1 min

    1

    2 hr

    2 min

    1

    4 hr

    4 min

    1

    8 hr

    8 min

    1

    16 hr

    16 min

    1

    24 hr

    30 min

    2

    1 hr

    2 min

    2

    2 hr

    4 min

    2

    4 hr

    8 min

    2

    8 hr

    16 min

    2

    16 hr

    32 min

    2

    24 hr

    1 hr

    3

    1 hr

    4 min

    3

    2 hr

    8 min

    3

    4 hr

    16 min

    3

    8 hr

    32 min

    3

    16 hr

    1 hr 4 min

    3

    24 hr

    2 hr

     

    Table 1

     

    If the energy is stored past 24 hours then the magic within consumes the mage turning them into that from which the energy was taken.

     

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    How to draw energy for magic

    This is done by the mage enacting a ritual both verbal and semantic, the effectiveness of this will be down to the game co-ordinator. The time period to draw the power will vary on how must energy has to be stored. Table 2 below shows how long it takes to store power for level of spell. Not only is the time longer for higher level spells but the energy source must be greater. For example using the elemental magic of water a mage wishes to learn a first and a third level spell. The first level spell would need water that is moving slightly e.g. a small ambling brook, but for the third level spell energy the mage would need a small waterfall (For the exact requirements consult the game/campaign co-ordinator).

     

    There is also a problem attached to the drawing of energies, there is a chance that all the power will be drawn off thus causing the source not to exist. For example an earth mage tries to draw power for a third level spell, but the ground from which it is drawn is not in its most fertile state i.e. winter, this causes all the life in the ground to be extinguished, the land for a large radius is dead never again being able to support life. Again consult the game co-ordinator for exact effects.

     

    SPELL LEVEL

    TIME SPENT ACCUMULATING POWER

    1

    10 MIN

    2

    20 MIN

    3

    40 MIN

     

    Table 2

     

    Table 3 below shows what maximum spell levels can be learnt at what mage level. A mage can only retain enough energy for 10 spells altogether, for example Mandrake is a 4th level mage he has the capability to store 3 second level plus 7 first level, or he could choose to store 2 second level and 8 first, his final option is to store 1 second and 9 first.

     

     

    MAGE LEVEL

    HIGHEST NUMBER OF SPELL LEVEL THAT CAN BE STORED

    1

    10 x 1st

    2

    1 x 2nd

    3

    2 x 2nd

    4

    3 x 2nd

    5

    1 x 3rd

     

    Table 3

    Contents

     

    How to cast magic

    To cast the stored energy in the form of a spell the caster must follow the procedure laid out below;

    1. Draw upon the stored energies (Up to the individual how they want to role play this)
    2. State the element from which the energy belongs (e.g." By the power of the earth..........")
    3. Name of the spell (e.g. "trip")
    4. Point to the individual or item effected
    5. If there is a location then state the location (e.g. "right arm)
    6. If there is damage state the damage (i.e. "one point")

     

    For example Charleston is a fire mage, an Orc wielding a wooden club is bearing down on him, he concentrates summoning the power within himself points at the club in the Orcs hand and says "By the power of fire Ignite club right hand" The club bursts into flames, the Orc being stupid just looks at it and suffers a point of damage to his right hand, this renders the hand useless, and it retreats screaming in agony.

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    Magic Resistance

    Everyone has a chance to be immune to the magic that is cast at them. Certain races have the ability to be immune to magic of particular elemental energies, for example some Elves are resistant to some earth related spells where it states there is a save. Other individuals will be resistant to certain magic where saves apply dependant on there background. This will be disclosed during character creation and development.

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    Ethos behind all the magic areas

     

    Only one sphere of magic is open to an individual, the way in which the body has to store and channel the energy does not make it possible to accept more than one energy transference and conversion. There are however two races that can use two magical spheres, these can be found under the "Beast Men/women" heading.

     

    Earth magic:

    Mages who follow this element become attuned to particular types of land, they can read the land, and they are usually at one with nature, and consider it a sacrilege to destroy the land. This applies to the majority, but there is a minority that will strip the land of its life purely to feed their need for power. If these two factions ever meet and they are aware of each others beliefs then usually bloodshed ensues.

     

    It is said that the elemental of earth was created by the earth mother to enable her followers to be able to rejoice in the power that she is willing to share.

     

    The predominant followers of earth magic are the Elven races as they have such close contact with this element, and the earth mother. They however will locate and kill all those who use this elemental power to destroy the earth.

     

    Fire magic:

    This is one of the most destructive and damaging magic elements, but the power required to use this is large because of its destructive force. It is said that the magic of this element was first encounted in the volcanic region of "Simoshull", but the Narhills use its lesser magic to enact light generating spells, and have done for thousands of years, so there is no historical evidence as to where this elemental magic originated.

     

    Those who follow this magical sphere tend to be very cautious on their use of the magic due to its volatile destructive nature, although there are those that create wanton destruction, but these individuals unless they have a source for the energy, tend to keep their practising a secret, as they tend to be vulnerable for large amounts of time after casting.

     

    Water magic

    This magic is said to be life giving, as water is needed to feed life. The followers believe that they gave the life to the earth, so that water magic is more the controlling force, which sometimes leads to arrogance of Mages who follow this area of magic. They believe that fire is their only true opposition and shun anyone who practices fire magic.

     

    Air magic

    This magic needs the movement of air to transfer energy to the mage, this can be anything from a light breeze, to a full blown hurricane, the obvious problem with the hurricane is the proximity that the mage has to be to draw off the power, usually they will enact some form of protection from a lower level spell to allow them to draw the greater energy of the hurricane.

     

    It is said that this magic was first enacted by a now extinct race of mountain people who constructed wings and used the power given to them by the air elemental to fly amongst the mountains to hunt.

     

    This magic only tends to be prolific in windy climates for obvious reasons, people who tend to follow this line of magic tend to become wanderers, they like their freedom as they see the air elemental from which they draw their power as a free sprit blowing throughout the world whenever it pleases.

     

    Necromantic magic

    This magic is frowned upon and feared by most races as the power that it uses is from living beings/animals. It unlike the other magic's takes all the life force from the subject for energy transferral and conversion. In other words it kills the individual/creature from whom the power is drawn. Because of this complete power absorption that takes place the mage can be overloaded with energy which their body cannot handle, therefore they have to practice extreme caution, and take the energy from a individual/creature that possesses only the right amount of energy, consequently most practices of this art have learnt how far to destroy a individuals/creatures life-force before enacting the ritual to transfer the energy.

     

    This magic is relatively young in the world of Yarm and is said to originate from the followers of "Garthos" who enacted sadistic rituals of pain and suffering on their people, all in the name of their god. It is believed that this religious faction has however been removed from the world of Yarm, but some believe it may have just gone underground to avoid persecution.

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    Earth Spells

    1st Level

    1. DETECT MAGIC:- This enables the caster to detect if there is any magic cast on a particular item, it will immediately tell the caster if the sphere of magic is Earth or from the god "Julan" It only works on one object and the caster has to touch that object
    2. Range : Touch Save : N/A Duration :immediate

       

    3. TRIP -The target is tripped by the subtle moulding of the ground, falling flat on his/her face, as from an unexpected fall

    Range : 20 paces Save : none Duration:- Immediate

     

    2nd Level

    1. EARTHMASTER - Causes the ground to mould around 1 targets legs, can't move for 60 count.

    Range : 10 paces Save : Applies - negates Duration : 60 count

     

    3rd Level

    1. ERUPTION - The caster causes the ground beneath a foes feet to explode upwards. Failure to save results in 1 hits being delivered to foes legs and loss of footing (fall over)

    Range : 10 paces Save : Applies - negates Duration :Immediate

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    Water Spells

    1st Level

    1. DETECT MAGIC:- This enables the caster to detect if there is any magic cast on a particular item, it will immediately tell the caster if the sphere of magic is Water or from the god "Mekos" It only works on one object and the caster has to touch that object
    2. Range : Touch Save : N/A Duration :immediate

       

    3. WATERBLAST:- This causes a jet of water to emanate from the Mages hand which will knock an individual from their feet for a distance of 10 paces unless they manage to grab hold of a fixed object.

    Range : 10 paces Save : Applies - negates Duration :immediate

     

    2nd Level

    1. WATER BLADE: This enables the caster to make a non magic weapon the size of a medium sword, magical for the length of a single combat. The blade also has the ability to extinguish small fires if it touches them for a 10 second period, once this is done however the magic is dispelled. The wielder of the sword must shout "Enchanted water blade" on use.

    Range : Touch Save : N/A Duration : 1 combat

     

    3rd Level

    1. WHIRLPOOL: This causes a whirlpool to envelope a target for a duration of 1 minute. The individual in the whirlpool cannot see out or hear what is going on outside (They must close there eyes and hum or put their fingers in their ears till either the spell dissipates or it is dispelled). Any weapons/items thrust into the whirlpool from either side will be ripped out of the individuals hand, this weapon will fall to the ground when the spell dissipates.

    Range : 10 paces Save : Applies -negates Duration :Immediate

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    Air Spells

    1st Level

    1. DETECT MAGIC:- This enables the caster to detect if there is any magic cast on a particular item, it will immediately tell the caster if the sphere of magic is Air or from the god "Shakra" It only works on one object and the caster has to touch that object

    Range : Touch Save : N/A Duration :Immediate

     

    1. SPIN- The caster causes a specific target to whirl at extreme speed. The target loses anything held as s/he spins (throws them outward). The target spins for a 20 count.

    Range : 10 paces Save : Applies - negates Duration : 20 count

     

    2nd Level

    1. GUST - The caster causes a powerful gust of wind, They are blown back 10 paces unless they can grab hold of a fixed object. Any in range to the front of the caster must save or be knocked from their feet.

    Range : 30 paces Save : Applies - negates Duration : Immediate

     

    3rd Level

    1. TORNADO: This causes a mini tornado to envelope a target for a duration of 1 minute. The individual in the tornado cannot see out or hear what is going on outside (They must close there eyes and hum or put their fingers in their ears till either the spell dissipates or it is dispelled). Any weapons/items thrust into the tornado from either side will be ripped out of the individuals hands and flung a distance of 20 paces in the opposite direction from which they entered

    Range : 10 paces Save : Applies -negates Duration :Immediate

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    Fire Spells

    1st Level

    1. DETECT MAGIC:- This enables the caster to detect if there is any magic cast on a particular item, it will immediately tell the caster if the sphere of magic is Fire or from the god "Garthos" It only works on one object and the caster has to touch that object
    2. Range : Touch Save : N/A Duration :immediate

       

    3. IGNITE- This spell creates a violent volatile reaction of a combustible non living item- 1 object will begin to burn furiously. If held/worn it inflicts 1 points of damage per 2 count.

    Range : 20 paces Save : None Duration : Up to a 20 count

     

    2nd Level

    1. FLASH-FINGER - The caster invokes a flame of 10 foot length, striking a single target for 1 points of mystic damage on a named location
    2. Range : 10 feet Save : Applies - negates Duration : Immediate

       

    3. LIGHT: This produces a magical flame the same brightness as a single candle for a period of 15 mins (Prop needed). The light can appear in an area 15 ft from the mage. (This is done by calling a time freeze and placing the light source in the desired location).

    Range : 15 ft Save : N/A Duration :15 mins

     

    3rd Level

    1. ENGULF - Target is engulfed in flame taking 1 hit per location unless saving.
    2. Range : 10 paces Save : Applies - negates Duration : Immediate

       

    3. COMBUSTION - Starts a reaction in any living target (undead, etc. unaffected). The target begins to slowly burn taking 1 hit/loc. per 10 count, ignoring armour, until dead and ash remains .... unless .... totally covered by water or enveloped in ice etc. As long as the air is stopped getting to the body.

    Range : 20 paces Save : Applies - negates Duration : Immediate

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    Necromantic Spells

    1st Level

    1. QUESTION DEAD - The caster may ask one question requiring a simple Yes or No answer, and will be answered by any dead body that could have communicated whilst living.
    2. Range : Touch Save : N/A Duration : 1 Question

       

    3. VERIFY DEAD - The caster detects whether corpses are quiescent undead. Any corpses in sight may be so tested when this spell is cast. It is near instantaneous.
    4. Range : Sight Save : N/A Duration : I min.

       

    5. FEAR ME - All foes in 10 pace radius run in Fear for a 20 count. This will only effect sentient beings.

    Range : 10 pace radius Save : Applies - negates Duration : 20 count

     

    2nd Level

    1. TERROR- The caster causes 1 target to Fear him/her. The victim will not approach or attack the caster for 1 hour and flees if pressed. This will only effect sentient beings.
    2. Range : 10 paces Save : Applies - negates Duration : 1 hour

       

    3. RAISE ZOMBIE - The caster, at a touch, animates one corpse of human size as a 1/loc. Zombie, which obeys a single sentence command; e.g. "Attack the Orcs". Destroyed or slain zombies may not be re animated. The zombie lasts 15 mins
    4. Range : Touch Save : N/A Duration : 15 mins

       

    5. ANIMATE BODY - A useful spell allowing the caster to move a dead body as if a zombie. The body is not undead, rather it is animated by Telekinesis ... as if a puppet. Better than carrying a wounded person as it cushions the body. A sharp blow ends the spell.

    Range : Touch Save : N/A Duration : Until struck

     

    3rd Level

    1. RAISE ZOMBIE II - 1 corpse is raised as a slow moving killer with 1 hit/loc. Lasts 15 mins or until slain, kills foes only!
    2. Range : 20 paces Save : N/A Duration : 15 mins or until slain

       

    3. UNDEAD MASTERY - More a power than a spell. The caster may command any undead creature by expending energy equivalent to a spell level. (For example it takes the energy of two third level spells to control a zombie killer) See table bellow .Mastery allows control for up to 1 hour. NOTE a powerful undead will attempt to throw off this most hated yoke, and do things that may put the caster in danger.

    Range : Sight Save : See above Duration : Up to 1 hour

     

    UNDEAD MASTERY Amount of energy required for control :-

     

    Undead

    Spell Energy level

    Save

    Zombies

    1x3rd +1x2nd

    No save

    Zombie-killers

    2x3rd

    No save

    Skeletons

    2x3rd +1x2nd

    No save

    Ghouls

    3x3rd

    No save

    Wraiths

    5 x3rd

    Save applies

    Vampires

    10x3rd

    Save applies

    Liches

    9x 4th + 1x3rd

    Save applies

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    Religion

     

    The four gods listed below are the main gods, this is not to say that they are the only ones, there are some that have been said to have fallen out of favour, or even some hidden ones, if you have a desire to follow the beliefs of another god then consult the game/campaign co-ordinator. These are just the known ones by all individuals.

    Garthos

    This god is the god of war and force, he is the one who summoned the elemental of fire into being, his followers believe that those who possess the most power are the ones who hold the upper hand. They strive to collect as much power and influence as they can, always using force in place of talking. They tend to be people who do rather that contemplate. Not all followers of this god are warmongers with violent attitudes, those with the need to adventure and win through by force also align to this god.

    Shakra

    Shakra is the god of free spirits believing that everything should be able to decide its own fate. This god summoned the element of air. Its followers believe that their duty is to free the world of tyranny and oppression, they are usually wanders who travel wildly seeing what fate will through at them.

    Julan

    This is the god that summoned the earth element. It's belief is that of peace and nature. Its followers believe that the land should be nurtured, that if the land dies then so will its people. Any desecration of the land is dealt with by its followers by the sacrifice of the individuals involved, trying to feed the life force which they stole back into the land which they fouled.

    Mekos

    This is the god of change and moulding. This god summoned the elemental of water. Its followers range from manipulators to artists and even blacksmiths, anyone who shapes the way things are from what they originally were. Because of this the type of followers vary dramatically from people who devastate to people who change things for the better.

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    How do Clerics/Priests/Shaman draw power for their spells?

    The power required to enact the clerical spells are gained by a praying ritual, this will be down to the role playing of the individual. The better the ritual, and the longer the time the more power will be given. (Consult your game co-ordinator). You will be allocated a number from 1 to 10. This number will dictate the amount of power that you can use. It requires 1 point for each level of spell. I.e. to have enough power for a third level spell you must have 3 points

    How to gain access to other Clerics/Priests/Shaman levels

    There are levels attached to spells for the priests, these become accessible as a character devotes more time to the worshipping of their god. This will be decided by the development of your character through your actions both in and out of game with the play by mail. You have to be the same level as the spell to be able to cast it.

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    How to release the power for Clerics/Priests/Shaman Spells

    The Following routine must be used to release the power of the gods:

     

    1. Hold the holy symbol in one hand
    2. State the name of the god from which the power has been granted e.g. "By the power of Mekos" Note if you are a shaman you must also state the tribe of which you belong. e.g. "By the power of Mekos for the sharannas
    3. State the spell which is being invoked e.g. "...................Light"
    4. State and point if applicable the location e.g. "..................Light far right hand corner"
    5. State if applicable the damage done and its location e.g. "..................Wither right hand one point"

     

    For example Rathigin is a third level cleric of Mekos, he sees an Ogre about to bludgeon his friend, in its hand is a rock. Rhathigin holds his holy symbol in his left hand, he points at the Ogres right hand, concentrates and says "By the power of Mekos Wither the right hand for 1 point" The Ogres hand becomes unable to hold the rock and it falls to the ground thus giving Rhathigin's friend a short reprieve.

     

    It must be noted however that if power is released in the gods name and it goes against that gods belief then the god will make the priest suffer, this could mean death.

     

    For example Gratin is a Mekos worshiper, he uses the spell "Shape" to change a cup into a symbol of Garthos. Mekos is most displeased at this and changes the symbol into one its own. In the head of Gratin a voice booms. "You have displeased me Gratin for you insolence I withdraw all the power with which I gave you". All Gratin's power is suddenly ripped from him, he sufferes intense pain and realises he will have to speak to his god in prayer to try to ask forgiveness and be able to draw more power.

     

    Holy symbols

    These symbols vary dependant on the area from which the priest/cleric/shaman come from. The symbols however always depict the ethos behind the god that they worship, for example the god of Garthos could have the symbol of a flame encasing a sword. Discuss with the campaign/game co-ordinator when generating/developing your character what symbol you may wish to use.

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    Holy Spells

    There are spells that are available to all the religions and others that are only accessible by a particular religion.

     

    Common Clerics/Priests/Shaman spells

    1st Level

    1. LIGHT: This produces a magical flame the same brightness as a single candle for a period of 15 mins (Prop needed). The light can appear in an area 15 ft from the cleric. (This is done by calling a time freeze and placing the light source in the desired location).
    2. Range : 15 ft Save : N/A Duration :15 mins

       

    3. CURE LIGHT WOUNDS: This enables the cleric/priest/shaman to cure one location to the level of 1HP, it has to be by touch, and the pain of the wound is drawn through the cleric and then released (Role play this). A priest cannot use this on themselves.
    4. Range : Touch Save : Race dependant Duration :Immediate

       

    5. PURIFY FOOD DRINK: This will nullify any poisons in food or drink that is to be consumed. The items must however be eaten or drunk within 30 minutes of enacting the spell or the effects of the atmosphere draw the cancellation power off the food. The spell only allows the purification of food and drink for one individual.

    Range :2 paces Save :N/A Duration :30 mins

     

    2nd Level

    1. CURE MEDIUM WOUNDS: This enables the cleric/priest/shaman to cure two locations to the level of 1HP, it has to be by touch, and the pain of the wound is drawn through the cleric and then released (Role play this). A priest can use this spell to heal 1HP to him/her self.
    2. Range : Touch Save : Race dependant Duration :Immediate

       

    3. DETECT POISONS: This spell allows the cleric/priest/shaman to detect if there is poison either in or on any single item at a range of 5 paces, it requires severe concentration on a specific item. It will tell the priest what type of poison actually is on or in the item.
    4. Range :5 paces Save :N/A Duration :immediate

       

       

    5. PURIFY MASS FOOD DRINK: This will nullify any poisons in food or drink that is to be consumed. The items must however be eaten or drunk within 30 minutes of enacting the spell or the effects of the atmosphere draw the cancellation power off the food. The spell allows the purification of food and drink for 5 individuals.

    Range :2 paces Save :N/A Duration :30 mins

     

    3rd Level

    1. CURE SERIOUS WOUNDS: This enables the cleric/priest/shaman to cure three locations to the level of 1HP, it has to be by touch, and the pain of the wound is drawn through the cleric and then released (Role play this). A priest can use this spell to heal 1HP to two locations on him/her self..
    2. Range : Touch Save : Race dependant Duration :Immediate

       

    3. PURGE POISON: This allows the cleric to purge the poison from an individual, or from an item. The poison will pass through the body of the cleric, and then be syphoned off by their god. Again role play this to best advantage.
    4. Range :1 pace Save :N/A Duration :Immediate

       

    5. REMOVE CURSE: This will allow the cleric/priest/shaman to try to attempt to remove a curse from an item or individual, again the curse will pass through the body of the cleric/priest/shaman and then be drawn off by their god role play this to the best advantage.

    Range :Touch Save :Curse dependant Duration :Immediate

     

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    Garthos Spells

    1st Level

    1. PRODUCE FLAME: This will produce a flame that will ignite anything combustible at a range of 5 paces, concentration on that item must be for at least 10 secs, once Ignited than the item will burn as if lit by a normal flame.

    Range :5 Paces Save :Must be combustible Duration :10 secs

     

    2nd Level

    1. FLAME FORCE: This will produce a force which can be directed at a individual, it will knock the individual off their feet doing 1 point of subdual damage.

    Range :10 paces Save :Race Dependant Duration :Immediate

     

    3rd Level

    1. FLAME FORCE WALL: This produces a wall of force 10 foot high and 10ft in length the wall will move till it contacts something or 20 secs have expired. On contact it does 1 point of subdual damage to all locations of the individual, or individuals touched.
    2. Range : Till contact Save : Race dependant Duration :20 secs

       

    3. FLAME BLADE: This encases a weapon for the length of one combat in a magical flame thus making hit as a magical weapon, it will ignite anything combustible if held in place on that item for a period of 10 secs. The wielder must shout when hitting someone "Enchanted Flame".

    Range :Touch Save :N/A Duration :1 combat

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    Shakra Spells

    1st Level

    1. BLOW: This will produce a slight gust of wind where the caster points at a range of 10 paces, this is enough force to either blow out a candle (It can be positioned inside a lantern) or turn the page of a book

    Range :10 paces Save : None Duration :Immediate

     

    2nd Level

    1. PUSH: This enables the priest/cleric to move an object with a weight of 60lb to the distance of the spell i.e. 20 paces, the object acts as though it had been pushed by a force equivalent to 60lbs

    Range :20 paces Save :None Duration :Immediate

     

    3rd Level

    1. MOVE: This enables the priest/cleric to move an object with a weight of 200lb to the distance of the spell i.e. 20 paces, the object acts as though it had been pushed by a force equivalent to 200lbs

    Range :20 paces Save :None Duration :Immediate

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    Julan Spells

    1st Level

    1. CALM PERSON: This spell enables the caster to calm an individual, it will stop an individual from attacking if they are enraged, it will change a persons mood to that of being pleasant, but it will not make someone your friend if they are not.

    Range :20 paces Save :None Duration :Immediate

     

    2nd Level

    1. CALM AREA: This spell enables the caster to calm an area 10ft in diameter, it will stop anyone in that area from attacking if they are enraged, it will change peoples moods to that of being pleasant, but it will not make someone your friend if they are not.
    2. Range :20 paces Save :None Duration :Immediate

       

    3. TRANSFER LIFE: This spell enables the caster to transfer the life out of a individual or item into the earth. To enact this spell however takes continual chanting for 2 minutes. Contact with both the earth and the life giver must be made thoughout the spell inaction.

    Range :Contact with both parties Save : None Duration :2 minutes to enact

     

     

    3rd Level

    1. EATHFORM: This allows the caster to become one with the earth for a period of 5 mins, they actually mould into the earth forming a mound. In this state they cannot see but they can feel and hear (The character who casts this must hold a green band above their head and close their eyes till the spell is exhausted or cancelled) The caster can cancel this spell at any stage.

    Range : Individual Save : N/A Duration : 5 Mins or until dispelled

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    Mekos Spells

    1st Level

    1. SHAPE: This allows the caster to change the shape of an inanimate non magical object the size of A4 sheet of paper into something else of that size for a period of 5 mins. If tested for magic this object radiates, but it will not reveal its true self till the spell has run its duration.

    Range : Touch Save : N/A Duration : 5 mins

     

    2nd Level

    1. MEND - Will repair a weapon of up to short size if metallic, or medium if wooden. Will restore 1 point of leather armour; won't affect metal armour or enchanted items.

    Range : Touch Save : N/A Duration : Permanent

     

    3rd Level

    1. WHITHER: This spell will wither a limb by 1 hp, it effectively makes that limb older more decrepide unable to carry the same weight. This effect however is not permanent it only lasts 5 mins.
    2. Range : Individual Save : N/A Duration : 5 Mins or until dispelled

       

    3. MOULD WEAPON - The caster may form 1 weapon of any type for 1 adventure.

    Range : Touch Save : N/A Duration : 1 Adventure

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    COMBAT

    There are NO HEAD HITS. All damage is done to the rest of the body, all blows must be pulled, and all weapons will be checked. Any weapon found to be unsuitable either before of during game time will be held till after the event.

    During combat it is down to you to role play. Dependant on the type of weapon used depends on the damage that is done. For instance if you are hit with a bludgeoning device such as a club the chances are that the damage done will be that of severe bruising or broken limbs, this damage will penetrate through certain armour, because of the type of weapon it is the force of being hit, this force although reduced will penetrate to the body, leaving damaged or at least badly bruised; Role play this.

    Subdual Damage

    This damage is done to knock someone unconscious, the individual must be taken to 0 HP or less on their torso. They recover 1 HP per 10 mins. If repeated subdual damage is done i.e. it takes an individual down to -3 on their torso then this will act as damage from a bludgeon weapon.

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    Hit points

    The majority of races will have one hit point per location. There are some races who have more than one, these are Dwarves and Frost men. There is the facility to enhance the toughness of the body by doing body development, this will allow the bodies vulnerability to damage from physical attack to increase by one in the locations where the development is done. When the body has undergone body development there is the possibility that some magic will be inaccessible because of the extremely dextrous movements required, this will be decided on race and which parts of the body are developed. (Again consult your game/campaign co-ordinator) How you achieve your development will be up to what you do to develop your body both in and out of game (PBM used)

     

    When your torso is at zero then you will become unconscious, if the wound was made by a sharp weapon then you will bleed to death in 15 minutes , unless there are a number of wounds in which case the blood will escape faster thus causing you to bleed to death faster.

     

    If the damage was done by a blunt weapon then you will have broken bones, concussion etc., in other words you are unconscious because of the pain but you will not necessarily die straight away, internal bleeding may happen it will depend on the severity of the blows (The game co-ordinator will advise). You will remain unconscious for about 15 mins, when you come round if nothing has been done to mend bones etc. then the pain will start to rise again dependant on your actions. For example if you have had your legs smashed and your ribs broken, if you try to stand it will send waves of pain through your body possibly sending you into unconsciousness again. Whatever you try to do eventually you will slip back into unconsciousness again (Again the game co-ordinator will advise if you are not sure).

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    Healing

    Healing can be done in any number of ways, some races can only be healed fully by certain methods. For example the elves can never be truly healed unless they become one with the earth. The healing done will allow them to move around, it will stop them from dying but it will hurt like hell till they are reunited with the healing properties of the earth mother.

     

    Anyone can apply first aid, but this must actually role played, anyone using this technique who tries to stop the flow of blood will staunch it if they maintain pressure, thus giving the individual more time before they die. In other words first aid if applied as it would be in the real world will have the same effect.

     

    Potions can be purchased that will heal, magic can heal, or there may even be items that can heal. Clerics can call on their gods to heal, there a number of ways, your character will no doubt learn of ways as they become more experienced.

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    ROLE PAYING AND ABILITIES

    Unlike some other role playing systems there are no abilities that you buy with experience points, instead abilities will be down to character development and role playing. For example to repair armour you must have had some training in that type of armour repair in the past. It will be expected that if you are to repair leather armour for instance in game time then you will have the bits of leather, a needle and stitching to be able to repair it. So for chain repair you must carry spare links pliers and a small hammer etc., get the idea? Whether it will work will depend on your role playing.

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    GENERAL RULES FOR EVENTS USING THESE RULES RUN UNDER BALROG GAMING.

    The word of the people running the event is final.

    All weapons and props will be checked and cleared prior to event commencement.

    No illegal substances will be tolerated anyone found using them will be escorted of the site and reported to the police.

    Anyone found incapable to respond satisfactorily due to inebriation will be removed from the game till they have sobered up.

    No real weapons will be allowed.

    If there are any members of the public there as spectators then must be treated with the utmost courtesy.

    All item that are damaged by individuals will be paid for by them.

    The site will be tided up before you leave, anyone not doing this will be banned from future BALROG events.