TFA Logo Short

 

TRIAD:

Live Action Role-Playing Game Rules

Table of Contents 

Character Types

 

1

 

The Adventurer...............................................................................................

2

 

Adventurer Equipment...................................................................................

3

 

The Warrior.....................................................................................................

3

 

Warrior Equipment.........................................................................................

4

 

Type One Weapons...................................................................................

4

 

Type Two Weapons...................................................................................

5

 

Type Three Weapons................................................................................

6

Armor

 

6

 

Armor Type One, Armor Type Two...........................................................

6

 

Armor Type Three.......................................................................................

7

Padding And Armor

 

7

 

Layering And Armor.......................................................................................

7

Armor Construction

 

8

 

Materials..........................................................................................................

9

Shields

 

10

Rules Of Combat

 

11

Mystic Abilities

 

12

 

Alchemical Abilities........................................................................................

14

 

Poisons And Antidotes...................................................................................

15

Scrolls Of Power

 

16

 

Animate A Corpse...........................................................................................

16

 

Regeneration...................................................................................................

16

 

Resurrection...................................................................................................

16

Healing And First Aid

 

17

 

Playing The Wounds.......................................................................................

18

 

Reality Rule.....................................................................................................

18

 

 

 

TIR-NA-NOG

19

Codes Of Ohma

 

21

Triads

 

26

 

The Cavalier....................................................................................................

27

 

The Ranger......................................................................................................

28

 

The Mystic.......................................................................................................

29

 

The Mystic Warrior (Broken, Ironlords, and Triumphants).

30

Time

 

31

The Significance of Steel

 

32

The City-States

 

33

Monsters and Other Races

 

34

 

The Tainted.....................................................................................................

36

 

Tainted Abilities and Bonuses.................................................................

36



TRIAD LIVE GAME RULES

 

Welcome to the Fantasy Alternative, and the world of live role-playing.  You are about to enter into a live game system that allows you to experience the excitement of adventure within a fantasy world; a world where you can be a WARRIOR or a MYSTIC, a hero or villain; a world where YOU can interact with exotic, inhuman beings--or even become one!

The Fantasy Alternative gaming systems have been designed to give you a totally immersive, intense gaming experience by creating a more balanced and believable world in which your characters can live.  There will be some rules that are included for safety reasons, and some that were made in order to create a balance in the game that you may find limiting.  We ask that you accept the designers’ apologies, but life is full of limits, and this game reflects the fact that we want you to enjoy yourselves SAFELY!

This game system is based on the previous TFA game systems of TRIAD and THE FANTASY GAME.  By merging the two sets of rules, we’ve created a revised and improved game.  Certain rules of combat as well as those governing the magic systems are going to be familiar to those of you that played in the previous systems.  But there are some changes.  PLEASE READ YOUR RULES CAREFULLY!

 

CHARACTER TYPES

In the new TRIAD game, the player is allowed to develop two characters at the same time.  These two characters must be of two different nationalities, backgrounds, or types; i.e., MYSTIC, ADVENTURER, or WARRIOR.  If you wish to play more than one character, they must be so totally different from each other that there can be no mistaking one for the other, either because of abilities or costuming, or both.  The only exception to this is in the case of those players that have been transformed to KOSHKA or SOBAKA (NOTE: this only happens in game; new players may not start out as any Tainted character).  Obviously, a canine or feline character in full costume will not be mistaken for a human.  However, the accouterments and clothing must be different if you wish to play a character of the same class.  Different armor, helm, and shield must be made for a second WARRIOR-class character.  If you are a MYSTIC or ADVENTURER, you cannot use any of the same clothing or articles for both characters.

Basically, if you wish to play a different character, the other players must be able to tell that you are a different person, not just the same character in a disguise or with a simple change of clothing.  There is little purpose in changing your character’s name if they are still basically the same character.

You will not be able to avoid the consequences of your actions merely by saying that you are now a different person.  By the same rule, others will not escape, either.  Also, there is much less confusion as to who is who, and what name they go by.  If you are an exceptional role-player and just have to make up multiple characters, try out for being a Non-Player Character (NPC).  This is done by creating new costumes and characters at the events rather than at the games.  Good role-playing will be rewarded, as will good costuming!  You may even be chosen to become a member of a TRIAD!

Create your basic character only after reading the sections of the rules that describe the history and background of this world, Tir-na-n’Og, in the second half of this book.  Once you have figured out which city-state or ethnic background you wish to be from, the rest if fairly simple.  A little research on the real history of any time period is always helpful, but not mandatory. This is not a historical society, but a fantasy.  Yet it should be pointed out that the best and most believable fantasy is one that has some basis in reality.  Your character will be much more believable if they know something of their own ethnic background.  A 10th century Turkish character from Sahyun will most likely know little about the outcome of the struggle for power called the War of the Roses in 15th century England.  That is, of course, unless they have talked to someone who was there!

If you do not want to do much research, you may decide to create a character that was born and raised in Tir-na-n’Og.  They will still have some of the ethnic teachings of their parentage, but they will also have a different outlook on the world.  This approach will allow a mixture of cultural influences in your costuming, such as a Celtic and American Indian cross, or an Arabian and Nordic mixture.  Or perhaps you’d like to mix several cultures, as in the case of the caravan rovers.  Whatever choice you make, you are the one who will develop your character’s personality and costuming.

The next step is to build your costume, one that will reflect the cultural upbringing of your character.  A simple costume is fine if you have little skill as a tailor or seamstress, or if your character is from the time/culture of 6th-10th century northern Europe.  The basic “T” tunic and breeches are about as easy as they come; soft boots or moccasins are about all that are necessary to finish the look.  A cloak is always a nice touch, especially when the weather is not cooperating.  The main thing is to be in costume.  And it should be as good as you can afford to make or have made.  It should also be appropriate to the real climate.  You should also keep in mind that you are liable to be lying around in the dirt at times in your costumes, so save the really stunning ones for social events rather than games.

Now you are all set to begin your adventure.  You know who you are, and where you are from.  You are an ADVENTURER, oft times referred to as a “light.”  It is from your ranks that the FEY find their RANGERS for their TRIADS.  You will have the option to become a MYSTIC or a WARRIOR, but if you choose, you may remain an ADVENTURER, and develop your character in this way.

 

The ADVENTURER

The ADVENTURER is the lightly armed and armored character that is the main stay of the game. The main expense that the ADVENTURER character class has is their costume. This can be very simple or extremely elaborate, depending on the person playing the part. All new players should start as an ADVENTURER and develop their character traits until that time that they feel they are ready to go to the expense of developing one of the other types of character. If your character is leaning towards the WARRIOR caste, you may like to build up to it instead of leaping right in. The cost of building armor and acquiring weapons may be best spread over a longer time period. Also you may discover that combat is not what you really thought it would be, and it could be best to learn this before you spend the money.  Becoming a MYSTIC is less expensive in terms of equipment, but you’ll need to invest a lot more time in learning better role-playing.

The ADVENTURER has only one piece of required equipment. This is a pair of safety goggles or safety glasses that are clear and unbreakable. They must offer side-vision protection as well as the front.  This type of eye protection is required for all players in TFA games. THERE ARE NO EXCEPTIONS!  Sun glasses are NOT a substitute, nor are they conducive to good TRIAD costuming.  IF YOU REMOVE YOUR GOGGLES, YOUR CHARACTER IS DEAD.

There are many other optional types of equipment that the ADVENTURER may care to use. You can choose as you wish.  

 

ADVENTURER EQUIPMENT

ADVENTURER characters are allowed to use all of the following types of gear and equipment without a change in status.  

 Without helm of any type:

 

All Type One weapons, javelins, & crossbows             

 

With helm and gloves:

 

All Type Two and Type Three weapons.  Type One (fencing helm) and Type Two helmets only

All leather armor is allowed for ADVENTURER class characters.  Short shirts of maille and vests of ring maille or scale are also allowed, as long as they are sleeveless and stop at the crotch.  All bucklers are allowed, as are thieves’ tools (swiss army knife).  First aid bandages.

Once an ADVENTURER has adapted to a helm and Type Two weapons, he or she is considered to be more of a WARRIOR.  A true ADVENTURER usually sticks to Type One weapons only.  Only once you are Chosen to serve in a TRIAD must you become strictly a RANGER (light) or CAVALIER (heavy), and stay with the appropriate equipment.

 

The WARRIOR

There is a very fine line between ADVENTURERS and WARRIORS, but it is often crossed when a character starts wearing more armor or decides to use a shield.  A WARRIOR can still be a WARRIOR even if they are not in full armor or carrying a shield.  An ADVENTURER who starts being more the fighter type is actually a WARRIOR in the true sense of the word.  This does not make them a CAVALIER.  Not all WARRIORS are considered material for CAVALIERS.  But a WARRIOR who is not following the Code is usually thought of as a mercenary or ronin; one without honor.  The use of missile weapons, although practical, is considered rather churlish, and the choice of one who has no pride or honor.  This is not the case in all cultures, but the prevailing thought of most.

 WARRIOR EQUIPMENT

WARRIORS are allowed to use all armor, weapons, and shields.  The use of some types of weapons against human opponents is considered dishonorable by many members of the WARRIOR caste, particularly CAVALIERS.  WARRIORS may decorate their shields with a design that signifies who they are to others (coat of arms or crest).

All ADVENTURERS and WARRIORS are restricted to three weapons of choice. They may carry up to three of each of these weapons, for a total of nine (9) weapons. This does not include daggers, slings, shuriken, rocko-sockos, or blow guns, only Type Two weapons.

The weapons in the TRIAD game are restricted to the following:

Type One Weapons:

Rocko-Socko

 

A single pair of socks stuffed into a third sock.  The exterior sock should be of black or dark color, though white is all right.  No stripes, modern patterns, or neon colors, etc.  This weapon simulates a black-jack or sap, and is very effective against unarmored opponents.

Dagger

 

Only rubber knives of the tanto type or the practice fighting knives and daggers made of rubber are to be allowed. The tanto type may be used for throwing.  No plastic knives or daggers may be brought in.  Effective against unarmored opponents.  Those wearing Type One armor can be stabbed but not slashed.

Shuriken

 

Only the commercially-sold rubber practice throwing stars are allowed as throwing stars.  Will affect armored opponents.

Blow Guns/Darts

 

Blow guns are made of 3/8" copper or aluminum tubing rubber mouth pieces should be used for safety. Fires small, commercially-produced rubber bullets for toy guns.  Dried peas or beans are also allowed.  A commercially-produced blow gun can be used also, if it is refinished to meet with costume codes.  Only effective with toxins and alchemy against thin clothing and exposed flesh.


Sling/Bullets

 

Built of patch and thong construction, or of strip style. Length depends on the user.  Ammo or sling balls are 1 1/2" rubber balls available from The TFA Armory.  1/2 dz. is the usual amount carried.

Cross

 

A small hand-held crossbow that throws a simulated dart or small lead pellet. Constructed to certain specs using surgical tubing as the power source with a bow draw of approx 8".  Will penetrate armor Type One.

Staff

 

Built by The TFA Armory of pvc and foam with a duct tape covering and tennis balls on both ends. Can be used against armor Type One but will not penetrate armor can be used also against armor Type Two chain maille.  All damage is to the bone and muscle tissue, not armor.  Can be used as a weapon only with helm and gloves.

 Type Two Weapons:

Axe

 

Built by The TFA Armory of pvc and foam, either single or double-bit.  Approx 2 1/2 ft. Long and throw-able.  Penetrates Type Two armor and wounds opponent on first hit. Breaks Type Three armor on first hit and wounds on second blow to same place.  If thrown, it must hit blade first to be effective against Type Two armor, and will be deflected by Type Three armor.     

Mace

 

Built by armory of pvc and rubber ball. Approx. 2 ft. Damage against armored opponents same as axe. If thrown, can do damage to Type Two armor no matter which end hits.

Morning Star

 

Built by armory of pvc; a rubber ball and plastic chain. Approx. 3 ft. overall length. Damage is the same as axe. Does not throw well, but will damage same as mace if it hits with ball.

Sword

 

Shinai--the bamboo practice sword used in kendo. Cannot be painted, oiled, taped, tied or lacquered. Penetrates Type Two armor on first hit. Wounds on second blow to same place. Slashes are not effective against Type Two armor. Will slash Type One armor.  Two hits to Type Three armor; third blow will wound.

******No Thrusting with Shinai******

Short Sword

 

Short sword   a cut down and rebuilt shinai salvaging usable parts. Can not be reversed during rebuild. Damage same as sword. All rules of the sword apply.

         

Cross Bow

 

Type 2 Weapon.  Made to look like a real crossbow.  It is powered by surgical tubing.  Or you may build an actual wooden bow of ½” spruce/fir lathe construction.  The bolts are made from ½” dole, 12” long-fletched, and with bird blunt heads.  All crossbows must be under 30# equivalent draw. Unlimited number of bolts may be carried and are available from the ARMORY.

                                                         

 Type Three Weapons:

Type Three weapons are all pole weapons, including spears and javelins.

For safety reasons, all Type Three weapons will be constructed by The TFA Armory of 1" pvc tubing, foam and duct tape for the pole arms. 

All pole arms will be 5-8 ft in length and will be sold to players at cost.

All javelins will be approx. 4' length and constructed of 1/2" pvc, foam and duct tape. 

All Type Three weapons penetrate Type Three armor, 1 hit. 

All javelins can be thrown by any player if recovered during combat. Discarded pole arms can also be used, but user will assume financial liability for replacement.

 

ARMOR

There are three recognized categories of armor construction.  The first is that of TEXTILE ARMOR. This refers to those types of armor built of woven fibers, rope, leather, or cloth and padded armors such as the GAMBASON or AKETON.

The second category is referred to as FOUNDATION ARMORS. This grouping is comprised of all armors that are built by lacing or riveting plates, rings, plaques, or scales to a garment of some type. Scale armors, brigadines, and WISBY coats of plate are good examples of this type of protection.

The third category is that of NON-FOUNDATION ARMORS. This grouping is comprised of all armors that are free standing.  MAILLE, PLATE, LAMELLAR, and similar types of defenses are in this category.

These categories are for classification only, not for TYPE or ARMOR CLASS. It is well to note, however, that with only a few exceptions, the armors in these categories are already in TYPES.

Armor Type One:

All textile armors (except cuir bouillé leather armor) are Type One.  Studded leather (a foundation armor) is also Type One armor.  Type One armor protects the wearer against attack by Type One weapons, except stabbing with a dagger, sling balls, and cross darts.  

Type Two and Type Three weapons penetrate and damage, on one hit, any body part armored in Type One armors.

Fencing helms are considered Type One helmets but are worn for your protection only. They will give you no armor rating in play.

Armor Type Two:

Type Two armor includes all chain, ring, or scale maille, maille and plates, brigadines, lamellar, and cuir bouillé leather.

Type Two armor will protect against most Type One weapons, as well as take a second hit to damage the body part if a sword slash is used. Most Type Two weapons will penetrate these armors on one hit.  All Type Three weapons penetrate and do damage on the first blow.

Type Two helmets are usually constructed on a base of a motor cycle helmet, with expanded metal or solid metal face plates and other modifications to disguise the look of the helmet. Shoei full helms and similar styles are not recommended, because they are too hard to modify to look acceptable. Type Two helms worn with a full chain coif are upgraded to Type Three protection.

Armor Type Three:

Type Three armor is comprised of plate armor designed according to the recognized forms. Any body part that is in plate will receive the protection of armor class three.

Armor Type Three will take two hits from a sword to break. On the third blow to the same armor piece the body part is damaged.

Axes, maces, and morning stars will break the armor on the first blow and damage the body or limb on the second blow to the same part. Type Three weapons will penetrate and damage all in one hit.

Type Three helmets are those made of metal either as a closed helm, an armet, or as a great helm or basinet style. It must have full protection of head and face and be of at least 18 gauge metal. It can have either a full face plate or a bar grill with no gaps larger than 1 1/2 inches in height. Open bar grills must be accompanied with eye protection even with helm on. This holds true for any helm that has openings larger than 1/2 inch in diameter.

 

PADDING AND ARMOR

Layering Armor

In ancient times, those whose lives depended on their arms and armor learned to layer the various types of armor in order to increase the protective qualities. You may also use this technique in the game to increase your armor status. If you wear layers of armor, you can increase your hits in many cases by one blow. This will obviously depend on what weapon is being used against you as well as what types of armor you are layering. Wearing a gambason or aketon with chain maille is going to do little to stop a sword’s damage to you. It will, however, increase your comfort and add some protection to areas that the chain does not cover.

Wearing a shirt of chain under plate or a wisby coat will increase your defense against a sword by one hit., i.e., the strike that would have damaged you will now be deflected by the chain for that one time. However, a spear or axe will go through chain maille on the first hit and do damage to the underlying tissues.  Please remember that this is a game, and we can only simulate battle and combat. It is hoped that you will never have to learn the difference.

Padding can be worn under your clothing to protect you against bruises and abrasions. Shin pads, elbow and knee pads as well as an athletic supporter and cup are all recommended and highly approved.  Just remember that we do not want to see these items. If you choose padding, it must be worn under your costuming, not as a part of it. Remember that the requirements of gloves, helm, eye protection, and throat protection are minimal at best. Getting hit by a shinai is a shocking experience, and can at times be painful to exposed or poorly protected body tissues.  Protect yourself: the body you save will be your own!

 

ARMOR CONSTRUCTION

As you already know, there are many types of armor and many different ways to build it. Historically speaking, mankind has always been creative as well as practical, which has resulted in many rather fanciful designs in armor. The pig-snouted basinet, the kastenburst breastplate, and the grotesque be-spectacle helm of Henry the VIII all come to mind as examples of this marriage of form and function. However, you must bear in mind that this is a game and there for there are rules that must be adhered to.

Armor design should always reflect the characters background as well as the technology of the time period that they are from. Obviously if you are a samurai, you will not be wearing a helm like Henry’s. But if you are a character with no historical correlation, you may wish to be creative in your armoring.  You may do this as long as you build your armor with the two rules in mind:

Rule 1:  All armor must be safe

Rule 2:  All armor must look like armor and look good.

Those are all of the rules of armor construction. But they are also all that are necessary.

Let’s take a look at Rule Number 1:  All armor must be safe. This means that it must protect the wearer from his or her opponents’ attacks, but it also means that the opponents must also be safe, as well as their weapons.  Also, the wearer must be safe from his or her own armor.  Finishing all edges is a good start on safety, no matter what your materials are. You cannot mount spikes on your armor or weapon breakers, because these are not safe, even though they are cool to look at.  Putting horns or wings on your helm is always a great show stopper, but it can also get your neck broken.  Make sure that they are able to be removed for combat situations, or that they will detach if struck.  Build all armor to withstand combat, not just a fight.  Weld or rivet metal pieces together, do not tape and glue them.  Build your armor to last.  If you decide to change, you can always lend it out or sell it.

If you have a design idea that you are not sure about, check with The TFA Armory and they will advise you.  All armor will be inspected before each event or game.  That which does not pass inspection will not be allowed to be worn in combat situations. Armor built for costume purposes can only be worn at social events, not at games.

Now for Rule Number 2:  All armor must look like armor and look good!  The first part seems rather simple, but is deceiving.

Obviously, hockey pads and football shoulder pads are armor.  But they are not armor of the medieval fantasy type.  If you want to dress like a Road Warrior, play TFA’S SU 2020.  You can use these items as a base to build from, but you will have to be creative to get rid of the look of football or hockey.  You can always cover them with your costuming and say that you wear your armor under a surcoat, but this will mean that you will have to build your costuming very large, and it will fit poorly during the time that your armor is being repaired during the game.  It would be best if you build your armor to wear over your costume.

This will also make the MYSTIC’S job of healing you easier.

As for the second part, always bear in mind that the look is all important!  We play this game in order to live fantasy lives.  This can not be accomplished if the players do not dress appropriately.

Materials

The materials that you use to construct your armor are up to you.  Bearing in mind that you wish to build good durable armor, you must first decide what armor type you wish to build.  If you choose to build textile armors, they are fairly easy to do, other than the leather types. For the leather works you will need specialized tools, and possibly some experienced help.

Cuir bouillé is leather that has been prepared and impregnated with a mixture of oil and wax. This produces a very tough armor. The leather to start with is usually a 10 to 12 oz. weight oak tanned or sole leather.  Softer latigo tanned leather of equal weight is good for building Type One armor, if doubled and glued and stitched. Heavy weight oak tanned leathers such as sole and belt leather can be used in single thickness to achieve armor Type One.         

Armor Type Two is a bit harder to build in some styles and easier in others. Chain maille is a very time-consuming endeavor, but well worth the time when the finished product is worn. Ring maille is a little easier, as is scale armor. Building either of these types can result in some very fine costuming as well as very protective armor. But when it comes to actual protection as well as ease of building, the wisby coats are the best bet.  Named after a large scale battle where the majority of the combatants were buried with their armor on, the wisby coats are made by riveting large formed plates of metal to a tunic or supporting coat. These plates can be made in various sizes, and indeed this is a predecessor to the brigadine.  

This also brings up another point about materials. Steel plates are what most historical armors were built of, but the ancients did not have some of our technologies. If they did, would they not have used titanium or aircraft aluminum, or even plastic to build armor? In the TRIAD game system you can use these materials to work with.  They are referred to as "alloy".

Armor Type Three can be built of either alloy or steel.  As long as it is built properly, either will give you equal protection against normal weapons. The difference lies in what is not normal.  Steel blocks magic!  Good or evil, the power of magic cannot penetrate steel.  This means that a WARRIOR wearing full plate armor of steel has little to fear from a direct assault by magic (except for a FIREBALL).  However, that full suit of plate will weigh in at around 50 pounds!  A full suit of alloy armor built the same will weigh less than half that.

There are many checks and balances involved in the TRIAD game. Armor that is damaged will have to be repaired by an armorer.  Steel armor that protects the wearer from evil magic will also stop beneficial powers.  Alloy armor that is light and easier to wear will not stop a KI-BOLT.

All alloy armors must still be constructed to meet with the rules. Painting your armor is all right, but we’d prefer that "alloy" plastic be all one color to begin with. Plastic that is printed on will show the printing or imprinting through the paint. Sports gear that is adapted will need to be seriously reworked to eliminate the trade names and such. Chain maille built of aluminum wire will need more repairs than steel chain maille.  Also, all alloy metals must have the equivalent strength of 20 gauge steel; no flimsy materials allowed.  If it can be bent or molded by hand it will not hold up under a shinai (Armor Rule 1).

Alloy plastic does make excellent lamellar armor, especially of the oriental style.  Check with The TFA Armory about any materials you are not sure of.

For helmets with full vision face screen, use 18-16 gauge steel expanded metal grating. Be sure to finish all edges of metal work.

 

SHIELDS

All wooden shields will be built of plywood of 1/2" or greater thickness.  All metal shields will be of 16 gauge steel or its equivalent in strength. All shields will have a protective edge made of 1/4" thick garden hose or bicycle tire.  All edges must be rolled on metal shields to ensure that they do not cut through the hose or protective tire.  High impact heavy gauge plastics 3/16" or more will be considered equivalent to 16 gauge steel, if it can with stand the impact and is rigid. No light weight soft plastic "alloy" shields will be allowed.

Note: aluminum round toboggans are an excellent alloy shield.

Shields that have no measure greater than 2 feet are called bucklers or targes.  Bucklers are generally center held but can be strapped in the European style. This is an ADVENTURER’S shield but it can still be used by WARRIORS that favor the style.

All other shields, including rounds, kites, ovals, aspis, norman, heaters, and pavaise are the province of the WARRIOR class.  If you carry a shield of this type, you will be considered a WARRIOR instead of an ADVENTURER.  

All wooden shields and bucklers can be faced in light gauge metal.

Steel facing will add protection against magic of some types.  Leather facing is also quite prevalent. All shields carried by WARRIOR caste characters can be decorated with designs that reflect the owner’s name or station.


RULES OF COMBAT

 All combat, even mock combat, can be hazardous to your health.

These rules are to help ensure your safety as well as the safety of others. Play by the spirit of the rules and not by the letter.

The welfare of the players is everyone’s responsibility. If you feel that you must win at all costs, you should not be playing this game.  You have already lost the real battle--that of self control and self awareness.  Play smarter, not harder!

Rule 1:  Never strike an un-helmeted opponent in the head with any weapon other than a rocko-socko.

Rule 2:  Never strike an un-helmeted opponent with a Type Two or Type Three weapon.  Declare "Range" on them only.

Rule 3:  Always wear your safety glasses, even with a helm on, unless you are wearing a helm that includes eye protection.

Rule 4:  Never use hands or feet to strike opponents. Grappling is allowed but only collegiate style wrestling no blows.    

Rule 5:  Do not aim for the hands. Blows to the hands will be acknowledged, but they are painful and very dangerous.

Rule 6:  Keep track of all hits to armor and have them repaired.  Armor will not magically heal itself with the body part.  A SCROLL OF ARMOR REPAIR will not work on steel armor.

Rule 7:  When dead or wounded, play the part.  This is not a macho game, but a role-playing game.  Losing can be fun too!

Rule 8:  Declare "reality" and stop play any time you see a hazardous situation. Resume play as soon as you can. 

Rule 9:  Never argue.  Call for a "marshal" to make a judgment.  This is a role-playing game, not a rule playing game.

These are the nine main rules of combat. There are many other unwritten rules, some of which go without saying.  Some you will learn about at the games and events, including such as what counts as a blow or hit, or what to do when actually hurt during play.  The main rule to remember is to always put your safety and that of the other players first.

All combatants must be cleared by the "marshals" before allowed to fight in this game system. You must learn all the combat rules and prove yourself capable before you will be allowed to use Type Two or Type Three weapons.


MYSTIC ABILITIES

The MYSTIC is probably the most powerful character type in the TRIAD game. Coincidently at the same time they are also the most vulnerable. The MYSTIC ABILITIES are just that. They are a combination of special psychic abilities, alchemy, and the ability to unleash the magic contained in the SCROLLS OF POWER. With any one of these categories at their disposal a MYSTIC would be a very powerful person; with all three they are AWESOME. Ironically, they are also the most in need of protection from a world that both fears and reveres their powers.

The MYSTIC ABILITIES are broken into three areas of study. The first area is that of psychic abilities, or the ability to channel the life force energies in a direct stream, thereby utilizing this great power source in a specific manner. It should be pointed out that the "FORCE" is neither good nor bad, only the motivation for its usage, and the results of said use can be measured by such terms. The life force simply "IS". The MYSTICAL ABILITIES of this first type are as follows:

Healing

Probably the single most useful ability that a MYSTIC can possess is the ability to heal wounds. Many others can inflict bodily damage, but only the MYSTIC can heal. This ability is enacted when the MYSTIC forces the life force energies to enter into the damaged tissues and repair the tissues instantly. This can be quite a shock to the wounded entities' system as well as a bit of a drain on the MYSTIC. This ability will only work by touch. The MYSTIC must touch the actual wounded area, i.e., laying on of hands (discretion please) the process can be accomplished through most armor but steel will block the flow of the life force.

 The MYSTIC’S own life force is also utilized in this process and therefore there are limits on the ability.

The average MYSTIC can heal a total of 30 damage points (see health and wounds for an explanation on damage points).

The actual process in game is to lay a hand on the wounded area and chant/pray/meditate for 1 minute for each point of damage that is to be healed.  All wounds must be healed or bound or a victim will bleed to death.

The patient can immediately return to play after being healed of light or serious wounds.  Those healed of mortal wounds must rest another 9 minutes before they will be fully recovered. If they can not do this, they will be fatigued until they do rest 9 min.  Fatigued characters cannot engage in combat other than to fire an already loaded crossbow or cross (weapon type1).      

Remember, this is a role-playing game. That you can be healed is a lot in itself. That you can be back in the game at all is great!


 

Ki-Bolt

The ability to channel life force energy in a high intensity blast that will discharge into the first living thing that it comes in contact with, be it earth, tree, bush, animal or character. This bolt of energy will affect any organism with a rudimentary nervous system. Basically it will deaden all nerves in the area that it hits for approximately three (3) minutes.  In the case of this energy discharging into the living tissues of a player’s arm or leg, the player will lose all use of that limb for the prescribed three minutes.  If the victim should be hit in the head or body, it will cause a loss of consciousness, also for three minutes.  Upon regaining consciousness, the victim will feel ill for an additional three minutes due to system shock (headache and nausea are the primary symptoms).

In the case of armored personnel, the KI-BOLT will penetrate all armors except those made of steel.  If a steel obstruction is struck, the KI-BOLT will ricochet and do damage as described to whatever it hits. The KI-BOLT will discharge harmlessly into the earth if it contacts there first.

Most shields will deflect a KI-BOLT because there is no living energy present to connect to.  Armor has life force energy inside.  

All basic MYSTICS have three tennis balls with their mark on them.  These signify the KI-BOLT energy.  They can be retrieved and reused as often as you wish, but you can only use your own.

Suggestion

An overpowering command that a MYSTIC can place on another living entity, which forces the victim to do the MYSTIC’S bidding.  The MYSTIC must touch their victim and state "I Suggest..." followed by the SUGGESTION.  This will open the victim’s mind to the MYSTIC and allow them to subvert the will of the hapless one.  This ability has two applications: first, as an overriding command that is very specific, and secondly, with prolonged contact, as a truth-read.  A victim will not commit suicide or murder if it is not in their character.  However, such a conflicting command would create schizophrenic behavioral reactions and most likely result in the loss of sanity and/or consciousness.  This will last until the SUGGESTION is removed or completed, or until the victim dies.  Using it as a truth-read is limiting, for it will only enable you to tell if you are being lied to or not.

All basic MYSTICS can use this ability three times in the same day.  As with all magic, this ability will not penetrate steel armor.

                   


Alchemical Abilities

The second category of MYSTIC ABILITIES is that of the study of ALCHEMY: the mixing of powders and powers, lotions and potions.  There are actually more than the three main ALCHEMY abilities, but these are the ones that will be addressed first.

 

Continual Light

An alchemical reaction is created when the MYSTIC mixes special phosphorescent chemicals with each other. The duration can be for hours, or if removed from their special alloy container and spread on other objects, it can last only for a short time.  The continual light is a cylune chemical candle, or safety light. It comes in various colors and can be applied to most objects with little side effects.  Application to skin surfaces may cause a reaction.

FireBall

Possibly the single most powerful weapon in the world, at least as far as humanity is concerned.        The FIREBALL is an alchemical reaction between equal measures of three base powders. Using white phosphorus (flour), magnesium sulphate (corn starch or rice bran) and sulpher/sulfur (corn meal or birdseed), the MYSTIC carefully measures 1cp of each and mixes them together thoroughly.  Takes 9             minutes of concentration to make.  

While mixing this powerful concoction, the MYSTIC infuses the chemicals with life force energies. This leaves the MYSTIC’S personal "signature" in the chemicals as well as add a priming agent. Only the MYSTIC that prepares a fireball will be able to use it. 

Once the chemicals have reached the proper mix they are poured into their receptacles (a paper towel or hollowed hen’s eggs) and sealed (taped closed).  The mixture can be placed in one to three containers, depending on usage.  

A MYSTIC may carry the number of FIREBALLS equal to his/her health number (i.e., a TRIAD MYSTIC could carry 4; an ordinary MYSTIC can only carry 3).  FIREBALLS that break in a pack are wasted and cannot be reused. FIREBALLS that do not explode can be recovered and reused by the MYSTIC that made them. A MYSTIC can channel only enough energy to prime three 1-cup sized fire balls at a time. They can not be pre-made but must be made from these rare chemicals in game (TRIAD MYSTICS can start the game with three FIREBALLS pre-made at home or before game starts).  A FIREBALL, in whole or in part, can not be used by anyone other than the maker. The base chemicals can be!

FireBall (continued)

A FIREBALL is already primed at the time of the mixing with the energies of a specific MYSTIC. When this MYSTIC holds the FIREBALL again they use a touch of ki energy to set the primer to a stage of agitation. This will result in an explosion and conflagration when it hits a target and bursts to mix with the air.  The effects are rather destructive. Because this is alchemy it will affect even those in steel armor; they will be roasted in their shell. If the FIREBALL is burst while still in the MYSTIC’S hand, or dropped, it will affect the MYSTIC as it would any other entity. A FIREBALL that the MYSTIC decides to not throw must be declared deactivated. FIREBALLS will return to ready state.

Wards

The 2nd best defense a MYSTIC has.  This is because a WARD will destroy almost anything that tries to pass through it. The searing heat will kill any one foolish enough to try and cross through, as well as destroy most arms and armor.  Only the MYSTIC may cross his/her own WARDS.  Sling bullets or bolts will be vaporized. Ropes and such will turn to ash. Suffice it to say that anything inside a WARD is going to stay there and any thing outside of the WARD will remain outside. The WARD’S duration is 1 hour per health point at the time they set the WARD. A dead MYSTIC must go and release all of their WARDS while a spirit, before they can be resurrected. This is done with goggles off and by scattering the WARD.

A WARD can be any size or shape.  It can be as a wall across a doorway or a box or circle in the open.  A WARD actually burns a fraction above the surface it is on and can be as high as 20 feet or as low as 7 feet.  WARDS are not able to be placed across (on) water. They are able to be spread as a sheet on the ground but it takes a lot of sulphur (cornmeal/birdseed) to cover much area.  The MYSTIC infuses the WARD with ki energy while pouring a continuous stream of sulphur across area to be warded. This can be done silently or with great ceremony depending on tradition of the MYSTICS arts.  A MYSTIC can begin the game with 3 cups of corn meal/birdseed.  Ironically this is also a component chemical for FIREBALLS, and must be protected from theft.*

     (Those that role-play the WARDING of an area will BENEFIT!)

*(Those that STEAL from a MYSTIC may suffer serious side effects)

Poisons and Antidotes

MYSTICS will have the ability to use certain poisons as well as antidotes that are purchased from the apothecary or other sources. These poisons can be rather vile and could be of a "signature" nature. Some antidotes are a cure-all where as some are extremely specific. Some MYSTICS will learn the ability to create their own alchemical poisons and antidotes.  Poison identification is based on smell and taste.

SCROLLS OF POWER

The scrolls of power come in two distinct types. One is for use by MYSTICS only, the other can be utilized by any character that knows how to read. The MYSTICS scrolls are imbued with a touch of their own ki energy and become "signature" scrolls at that time, usable only by the MYSTIC that owns them. These scrolls are usually of the following three kinds:

Scroll To Animate the Dead

This SCROLL OF POWER usually takes about three minutes to read. It will imbue a corpse with an energy that will allow it to motivate slowly, and follow the MYSTIC responsible. Said MYSTIC must always be within thirty feet of the corpse, if the MYSTIC flees leaving the shambling corpse, it will fall dead again. The corpse, once animated will shuffle along with one arm extended before it, carrying only its possessions. It cannot fight, nor will it precede the MYSTIC, but will always face towards the originator of its existence. This scroll can be used only three times, and can animate up to three corpses per time. A MYSTIC can not sustain more than three animates at a time with-out some sort of magical assistance.

Corpses must wear safety goggles, even though dead, for their own protection. 

Scroll Of Regeneration

This scroll is used to regenerate amputated limbs of those that are very misfortunate. This scroll will take approximately three minutes to read.  The limb will re-grow from the stump, and be fully restored in 30 minutes. In the case where the actual limb is available it will be reattached immediately fully operational. It should be pointed out that the first option is rather painful, and although the limb is re-grown, it is still very weak for thirty minutes unless a serious healing is preformed.

This scroll can be used three times, and regenerates all missing limbs on one victim at a time.

Scroll of Resurrection

The single most powerful ability of the scrolls is that to bring life once again to the dead. Reading this powerful scroll is a very draining five minute ordeal for the MYSTIC. It must be preformed over the body indicated by touch, with out the MYSTIC losing the train of thought or concentration. This is the ultimate in role-playing for the MYSTIC.  Unfortunately, they can only perform like this three times in a day. The dead, once resurrected, will be disorientated for approximately three minutes, but because of the power of the magic, they will swiftly recover full function of both mind and body in a short while (9 minutes).  Sadly, the dead will remember the traumatic experience of their death. 

This scroll will raise only three entities, one at a time.

In some games, there are also scrolls of Healing, Armor Repair, and Restoration and Repair, but these are generally special items.  Other scrolls may appear in particular games to advance certain story lines, but they are not common.


HEALTH AND FIRST AID

(Nothin' But The Dead An' Dyin')

Although the MYSTIC can usually heal most wounds, there is always the time when there is never a MYSTIC to be found, or worst yet it is the MYSTIC that is in need of healing. A MYSTIC can heal a light wound on their self, but a serious or mortal wound is beyond their ability to concentrate (except for a TRIAD MYSTIC).

This being the case, it is a good thing that most ADVENTURERS have learned the art of field dressing a wound.  A wound that is bound properly will not continue to bleed, and the victim will survive for a while until proper help can be found.  A light wound left bound will heal of its own accord in one hour.  A serious wound will heal in three hours of game time if bound properly.  A mortal wound can be bound and the victim’s life extended for one hour.  A mortally wounded entity can not move about, or do much of anything, but it beats the alternative.  Seriously wounded personnel are restricted in the use of their limb(s) but can still function somewhat, depending on the type of wound.

First aid, or binding, in the game is a good way to practice real first aid bandaging skills. You cannot bind wounds through armor, but you can bandage over clothing. The object, once again, is to create the proper illusion.  We want to see the player acting "wounded".  The bindings can be made of white sheets, and if you really want to create the look of reality, you can pre-dye them in spots to simulate the bleeding.  You can also make field dressings out of other materials that are handy as long as you bear in mind that the look is all important.

So how do you know what is a light wound, a serious wound, or a mortal wound?

A light wound is any slight contact wound. If you are cut by a dagger, or star, it is a light wound. If you are grazed by a sword or other heavy weapon, it is a light wound.  All light wounds are worth one health point.      

A serious wound is any damage sustained to a limb that was created through your armor by a heavy weapon. It is also any damage that was done to a limb by a dagger stabbing you, or a sling ball hitting an unprotected limb. Serious wounds are worth two health points.

Occasionally a serious wound will occur when a Type Two or Three weapon grazes a person’s body. But generally a blow to the head or body is a mortal or three point wound.                             

All players start with a health of three points. If you take damage in excess of three points you will become unable to function. A mortal wound (3pts) will drop you immediately, and in three minutes you will go unconscious. 9 minutes later your character will "die", and only a resurrection will bring you back. Up to that time a healing by a MYSTIC or a binding will save you at least for a while. Two serious wounds, i.e., a sword cut to the arm and another to a leg will also have the same effect.  This would be equal to four points of damage; you would definitely be in shock, and most likely unconscious. Three light wounds on limbs, head, or the torso will cause the same effect.

 

Playing The Wounds

In a ROLE-PLAYING game, the object is to have fun and enjoy the challenge of the scenarios as well as the combat. To this end, it should be pointed out that there needs to be some give and take when it comes to the combat.  Basically, you should consider the "REALITY" of what just happened to your character. If you were stabbed by a dagger, how would you react?  That’s how you should play it.  In too many fantasy novels, the heroes fight on, even after multiple wounds.  It is for this reason that the POINT SYSTEM was developed.  This system allows you to continue fighting if the wound is not too serious, or if you really just "gotta do it".  Of course, if any of us were really struck by a sword and had an arm chopped off, I seriously doubt that we would be able to continue to fight. It is quite alright for a character to fall screaming to the ground, on the first such hit.  You do not have to play the macho hero. In fact, realistic role-playing can earn you benefits.

It should also be pointed out that theft is a punishable offense in every city-state in Tir-na-n’Og.  Generally, this results in the removal of the offending body parts.  A SCROLL OF REGENERATION can be used that day to grow the fingers or hand back, but the possibilities for good role-playing rest in not growing them back to quickly. If a character is bandaged and limping along the trail, it is a lot more believable than the ones that just jump right back into the battle.  Play the shock and horror of the wounds, as well as the limitations of the limb.  This will go a long way to improving the game for all concerned.

Are you dead, or merely dying? You have to decide that for yourself.  You can play the blow to the head or body as a mortal wound, or if it was a well struck and powerful enough blow you can decide to die immediately.  At times, the dying scenes are much more fun than the actual combat. However, in the past, it has been the experience that fallen victims were quickly slain.  We hope that this will NOT continue to be the case, but there is no game rule that states that you cannot kill your opponents when they’re down.  Killing certain creatures is admirable, but wanton slaying and outright murder will be cause for your character to be declared "OUTLAW" in most city-states.  This may sound romantic, but the consequences are most dire.

Reality Rule:

Many times while playing the games, we find situations where our safety or that of other players is compromised.   Should this be the case, it is the player’s responsibility to call “Reality!” in a loud voice, which halts the game.  The players can then ascertain the situation and, if necessary, remove themselves from the danger.  Play can resume once the danger is judged to be negated.  The scene must be re-set as close as possible to what it was before “Reality” was called.  The “Reality” rule is not to be used for any other reason than safety situations. 

Real first-aid emergencies need to be dealt with immediately.  If you have allergies to bee stings, flora, or fauna that requires you to carry an epi-pen, it is your responsibility to carry one at all times. First aid will be available on site, but not always where you are. Be smart, be prepared, and carry your own emergency supplies—which are non-steal-able!

Tir-na-nOg

 

In every culture of every land, tales of people who mysteriously vanish--sometimes while in plain sight of their family and friends--abound. Many are the stories of ancient heroes, wanderers, and simple folk who set out upon a journey, or took a strange path out of curiosity, or went up into the mountains, and were never seen or heard from again. Even within the last few centuries, tales of people who simply went for walks and never came home again are remembered. Each time they are repeated, tellers and audience ask one another, "Where did they go?"

They came to Tir-na-n’Og.

Tir-na-n’Og, Isle of Youth in the ancient Gaelic or Celtic tongue, has had many different names in many cultures. Most often known as Faerie, it is the land that was given to Lilith when she and Adam parted ways. Since the time before the Great Flood, it has harbored strange and wondrous creatures, magical and otherwise, and many other beings that could not, or would not, live in a world that Humans, in their stupidity, were destroying. Collectively, these other-than-human beings are known as faeries, the Sidhe, or the FEY. The most powerful of these were the Children of Gaea, or the Tuatha Dé Danann, as they were known to the Gaels.

The FEY are the children of Lilith, and so are related to humanity, Eve's offspring. The FEY and Humankind went their separate ways, the one following the science of magic, while the other delved into the science of technology. The resulting sibling rivalry had far-reaching consequences.

Though for thousands of years the FEY freely crossed the borders between their land and that of Humankind, as time went on and the separation between Human and FEY grew greater, these visits brought about great woe to all concerned more often than not. More and more of the faerie folk retreated into Tir-na-n’Og, leaving Earth to their human cousins. The borders became more strongly guarded, and finally were closed altogether, leaving only a few gateways where magical passage was still possible. Even these were finally closed in 1492 A.D.

No one of this world who went looking for the way into Tir-na-n’Og could ever find it. Shielded by powerful spells that are as old as the land itself, the gateways can only be reached by following ley lines, the invisible lines of energy that criss-cross the earth, until they culminate at a nexus, or a place where two or more ley lines connect. Some say ley lines are magnetic in nature, some say magical.  Whatever their nature, ley lines can be tapped for their energy by those with magical abilities, and used to open magical Gates at the nexus.

It has often been thought that Tir-na-n’Og was everywhere, since a person could find themselves within its borders at any time, from any place, without warning, in the days before the FEY closed the Gates. Actually, Tir-na-n’Og is no longer part of this world at all, though some places that lie closer to it than others.  The Australian Aborigines know more of the secrets of Tir-na-n’Og that any other earth culture, but they do not tell them.

Although the human-inhabited part of Tir-na-n’Og has a radius of approximately 100 leagues, or around 300 miles, the Mists are always shifting, which continuously changes the face of any map one would care to use.

Originally, as human tales warn, Humans who found their way to Tir-na-n’Og were unlikely to find their way out again. Faerie was not a good place for the children of man to be, for the FEY never forgot that they had been driven from the earth by man. The legend of the Wild Hunt, where the Greater FEY ride out, laughing, to hunt down their hapless human prey, is still a dark and terrible story told throughout the world. For thousands of years, the refuge of the FEY was a place of death for mankind. Ohma, a half-Human, half-FEY woman, changed all that, by creating a chivalric code of behavior that re-shaped Human and FEY destiny.

As more and more Humans found their way to the land, Ohma, with the support and guidance of the Powers (the three greatest of the Greater FEY; some say the three first-born of all the FEY), directed them to areas where they could settle. Villages, towns, and later cities, sprang up, each with its own predominate culture. Each of these city-states is ruled by a special trio of human regents called a TRIUMPHANT. The TRIUMPHANTS, appointed by the FEY, administer the laws of the FEY and enforce the Code of Ohma in their jurisdiction to the best of their ability.

While most of the Human cultures transplanted to Tir-na-n’Og clung to what traditions they could, societies as a whole underwent drastic, necessary changes. Perhaps the largest change was the elimination of Human aristocracy. Kings, Queens, and hereditary ruling classes exist only in FEY society.

While the FEY, by and large, do not interfere directly with human affairs, and may allow individual battles, skirmishes, feuds, and raids to go on unchecked, the horrors of warfare such as those that have so often torn the Outside world to bloody tatters have been circumvented. The FEY, aware that war has an unfortunate tendency to cause Humans to become more inventive in their methods of destroying one another, did not wish that terrible cleverness to take root in their land. Without kings, it was reasoned, there would be none of the overweening pride that drove tribe against tribe, neighbor against neighbor. Humans would have to earn the respect of their fellows by their own efforts, and not by any privilege of birth. Only their rightful overlords, the FEY, were entitled to that.

It is not known whether the FEY have ever seen the irony in this.

There are Lords and Ladies among Humankind, to be sure, but these are made, not born. They may be merchants who create their wealth through successful commerce, and then go on to manage vast estates, not unlike small kingdoms, or former ADVENTURERS who discovered great wealth and survived to retire with it. The most honored of the Human nobility, however, are those special individuals who are members of, or have served in, TRIADS, and so have earned the privileges they enjoy.

Humans being what they are, attempts to establish Human dynasties have been made time and again. They always fail, for the laws governing the city-states--notably the one stating that all but the eldest child of each house must make a pilgrimage to the Temple of Ohma in Tir upon reaching their 16th birthday--make it difficult for even the most ambitious of families to plan such a future. The dangers of travel and the vagaries of time within this strange and mystical land do the rest.

Tir-na-n’Og now has a Human population of approximately 300,000, scattered throughout 13 city-states and Tir itself. There are 13 major ethnic groups, as well as the various tribal groups, including the Koshka (an unfortunate human who has been altered by magic to resemble a lion or catlike humanoid), Sobaka (an unfortunate human who has been altered by magic to resemble a wolf or doglike humanoid), and the Elves (singular: Elf; an unfortunate human who has been altered by magic into a small, slender, pointed-eared humanoid. Most elves do not consider themselves unfortunate).

Although there are common trade languages (English and Latin), most of the city-states' populations are made up of at least 70% of one ethnic group or their descendants. Over time, the cultural influence of the FEY has modified many of these societies into something the original settlers would not recognize. Most city-states now hold stronger allegiances to the ideals of the 13 FEY Factions, represented by 13 different colors, than to the traditions of their ancestors.

The central city-state of Tir, which occupies a huge island in the center of the Inland Sea, is a mixture of all cultures and peoples, and is therefore not considered one of the 13.  Also, Nilka and Magdan, while separate cultures, actually occupy much of the same physical territory.

The FEY’S efforts to modify Human society have been successful, due almost entirely to a FEY Princess named Ohma, and the Code she composed in an attempt to allow Human and FEY to share Tir-na-n’Og in peace.

 

The Codes Of Ohma

Ohma – the name by which she is known throughout Human society--was the daughter of the FEY Lord called Lugh the Golden or Lugh of the Long Hand, a Tuatha Dé Danann, and the Human maiden, Bolianus, who captured his heart. Ohma was raised as one of the fairy folk and grew into a bright and beautiful woman--and her father's strong right arm. In the early days, when factions among the FEY often warred with one another, she fought beside Lugh on the field of battle. In some chronicles, she is even referred to as “the son of Lugh,” for she was a fierce WARRIOR and a cunning tactician whose courage, skill, and leadership turned the tide of many a battle. Her unswerving honor and chivalry won the respect of ally and enemy alike, a shining example of heroism.

It was her mother’s death that made Ohma aware that she was half Human. Though she had always been appalled by the casual cruelty with which her FEY kindred treated the weaker Human interlopers, it was only after she learned of her own heritage that Ohma realized that change was possible. After all, if she could adapt to the ways of the FEY and take their beliefs for her own, surely even full Humans could change and grow, could learn a new, better way of life, and eventually be embraced as true kindred by the FEY. All they lacked was the proper guidance.

With that thought in mind, she set out to compose a set of guidelines for the re-education of Humankind. Ever the apple of her father’s eye, she convinced him, and her aunt, Aine, that the way the FEY treated their shorter-lived cousins was not in accord with their own beliefs. With their backing, she set to work on the rest of her people. A long-time scholar and student of both Human and FEY philosophy and religion, Ohma sought a way to unite the best of the teachings and make them accessible to all. The Codes of Ohma, or sometimes just The Code, as they came to be called, were written in the years between her mother’s death and the time of the integration of Humans into selected city-states, somewhere between 1040 A.D. and 1275 A.D., by the Human calendar.

At first her entreaties fell on deaf ears, but Ohma refused to give up. How she did it no one will ever know, but somehow she enlisted the support of the Powers themselves. From that moment, the true revolution began.

Her first step was to have the Powers put a stop to the Wild Hunt, which had long been a favorite, and particularly brutal, pastime of the FEY. This won for her the gratitude and trust of Humankind, and they began to pay heed to her words. Ohma threw herself into the task of teaching them a new way of life, even helping to select sites for their towns.  Though eventually the effort wore her out and brought her life to a premature end, she lived long enough to see her efforts bear fruit. The Humans of Tir-na-n’Og adopted her teachings, and her FEY kindred came to understand, if not always to share, her vision.

The Codes of Ohma became a way of life in Tir-na-n’Og.  New arrivals were indoctrinated in their responsibilities to the Code. Those that could not or would not adapt were exiled, to be hunted as outlaws.

To most Humans, Ohma's early history has been overshadowed by her gentler legacy, the WARRIOR lost behind the vision of the maidenly scholar. She is considered in much that same way as one of the greater saints, her memory revered throughout Human society. Though not everyone follows the Code, most people at least pay lip service to them, and to curse Ohma or belittle her memory is a vile insult tantamount to blasphemy.  CAVALIERS, for instance--a class of WARRIOR dedicated to following the Code--will swiftly punish those who mock Ohma or her Code.

Certain of the Codes are universal, and their counterparts can be found in the Code of Bushido, the Codes of Chivalry, and the unwritten law of the Native American Nations, primarily the Crow, Cherokee, and Sioux. Naturally, many of the oldest traditions and mores of FEY culture have also found their way into the Codes of Ohma.

Although Ohma was both intelligent and wise, she had an idealistic, romantic side, and this inevitably affected what she wrote. As a result, the Codes that were to shape the behavior of Humankind and the very world were sometimes frivolous, and in a few cases totally unattainable. Nevertheless, they continue to be strictly enforced by the Triumphants.

In early times, human women were few in the land of Tir-na-n’Og, and Ohma wrote the first Codes with that imbalance in mind.  However, as time passed, women became both more numerous and more powerful, and many of the ways of the land came to reflect this change.  Although the Codes pertaining to the treatment of women were never changed, the actual following of some of them was no longer prudent.  Many of the inconsistencies in the Codes can be explained by the fact that Ohma never rewrote them; she merely added new ones to cover new situations.

The true meaning of some of the Codes are often heavily debated. For instance, many believe that all people, upon reaching their 16th birthday, should make the pilgrimage to Tir. Others claim that only those who seek to become CAVALIERS, RANGERS, or MYSTICS, or in some other way to serve the FEY, are meant to go.  Differences in defining “abomination” have caused great strife; while many insist that the Code refers only to such things as Trolkien, others place the Tainted in that category as well.  And the definition of a “maiden” seems to change according to personal preference. We need not even mention the uncertainties that have arisen due to unfortunate inconsistencies in grammar, spelling, and punctuation.

That not all Humans share the idealistic concept outlined in the Codes is a fact never mentioned in polite society.  Suffice it to say that the majority of the populace holds to this ideal, whether or not they choose to live up to it.

Some of the better-known Codes include the following:

z     A CAVALIER must honorably serve a just cause or a Lady or Lord fair.

z     A CAVALIER will honor his Lord and his Lords Lady, doing naught that shall bring shame or dishonor unto their house or name.

z     A CAVALIER must give service to his Lord or Lady with no thought of recompense.

z     A CAVALIER must willingly and with no thought of price go to the aid of the weak and helpless.

z     A CAVALIER shall attack not the weak or helpless, nor hinder them in their goings, for they deserve naught but pity.

z     A CAVALIER must always honor his word. An oath sworn apon the sword is an oath to the death, for the blade is the embodiment of the CAVALIERS honor.

z     Place no lady in jeopardy either by word or by deed.

z     A maiden should not be left unescorted at any time, lest she fall apon an evil, for it is the way of things that men will be tools of the evil and tempt her.

z     Combat is glory. To win glory for thy name and the name of those in whose service thou art is all in battle.

z     Thy sword is thy honor and thy glory. Treat with others in combat with weapons of equal strength.

z     Use not the weapons of distance in any honorable combat or duel, nor use them against aught other than the beasts of the forest and field.

z     Strike thee only from the fore where all can see thy doings.

z     Cast not profanities apon the wind lest they be heard by FEY.

z     The first born of any house shall be the heir to all. But the siblings shall be trained as befits their calling and sent forth to make their own name and glory.

z     Should the first born of any house perish before his third year, the second born shall be as the first. If there is no heir, all lands and properties shall revert to the state, to be used for the good of all.

z     Apon thy sixteenth year, thou shalt begin thy quest for thy true calling. Make thy way to the temple of Tir to receive guidance apon thy path.

z     Treat thee with the land and the fauna as it were thy life.

z     Treat all above thy station with honor and respect thy peers.

z     Order the respect of all of a lesser station that they may learn from thy example. Obedience must be maintained, that the workings of the world can continue.

z     All challenges to thy honor or thy Lords honor must be met forthwith in the prescribed manner. Let no challenge go unanswered. As honor is the blood that flows in thy heart, death before dishonor!

z     Meet death without fear for it may come in the guise of a friend to protect thee from dishonor.

z     In a duel, if the challenger names the stakes then the challenged may declare the weapon of choice. If the challenger does not name the stakes, the challenged may do so and the challenger shall choose the weapons. If no weapon is in common an open duel may be declared.

z     Remember that an opponent who has met thee with honor should be treated with honor. Name no stakes that shall bring dishonor apon thy self or thy opponent.

z     Let all beware the duelists, for they will fall apon any that interfere with their honor and glory. Declaration of name and station, as well as those that are served, is proper.

z     Killing a defeated opponent is not honoring life or that which gave it. Those who yield are bound by oath and honor.

z     Craven is he that breaks oath and honor. These are outside the law and the ways of both man and FEY. Killing an oath breaker is like unto killing a trolkien, for both are without honor and therefore without right to life.

z     Blessed among both man and FEY is he that shows compassion.

z     Slay not needlessly, for life is a precious gift.

z     Follow the examples of thy betters. Learn from their years.

z     Suffer not an abomination to live, for they are the evil ones. Let them not into thy house nor apon thy fields.

z     Cast from thyself all ways of evilness. Be true to thy honor and to thy way.

z     To live by the sword is to die by the sword. Such is how a life should be lead for a leopard cannot change its spots.

z     Thou shalt not fight apon holy ground. It is forbidden!

z     Sanctuary is given to all who ask in the temples of the land. Those who are given sanctuary are guests.

z     A guest will do naught to dishonor his host.

z     As a host must serve both friend and enemies alike, so a guest shall not overstay his honest welcome.

z     A host will do his utmost to serve a guest and protect them from harm. But woe unto the guest who breaks the rules of the house, for he will bring dishonor on himself and his name.

z     The exchange of gifts is mete. Let those that may do honor apon their Lords and gift appropriately.

z     Refuse no gift, but be wise in the acceptance of it.

z     Strive not with a man without cause nor do harm if no harm hath been done thee.

z     Withhold not good from them to whom it is due when it is in the power of thy hand to do it.

z    The knowledge of alchemy is a great gift and benefit to all. Thou shalt not pervert the study of alchemy with the pursuit of knowledge of the dark arts of destruction and violence.

At the very peak of the only mountain in Tir, Ohma’s tomb stands.  Around the original small pyramid where her body was laid to rest, the Humans who had loved her erected a temple in her honor; the Temple of Ohma, also called the Temple of TRIADS.  It is to this Temple that young pilgrims journey to learn their fates, and to which those who are Called to TRIAD service often go to meet their fellow TRIAD members and the patron FEY who Chose them. It is a fitting memorial to the woman now known as the Savior of Humankind.


Triads

 

TRIADS are the single most important cultural icons in Tir-na-n’Og. If we were born in the land, we grew up hearing stories about them. We played with our friends at being TRIADS, taking turns playing the parts. Storytellers regale audiences across the land with tales of their exploits. The bards write poems and songs about them all (except, perhaps, for the Orange TRIAD), which we continue to sing and enjoy long after all the members are dead. These characters, if they survive any length of time at all, are legends.

Simply put, a TRIAD is a team of three people hand-picked to serve a specific FEY Faction. The creation of a TRIAD is the province of the Greater FEY. There are many Factions among the FEY, but there can be only one active TRIAD per Faction at a time. These agents serve their Patrons exclusively, marked, initially, by three small dots in a triangular pattern on the forehead, in the color of the patron FEY’S Faction. Being chosen brings with it many benefits; greater hardiness, strength, and other abilities. Being chosen also renders the new TRIAD members sterile or barren, ensuring that their loyalty remains undivided. The Greater FEY can and sometimes do reverse this condition, but never while the TRIAD is still whole and able to serve.

When a person is chosen, he or she has 7 days to reach the Temple of Ohma in Tir. There, he or she will usually meet the rest of his or her TRIAD, and the TRIAD’S patron FEY, who will then offer further instruction. As often as not, however, the individual will encounter the rest of the TRIAD on the way to Tir, and a FEY from the patron Faction will make an appearance, mark the newly chosen, and give them their first quest. Often, the quests of a TRIAD will benefit all, but this is not always the case. We cannot know the deeper purposes of the FEY, and while it is true that many of the Greater FEY care deeply for their Human charges and use their TRIADS for the mutual benefit of Mankind and FEY, it is equally true that others use their TRIADS solely for their own amusement or to further some hidden agenda. At other times, Patrons will send their TRIAD to interfere with the quests of a TRIAD that serves a rival Faction, sometimes resulting in the destruction of both TRIADS. In a sense, the members of a TRIAD are the patron FEY’S own private gladiators. They live or die at a whim.

Once chosen, a TRIAD member's life belongs to his or her patron FEY. TRIAD service is almost always brief and fatal, but since the FEY only choose those already "as good as dead"--whether from wounds or because they are in a situation where death is the certain outcome--it is considered the greatest honor, a desperately hoped-for chance to die gloriously and have one's name remembered in song and story for all time. To be chosen for a TRIAD means you are about to become a legendary figure, if you live long enough. Ordinary people are not chosen for TRIADS.

This theme pervades the art and culture. Phrases like, "chasing the pipes," or "following the music," which are used to mean pursuing your dreams or goals, originated from one of the legendary ways in which TRIADS are chosen.

The FEY make their selection from among all appropriate Humans and their derivative races, but always choose only one each of the available CAVALIERS, RANGERS, and MYSTICS.


The CAVALIER

The CAVALIER is the heavily armored WARRIOR/knight. The CAVALIER’S honor rests in his or her sword, and the loss of that sword is a grave affront. Usually the leader of a TRIAD, he or she is, ideally, the embodiment of chivalry. To the CAVALIER, honor is all that is important, to the point that life without honor is not worth living. By and large, it is the CAVALIERS who most ardently dedicate themselves to living for, and by, the Codes. To a CAVALIER, the Code, the quest for individual perfection, is almost a religious calling. CAVALIERS are neither monks nor hermits, but they have much the same dedication. The CAVALIER strives to become the living embodiment of the Code of Ohma and is, to the native Humans, a paragon: the ultimate in Human behavior.

To best understand the CAVALIER, try to imagine the Codes of Chivalry, the Code of Bushido, and the mores of Victorian gentlemen all combined with the ways and honorable beliefs of the Sioux WARRIOR.  If that boggles the imagination, add in the fact that not all CAVALIERS are men and that not all armored men and women are CAVALIERS, and you can understand why following the Codes of Ohma can be a tricky and uncertain endeavor, and why the life of a CAVALIER is a difficult one.  To the CAVALIER, however, it is all part of the challenge.

The CAVALIER is usually well armed and armored, and generally either came from a well-to-do family, or came to Tir-na-n’Og as a knight errant. This is because only the wealthy can provide their offspring with the quality of weapons, armor, and training that meet the impossibly high standards to which all CAVALIERS aspire.

All CAVALIERS are trained to use a variety of weapons including, but not restricted to, daggers, swords, maces, axes, polearms, spears, great sword, sword-and-shield, and the lance, as well as many lesser weapons.  CAVALIER training is usually in the CLASS 2 and CLASS 3 weapons, because these are generally thought of as being “honorable”.  A CAVALIER may know how to throw a knife or dagger, but would not do so save in extreme cases.  Missile weapons are generally not used in combat by CAVALIERS, and are thought of as being “beneath” them, but this doesn’t mean CAVALIERS are foolish enough to underestimate the potential of such weapons, or that they will not use them when the occasion demands; the throwing of a spear or javelin is a skill no CAVALIER worth his or her salt would be without.  THIS DOES NOT INCLUDE SLINGS OR CROSSBOWS.

CAVALIERS live to duel.  While dueling is commonplace throughout Human society, regardless of station, for the CAVALIER, the duel is elevated to the level of a sacred obligation. A duel is not only the favorite way of settling disputes or points of honor between individual CAVALIERS, it is also the primary way of showing one's mettle, and acquiring both wealth and status. CAVALIERS duel to test their skills, try out new weapons or tactics, for the pure pleasure of it, or for almost any reason one may imagine. A friendly duel is often a way to get to know a fellow CAVALIER, and may take place without any rancor or ill feeling at all, ending with nothing more dire than cheerful respect and mild chagrin on one or both sides. Dueling is not usually used as a method of punishment against transgressors; after all, most lawbreakers are not honorable, and therefore are unworthy of dueling. For CAVALIERS, formal duels are a privilege reserved for fellow CAVALIERS; they may accept the challenges of those beneath their station, for to refuse would be an affront to their honor, but they will only rarely challenge such. 

A formal challenge is the usual method of instigating a duel, and is strictly ritualized. The challenger must say to his prospective opponent: "By the Seven and by the Three, for Honor and Glory, I Challenge Thee." The correct response is: "For Honor and Glory, I accept," though some individuals may add their own variations. It is possible to refuse a duel, but sometimes difficult, and may even be dishonorable in some cases.  Stakes, weapons of choice, or other conditions, are decided upon according to the Code of Ohma; the challenged may pick any weapon, as long as it is one their opponent also possesses.  Occasionally, the duel will be fought as an open bout, allowing any and all weapons either participant possesses.

The terms of the duel are always defined in advance: the conditions, prizes, weapons, and whether to first blood, yield, incapacitation, or to the death.  Duels to the death are not all that common, but the death of one or both parties sometimes results from pure zeal, naturally.  But what is death compared to honor and glory?

Most duelists construct, and then contain the fight within, a dueling circle, or a 30-foot diameter circle drawn in the dirt. This is to protect onlookers, and also to prevent accidental interference. Because the CAVALIER’S honor is involved, no outsider--even fellow TRIAD members, if the CAVALIER is a member of a TRIAD--may interfere with a duel once it has begun. To do so is to invite dire punishment, even death, at the hands of one or both CAVALIERS.

 

The RANGER

The RANGERS are the woodsmen, the hunters, or the street-wise fighters who have learned to survive by their wits. It generally falls upon the RANGER to provide for his or her TRIAD as they travel on their quests.  Though each individual RANGER has his or her own favorite weapon and fighting style, the RANGER’S primary weapon is the BOW, SLING, CROSSBOW, JAVELIN, or other missile weapon. 

The RANGER is a bit more pragmatic than the CAVALIER, and is more likely to be from a lower station in life. Though they are sometimes as dedicated to the Codes and the quest for personal perfection as any CAVALIER, they are unlikely to have had the benefits of upbringing and education to assist them, and have learned to adapt to a different mode of life. This doesn't mean that every RANGER is automatically a liar, thief, and sneak, either, but one should not dismiss the possibility.

These hardy souls come from many walks of life, and often have an actual trade as well as their range weapon skills. Some RANGERS have even been raised on the streets, where they developed certain abilities useful in acquiring items for their TRIADS. The smart ones quickly learn to take care that these extra talents are not noticed by the honorable CAVALIERS. 

Though some RANGERS are swordsmen-or-women equal in skill to any CAVALIER, they do not usually fight with swords. This is because many CAVALIERS look upon the sword as a weapon of honor, and will kill any RANGER daring to use one. Long knives, short swords or archers’ swords, or axes, are the hand weapons most often found hanging from a RANGER’S belt.

 

The MYSTIC

The MYSTIC’S symbol is the STAFF. It is also the MYSTIC’S usual choice of weapon. There are several reasons for this, but the best reason is that most of a MYSTIC’S powers are channeled through the hands, which makes picking up a weapon that takes a lot of attention or manipulation a foolish thing to do. Staves are effective where magic is inappropriate, easy to discard, and easily replaced. And most MYSTICS can channel KI through wood quite easily.  A MYSTIC may choose to fight with other weapons similar to those of a RANGER, but most rely on that most potent of weapons--their magic.

The MYSTIC is one of the most powerful of all the Humans. At some point in the MYSTIC’S life, he or she became aware of the strange abilities that were manifesting themselves, and in attempting to understand these, discovered that there was much more to learn. The abilities of the MYSTIC are not truly "magic" in the same sense we use the word when referring to FEY abilities, but a combination of psychic abilities and alchemy. While an education in herbology and alchemy is usually acquired through apprenticing to another MYSTIC, the ability to channel the energy of the world is born within.

The average citizen has only the sketchiest idea of what MYSTICS are capable of; for this reason, MYSTICS are often treated with as much wariness as respect. Though their ability to heal is highly valued, their other abilities are often looked upon with a great deal of suspicion--particularly their telepathic abilities, such as the power of SUGGESTION--the ability to influence and even control the minds of others. Rumors of other strange and frightening powers abound, and many of these have at least a kernel of truth. Most people believe that a MYSTIC can tell when someone is lying to them, and that MYSTICS can enter the dreams of ordinary men and women and possess them. And anyone who has ever been on the receiving end of a KI-BOLT knows how effective and unpleasant a weapon that is.

MYSTICS come from all walks of life and all levels of society. They may have been born to wealth and influence, or in the gutter. It matters little; the talent born inside them drives them to develop along certain paths. While not everyone with the "second sight" can become a true MYSTIC, no amount of desire or study will make up for the lack of it. Many MYSTICS have tried to guide their own studies in harmony with the Codes of Ohma and take the Code as seriously as any CAVALIER. Others have taken the more pragmatic approach adopted by the RANGER, and as a result have learned some of the same skills.

The ALCHEMY abilities are learned from other MYSTICS, and in part they are the same lotions, potions, tinctures, and tisanes used since the dawn of time, some useful, some not.  But when the first MYSTIC ALCHEMIST learned to combine KI with chemicals, the ages-old mixture called “Greek Fire” became Hellfire, and the FIREBALL was added to the MYSTIC arsenal, and also WARDS.

It is generally believed that the SCROLLS OF POWER were first introduced by one Faction of the FEY, and the other FEY Factions followed suit so as not to have their toys outclassed.  Now even MYSTICS not in service to the FEY have learned how to use the Scrolls.  The SCROLLS OF POWER are distributed by the FEY and their agents at temples and shrines throughout the land.

Most SCROLLS OF POWER are only functional on newly damaged--or demised--bodies; if a death or injury is more than three days old, no SCROLL will alter that condition.  The age and general state of health (prior to death or maiming, of course) often affects how well SCROLLS OF POWER will work.  Perhaps they are most effective only on those of an age to be useful to the FEY.

 

The MYSTIC WARRIOR

Broken, Ironlords and Triumphants

The few.  The proud.  The elite.  Every once in a while, a TRIAD member survives service long enough to learn the skills of their comrades, even to absorb some of their memories and abilities.  In many cases, they are, individually, the embodiment of all a TRIAD can be.  In some cases, they are also among the toughest single Humans in the land of Tir-na-n’Og.

The longer a TRIAD works together, the more bonded to one another they become.  This phenomenon is more than just a strong love or friendship, but reaches into the very souls of the members.  They not only begin to learn one another’s skills; over time, they actually begin to take on one another’s attributes, even beginning to think and act alike. 

Needless to say, the death of a member is more devastating than the loss of any other loved one, and many survivors are driven mad by the loss.  They may become apathetic, or surrender to drink or other vices, but they still bear the mark of the chosen, and are therefore still revered by the rest of Humanity.  They are, upon occasion, called to once again serve the FEY in one capacity or another, and they live for the chance to return to their former glory.

Of the very few who survive and achieve all levels of their evolution, the merest handful--those strong enough, clever enough, valiant enough--are spirited away into the Mists, to the homes of the greatest of the Greater FEY--some say to the realm of the Powers themselves. There they are tutored in the great mysteries, given secrets, knowledge, and abilities that no other Humans ever learn. When they emerge, they are no longer quite Human. Although the marks on their foreheads, replaced by a colored, oval stone of power) retain the color of the last TRIAD in which they served, no longer do they serve any one FEY Faction, but the Land as a whole. They have been forged into weapons of great power, with but one purpose. It is a purpose we ordinary people can't guess, and couldn't really understand even if we knew.  They are the IRONLORDS and the TRIUMPHANTS, and they are the ultimate Human power in the Land. 

The TRIUMPHANTS are given stewardship over the various city-states, and are considered no longer active as a TRIAD.  The IRONLORDS are lone wanderers, rarely encountered, and never forgotten.

Every TRIAD, and every MYSTIC WARRIOR, wonders if they will be among those who reach that impossible standard, that state of honor greater than all other Humans.

You, too, can become a MYSTIC WARRIOR, the most powerful of Humans!  Learn to serve the Code, to serve the FEY, and to serve the Land.

 

Time

 

Tir-na-n’Og is referred to as the Summer Country for the simple reason that there is no true winter. Snow is usually found only in the outlying mountain regions, and then only in the depths of autumn. For the majority of the land, the seasons move languidly from spring to summer, on to fall, then return to spring again.

Due to some property of its magical bonds to our Earth, Tir-na-n’Og revolves around its center, Tir, in a counter-clockwise direction, or widdershins as it is called. The seasons, therefore, pass at different speeds across the face of the land; so quickly as to be almost indistinguishable in the city of Tir itself, and more slowly the farther out one travels.

This also means that the sun appears to rise and set in different places every day, though at noon it is always over the Temple of Ohma in Tir.

Humans, clever creatures that they are, have developed ways of counting the seasons and telling one year from another; most towns and villages have stone circles, temples, or other constructions specially built for that purpose. The most commonplace method is the circle of standing stones, wherein each stone is carefully placed, sometimes with a hole drilled through it, so that each day the sun rise can be seen through a different hole or shines on a different stone, betraying the passing of a year.  A year in Tir-na-n’Og is perceived as 360 days in length, and Spring, Summer, and Autumn each take up one third of that time.  There are no phases of the moon; every night in Tir-na-n’Og is a full moon.

The FEY have carefully crafted every feature of the land to maximize and nurture their ability to use magic, to travel freely between dimensions even within their own realms, and to explore every possible aspect of the world in which they enclosed themselves. Because of this, the FEY have often been thought by their shorter-lived human cousins to be immortal.

But for Humans, the FEY’S handiwork has had other consequences; among them, some very peculiar properties where the passage of time is concerned. Many Humans fear travel, believing the passage of time to be a capricious and unpredictable thing that snares and betrays the unwary. A traveler may go on a journey believing himself gone but a few months, and return home to find that time has apparently gone on without him; his children are grown, his wife an old woman, childhood friends long gone. Or, they may meet one of their own ancestors, miraculously no older than the startled descendent.  But this side effect was not intentional on the part of the FEY, and in fact a certain pattern to the way time passes across the face of the land emerges upon closer study.

The land is roughly divided into a series of rings, one inside the other, where many of the dimensions through which the FEY travel lie close together, layer upon layer, creating what Humans experience as different time zones. These time zones add an extra hazard to travel through an already dangerous land. Though ley lines can be used to help travelers bypass the time differences, it is difficult to go from one place to another without leaving the ley lines at some point. Since, among Humans, only MYSTICS can perceive or manipulate the ley lines, the casual traveler is at the mercy of constantly altered time perceptions. Caravan routes, for instance, must be carefully navigated; otherwise, trade would be almost impossible.

Because of the time zone differences, those who live closer to Tir, in the center of the land, appear to age more swiftly than those who choose to wander or live in more outlying areas. But for every seven years spent in Tir, something closer to forty-nine years have passed in the mortal world!  Small wonder that the folk who dwell in Tir-na-n’Og are said to never age.

 

The Significance of Steel

 Fairy tales from many cultures remind us that the FEY are burned by the touch of cold iron. In most accounts of man's brush with malevolent FEY, the use of steel as a deterrent, or as even a cause of death, is well documented, and it remains a powerful force for dealing with those more unsavory members of fairydom. Although there are many accounts of heroes tricking or even destroying various types of bogey-men in many other fashions, none is more common than the use of iron.

For the most part, iron, and its successor, steel, were brought to the land by Humans who found their way there. The land itself yields up little iron ore to those that mine for it without a considerable amount of hardship, as if Tir-na-n’Og itself were defending the FEY in its own way.

This does not mean that there is no iron or steel to be had. Aside from that which is mined in Teticaca-Chao-Chao or Nilka, there are other sources. The barrows of the dead are a great source of wealth for those that can overcome the defenses. There are also the Mists, where many a traveler's bones may be found enshrouded in steel armor. Needless to say, the acquisition of iron or steel is not for the faint of heart.

Steel is actually worth more than its weight in gold. Armor and weapons of iron and steel are passed on from generation to generation, and even small bits of maille, broken swords, knives, etc., are sought after as great treasures, to be smelted down and remade. There is also another good reason to seek steel.

That steel absorbs fairy magic, thereby lessening its effect, is not a fact that the FEY were happy to see men discover. A shield covered in steel can actually deflect a magic spell, and a Human encased in armor leaves few targets for magical attacks. Granted, there are always exposed areas, and maille actually cannot stop magic, merely weaken it. But on the whole, this discovery greatly increased the value of steel and iron to Humans.

The most common metal from which tools and weapons are made, however, is called ALLOY. The secret of making alloy is one that belongs to the dwarfs, and they guard that secret zealously. They do, however, trade bars of alloy to Humans for food and other goods that Humans can make. Alloy has no magic-blocking properties, but it can hold an edge, and can be used to make everything from cooking pots and plowshares to armor. It doesn't rust, and is often a bit lighter than steel. It doesn’t stand up to mending as well as steel, however, becoming brittle if re-forged.

Steel and iron are, in most areas of the land, used as a form of currency called BITS. BITS are the actual little rings that make up maille, or, as it is sometimes called, chainmaille.  Coins of brass are also used; they are called just BRASS.  A BRASS is worth about 3 BITS.  A MARK is a coin made of one ounce of iron or steel.  It is worth 30 BITS. 

3 BITS

=

1 BRASS

30 BITS weigh 1 ounce

5 BRASS weigh 1 ounce

10 BRASS

=

1 MARK

1 MARK weighs 1 ounce

 

16 MARKS

=

1 INGOT

1 INGOT weighs 1 pound

 

3 INGOTS

=

1 TRIP or TRIPLE-INGOT

 

 

Brass is worth half as much as steel by weight.

 

The City-States

 Think of Tir-na-n’Og as a great wheel; at the outer rim are the Mists, surrounding and binding the land, a borderland to the Outside world. What lies within the Mists is largely a mystery to Humans. They know only that the Greater FEY live there, and other things not friendly to mankind. ADVENTURERS from Tir-na-n’Og sometimes enter the Mists in search of treasure, the wealth hidden in ancient burial mounds spoken of in hushed whispers and tales older than anyone knows. Rarely do any of these adventurous souls return. The Mists are an effective guardian as well as a barrier.

At the center of the wheel is the Inland Sea, where rests the crown jewel of the Human lands, the city-state of Tir. Between the Mists and the Inland Sea, the city-states lie like the spokes of the wheel. Borders between them are nebulous things, changing and shifting as alliances are forged and broken, as the Mists shift and swirl. Only the caravan routes, following the ley lines that criss-cross the land, offer anything like sure and safe passage to the knowledgeable traveler, and even that safety is often an illusion.

The methods and terms for indicating direction in the Outside word are meaningless in Tir-na-n’Og. One refers to Outward, meaning toward the Mists, or Inland, toward the Inland Sea. East and West have been replaced by Deosil, for clockwise, and Widdershins, for counter-clockwise, relative to Tir.

City-State

Race/Culture

Main Religions

Anagni

French/Spanish/Italian

Catholicism/Catherism

Killaloe

Celtic (British Isles)

Catholicism/Catherism

Drachenfel

Germanic

Catholicism/Bogamil

Kalmar

Scandinavian

Old Gods/Catholicism

Torsick

Russian

Orthodox/Bogamil

Yasenovo

Slavic

Bogamil/Orthodox

Sahyun

Turkoman/Moor/Arab

Islamic/Jewish

Magdan

Mongolian/Chinese

Old Gods/Ancestors

Delhi

Indian/Afghan

Hinduism/Buddhism

Angkor

Khmer/Southeast Asian

Buddhism/Hinduism

Teticaca-Chao-chao

Mayan/Chimu

Old Gods/Sun

Nilka

Native American

Shamanism/Spirits

Kinshasa

Gokomere/Bantu

Mwari/Ancestors

 

There are, of course, other ethnic and cultural groups. For example, just as in the Outer world, members of the Jewish culture can be found in almost all city-states, though they are most heavily concentrated in Sahyun.

All the major religions of the Outer world failed to mention the FEY, but upon entering Tir-na-n’Og, those of the faithful who could salvage parts of their old beliefs did so. The main Christian religion is now more of a mixture of the Bogamil/Cathar heresies than of Catholicism or Greek Orthodox beliefs. Of course, one can always find those who cling to the old ways, even in the face of undeniable fact.

Representatives of nearly all the Factions can be found in every city. However, most of the city-states are dominated by adherents of one or two of the Factions, which hold the most political and economic clout, and the other Factions make do with the scraps and tid-bits of the rest of the population.

 

The Monsters And Other Races

     What would a heroic fantasy game be without them?  There must always be adversaries for heroes to overcome, or they would not be heroes.

Whatever fell or fair creature that has made its way into myth, legend, and fairytale in the Outer world, it is wise to remember that those myths are based on fact. Many of the Lesser FEY have become the stuff of nightmare to Humankind.

As with Humans, the FEY, too, can be good or evil or both, depending upon the individual. All creatures of light have their darker kin. For every brownie or pixie that takes some farmer's family under its protection in return for a bowl of milk, there's a Hob waiting to move in on the unwary or careless household. For every unicorn that can be found dipping its horn in a woodland stream, there's a seelie waiting to drown those who stop to drink. Ghouls, vampires, goblins, trolls, ogres, basilisks, manticores, and other, even more horrible creatures, populate the land; after all, this is their natural habitat.

But wait!  That’s not all!  There is also a new race: the TROLKIEN!

Of all the fearsome creatures that populate the land, the ones most dreaded by Human and FEY alike are the Trolkien.

It is well known that the Trolkien race began as the result of mating between Human women and Trolls or Troll-like creatures (a thought too horrible for most people to entertain further).

The Trolkien race has benefits from both parents. They are shorter-lived than their Human ancestors, but faster, and much stronger. They are also immune to the magic of the FEY, and even have a limited resistance to Human magic.  And, unlike their FEY ancestors, they can use both iron and steel, and do so whenever they can plunder such weapons off the dead.

Trolkien are ferocious fighters. They live mostly in tribal communities and, luckily, are prone to fight as much amongst themselves as with everyone else.  Like Trolls, they sometimes eat the young of rival tribes of their own kind--which is just as well, considering that they breed like bunnies.  A young Trolkien comes out of the womb ready to kill and is fully-grown at three years of age.  The average life span is around 15 years.  Those that live longer just seem to get tougher and stronger as they age.

Though they can make some goods and tools for themselves, they possess only a low level of technological development, and must plunder whatever iron or steel they use. What they cannot eat or use, they destroy.  It’s just the way they are.

Bastard race that they are, the Trolkien hate the FEY, feeling cheated of their birthright. They hate Humans even more, however, for they blame their Human blood for their defects. Though they live out in the Mists and the surrounding mountain ranges, Trolkien make frequent raids into Human territory, killing everything in their path. Since they are immune to FEY magic, they kill and eat FEY with impunity--even Greater FEY, if they can catch them.

Humans, too, are a favorite delicacy, but in some small ways Humans have an advantage over the FEY, for Human magic will affect Trolkien, if not with the same efficiency as against other Humans or FEY. However, since Trolkien rarely travel alone, what small advantage Human magic gives is hardly enough to balance the scales.  Trolkien generally travel in groups of 2 or 3.  Larger raiding parties will number up to 6.  Larger packs do sometimes invade an area, such as when one tribe has been driven from their chosen hunting grounds by another, larger tribe, but large groups of Trolkien are more likely to fight amongst themselves. 

Trolkien are immune to FEY magic that is cast directly at them. Human MYSTICS can affect them with ki and alchemy.  Trolkien wear armor and use weapons, but do not possess any magical abilities.

 

The TAINTED

Like Trolkien, the races of Koshka, Sobaka, Elves, and other Tainted are created races, but the creation of Tainted is the result of accident. When a Greater FEY casts a major spell, a magical residue often remains, like a sort of radiation. This residue, in time, becomes something called POCKET MAGIC.  Any non-FEY creature which stumbles across POCKET MAGIC is affected by it.  Although the usual effect of encountering POCKET MAGIC is death, not all who are so poisoned die of it. Some are changed, mutated, sometimes into something else entirely.  This change can be all at once, if the victim is exposed to a high amount of residual magic, or it can build up over time from constant exposure to a lesser amount, or to smaller exposures that affect the victim in stages. Like Circe's spells, pocket magic bestows upon its victims the physical attributes that best reflect their inner nature.

All Tainted are sterile, though that is the least of their troubles, since they are almost always instantly outcast from all Human society, and sometimes hunted as abominations.  Even Tainted who are members of TRIADS dare not enter Human towns openly, but must either disguise themselves or enter in secret, after dark.

The most common forms of Tainted are the Elves, Sobaka, and Koshka.  Less common forms are the Centaurs and the even-more-rare Liontaurs.  Victims of pocket magic sometimes mutate into other forms as well, such as the bird-like Avians or reptilian Saurons, but these are usually solitary cases, and without the support of others of their kind, they do not often survive for long.  The Tainted of all types generally live nomadic lives, or settle in small, tribal communities far from human settlements.

Obviously, becoming Tainted has its drawbacks.  For openers, all normal Humans despise them, and many will kill them on sight (this is in keeping with the fear and loathing with which medieval mankind viewed those different from themselves). Returning home, many Tainted have been slain by their own loved ones, or hunted down by their neighbors--for are they not abominations?  But for those that have been smart enough to stay alive, there are villages and roaming tribes of the Tainted they can join.  Sometimes the Tainted are used in TRIADS, because of their superior abilities.

Tainted Abilities and Bonuses

All Tainted immediately gain one (1) Health point. For most, that would give them a Health of 4.  Also, all wounds, diseases, or deformities are cured immediately at the time of tainting.

REALITY RULE

Many times while playing the games, we find situations where our safety or that of other players is compromised.   Should this be the case, it is the player’s responsibility to call “Reality!” in a loud voice, which halts the game.  The players can then ascertain the situation and, if necessary, remove themselves from the danger.  Play can resume once the danger is judged to be negated.  The scene must be re-set as close as possible to what it was before “Reality” was called.  The “Reality” rule is not to be used for any other reason than safety situations.

Real first-aid emergencies need to be dealt with immediately.  If you have allergies to bee stings, flora, or fauna that requires you to carry an epi-pen, it is your responsibility to carry one at all times.  First aid will be available on site, but not always where you are.  Be smart, be prepared, and carry your own emergency supplies—which are non-steal-able!

There is no hand to hand combat, no kicks, punches, knees or elbows.

No tackling other players and no use of trips or leg sweeps etc.

The other players are here to have fun as well and it is not fun if someone gets hurt! Safety is your responsibility! 

Triads of Tir-na-n'og and Triad Rules ©1989-2009 Dameon Willich - All Rights Reserved