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TRIAD:
Live Action Role-Playing Game Rules
Table of
Contents
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
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.
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.
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:
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, 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 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:
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.
*(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-n’Og
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, 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
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 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
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 Lord’s 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 CAVALIER’S 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
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 Lord’s 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
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 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
This also means
that the sun appears to rise and set in different places every
day, though at
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
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.
Brass is worth half as much as steel by weight.
The City-States
At the center of the
wheel is the
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
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 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 |
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