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Page 1: storage.googleapis.comstorage.googleapis.com/wzukusers/user-14905777/docu…  · Web viewWelcome to the Hiraeth L.A.R.P system. L.A.R.P. stands for Live Action Role Play and is a

Created by: Ryan Gray, Andrew Bright, Mindy Gray and Rachael Bright

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Table of Contents

Introduction and New Player Information Pages 1-2

Game Information 3-6

Character Creation 7-14

Races 7-9

Classes 9-14

Game Mechanics 15-24

Loot Chest and Locks 15-16

Traps 16-17

General Skills 17

Professions 18-24

Combat 25-27

Weapons 28-29

Shields 29-30

Weapon/Shield Construction 30

Armor 31-32

Magic 33-42

Deities 43-45

World Lore 46-48

Starting a Chapter 49

Vanguard Responsibilities 49

Creating lore for your Chapter 50

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IntroductionHiraeth: A homesickness for a home to which you cannot return, a home which

maybe never was; the nostalgia, the yearning, the grief for the lost places of your past.

Welcome to the Hiraeth L.A.R.P system. L.A.R.P. stands for Live Action Role Play and is a game in which the players physically act out their character's actions. This can be done through speech, gestures or combat with approved LARP safe weapons. While playing the game, try to imagine yourself being your character. You're living in a different time and place and encountering new problems or creatures. How would your character react to being confronted by an armed assailant? How would they react to a plague sweeping the land or a tyrannical ruler? These are just a few of the things you might encounter while traveling through the world and meeting new people. But the question is, who will you be? Will you decide to fight against the injustices of the world, or help speed them along and bring about chaos? The choice is yours to make...so choose wisely.

New Player InformationThe goal of the Hiraeth LARP system is to provide a fun, safe, immersive and enthralling game that you and your friends/family can enjoy. There are a few things to know before coming to a practice or a game that will make it easier on you and on the system's Vanguards (Game Masters). Before the start of your first game or practice your will be asked to sign a waiver. These waivers outline the risks involved in participation and provide emergency contact information should anything happen. Anyone under the age of 18 must have a parent or legal guardian sign before being allowed to participate. The waiver will be kept on file and renewed annually.

1. Vanguards: Vanguards are the game masters of the Hiraeth system. They are referees and watchers of the game. They will answer questions that you may have or will enforce the rules if they are being broken. The Vanguards can be a player-character or and NPC (non-player character) and will be identified before calling game on. The purpose of the Vanguard is to ensure the fun and safety of the players and to help maintain a smooth game. If a situation were to arise, the decision made by the Vanguard is final. Remember that they are here to help keep the game safe and fun. Arguing with them could get you removed from a game.

2. Read the Rules: Each type of race and class found in Hiraeth will have a section that gives a brief description of what the abilities and skills are. If you have any questions, the Vanguards will be happy to assist.

3. Decorum: We strive for a medium to high level of immersion at our games. We also want you to strive to look the part of the character you're playing. For example; if your character is a goblin, make it believable. Use a mask or face paints to change the color of your skin tone. Depending on the backstory

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you've created for your character, match the clothing to who the character is. Perhaps its clothes are rugged and ripped, or the face features scars from previous battles. Whatever the case may be, make it believable. People should look at your character and know what you are trying to portray. Try to use fabrics or materials that have a more period look, such as linen or gauze and avoid materials like polar fleece and similar synthetic types. But we understand that everyone starts somewhere and costumes take time to build. Just keep your eyes open for ways to enhance your character's appearance and that will help to make the game world a more believable place for everyone.

4. Be Honorable: This doesn't mean that your character has to be an honorable one, this means that you should be honorable as a player. Everyone wants to have fun while attending a larp event and someone not abiding by the rules can easily make the game unpleasant. It can be very discouraging to face an opponent that isn't playing fair. If you come across a combat situation and are struck, take the hit. Although there may be times that a hit might be light or glancing, more often than not, the hit will be solid. If you're struck by a weapon or spell, take the hit or effect and don't just pretend that you weren't struck. This also applies to regeneration time for mana replenishment or other time/material related skills. If you don't have enough herbs to make a healing potion, don't make one until you find the right amount. If a player notices this sort of behavior they should tell a Vanguard so the problem can be addressed. If a player continues to break the rules, they will be asked to leave the game. Also, keep in mind that there's a difference between being in-character and out-of-character. While your character may be a person of ill-repute, you as a person should not be. Try to be courteous to other people and keep your actions in-game. Real world problems and issues should try to be kept out of the game. The goal is to have fun and encourage others to have fun, as well. Do not try to belittle someone and sling insults that have bearing outside of the game. Anyone caught or reported doing so will be talked to by a Vanguard to remedy the issue.

5. Permission to Touch: During gameplay is it normal for someone to touch another player by tapping their shoulder or patting them on the back for a job well done. Or you may also have to help an injured ally escape to safety. These types of behaviors are common and implied permission to touch is accepted as normal in our game system. While small gestures like helping someone in need or wrapping an injured limb is accepted, any intentional form of touching in any indecent area of a player will get you completely expelled from the system. Additionally, the authorities will be called and you may face legal prosecution. While searching pouches (see “permission to loot” below) and basic actions are accepted, any inappropriate behavior is not tolerated in any form.

6. Have Fun: LARP is meant to be fun. When going to a game or practice, become your character and allow yourself to fall into the game world. React as your character would in any of the situations you find yourself in. I know that this is easier said than done for some people, but the more you let go of being timid, the easier it will be. Join up with a group if you feel like you don't want to adventure alone, or go solo and find the treasures the world has to offer and keep them for yourself. But just remember to follow the rules, use common sense, be safe and try to remember that it's just a game. Now go out there and have some fun!

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Game Information

Game CallsThere are several game calls that each player should be aware of before attending their first practice or event. Game calls are used to signal the beginning, end or game hold in certain situations. Before the beginning of each game, the Vanguards will gather the players and inform them of the story leading up to their current situation to set the scene and remind them of the game calls listed below.

1. Game On: The game on call signals the beginning of the game and that each player should fall into character for the duration of the game. Any immersion breaking objects, such as water bottles or modern items should also be put out of sight at this time.

2. Game Hold: This call is to be made if the game needs to come to a hold for any reason. If a player were to be injured or have the potential for an injury, a game hold would be called by a Vanguard or player to help prevent an injury or dangerous situation. For example; If a player is fighting with another and their opponent were to trip and fall and hurt their ankle, a game hold would be called to make sure the player is not injured and can continue the game or if they need to be moved to another location to rest. A hold could also be called if a situation becomes dangerous for a player because of the environment. If someone were to notice a player being backed into an unsafe area such as a steep drop off or unstable rocks, a hold would be called and the players would move to a safer location. When the situation is once again safe for play, “game on” will be called and the game will continue.

3. Check: Check is a very brief pause in the game that is used to issue game calls or information pertaining to the game. For example: in a large battle a player may miss taking the effect of a spell ball due to not hearing the call. A Vanguard will call 'check' and quickly state what spell the player was struck with.

4. Game End/That's Game: This call signals the end of the game and that the storyline is over for the time being. Everything after this point will not be recorded as in-game events and will not potentially influence the story in future games.

5. In Game/Out of Game: Any items or coins that are used in-game should remain in-game. Items may not be taken into a tent or anywhere other players aren’t allowed. For example: All game items should remain in play at all times and be kept in loots chests outside of your sleeping area/tent. Any personal items that belong to a player should be kept out of game in their tent or sleeping area. Players are not allowed to enter someone else’s tent or go through their personal belongings. Any chest left in the game area that is holding a players personal gear, food or other out of game items should be marked with an orange ribbon that is clearly visible to other players. All in game items must be kept in game even if the player is in an out of game area, by placing the items in a loot chest.6. Orange Band/Non-Combat: Players that would like to attend the games but do not want to participate in any type of physical combat will be required to wear an orange band at all times. The

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orange band (ribbon, cloth, leather...etc.) should be clearly visible to other players to signify your non-combat status. This will show other players that you may not be struck or strike other players with any type of weapon or combat spell. Although this band will protect the wearer from being struck with weapons or spells, it does not protect them from being killed and looted. If a player states (but does not physically hit you) that they have stabbed or struck you, you will be killed as you have no way to protect yourself during combat situations. Player must provide their own orange band.

In the Hiraeth system, alcohol is allowed during overnight games for players 21 and over if the site allows it. But while drinking, the player is not allowed to participate in any form of combat due to the risk to themselves or other players. They must wear an orange band and follow the same rules as a non-combatant and may not be struck or strike another player with any type of weapon or spell. If a player plans to bring alcohol to an event, they must first speak with a Vanguard to make sure alcohol is allowed and show proof of being 21 or over. The player must also wait 1 hour per drink taken before being able to return to combat. If you return to combat while still intoxicated, you will be stripped of combat status for the remainder of the evening. Please drink responsibly and remember that everyone is at the event to have fun and play a safe game. If anyone becomes aggressive or threatening, the authorities will be called. Player must provide their own orange band.

Illegal drugs of any kind are not allowed at any Hiraeth event .

Types of GamesPractice: A practice can be held at either a public location, residence or any suitable area. Practices can be used to hone skills in battle combat, role-playing or practicing magical abilities or effects. They generally last 2-4 hours and do not influence the story line of a game. On some occasions, a small ‘scene’ can take place that will impact the story and be written into the local groups’ lore. The Vanguards will let the players know if a ‘scene’ will be taking place so players can be properly prepared.

Scene: A scene is small piece of storyline that takes place at a practice or day game. The events that happen in a scene will be written into game lore and could potentially influence future gameplay. Scenes could involve NPC's, monsters and coin/items. It is similar to events that could occur during a day game, but on a much smaller scale. Vanguards will let players know if a ‘scene’ will be taking place at any upcoming practices.

Day Game: A day game usually lasts anywhere from 4-8 hours and contains longer storylines and plots. Day games will feature NPC's, quests, monsters, coin/loot and events that occur will be written into the lore of the local group.

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Multi-Day Game: A multi-day game is held over the course of several days and will feature a long, flowing storyline, plots, monsters, NPC's, coin/loot…etc. The events that take place will be written into the local group’s lore.*Note: It is important to note that games and game elements can be added/taken away depending on the storyline of the group. Vanguards will make the necessary changes to fit the needs of the story and players involved.

GameplayEach Hiraeth game is like a chapter in a story. Each one will have certain plot points, but each will loosely follow a story that will tie in with in-game world lore. Although a story may be set in place and certain events may happen to progress the story, this does not mean that players can't have confrontations and make good or bad situations of their own. It's possible for different players, guilds or factions in the game to either become allies or enemies. It is possible that some player or guild interactions could influence parts of the story and potentially change its flow in the future. You're encouraged as a player to read through the lore of world and talk to your local Vanguards to find out more about the history of your local chapter and what brought them to be where they are. But sharing this information is up to the Vanguards as it might be revealed in game through quests, scrolls or banter at a pub or store. But as stated above in the “game calls” section, a brief update will be given before each game to bring players up to speed on small events around certain parts of town or general news that has been passed down from traveling caravans or merchants. This helps to set the game for the players and keep them up to date on the happenings in their world.

Character LevelingThe system is designed to allow the character to earn points and advance their character and skills over the course of time. Although a character is able to choose the skills and abilities they would like to purchase for their character, they will not be able to max out everything available to them in a short amount of time. This gives the player a chance to plan on what abilities to work towards and how best to use the CPs they have been awarded. There are a wide range of skills, abilities and professions available to choose from which provide many ways to make your character unique to you.

Each skill, spell, weapon type or ability will require a certain number of character points (CPs) that the player must spend to be able to purchase and use any skills. CPs are awarded based on the type of game being played (practice, scene, day or multiple day) and will have a base number of CPs that will be awarded. But extra points may be awarded for great roleplaying, involvement in the game/story, volunteering as an NPC or quests completed. There are many opportunities to earn points and advance your character.

When first starting, each player will start off at an apprentice level and have little to no skills

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immediately available to them. They will be allowed one weapon type of their choosing and must start from the bottom and work their way up. Once a player has received enough CPs to purchase any skills or abilities, they must speak with a Vanguard and it will be added to their character sheet. The player may choose to solely focus on a certain skill line until they have reached the max level, or they can mix different skills to give them a variety that can be used both in and out of combat. A CP is like currency for skills and abilities and once it has been used, more must be earned to purchase more character upgrades. So the more practices, events and games you attend, the more CPs you will earn!

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Character CreationYour character is your persona that you portray at each event. It determines who you fight, why you fight, how you speak and how you act and dress. The player should roleplay a sense of how their character would act or react in any given situation. All character interactions should be in game, and not interfere with out of game feelings or emotions.

The beginning of any character is a name. You can then determine your race, class, and all the various aspects of who your character really is. Before your first event you will be asked to fill out a player form that will record all information about your character, as well as your contact and emergency information.

Since we strive to be a medium to high immersion larp we expect you to keep to character and look and act the part of whatever race and class you have chosen. We do not have many specific “costume requirements” but some races will require certain items. For example: an elf will be required to have pointed ears. Also, costume suggestions are provided for several races, and we advise you to choose at least one, if not more of these suggestions. There are also ideas for sub-races below each race. These are merely ideas of the different types of character you can be. You are required to use one of the races below, but not required to use the suggested sub-races. For example: You decide that you want to be an elf but want to be unique. The choice is yours and this is acceptable to do, but you will need to write a backstory and describe a bit more about your race and why they look the way they do. Also, your character should be approved prior to the start of a game to make sure it follows with the race lists that are provided and that the backstory can fit into the world/local lore. You can do this by asking a Vanguard to approve your character at a practice or before check in at a game.

RacesHuman: Humans are as diverse and widespread as any of the races. They are a very hardy people, and have proven to be a very courageous and steadfast race. Humans come in many shapes, colors, and sizes. (There are no costume suggestions.)

Racial Trait: Strong will - Humans can resist one fear, or mind altering effect, twice per day. Character must call ‘Strong Will’ if hit with any mind altering effect.

Elf: The elves are one of the first races to occupy the land and are a strong and ancient people. As a race they are vastly intelligent and wise as a byproduct of long lives spent gaining knowledge. (Costume requirements: pointed ears)

Racial Trait: Poison Resistance - Resists any poison twice per day. Must call ‘Resist’ if poisoned.

Sub Race Examples: Wood, High, Dark, Night, Sea

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Beast: Beasts are born from nature and as such have a strong connection with the natural world around them. They are formidable as both an enemy and an ally. (Your costume requirements will depend on your beast type.)

Ex: fur, fangs, ears, scales, etc. (Ask a Vanguard if unsure.)

Racial Trait: Growl - Beast is able to call ‘Growl’ which causes anyone within a 10 ft. radius to be intimidated and must take 3 steps backwards before once again engaging. Usable once per battle.

Sub Race Examples: Wolf, Fox, Avian, Feline

Fae: Fae can be described as being born from magic and being very diverse in appearance, as well as personality. (Suggestions for Fae are ears, horns, wings, etc. It will mostly depend on type of Fae you are playing and your personal preference.)

Racial Trait: Bewitched - Fae is able to point at a target within 15 feet and call ‘Bewitch” to put target in a daze for 1 minute. Target is unable to fight during this time period unless engaged. If target is attacked while dazed, the attack will only break the spell but do no damage. Usable once per battle.

Sub Race Examples: Fairy, Selkie, Bogill, Dryad, Banshee

Orc: Orcs are physically strong, but not always the wisest of creatures. They have a propensity for combat, and are generally regarded as untrustworthy by other races. (Required: Body paint to change skin color. Suggested Costume: Facial prosthetic, fangs, ears, tusks.)

Racial Trait: Strength - A hit with such force that it staggers the target back 3 steps. Usable once per battle. Character should call ‘Strength’ while swinging to use trait.

Sub Race Examples: Goblin, Troll, Giant, Ogre

Dwarves: Dwarves are a stout race with an affinity for stone, jewels, and metal.

(Suggested costume: facial hair)

Racial Trait: Stone skin - If hit the dwarf can call “Stone Skin” which will allows them to resist one hit by melee or ranged weapon in any location. Does not block magical attacks. Usable twice per day.

Sub Race Examples: Mountain, Hill, Deep, Wild

Outsiders: Outsiders are classified as races that have been interbred with creatures not of this realm. (Costume Suggestion: Body paint, Horns, Scales, Fangs)

Racial Trait: Regenerate - The character can repair 1 wounded limb instantly. This action can be used twice per day.

Sub Race Examples: Dragon Kin, Demon, Elemental, Wendigo, Werewolf, Vampire

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Undead: An Undead is the reanimated form of a previously living being. Although undead may possess physical attributes of who they formerly were, they no longer have any of their former racial abilities. (Costume suggestions: body paint, masks)

Racial Trait: Reanimate - Allows the character to reanimate 10 seconds after death. Usable once per battle.

Sub Race Examples: Zombie, Ghoul, Draugr, Lich (All undead are immune to poison, as their blood does not circulate through their body.)

*Note: If player is bitten by a zombie, vampire or werewolf and does not die, they will be infected. The player will slowly begin to change into the creature they were bitten by over the course of 12 hours unless treated by a healer or a surgeon. If player dies, they will not change.

ClassesPaladin: A highly armored combatant, who is usually the defender of a group and attracts the targets to himself. Able to withstand large amounts of damage. Paladins are able to make snare traps.

Class Abilities:

Taunt - Paladin is able to call out one combatant and draw their attention and attacks solely to him for a duration of 10 seconds. The taunted character will have no choice but to attack the paladin for the 10 second duration. Usable Once per battle.(CP: 2)

Anchor - The paladin is able to resist any knockback effect. Usable once per battle.(CP: 2)

Resilience - Paladin is able to “shrug off” one hit to any location. Usable twice per day.(CP: 4)

Spell Breaker - Paladin is able to resist any magical effect up to tier 4. Usable up to 4 times per day. 5 minute cooldown between uses.(CP: 8)

Unbreakable - Paladin is immune to all damage, effects, and spells for a 10 second duration. The paladin also gains one extra taunt that can be used during the 10 seconds while this skill is active. Paladin becomes extremely fatigued for one minute after unbreakable has ended and is unable to fight or defend himself. Usable up to 4 times per day. 10 minute cooldown between uses.(CP: 8)

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Warrior: A warrior is a fierce combatant, capable of dealing great damage, at a sometimes high cost. Warriors are able to make snare traps.

Class Abilities:

One-Handed Sunder – Damages weapon or shield for 1 sunder point with a one-handed weapon. Must call "sunder" when striking a shield. 5 minute cooldown between uses.(CP: 2)

Rage - When warrior activates rage, any target that is hit in an unarmored location is immediately brought to mortal wound. Usable up to 4 times per day. Has a 10 minute cooldown between uses.(CP: 4)

Second Wind - When the warrior is brought to mortal wound, he gains a “second wind” and can fight through any melee damage for a duration of 10 seconds. Magic attacks will still affect the warrior. After 10 seconds is over the warrior immediately dies. Usable up to 4 times per day. 30 minute cooldown between uses.(CP: 4)

Spell Breaker - Warrior is able to resist any magical effect up to Tier 4. Usable up to 4 times a day and requires a 5 minute cooldown between uses.(CP:  8)

Disarm - Through study and practice, the warrior has learned to disarm his opponent. By blocking an opponent’s sword with either his weapon or armored forearm (must be armored, otherwise the arm takes damage and does not disarm), the warrior is able to disarm his foe. The disarmed player must toss their weapon to the side as if it had been knocked out of their hands. The disarmed player can still pick their weapon back up after being disarmed, if they are able. Usable up to 4 times a day.(CP: 8)

Ranger: A ranger is skilled in the wild crafts and the wild magics of the land. They have a good balance between melee and magic combat. Rangers are able to make snare, spike and poison traps after the advanced ground trap skill is learned.

Class Abilities:

Advanced Ground Trap - Through practice and study, the ranger has learned the techniques required to make spike and poison traps. If this skill is learned, the ranger does not need to purchase the individual trap skills for spike and poison traps listed below. But basic ground traps is required before learning advanced traps. (CP: 2)

Disarm Ground Trap - Ranger is able to disarm traps at any time. Once a day, if caught, they may escape without taking any damage/effect from the trap. Otherwise, they may escape after taking effect.(CP:  2)

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Primal Energy - Once per day the ranger can withstand any limb or torso hit, and continue to fight as the primal magics of nature almost instantly heal the wound.(CP: 4)

Arcane Archer - Allows the ranger to imbue his arrow with one of the four elements. Usable up to 4 times a day. The arrows can be imbued with any one of the four elements below. Must call type of arrow before firing.

Fire Arrow - Causes the target to catch on fire where struck, takes 10 seconds to put out flames. Does no damage.

Ice Arrow - Causes the area struck on target to freeze, area is unusable for 10 seconds.

Wind Arrow - Causes target to be knocked back 5 feet by a blast of wind.

Earth Arrow - Causes the struck area to be rooted, for 10 seconds. (CP: 4)

Elemental Mastery - Ranger is able to break free of any effects from any of the four elemental spells, up to level four. Usable twice per day. (CP: 6)

Steady Hand - Ranger is able to fire a single arrow into a location, bypassing all armor and bringing the target to mortal wound stage. Blockable by shield. Usable up to 4 times per day and has a 10 minute cooldown. This skill is signified by tying a yellow ribbon around the arrow and calling "steady hand" immediately before firing the arrow.(CP: 8)

Rogue: The rogue is a stealthy and crafty class. They tend to stay out of the large battles, but they should not be underestimated. It should also be noted that sneaking does require the player to actually be able to sneak. There are no class abilities under rogue that allow them to “not be heard” while sneaking about. Although anyone is able to pick level 1 locks, only rogues are able to attempt to pick Advanced level 2 and Master level 3 locks after learning the advanced lock picking skill. Rogues are able to make snare, spike and poison traps.

Class Abilities:Advanced Lock Picking - Through careful study and practice, the rogue has learned to manipulate the tumblers of a lock and attempt to pick any level of lock between 2 and 3. This skill only allows the rogue to attempt to pick any level of lock, it does not allow them to bypass or instantly open it. Rogues must still purchase basic lock picking before purchasing advanced lock picking.(CP: 2)

Flare - The rogue throws a small combustible pouch that causes a bright flash, blinding a single target for 10 seconds. Blinded target should act as if they are temporarily blinded, but they should keep eyes slightly open as a safety precaution so as not to injure themselves or someone else. (As a player the rogue must have a small packet to throw). Packet must hit target. Usable 4 times per day.(CP:  2)Blackout - By touching a target on a “Pressure Point” (anywhere on the shoulder) the target is

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rendered unconscious. Target remains unconscious for up to five minutes, unless shaken or struck. Target will not wake up if looted, moved or tied up/taken prisoner. Has a 10 minute cooldown.(CP:  4)

Dodge - Calling dodge when struck with a either a melee or magical attack allows the rogue to dodge attack and take no damage (Any single target spell up to tier 4 is able to be dodged. Area of effect spells cannot be dodged). Useable twice per day.(CP:  4)

Poison Item - Rogue is able to use any poison they possess to poison any item, or poison a target by a poisoned glove or gauntlet making skin contact. Poison is applied by use of a green sticker or ribbon. If an item is poisoned by a rogue, the poisoned player should roleplay having no knowledge of their item being poisoned even if they see a green sticker. If the player did not see the item being poisoned, they would not know to avoid it. Sticker or ribbon must indicate type of poison used.(CP:  6)

Deadly Strike - Rogue is able to use any one handed or thrown bladed weapon to deal a hit that bypasses all armor, and brings target to mortal wound. Usable up to 4 times per day. Has a 10 minute cooldown. (CP: 8) 

Healer: Healers are able to channel holy energy to heal or protect their allies in battle, and can even raise them from the dead. Healer are also able to make magic traps.

Class Abilities: Turn Undead - Healer is able to point and call "turn undead" to any 1 undead, which will cause them to flee or cower in terror for 10 seconds before re-engaging. May be used once per battle.(CP: 2)

Spirit Guide - Healer is able to sense and speak with spirits when in close range.(CP: 2)

Cleanse - Cleanses target of negative effects (poisons and infections) and dispels magical effects, good or bad. This skill has a 5 second incant time. Usable up to 4 times per day.(CP: 4)

Ancestor’s Armor - Healer is able to bless up to 6 people with one point of Holy Armor. Does not stack. 10 minute cooldown. Takes 5-10 second prayer or meditation for each person blessed.(CP: 6)

Sanctuary - Target prays to their deity for protection from all damage and effects. When cast, the player is protected by a dome of magic that extends to a 3 foot radius around caster. Caster must remain stationary when using sanctuary and must continue to chant to prolong spell. They may not walk. This ability is able to protect anyone within the dome from any weapon or spell damage. This skill has a 10 second incant time. Usable up to 4 times per day.(CP: 8)  

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Shaman: Tribal leader or guide for the wild races of Hiraeth. Being skilled in the primal magic’s has shown them a way to harness the life energies around them and control the minds of others. Shamans are also able to make magic traps.

Class Abilities:

Tranquility – Shaman is able to touch or hit a target with a blast of energy (spell orb) that causes the target to lose their anger and desire to fight and be overcome with a feeling of tranquility. The target will continue to feel serene until purged, their mind is cleared or the spell dissipates. Tranquility will affect the players mind for 2 minutes.(CP: 1)

Spiritualist - Shaman is able to sense and speak with those in the spirit realm when in close range.(CP: 2)

Curse Object - The shaman may place a curse on any object through a short incantation. The player that has possession of the cursed item must take the effect of the curse. Whoever gives the target the cursed object will “out of game” make the player aware of the curse and what it does (use your imagination for curses, but be within reason.) Due to the nature of curses, the item cannot be dropped. It must be given away, sold, or dispelled. If given to another player, the curse will be passed to them and must be explained. Can be used up to 2 times per day.(CP: 4)

Blood Magic - Shaman is able to sacrifice a limb (theirs or another’s) which will allow them to perform one spell, up to level 4 and up to 4 times a day for no mana cost. Sacrifice must be made from a living target. Cannot be used with synergy.(CP: 8)

 Possession - Through the study of will, the shaman is able to take complete control of a player’s mind. The player will perform any of the caster’s commands, aside from killing themselves or allowing themselves to be killed, and will give their life to protect the shaman. The target will still maintain their thought function and can use all their skills/abilities, but will be under the shaman’s control. Possession will affect the players mind for 10 minutes, until the player is killed, the curse is purged or their mind is cleared. The player will not remember who cast possession on them or any of the deeds performed while under the shaman's control. Usable up to 4 times per day. (CP: 8)

 Mage: A mage uses magical energy to perform spells of all types. They are masters of the arcane, skilled in numerous schools of magic, and all levels of spells. Mages are also able to make magic traps.

Class Abilities:Dual Spell Channeling – The mage is able to channel two spells simultaneously. Useable with up to tier 2 spells. The spell can be the same or different. Has a 10 minute cooldown between uses.

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(CP: 2)

Mana Share - Mage is able to share their mana with another caster through touch. EX: A mage could “give” 4 mana to a ranger that was in need to replenish their mana pool. The mage would lose the amount of mana given away. Cannot exceed their maximum amount of mana.(CP: 2)

Mana Steal - Mage is able to steal mana from an enemy (mortally wounded or dead) through touch. Can only steal the amount remaining to the target, also cannot go over your mana cap.(CP: 4)

Instant Cast - Allows the mage to instantly cast a spell, up to a tier 2 spell. Has a 10 minute cooldown. Usable up to 4 times per day.(CP: 6)

Deflect Magic - Mage is able to deflect any spell, up to a level 4. Usable up to 4 times a day.  (CP: 8)

Game Mechanics

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Loot Chests & LocksHow loot chests work - Loot chests are used to store in-game items and coins during games and must have a visible label identifying them as a loot chest. Chests can be hidden around the game area and will also be used to store player’s loot. Each player is required to have a loot chest, share one with someone else or leave their game items in a playable area. Any in-game items or coin cannot be taken into an out of game area like a tent or vehicle. All in-game items should be put into a chest until the player is once again in-game. Loots chests may be locked using a 3 number combination lock (not a dial lock) or enchanted (more on this later) and can be hidden anywhere within a 20 foot radius of the players tent. The player cannot dig a hole and bury their chest, but it can be hidden. If using a lock, the combination must be written on the underside, or written on a piece of paper taped to the underside of the chest. Depending on the lock used (level 1-3) the level must be written on the underside, as well. Loot chests may only use one lock and may not have multiple boxes locked within their loot chest.

How lock picking works - Although chests can be locked, there are those that will be able to pick locks and may rob you. Anyone will be able to learn the level 1 lock picking skill by using earned character points (CPs are discussed under character creation) to purchase the skill. But only rogues will be able to purchase the skill for advanced lock picking to pick level 2-3 locks. The way lock picking will work is that each loot chest that is using a lock will have certain numbers of the combination on the bottom of the loot chest, depending on the type of lock used. A player is able to upgrade the type of lock they use on their chest from 1-3. A level 3 lock will look the same as a level 1 lock, but it will have a different set of numbers. The level of lock must be written on the underside of the chest along with a combination of numbers that correspond to the level of lock being used.

Level 1 Lock: A chest locked with a level 1 lock will have the first two numbers of the combination (in correct order) written on the underside of the chest. Since this is the easiest type of lock to pick, the lock picker must only try to guess the third number to open the lock.

Level 2 Lock: A chest locked with a level 2 lock will have all three numbers of the combination written on the underside of the chest in a random order. This will require the lock picker to take more time to figure out the correct order of numbers before being able to open the chest.

Level 3 Lock: A level 3 lock offers the most protection and only a skilled rogue with a bit of time will be able to open it. A chest locked with a level 3 lock will have only the first number of the combination on the underside of the chest. The lock picker will then have to try to figure out the second and third number of the combination before the lock can be opened.

Basic Lock Pick: This skill allows the player to attempt to open any level 1 lock in the game. Only rogues are able to attempt to open level 2-3 locks.(CP: 2)

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Locks:Basic Lock (level 1): This skill allows the player to use a level 1 lock on their loot chest.(CP: 1)

Advanced Lock (level 2): This skill allows the player to use a level 2 lock on their loot chest.(CP: 6)

Master Lock (level 3): This skill allows the player to use a level 3 lock on their loot chest.(CP: 8)

Traps How to make Ground/Chest Traps: Ground traps are made using a length of cord, like hemp string. The cord should have several small bells attached to it so that when a player “triggers” the trap, the bells will jingle. The cord should be no longer than 3 feet in length and should be tied to several small twigs pressed into the ground that can easily be pulled free so there is no tripping hazard. The traps should be no more than 1 foot from the ground and only be lightly secured in place. The trap may not be tied to any stationary objects like rocks or tree trunks. The cord should be able to easily be pulled free. This is not meant to be a tripwire, but to represent a ground trap that is being set off. There are several types of traps in the game and each trap should have a tag attached that describes the type of trap it is and what effect it has on the player that triggered it.

Chest traps are made the same way as ground traps, but the string should only be several inches long. It is then tied to the inside of the chest and must have bells and a tag attached that describes type of trap and effect. Any trap the player is able to make can be made into a chest trap. If the player is able to disarm a type of ground trap, they are also able to disarm the same types of chest traps.

Types of Traps:

Snare: A basic trap, when triggered, will snare the player in place for a duration of 2 minutes while the player struggles to free themselves. This trap will not damage the limb of the player, only hold them in place until the 2 minutes has passed. Can only be used by Paladin, Warrior, Ranger and Rogue.(CP: 2)

Spike Trap: A spike trap is an upgraded form of the snare. When a player triggers the spike trap, they are not only held in place for a duration of 2 minutes, but the limb that triggered the trap is pierced by several small spikes and the limb is not usable until healed. Can only be used by Ranger and Rogue.(CP: 4)

Poison Trap: The poison trap is an upgraded form of the spike trap. When a player triggers the poison trap, they are held in place for a duration of 2 minutes and the limb that triggered the trap is pierced by several poison barbs. The player must struggle to release their limb and take the effect of the poison. Trap must be poisoned prior to use. Can only be used by Ranger and Rogue.(CP: 4)

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Magic Trap: The magic trap is a snare trap that is imbued with a magical enchantment that will affect the player when triggered. For example: The player steps into a magical trap, hears the jingle and reads the description of the trap on the attached tag. The tag reads “Corrosion Trap”. The player must then take the effect of the corrosion spell and either lose any leg armor they are wearing, or lose the limb that triggered the trap. They must still remain in place for the 2 minute duration. Any magic trap will name the spell and effect the trap will have on the player. Can only be used by Healer, Shaman and Mage.(CP: 8)

General Skills These are general skills that are useful to “everyday life” in Hiraeth. These skills are available to be learned by every class.

Field dressing: This is a skill that allows the player to apply their own bandage out in the field, in the case that there is not another healer or profession available to help. The player will apply a bandage to the injured limb, restoring use of the limb, for a limited time. The wound must still be healed within 30 minutes or it will “reopen” and you will lose use of the limb. (Until such time as it is healed). Only one bandage may be used at a time. Cannot be used on a mortal wound.(CP: 1)

Stealth Kill: This skill allows the player to instantly kill another, provided you are able to get close enough to them without being detected. This skill is roleplayed out as one player getting close enough to another to place their blade at the throat (blade must be held 1-2 inches away while drawing the blade) or back of the intended target and saying “stealth kill." The attack will bypass all armor as the player found a gap in your armor while sneaking and the target will quietly and instantly die.(CP: 2)

Sunder: This skill lets a player do 1 point of damage per hit to any shield or weapon. Must be used with a 2 handed weapon or larger (some bastard weapons can be used if they have a clear two handed grip). Also the player must call “sunder” as they are making their hit. Has a 10 second cooldown between uses.(CP: 4)

Dual Wield: This skill enables the player to wield 2 weapons at once. It is available for use with any weapons excluding staffs, and 2-handed weapons.(CP: 4)

ProfessionsProfessions are specialized skill sets that the character can acquire, which allows them to use certain skills within that trade. Certain materials are used for each profession to create the recipe that allows

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them to perform their skills.

Blacksmith: This allows the character to take on the trade of a blacksmith and learn skills that can repair or enhance weapons and armor. Blacksmiths use Iron for repairs and Mithril for enhancements. All repairs cost 1 ore per point repaired. Tools required are a hammer, anvil, sharpening stone, and furnace. Must be learned in order as novice repair would be needed before Master.

Novice Repair - Allows the smith to repair armor, shields, or weapons. Five minutes per point repaired. This skill must be performed within a shop. Requires 1 iron ore per point repaired.(CP: 1) Field Repair - Allows the smith to make repairs out in the field. Five minutes per point repaired. Tools needed are Hammer and Sharpening stone. Requires 1 iron ore per point repaired. (CP: 2)

Reinforce Armor/ Shield - Gives 1 additional armor point to armor or shield (not stackable). Five minutes per application. Uses 1 Iron and 1 Mithril. Must be performed in a shop. Armor or shield must be marked with a silver ribbon.(CP: 4)

Journeyman Repair - Allows the smith to repair any weapon or armor for 2 minutes per point repaired. Can be done anywhere. Requires a Hammer. Uses 1 iron ore per point repaired. (CP: 6) Master Metal Repair - Allows the smith to perform any repair, with half the amount of materials required. 1 ore must be used if repairing a single point. (CP: 6) Masterwork Weapon - Allows the smith to refine a blade to a point beyond normal make. This allows the weapon to penetrate and bypass armor, or break a weapon in one hit, on the first hit used with the enhanced weapon. After the first strike is made, the weapon is no longer enhanced. Wielder must call ‘Masterwork’ before strike hits their opponent’s armor or weapon. May be reapplied after use. Enhancement is not stackable. Ten minutes per application. Must be performed in a shop. Uses 2 Mithril, 1 Iron. The blade should be marked with a gold ribbon. (CP: 8) Masterwork Armor/ Shield - Allows the smith to strengthen the item enough to where it will be able to block any unblockable, non-magical attack; such as a master worked weapon. Wielder should call ‘Master Shield or Armor’. Usable once per item, not stackable. Takes 10 minutes per application. Must be performed in a shop. Uses 2 Mithril, 1 Iron. Item should be marked with a gold ribbon. (CP: 8)Enchanting: This profession allows the character to create enchantments that will either restore health or mana, or give magical benefits. Each enchantment will use a variety of materials such as crystals or plants. Enchanting objects should be acted out as a ritual/chant using required items. For example, making healing enchantments should be performed as a ritual or over some sort of altar, using

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required items. Enchanter must learn minor enchants before learning novice or master enchantments. Minor Health - Heals 1 limb instantly. This will be signified by a red ribbon tied to your person (tied to armor or garb in plain sight). Up to 2 of this enchantment can be worn at the same time. Effect is immediately received as the wearer pulls the ribbon off their person. Requires 1 material. (CP: 1) Minor Mana - Restores 2 mana instantly. This will be signified by a blue ribbon tied to your person (tied to armor or garb in plain sight). Up to 2 of this enchantment can be worn at the same time. Requires 1 material. (CP: 1)

Enchant/Disenchant Chest or Pouch - Allows a loot chest to be locked through enchantment or a pouch to be bound closed. The chest or pouch may not be opened unless it is disenchanted. It should take 2 minutes of roleplaying for the enchanting/disenchanting process. The player should act out performing some sort of ritual/chant over the item being enchanted. The enchantment should be signified by a blue ribbon attached to the item. The owner of the chest or pouch is able to open their item by using the ‘key word’ given to them by the enchanter. Once the enchantment is broken by anyone other than the owner of the item, it must be re-enchanted. Enchanted chests or pouches cannot be dispelled. Requires 4 materials to enchant/disenchant a chest or pouch.(CP: 2)

Novice Mana - Restores 4 mana instantly. This is signified by a blue ribbon tied to your person (tied to armor or garb in plain sight). Up to 2 of this enchantment can be worn at the same time. Requires 2 materials. (CP: 4) Master Mana - Restores 8 mana instantly. This is signified by a blue ribbon tied to your person (tied to armor or garb in plain sight). Up to 2 of this enchantment can be worn at the same time. Requires 4 materials. (CP: 6) Master Health - Heals 2 limbs, or a mortal wound instantly. This is signified by a red ribbon tied to your person (tied to armor or garb in plain sight). Up to 2 of this enchantment can be worn at the same time. Requires 4 materials. (CP: 6) Create Magical Item - Allows the enchanter to imbue any touch spell they possess on an item. This is signified by a gold ribbon/string or marking placed on the item. Only 1 spell may be put on an item at a time. For any item imbued, the spell must be used as a touch spell. Any spell imbued into an item will cost triple the mana of the spell to create the item. (Items that can be imbued are any type of jewelry.) (CP: 8)Leather Smith: This profession allows the character to repair and enhance leather or padded armor. They use 1 leather strip per point of leather repaired. Most repairs must be done in a shop and require a hammer, anvil, thread and needle. Must be learned in order as novice repair would be needed before Master.

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Novice Repair - Allows the smith to repair one point of armor over five minutes. Must be performed in a shop. Requires 1 material per point repaired. (CP: 1) Field Repair - Allows the smith to perform any repair in the field. Repairs take five minutes per point repaired. Tools needed are needle and thread. Requires 1 material per point repaired. (CP: 2) Harden Armor - Allows the smith to harden any leather armor piece in order to allow it one extra hit point. Five minutes per application. The effect is not stackable. Requires 3 leather. (CP: 4)

Journeyman Repair - Allows the smith to repair one point of armor over two minutes. Must be performed in a shop. Requires 1 material per point repaired. (CP: 6) Master Repair - Allows the smith to perform any leather repair using half the amount of materials required. 1 material must be used if repairing a single point. (CP: 6)

Nurse: This profession allows the player to cure wounds during combat, and can act as an assistant to the surgeon profession.

Advanced Field dressing - Allows the player to apply a bandage to an injured limb or torso, which makes the limb/torso temporarily healed and able to be used. The wound must still be healed within 30 minutes or else you will lose the limb or once again be mortally wounded if you have suffered a torso injury. No limit on amount of bandages carried. (CP: 1)

Poultice Wrap – A poultice may be applied to a bandage and will heal a limb over the course of five minutes. The player must role play creating the poultice and applying it to the bandage. Costs 1 material to create poultice. Can only be used for limb wounds.(CP: 2)

Multiple Limbs - Allows the player to bandage multiple limbs with either poultice or regular wraps. (CP: 2)

Assistant - When assisting a surgeon, having this skill will enable the surgeons skill times to be cut in half as the nurse will be helping the surgeon by prepping tools, bandages, and herbs/poultices for him/her. (CP: 2)Oracle: The oracle is able to glimpse into the future or the past and protect against mind effects. He/she is also able to delve into a targets mind to gain useful information.

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Foresight - Enables player to speak with a Vanguard at any point once the game commences. They will let the Vanguard know that they wish to use their foresight ability to learn about the events of the day to come. The Vanguard will give the player a small piece of information that will be significant to the storyline planned. (1 time per game).(CP: 1)

Indecisive - This is a “touch” skill to be used on an enemy target. When used it makes the target become extremely indecisive and unable to make definitive decisions about even the most simple of tasks. This skill has a 10 second incantation time and the effect will last for 10 minutes. A 10 minute cooldown is required between uses. (CP: 2)

Clear Mind - This skill is able to clear the target’s mind of any mind altering/control effects. This skill has a 5 second incantation time.(CP: 4)

Mental Discipline - This skill allows the player to prepare their mind, or the mind of another, to withstand mental effects. The skill must be initially prepared with 1 minute of incantation/meditation. Once prepared the skill stays in effect until “used” against the next mind altering/control attack. After the attack is defeated the skill is no longer in place. 10 minute cooldown. Usable up to 4 times per day.(CP: 6)

Mind Flay - This will allow the player to “extract” information from the mind of their target (will typically be used in an interrogation/torture type of situation). The player must focus their energy and attention while extracting the thoughts from a target. This skill will cause the target intense pain and they must clearly answer any questions that the caster may ask. Effect last 2 minutes and has a 10 minute cooldown. Usable up to 4 times per day.(CP: 8)

Smuggler: This profession deals in black market goods. The smuggler can create poisons, explosives and other outlawed items. *All poisons are signified by applying a green sticker/ribbon (marked with the type of poison) to the item being poisoned.

Black Powder - Gives the player the knowledge to make explosive powder. This is a prerequisite skill for making bombs. Black powder and pyrite are used as the materials for making bombs. (CP: 1)

Poison - A poison that may be applied through touch or put into food or drink. This will slowly kill your target over 5 minute’s time. Requires 1 material. (CP: 4)

Sickness - A poison that when consumed causes the character to become extremely ill. The player will have difficulty doing any physical activity and will be wracked with pain and waves of sickness. Must be applied through touch, food or drink. This can only be cured by an antidote or being cleansed. If not cured within 30 minutes poisoned character will die. Requires 2 materials. (CP: 4)

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Depression Serum - This is a poison that must applied through touch, food or drink. It affects the mind of the target, making them become extremely lethargic. The effects will last for 30 minutes or until cured through an antidote or cleansed. Requires 2 materials. (CP: 4)

Thrown Bomb - A small circular explosive that may be thrown at a target. It explodes on impact causing 1 point of damage that bypasses all armor and shields. Damages area hit. Requires 4 materials per bomb (2 black powder, 2 pyrite). Player must have a small packet to represent bomb.(CP: 6)

Dismantle Bomb - This skill provides the player with the knowledge to dismantle any type of bomb. Must roleplay the dismantling process for 1 minute before the bomb is considered disarmed. (CP: 6)

Flash Bomb: A bomb that can be thrown at a target or the ground near the target(s) that causes a bright flash of light that blinds any player within 10 ft. of the explosion for 10 seconds. Requires 6 materials (5 black powder, 1 pyrite). Player must have a small packet to represent bomb.(CP: 8)

Trigger Bomb - A bomb that may be placed similar to a trap. It will explode when triggered by a bell, causing 1 point of limb damage (unblockable) to each player within 10 ft. of the explosion. Requires 4 materials (2 black powder, 2 pyrite). Line must be made of black material to indicate a trigger bomb.(CP: 8)

When the player places the bomb it must be attached to a string 3 feet in length with a bell and a description of what the bomb does. The string and bomb should be tied to several small twigs pressed into the ground that can easily be pulled free so there is no tripping hazard. The bomb should be no more than 1 foot from the ground and only be lightly secured in place. It may not be tied to any stationary objects like rocks or tree trunks. The cord should be able to easily be pulled free. This is not meant to be a tripwire, but to represent a bomb that is being set off.

Potion Master: This profession allows the player to create potions that can enhance, disable, or heal players. Lesser health and mana potions must be learned before greater health and mana potions.

(Health and mana may be created as either potions or rations.)

Lesser Health - Heals 1 limb per dose over 1 minute. Requires 1 material. (CP: 1)

Lesser Mana - Restores 2 mana per dose over 1 minute. Requires 1 material. (CP: 1)Antidote - Removes poison from a player if taken within the given time for that poison. Requires 2 materials. (CP: 2)

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Greater Health - Heals 2 health points per dose over 1 minute. Requires 4 materials. (CP: 6)

Greater Mana - Restores 8 mana per dose over 1 minute. Requires 4 materials. (CP: 6)

Specialty PotionsThese potions may all be applied by touch, food or drink unless otherwise stated.

Truth Serum - This is a serum that must be applied in a drink or directly swallowed by the target. When it is consumed the target will feel compelled to truthfully answer any questions he/she is asked. The effect lasts for 10 minutes. Requires 4 materials. (CP: 2)

Sleep - Puts target to sleep over the course of 10 seconds and lasts for 10 minutes. Effects may only be removed with cleanse or antidote. Requires 4 materials.(CP: 4)

Stone - Makes the target feel heavy as stone for 10 minutes. This effectively makes the target barely able to move as every part of their body feels as heavy as a large stone. Requires 4 materials. (CP: 4)

Speak with Dead - After using this potion, the player is able to communicate with the spirit world. This effect will last for 10 minutes. Requires 4 materials.(CP: 6)

Nature’s Brew - After consumed the player’s skin turns to bark, giving them two additional armor points. The effect will last for 10 minutes or until the hit points have been taken. Player must call "nature armor" when struck. Requires 6 materials. (CP: 8)

Priest: This profession allows the player to speak with the dead, banish spirits, provide minor healings and buffs and create holy water that can be used to purge strong possessions.

Speak with Dead - Allows the priest to break the veil between worlds and speak with the spirits of the dead when in close range.(CP: 1)

Banish - This allows the priest to banish the spirit of a dead player to the graveyard so that they cannot be resurrected by another player or a self-resurrection skill or ability. This skill has a 5 second incantation time. Usable up to 4 times per day. (CP: 2)Spirit Armor - The priest can grant an armor buff of 1 point to up to 4 players. This has a 1 minute incantation time and a 10 minute cooldown. Not stackable. (CP: 4)

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Healing Aura - This skill heals 1 limb for up to 6 people. The priest must perform a 10 second incantation per person being healed and then directly touch each player to heal their wound. Can be used up to 4 times per day. (CP: 4)

Purge - This skill purges the target of any possessions (such as shaman possessions) or mind altering effects. This skill has a 5 second incant time. For stronger possessions (such as NPC possessions) a longer or more thorough ritual involving materials or holy water may be required.(CP: 4)

Resurrection - This skill revives the target after a 2 minute incantation/ritual is performed over their body. May be used once per day.(CP: 6)

Surgeon: This profession allows the player to bind/ heal wounds and remove negative effects (such as infections). The surgeon must roleplay the cleaning, stitching and bandaging of wounds for the skills specified. The player being healed must rest an additional amount of time specified per skill. Requires a surgeon’s tool kit.

Surgery - Heals 1 point of health for every 5 minutes. The player that was healed must rest for an additional 5 minutes after the surgery is completed. (CP: 1)

Stem Wound - Grants an additional 5 minutes of life to a mortally wounded player.(CP: 2)

Mend Wound - Heals 1 point of health for every 2 minutes of work. The player that was healed must rest for an additional 5 minutes. (CP: 4)

Remove Infection - Over 5 minutes time the surgeon may remove infection by “cutting” it out of the affected area, or cutting off an affected limb. Types of infection that can be removed are: vampire, zombie and werewolf bites. (CP: 4)

Resuscitate - The surgeon is able to revive a player for up to 5 minutes after death. The resuscitation will only bring them back to a mortal wound state, then the player may be healed back to full health through another skill or surgical procedure. The surgeon must roleplay trying revive the player and indicate whether or not they was successful at reviving them. This skill is usable twice per day, so any attempts to resuscitate after the skill has been used twice will be solely be for roleplay purposes.(CP: 4)

Combat

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Basics: In the Hiraeth LARP system we strive for as much immersion as possible and use quality foam weapons from various sources. You are allowed to make your own weapons to use, but they must follow the guidelines that are listed under the Weapons section below. Although the weapons are made from foam, they are still able to sting when hit by them as we tend to use medium force and swing from the elbow, not the wrist. It is a good idea to practice “pulling” your swings, or slowing them down before impact to soften the force when hitting an opponent. You should think of the foam weapon as being real and role play the weight and swing of the weapon you are wielding. For example, if you enter into combat and are wielding a two-handed sword, your swings should show the weight and the possible fatigue you will begin to feel while swinging it. Even though the weapons may be light in real life, in game it would require strength to wield them and could not solely be swung by just bending your wrists in quick motions. It would need a swing with follow through to be properly used. If the hits and swings look more believable, it will help to immerse each player more into the world and bring it to life. Before any game or practice, each new player must demonstrate to the Vanguards an ability to safely handle any weapons they are planning on using before they will be allowed to participate in combat. Also, each time any player chooses a different style of weapon to use, they will have to demonstrate the ability to safely wield it, before being allowed to participate in combat.

It’s also important to note that although we use medium force in our swings, you should never intentionally try to hurt anyone. We also do not allow any form of “fake fighting”, such as using your fists, throwing punches, or grappling another player. You should also do your best to avoid hitting heads/faces and the groin area, but accidents can occur. These areas are considered illegal targets and should be avoided in all combat situations. If a player is hit in the head or groin area, stop combat and make sure your opponent is not injured and is able to continue. Anyone caught or reported hitting in these areas or using excessive force will be spoken to by the Vanguards and may be asked to leave the game. But remember, safety and fun is very important. If you would like, you may also wear protective gear under your garb such as a cup or knee pads to offer more protection. The players in the Hiraeth system will be asked to sign a waiver before playing and assume all responsibility for any injuries that may occur.

Taking Hits and Hit Points:Each player has a total of 3 hit points before dying. If the player is unarmored, a hit in any of the four limbs will deduct 1 hit point and a torso hit will deduct 2. If a player receives 2 hit points worth of damage, whether by one torso or two limb hits, they must act as if they are mortally wounded. For example, if your character is hit in the chest, they must clutch their chest and can only use one arm to fight or defend themselves with. If the player is hit in any of the limbs, they are no longer able to use the injured limb. If an arm is struck, it should be held close to the body or hang at the player’s side. The same is true for an injured leg. If the player is struck in either leg, the leg must be heavily limped on or slightly dragged behind the player. Do not lift your leg and begin to hop as this takes away from immersion and could potentially cause an injury because of falling. If both legs are struck, the player is no longer able to walk and must either kneel or lie on the ground. The player may either drag themselves or slowly crawl to seek aid before dying due to their injuries.

Depending on the injury/injuries received, the player should stagger and role play being gravely injured and near death. If the player does not take any more damage after receiving 2 hit points worth of damage and is unable to be healed within 5 minutes, they will die due to their injuries. If a player loses

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a total of three hit points, the player will succumb to death.

Armored Hits:If a player is wearing armor, the hit will deduct an armor point instead of a hit point. Each type of armor has a set number of hits that can be received before the armor is broken and must be repaired by someone with the appropriate profession. In order for the hit to deduct an armor point instead of a hit point, the armor must be struck. For example, if your character is wearing a light (leather) chest piece and bracers, you have a total of 4 armor points. If you’re stuck in the torso, you would say “armor” to show that the hit was taken and an armor point has been deducted. The same is true for your bracers or any other piece of light armor you may be wearing. If you’re then struck in the bracer, you would call armor again and deduct another armor point, leaving you with 2. But the armor points only work if the armor is hit. You cannot call “armor” if struck in an unarmored location just because you are wearing armor on another area of your body. When the armor has lost all its points, it must be repaired because it will no longer stop any attacks. So even though you may still be wearing it, if it is broken and you’re hit, the armor will not stop the attack and a hit point will be lost. The different types of armor and armor points will be discussed in greater depth in the Armor section below.

Death and Respawning:Death is common when adventuring, but there are ways of making your way back to the land of the living if your character is killed. There are several professions and skills that allow for a player to resurrect someone, or the player can make their way to a respawning location (usually a graveyard). Upon being killed, the deceased player must remain where they were killed unless in immediate danger of being stepped on and injured or possibly causing a hazard to another player by potentially tripping them. If it is unsafe to remain in the location your character was killed, you may move to a safer location near the battle and lie back down and remain dead. At this point, the deceased player/players can be searched for in game items and/or coin. Before searching a character, you must ask for “permission to loot”. If “permission to loot” is given, you may search the visible pouches of the recently fallen. After the bodies have been looted and the living players have moved beyond sight, the player may then rise and make their way to a respawn location if they have not yet been resurrected by a fellow player. If a Vanguard is nearby, he/she may also call for the players to move to a resurrection point. While walking to the respawn location, the player must hold their hand or weapon above their head to signify that they are a spirit and not able to be seen or interacted with unless a player is able to use a skill that allows them to communicate with the dead. Also, although your health/mana is replenished upon respawning, any equipment or armor that was damaged before death will still be damaged and in need of repairs. If a player is not resurrected within 5 minutes of death, they must move to a respawn location and wait 5 minutes before resurrecting.

But, if the deceased player knows someone in the living world that is able to speak with and resurrect them, they may seek them out. The deceased player will have to wait for their presence to be sensed and the player to communicate or bring them back to life. But even in death, the details of how the player was killed remains unclear. Although small details may be remembered, nothing definitive will be remembered by the deceased player. They might remember that there was a battle, or a slight rustle in the bushes, but the player cannot identify by name or by exact description the person that killed them. Only very vague details can be recalled like a certain color or location, such as a field or the sounds of a stream. This allows the player to look into their own death by asking questions and trying

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to seek out their killer or a reason someone may have to want to have them killed. Even after being resurrected, the player will not remember anything that happened to them 10 minutes prior to them being killed. This allows for players to plan and follow through with robberies or assassinations. If every player was able to remember exactly how they died and who killed them, plans that may have been made to eliminate someone in power would have little meaning if the killed player could recall everything. If any player mentions a name or exact way they were killed, it should be disregarded and not used in game.

Permission to Loot:Permission to loot is used when you encounter a dead player or are killed yourself and the corpse is being searched for in-game loot-able items/coin. Before searching a body you must ask for “permission to loot”. If the deceased or unconscious player grants permission you may search their pouches for in-game items. If the person refuses to be searched and multiple pouches are worn by the deceased, the looter must specify which pouch they are “searching” and the deceased must hand over any in-game items/coin they are currently carrying. All in game items must be kept in visible pouches and may not be hidden in boots or any indecent areas. Any form of touching in any indecent area of any player will get you completely expelled from the system. Additionally, the authorities will be called and you may face legal prosecution. While searching pouches is acceptable, any inappropriate behavior is not tolerated at all.

Taking Prisoners:If a player is knocked unconscious or has surrendered to their opponent, they may be taken prisoner. Their hands should be “bound” by loosely wrapping a cloth or rope around them to signify being restrained. The bindings should be gently wrapped around the hands but should be loose enough to easily slide off in case the bound prisoner were to stumble and fall, they would still be able to catch themselves. But, as a prisoner, just because your bindings are loose for safety reasons, does not mean you can easily shed them off and escape. When taken to a camp to be held by his/her captors, the player must be guarded at all times. If left alone for more than 2-3 minutes, the player is able to “escape” their bindings and try to flee the camp. Also, a player may not be held overnight if in a multiple day game. The player must be released and will resume their captivity the next morning. That being said, try not to hold a prisoner for extended periods of time as it could take away from their overall experience. Opportunities to get coin for their return or offer them freedom by fighting their way out are a couple options that could be used to make it interesting for the parties involved. But, it’s also up to the player if they don’t mind being held captive for long periods of time or actually trying to “break free” from tighter bindings while stationary and try to escape.

WeaponsWeapons are divided into several different categories based on length, each with several weapon types per section. Each weapon category will cost a certain amount of Character Points (CPs) to access, but every weapon in that section will then be available to for use. Also, depending on the size, each weapon

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will have a certain number of "sunder" points. Blocking regular melee attacks will not damage a weapon, but if struck with "sunder" attacks, a weapon can be broken and will then have to be repaired before being used again. It is also important to note that not all weapons or types of weapons may be allowed at every game. Please check with your Vanguards as to what weapons may/may not be allowed.

One Handed - One handed weapons may be used with a shield or dual wielded after the dual wield ability has been purchased. One handed weapons have 2 sunder points before breaking.One handed weapons include any weapon that is under 40” from the end of the pommel to the tip of the weapon. This can include daggers, short swords, maces, clubs and axes. (CP: 1)

Bastard - May be dual wielded or used with a shield. Bastard weapons can withstand 2 sunder points before breaking. They include any weapon between 41”- 45” from pommel to the tip of the weapon. This can include swords, axes maces and clubs. If the weapon has a clear two-handed grip, it can be used to sunder shields or weapons after the sunder ability has been purchased.(CP: 2)

Two Handed - Two handed swords may not be dual wielded or use a shield. Spears or staffs are able to use an off-hand shield. Two handed weapons can withstand 3 sunder points before breaking.Two handed weapons will have a two handed grip and are able to sunder shields/weapons after the sunder ability has been purchased. The weapon must be gripped in both hands in order to sunder a shield. The weapon must be between 45”- 60” from pommel to tip to be classified as a two handed weapon. This can include claymores, staffs and spears and axes.(CP: 3)

Pole Arms - May not be dual wielded. Pole weapons can withstand 3 sunder points before breaking.Pole weapons are measured from end to end and must be between 60”- 80” maximum length. This can include pole axes and large spears.(CP: 3)

Thrown Weapons - Thrown weapons can withstand 1 sunder point before breaking.Thrown weapons are small, flexible weapons that may not contain any core. Thrown weapons can measure up to 12” in length and must be made of a soft, durable foam. This can include knives, stars, stones, bricks or bottles. Players being targeted by thrown weapons should remember that can block a thrown weapon with their own weapon, but they cannot hit with away like you would hit a baseball. This could destroy the weapons or cause them to be lost. (CP: 1)

Bow - May not use homemade arrows. Arrows must be purchased from quality vendors and will be checked before each game for safety. If you are unsure of where to purchase arrows, please speak with a Vanguard and they can recommend several vendors to choose from. Bows may not be sundered because they are not a melee weapon and should not be hit with any weapons. Also, bows may not block any attacks from melee weapons.(CP: 2)

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Bows can vary in length and size, but they cannot exceed a maximum pull weight of 30 lbs. Before being used, a Vanguard will test the pull weight of the bow with a scale to determine if it meets the guideline and can be used. Do not fire a bow at an opponent at close range at full draw. The length should be about 1 foot per pound of draw weight. Anyone around 25-30 or more feet away may be fired upon at full draw, but anyone around 15- 20 feet away should be fired on at half draw. If an opponent is under 15 feet away, you may not fire on them with your arrow. If an opponent is too close to fire on, you may use small packets filled with a biodegradable material to represent your arrow and throw them at your attacker. The packets may be stored in a pouch or in between your fingers for quick access, but you must still act as if you are drawing the bow and firing an arrow as you throw your packet at your opponent. While throwing, you must also call “arrow” to represent the attack. Or you may also draw a melee weapon to fight them off or try reach a safe distance to once again fire arrows.

ShieldsShields are an excellent way to protect yourself and allies from attacks. Each size of shield can withstand any number of regular melee attacks, but can only take a certain amount of "sunder" damage before being destroyed and rendered useless. A shield is damaged when struck with a "sunder" attack from a either a special attack or a two handed weapon. If the players shield is destroyed, it must be repaired by someone with the appropriate profession. Shields can also only block spells that do physical damage. Effect spells are not blocked and will still affect player if their shields are struck with a spell. Shield Sizes: Shields are measured lengthwise from end to end.

Small - Can withstand 1 sunder point of damage and measures 12 inches and under. Most bucklers would fit into this category.(CP: 1)

Medium - Can withstand 2 sunder points of damage and measures between 12-24 inches.(CP: 2)

Large - Can withstand 3 sunder points of damage and measures between 24-36 inches.(CP: 4)

Tower - Can withstand 4 sunder points of damage and measures between 36-48 inches.(CP: 6)

Weapon/Shield ConstructionAlthough is preferable to buy a premade weapon for the sake of safety and immersion, players are allowed to construct their own weapons based on the guide below. If you would like help in constructing a weapon/shield or would like to know where to purchase a quality LARP weapon, speak with one of your Vanguards.

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Weapon/Shield Construction:You will need: Fiberglass rods (purchased from a local hardware store)Foam- Blue camping foam mat, EVA foam (sometimes known as EVA lite)Duct TapeUtility knifePen or markerRulerFlat surfaceContact Cement (DAP)

There are many websites and videos that will teach you how to construct a weapon or shield, but the weapons must be made using certain guidelines to help ensure the safety of all the players. When creating your weapon from tutorials on the internet, please use the guidelines listed below to make sure the weapon will be approved for the Hiraeth system.

The core of the weapon must be made using fiberglass rods that can be purchased at a local hardware store. The core of the weapon cannot be made from wood, metal or PVC. The fiberglass rods must be cut to length and the edges should be sanded to remove any sharp points. Depending on the thickness of the rods, it is best to have two sections of fiberglass rods (same length) placed side by side and taped together. Both ends of each rod should be covered by rubber caps or covered in duct tape to prevent the tips from poking through the ends of the foam.

The tip of the weapon should have 2 inches of foam past the fiberglass rod core and the striking surface (edges and flat of sword) should have 1 inch of foam around the rod core. The weapons should have little to no whip when swung and can contain no wood, metal or PVC. When the weapon is finished, it may be wrapped in duct tape to hold the foam in place and preserve the foam. Weapons may not be covered in cloth or material. The swords must be made according to the lengths listed in the weapons section and must resemble a real weapon. No weapons will be allowed if they look unreal (extremely large swords or hammer heads...etc.) and would not be able to be wielded.

Shields can be made using plastics or corrugated plastics. They must fit the shield guidelines listed above and must resemble a real shield (no extremely large shields or brightly colored shields with modern characters or stickers on them). The shield must have 1 inch of foam around the entirety of the edge and must have at least 1 inch of foam on the flat surfaces of the shield. The handles on the back of the shield must be made of leather and no wood, metal handles or PVC is allowed. As with the swords, there are excellent tutorials on creating shields online that will walk you through the process. The shields may be covered in duct tape, but no cloth or material is allowed. If you have any questions on resources or how to create a weapon or shield, talk to a Vanguard for assistance.

ArmorThere are several types of armor that can be worn to help protect the wearer from enemy attacks. Each type of armor offers a different amount of "armor points" that can be used when the wearer is struck. When struck with a melee attack, the player must call "armor" to show that the hit was taken and that they have deducted an armor point from the amount their armor provides. Armor points are determined by type of armor worn on the chest. If no chest piece is worn, the armor points are based on type of

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armor worn elsewhere. If a player is wearing two types of armor on their chest (Ex. gambeson and plate or leather and chainmail) the count of both armors are combined. Otherwise, if no chest piece is worn and the player is wearing two types of armor on legs and arms, the points are based on which material the player is wearing more of. When the armor has been struck several times and has no more points, it will not stop any more attacks and must be repaired by someone with the proper profession. For example, if your character is wearing a light (leather) chest piece and bracers, you have a total of 4 armor points. If you’re stuck in the torso, you would say “armor” to show that the hit was taken and an armor point has been deducted. The same is true for your bracers or any other piece of light armor you may be wearing. If you’re then struck in the bracer, you would call armor again and deduct another armor point, leaving you with 2. But the armor points only work if the armor is hit. You cannot call “armor” if struck in an unarmored location just because you are wearing armor on another area of your body.

Although the armor offers protection from melee attacks, it has limits when being hit by magic. If the wearer is hit by a spell that does physical damage, their armor will work the same as if being hit by a melee attack. But if the armor is struck by an effect spell, the armor will not block the hit because the effect spells bypass all armor. If the player is struck by an effect spell that bypasses armor, the armor will take no damage because the spell does not cause physical damage. Although armor may not protect against all spells, it can certainly save your life when in melee combat. Each player must look at each type of armor to decide which, if any, would work best for them. It is also important to note the cost of CPs for each armor type for different classes. For example, a warrior will be able to purchase the ability to wear heavy armor at a much lower cost than a spell caster. Spells and effects on the player and armor will be discussed in more depth in the "Magic" section below.

Armor Cost per Class: Armor Paladin Warrior Ranger Rogue Healer Shaman Mage

Padded CP 1 CP 1 CP 1 CP 2 CP 2 CP 2 CP 2

Light CP 2 CP 2 CP 2 CP 4 CP 4 CP 4 CP 4

Medium CP 4 CP 4 CP 6 CP 8 CP 8 CP 10 CP 10

Heavy CP 6 CP 6 CP 10 CP 10 CP 12 CP16 CP 16

Padded Armor: Offers 2 armor points.

Padded armor offers the least amount of armor and will protect the wearer for a total of 2 hit points before repairs are needed. Padded armor consists of thin leathers and under armor protection, such as a gambeson.

Light Armor: Offers 4 armor points.

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Light armor will protect the wearer for a total of 4 hit points before repairs are needed. Light armor consists of thicker, armor grade leathers.

Medium Armor: Offers 6 armor points.

Medium armor will protect the wearer for a total of 6 hit points before repairs are needed. Medium armor consists of chainmail, scalemail, brigandine or hardened leather armor.

Heavy Armor: Offers 8 armor points.

Heavy armor will protect the wearer for a total of 8 hit points before repairs are needed. Heavy armor consists of metal plate armor (plate mail).

MagicMagic is a primal force of nature that can be harnessed by those with the ability. Some are more adept at this than others, however, and can control several types of magic. Each tier of magic has spells that will be helpful to a single player, or a party. Before choosing a magic tree to focus on, think about the spells offered, how it will help or limit you and if it fits into your view of your character. There are many spells that are available, so reading through the spells and effects will help in your decision of choosing a tree and knowing how to react to a spell when struck by one.

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The spells in Hiraeth are represented by using "spell orbs/packets" that are filled with a soft, biodegradable material and must weigh under 3 ounces. Each time a spell is thrown, the caster must loudly call out the name of the spell being cast (represented by the spell orb) after performing the incant. For example, if using a fire spell, the caster must perform the incant for 5-10 seconds, throw the orb and call "scorch". This will let other players know what spell is being used. And although you may be using fire magic, the orb does not have to be red to represent fire. This will save the caster from having to carry many orbs of different colors if using multiple trees. But, this also means that as a caster, you should vocalize your spell loud enough for others to hear when casting so struck player will know the effect. As a general rule, there is a 5-10 second incantation time for all magic spells unless otherwise specified. Some spells are able to be used as a thrown spell or a touch spell. Thrown spells require the use of a spell orb/packet and touch spells require the caster to physically touch the target for the spell to work.

It is also important to remember that if a caster is struck or physically interrupted while charging a spell, the spell will fizzle out and the caster must start the incant again. The mana will not be lost if a spell is interrupted, but the incant must be performed again for the 5-10 second duration. Players being targeted by spells should remember that an orb cannot be hit with a weapon like you would hit a baseball. This could destroy the orbs or cause them to be lost.

Casting a Spell: There are many gestures or movements a caster may use when casting a spell. Although some spells may say that the caster must raise their arms or strike the ground, these are only suggested movements to increase roleplay. If the player would like to incorporate flowing hand motions or closing their hands as if meditating before releasing an orb, they are free to do so. The style in which the spell user casts is personal choice. The caster can make grand movements that "gather" the energy from the air around them, or simply incant and throw the orb. But, no matter what movement the caster uses, they must make sure to recite a 5-10 second incant before casting. Use your imagination and practice casting and throwing your spell orbs to find the style that is best for you and your character.

Incantations/Incants: An incantation should last anywhere from 5-10 and is used when a caster is charging a spell. The incant must be used whether it will be a touch or thrown spell. The incant can be anything from a verse in a poem or something made up by the caster, but it must pertain to the spell or type of spell being used. If using an earth spell, using an incantation to charge a water spell would not make sense. Although the spell would still take effect if the player was hit by it, using the right type of incant for the right spell type helps keep possible confusion a bit lower.

Weapon Channeling: Weapon channeling is used during games at night to prevent the loss of spell orbs or people potentially being hit in illegal areas. Weapon channeling works the same way as charging a spell to be thrown, but instead of using an orb, the magic is channeled through the weapon and into the player when struck. When hit with a charged weapon the player will take the damage or effect from the spell. But if the spell is blocked, the player will still take regular damage from the weapon itself. The caster should perform the 5-10 incant to charge the spell and must then move close enough to strike their opponent in order for the spell to take hold. The caster is not allowed to channel a spell into a weapon and hold it for an extended period of time. As with the spell orbs, the magic should be channeled and used within a short period of time.

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Synergy: Some spells will provide a greater effect when used together, rather than alone. When any level 4 earth, air, fire or water spells are combined, those caught in the combined spells will be killed. Synergy works by combining the forces of nature together and amplifies the effects of the 4 elemental spells. For example, the earth spell "Mass Entangle" will bind anyone within an area in place for 30 seconds. When combined with the fire spell "Incinerate" it will kill anyone that is bound by the spell "Mass Entangle." If a caster uses "Breathless", the level 4 air spell, it can then be combined with "Deep Freeze", the level 4 water spell. When the targets are struggling to breathe and are then frozen for 30 seconds, they will then suffocate and perish. The caster to use the second spell must call "Synergy-Incinerate" or "Synergy-Deep Freeze"...etc., depending on the second level 4 spell being cast, to let players know synergy has been used. Synergy may only be used by two spell casters and it will use 10 mana from each caster for a combined cost of 20 mana total. If any player hears "Synergy- _____" and is already caught in the first spell, they will die. If the player used spell block or spellbreaker and didn't take the effect of the first spell, they will only take the effect of the second spell if it's not blocked.

Mana: Each spell that is cast requires the use of mana. For each spell level learned, the caster will gain 3 mana to use for any of the spells they know, up to a total of 12 mana. For example, if a mage learns a level 1 spell, they have 3 mana to use. If they learn a level 2 spell, they have 3 more mana, for a total of 6 mana. The next level of spell (level 3) will give them 3 more mana and a level 4 will add an additional 3 for a total of 12 mana. After caster learns the "insight" skill, they will gain an additional 4 mana, but will not be able to exceed 16, even if multiple trees are learned.

To cast any spell requires the use of mana. Mana is represented by blue bands worn on the front of the player’s waist. Bands must be tucked behind the belt once mana is used. If a casters mana is totally depleted, they may not cast any magic. A level 1 spell requires 1 mana to cast, a level 2 spell requires 2 mana, a level 3 spell requires 3 mana and a level 4 requires 4 mana to cast. When mana is expended to cast a spell, it can be replenished by taking a potion or ration or using an enchantment. Magic will also replenish automatically over time. For every 10 minutes of non-combat that passes, the caster will replenish 1 mana. So 4 mana can be replenished after 40 minutes of time while not in any combat situation.

General MagicThese are general magic skills that may be learned by any caster class- Healer, Mage or Shaman.

Silence: Touch or Thrown – Effect – Uses 2 ManaWhen cast, target is silenced and unable to speak or cast any spell for a 2 minute time period. (CP: 2)Dispel Magic: Touch or Thrown – Effect- Uses 3 ManaWhen cast, any magical effects, helpful or harmful will be removed from the target. For example, if someone in your party was hit with a snare spell, casting dispel magic would break the snare spell and the target would be released. (CP: 2)

Spell Block: Touch – Effect – Uses 4 ManaThis is a touch only spell, which blocks the effects of the next spell to target you, whether good or bad. Spell block is signified by tying a white ribbon around one arm and "spell block" must be called when

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hit with any spell. The ribbon is then removed to show spell block has been used.(CP: 3)

Scribe Scroll: This ability will allow the caster to scribe any spell he/she has already acquired onto a sheet of parchment. The scribed spell is then usable by any player through reading the scroll out loud, and does not require mana cost to be read. The scroll must be kept bound with string or wax, and once it has been opened the spell takes effect. It may not be reused. In order for a player to scribe a spell onto a scroll for use by another player, it will cost the player triple the mana cost of the spell they are scribing.(CP: 4)

Insight: Through great study and concentration, the caster gains a deeper understanding of magic and its intricacies. This skill grants the caster an additional 4 mana.(CP: 8)

Elemental Magic Spells from any tree must be learned in order from Level 1-Level 4

Earth MagicSnare: Thrown Spell – Effect -Uses 1 ManaWhen target is hit with snare, one of their legs is bound to the ground by vines that have erupted from the earth. The target is still able to pivot using their free leg, but they cannot move from their location until the spell is dispelled or dissipates. Snare will last for 2 minutes.

Corrosion: Thrown Spell – Damage - Uses 2 ManaWhen target is hit with the corrosion spell, the area hit with the spell orb will take damage. If the corrosive acid strikes a section of a targets armor on a limb, the armor is considered broken as the acid has eaten through it and will no longer stop any attacks to that area. If corrosion strikes the chest armor of a target, the spell will do up to 4 points of damage and must be repaired if broken. Corrosion will destroy or damage any area of armor that the orb hits. For example, if the orb hits someone in the right leg, all the armor on the leg is destroyed. If corrosion hits a player’s chest armor, it will destroy up to 4 points of armor. If corrosion hits any unarmored location, the target will suffer damage to that location and will lose a limb or become mortally wounded if hit in the torso. Corrosion will also destroy a shield and acts the same as sunder. The amount of corrosion attacks is equal to the amount of sunder attacks to destroy shields.

Petrify: Thrown or Touch – Effect - Uses 3 ManaWhen hit with petrify, the target will turn to stone and is unable to move, fight, speak or take any damage until the spell has been dispelled or dissipates. Petrify will last for 2 minutes.

Mass Entangle: Area of Effect (AOE) - Uses 4 ManaMass entangle is a more powerful form of snare and will bind anyone within a 30 foot radius around the caster to their location for 30 seconds. Targets are still able to pivot using their free leg, but they cannot move their location until the spell is dispelled or dissipates. Does no damage unless combined

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for synergy. The caster must perform the incant and touch their hand/orb to the ground when cast.

Air MagicStun: Touch or Thrown – Effect – Uses 1 ManaWhen a target is hit with stun, their body will be jolted by electricity and the player must act as if they have been briefly shocked. The player will not be able to fight or defend themselves for a duration of 10 seconds as electricity is coursing through their body.

Lightning Bolt: Thrown – Damage – Uses 2 Mana A lightning bolt is a concentrated bolt of electricity that will damage the area of the target it hits. If the target is stuck in a limb, they will lose the use of limb. If the target is struck in the torso, they will be mortally wounded.

Wind Blast: Area of Effect (AOE) - Uses 3 ManaWhen cast, the spell creates a powerful gust of wind that hit any player within 10 feet in front of the caster. The force of the wind will knock any foes within range back 5 feet. The players hit with wind blast must roleplay as if they have been hit with a mighty gust of wind and must quickly retreat 5 feet and drop to one knee before one again advancing. Wind blast is a knockback spell only and will do no damage.

Breathless: Area of Effect (AOE) - Uses 4 ManaWhen breathless is cast, anyone within a 30 foot radius of the caster has all the air pulled from their lungs. Unable to catch their breath, the target(s) must drop to their knees and role play that they cannot breathe. Targets will be unable to fight or defend themselves as they are suffocating. Breathless lasts for a duration of 30 seconds and will do no damage unless it is combined for synergy. Players should not actually try to hold their breath for 30 seconds.

Fire MagicScorch: Thrown or Touch – Effect - Uses 1 ManaWhen a target is hit with a scorch spell, the area hit will be set on fire and target must roleplay trying to put out the flames. The target will be must beat at the flames and will be hard pressed to fight or defend themselves as they are trying to extinguish the flames. Scorch will last 10 seconds and will do no damage.

Fireball: Thrown – Damage - Uses 2 ManaWhen a target is struck by a fireball, the area hit will briefly catch fire and area hit will be damaged. If hit in an unarmored location the target will lose the limb or be mortally wounded if hit in the torso. If the target is hit in an armored location, an armor point is lost. Fireball will not damage a shield.

Searing Blade: Thrown – Effect - Uses 3 ManaWhen target is hit with searing blade, the handle of the targets weapon (or shield/off hand weapon if other limb has been lost) is instantly heated and becomes red hot. The target is forced to drop their weapon any may not pick it back up for 10 seconds until the handle cools down. Searing blade does not do damage.

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Incinerate: Area of Effect (AOE) - Uses 4 ManaWhen cast, incinerate instantly sets the ground around the caster on fire in a 30 foot radius and anyone within the circle will catch fire. Incinerate will burn for 30 seconds and anyone that was in the circle, or steps into the circle, will catch fire and must try to extinguish the flames. Burning players should flee the circle and will not be able to fight or defend themselves for 10 seconds as they are trying to extinguish the flames on their clothing. Incinerate does no damage unless combined for synergy. The caster must perform the incant and raise their hands to the sky or touch their hand/orb to the ground when cast.

Water MagicFrost Armor: Self Cast – Effect - Uses 1 ManaWhen used, the casters body is encased in a thin sheet of ice that will absorb 1 hit from any melee strike. Caster must call "frost armor" when hit and must be recast before each use. Caster must perform 5-10 second incant to use spell, which will last until dispelled or hit. May not be used on other players.

Ice Blast: Thrown – Effect - Uses 2 ManaWhen target is hit with ice blast, the area the spell or hits will become as cold as ice and will not be able to be used for 10 seconds. For example, if a target is hit in the leg, it will instantly become extremely cold and target must roleplay being in immense pain while limping and rubbing the leg. If hit the torso, the target must roleplay immense pain and clutch at their chest until the 10 seconds has expired. The target will have a hard time fighting or defending themselves as they are in incredible pain and their limb/torso is nearly frozen.

Tidal Wave: Area of Effect (AOE) - Uses 3 ManaWhen cast, the spell creates a powerful surge of water that hit any player within 10 feet in front of the caster. The force of the water will knock any foes within range back 5 feet. The players hit with tidal wave must roleplay as if they have been hit with a mighty blast of water and must quickly retreat 5 feet and drop to one knee before one again advancing. Tidal wave is a knockback spell only and will do no damage.

Deep Freeze: Area of Effect (AOE) - Uses 4 ManaWhen cast, deep freeze will freeze any target caught within a 30 foot radius of the caster in a solid layer of ice. Targets will be unable to move for 30 seconds until the spell dissipates. Targets will not take damage if struck once in any area, but getting struck will break the layer of ice and target may move once more. Deep freeze will not do damage unless it is combined for synergy. Caster must perform incant and extend their arms outward as if pushing large amounts of energy away from their body when casting the spell.Arcane MagicShield: Self Cast – Effect – Uses 1 ManaWhen cast, a barrier of magical energy will erupt from the caster and protect them from an incoming melee attack. The caster must call "shield" immediately before an attack lands to let attacker know their attack was blocked by magical energy. Shield cannot be called after a strike has already landed and does not protect against any magical attacks.

Arcane Blast: Effect – Uses 2 ManaWhen used, arcane blast will knock any single target within melee range (3 feet) backwards 5 feet. The

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target will stumble backwards as if hit by a large amount of energy but will not have to fall to the ground or go down to one knee. This spell is used to the give the caster room to fight if being attacked by several people at one time. Caster must raise their hand towards the target with their palm facing forward and call "Arcane Blast." This spell does no damage to target.

Nullify Magic: Area of Effect (AOE) - Uses 3 ManaWhen cast, anyone within a 30 foot radius of the caster will not be able to cast spells of any kind. Nullify magic will negate any spells or magic effects for 30 seconds, rendering spells useless until 30 seconds have passed. After the 30 second duration has ended, spells may be cast and magic may be used once again. Caster must be loud and clear to let other players know nullify magic is being used and their spells will not work for 30 seconds.

Divine Protection: Touch - Effect – Uses 4 ManaDivine Protection will allow the caster to grant the protection of their deity and allow the target the ability to block any 1 spell of their choosing. For example, if a mage were to cast lightning bolt and you were to be hit and take damage, then be hit with bind, you could call "divine protection" to block the second spell. The difference between divine protection and spell block is that spell block will stop the first magical attack that hits you (good or bad) and divine protection allows the target to choose when they would like to use it. Divine protection is signified by wearing a white ribbon on one arm and must be removed after calling "divine protection" to block a spell. Effect lasts until used or end of game.

Shadow MagicBind: Touch or Thrown – Effect – Uses 1 ManaWhen a target is hit with bind, they are caught in a web of shadows and unable to move their body from the neck down. The target may move their head and speak, but cannot fight or defend themselves. If a target is hit by any melee attack while bound, the first hit will do no damage to the target, but will instead cut the web of shadows binding them and release them from the spell. If a target is hit by another spell, the effect of bind is broken and the target must react to the new spell they have been hit with. Bind will last for 2 minutes and will do no damage.

Raise Dead: Touch or Thrown – Effect – Uses 2 ManaThe caster is able to use their dark magic to raise a corpse to do their bidding. The raised player will be under the control of the caster for 10 minutes or until killed (whichever comes first). The undead will be a mindless shell and may still fight, but will not be able to move quickly, use their class skills, speak or make complex decisions or be difficult to kill. If 10 minutes have passed and the zombie has not been killed, the magic will dissipate and the body will once again fall dead to the ground.

One with Death: Self Cast – Uses 3 ManaKnowing the workings of shadow magic has taught the caster to harness its power, even after death. If killed, the caster is able to re-enter their body and resurrect on the spot 30 seconds after they are killed. The ability will still cost mana to use, so if the caster has no mana, they must be resurrected by another player or at a respawning location and wait the normal respawn time. The caster is able to use this ability once per battle. They are not able to repeatedly rise from the dead in the same battle. Priests may also prevent the caster from rising by using "banish." If a priest uses "banish" on someone with this ability, they will not be able to rise from the dead after 30 seconds and must go to a respawning location. Also, mana will not be replenished after death if using this ability. Only resurrecting at a

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respawn location will replenish mana upon death.

Soul Reaver: Area of Effect (AOE) - Uses 4 ManaThe caster is able to raise any deceased players (up to five people) within a 30 foot radius of where the spell was cast. The caster may call the players by name or move anywhere within the radius and touch the players he/she would like to raise. All raised players will be under the control of the caster. The undead will be a mindless shell and may still fight, but will not be able to move quickly, use their class skills, speak or make complex decisions or be difficult to kill. If 10 minutes have passed and the zombies have not been killed, the magic will dissipate and the body will once again fall dead to the ground.

Holy Magic (Available to Healer Only)Lesser Heal: Touch or Thrown – Effect – Uses 1 ManaHealer is able to instantly mend any 1 limb of any player. Caster must perform incant before healing another limb or another player. The player should role play the intense pain felt as the magic weaves the wound closed.

Greater Heal: Touch or Thrown – Effect – Uses 2 ManaThrough intense study, the healer is now able to heal any mortally wounded player that has suffered a hit to their torso or two limbs. Caster must perform incant before healing another wound or player. The player should role play the intense pain felt as the magic weaves the wound closed.

Resurrect: Touch – Effect – Uses 3 ManaThe healer is able to call upon their holy power to resurrect a fallen player to their full health over the course of 2 minutes. Resurrecting a player is very taxing on both the healer and fallen. The healer must give all their concentration to raising a dead player and will be extremely tired for a short period of time after performing a resurrection. While being resurrected, the player must role play being pulled back into their body and dealing with the pain as their wounds are being mended. Although resurrected, player will still not remember anything specific that happened 10 minutes prior to their death.

Crumble: Touch or Thrown – Effect – Uses 4 ManaGreater study of the undead has allowed the healer the ability to destroy them with a single spell. If an undead player is struck anywhere with crumble, the dark magic reanimating them will unravel and their body will fall lifeless to the ground.

Mass Resurrect: Area of Effect/Touch - Effect – Uses 10 ManaThrough great concentration and force of will, the healer is able to raise any deceased players (up to five people) within a 30 foot radius of where the spell was cast. The healer may call the players by name or move anywhere within the radius and touch the players he/she would like to raise. But resurrecting a player is very taxing on both the healer and fallen and the healer must give all their concentration to raising the dead. After performing the resurrections, the healer will be extremely tired for a short period of time. While being resurrected, the player must role play being pulled back into their body and dealing with the pain as their wounds are being mended. All the players raised will be at full health, but mana will not be replenished. Although resurrected, player will still not remember

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anything specific that happened 10 minutes prior to their death.

Curses (Available to Shamans Only)Drain: Touch – Effect – Uses 1 ManaShaman is able to drain energy from a living target to heal one limb on self or ally. Cannot be used to heal a mortal wound (torso hit). Target takes no damage.

Betrayal: Touch or Thrown – Effect – Uses 2 ManaWhen target is hit with the betrayal spell they must attack the ally/friend that is closest to them. If no ally is present, they must search for one until the spell dissipates. Betrayal will affect the player’s mind for 2 minutes or until the player is killed.

Curse of Breaking: Effect – Uses 3 Mana Shaman is able to use an item, such as a twig, as a mirror of the targets limb. The shaman would call out the target (target must be within a reasonable range) and designated limb, then break the item, rendering the targets limb useless. This skill affects the target’s mind and the player will feel like his/her limb is broken. The shaman must first put the curse in place on the item through a 5-10 second incantation. The effect lasts 5 minutes or until cleansed, purged or dispelled.

Frenzy: Area of Effect (AOE) – Uses 4 ManaWhen cast, all players within a 30 foot radius of the caster will to begin to attack each other, including the caster, whether they are friends or foes. The effects on the players’ mind will last for 30 seconds.

Life Force: Touch or Thrown – Effect – Uses 10 ManaThrough sheer force of will, the shaman is able to gather and hold the life force from any 5 living or deceased players and use it to heal or resurrect up to 5 allies. After the spell is cast, the shaman has two minutes to gather energy from up to 5 players. If any living player is hit with an orb or touched with the life force spell, they are instantly taken to mortal wound. If any deceased player is hit with life force, they will be unable to be resurrected by another player and must move to a respawn location after the battle has ended. The shaman is able to store the life energy for up to 10 minutes and use it heal or resurrect up to 5 players. If resurrecting multiple people at one time, they may call the players by name or touch the players they would like to raise. The shaman must concentrate for 2 minutes while resurrecting the players. To heal players, the shaman must touch the player and perform an incant while transferring the stored life energy to the player.

Character Point Cost per ClassMages: Mages may learn any spells from any 4 trees except holy or curses. Level 1 spells: 1 CP per spellLevel 2 spells: 2 CP per spellLevel 3 spells: 3 CP per spellLevel 4 spells: 4 CP per spell

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Healers: Healers may learn any spells from 2 trees, except curses, and are also able to learn spells from the holy tree for a total of 3 trees.Level 1 spells: 1 CP per spellLevel 2 spells: 2 CP per spellLevel 3 spells: 3 CP per spellLevel 4 spells: 4 CP per spellLevel 5 spells: 6 CP per spell

Shamans: Shamans may learn any spells from 2 trees, except holy, and are also able to learn spells from the curses tree for a total of 3 trees.Level 1 spells: 2 CP per spellLevel 2 spells: 4 CP per spellLevel 3 spells: 6 CP per spellLevel 4 spells: 8 CP per spell

Rangers: Rangers may learn any four spells, up to level 2, from any of the trees except holy, curses or general magics. Level 1 spells: 4 CP per spellLevel 2 spells: 6 CP per spell

Rogues: Rogues are able to learn any two spells, up to level 2, in any tree except holy, curses or general magics.Level 1 spell: 4 CPLevel 2 spell: 6 CP

Warriors: Warriors may learn any one level 1 spell in any tree except holy, curses or general magics. Level 1 spell: 6 CP

Paladins: Paladins may learn any one level 1 spell in any tree except holy, curses or general magics.Level 1 spell: 6 CP

Earth Air Fire Water Arcane Shadow Holy Curses GeneralLevel

1 Snare Stun Scorch Frost Armor

Shield Bind Lesser Heal

Drain Silence Caster

Level 2 Corrosion Lightning

BoltFireball Ice

BlastArcane Blast

RaiseDead

Greater Heal

Betrayal Dispel Magic

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Level 3 Petrify Wind

BlastSearingBlade

Tidal Wave

Nullify Magic

One With Death

Resurrect Curse of Breaking

SpellBlock

Level 4 Mass

EntangleBreathless Incinerate Deep

FreezeDivine

ProtectionSoul

ReaverCrumble Frenzy Scribe

Scroll

*Mass

Resurrect

*Life

ForceInsight

Healer Only

Shaman Only

Mage Healer

Shaman Only

*Healers and Shamans are granted an additional skill to heal/raise multiple targets at once.

DeitiesThese are the gods of this realm. They may be followed by any player. They each bestow unique benefits to those who follow their religion. Be careful of whom you choose however, because most gods do not get along well with others and there may be strife and conflict if you encounter devoted players of a god that is enemies with yours. Players may only choose 1 deity to follow.

Shyvannia – Elemental Empress

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Shyvannia is the elven goddess of the four base elements which she wields in each of her four arms. Legend has it that she came to the world in her avatar state and created the land and seas with the other gods to start the world known as Hiraeth. It is rumored that when she is angered the earthquakes, fire comes from the grounds and the great winds and tides come off the sea destroying all in their path.

Alignment: Good/Chaotic/neutral

Special: Once a day a follower of Shyvannia can cast any elemental spell they know that is unblockable. Player must call "Unblockable _____" to use this special ability.

Orixus – Lord of DarknessOrixus is the god of all that is evil and corrupt in the world he thrives on taking and killing the keepers of light. He is in an eternal struggle with Tuvak who vows to protect the innocent and uses necromancy and dark magic to get his way. He waged a great war in the first age of Hiraeth and nearly consumed the world. If it hadn’t been for the rebirth of Tuvak, his dark hand and his minions would still roam the world in large numbers, barely being kept in check.

Alignment: Chaotic/Evil

Special: Once a day a follower of Orixus can raise an undead champion, which acts as the regular undead, but gives the raised target double life points. Player must incant for 10 seconds while calling upon Orixus to raise their champion.

Tuvak – The Grand ProtectorTuvak was once a great shield brother of the first men. In the war against the great darkness in the first age he fought against the army of Orixus and was eventually struck down by dark magic. As he lay dying on the field of battle witnessing all his fellow shield brothers dying alongside him, Tuvak was pulled into the light and awoke in the realm of the gods. Falinxa, who had seen his valiant spirit, ascended him to a god. He now fights the forces of Orixus in an eternal battle to avenge his fallen shield brothers and bring light to the dark places of the world.

Alignment: Good/Neutral

Special: Once a day a follower of Tuvak can call upon him to protect them from any single magical effect or physical damage that could be inflicted on them. Player should call "protection" to show ability is being used.

Falinxa – Lady of RejuvenationFalinxa has always been a grand healer on the realm of the gods. She has saved many mortals from a horrible fate and in return, asks only for them to spread the word of her acts. After the great battle against the darkness, she ascended the mighty Tuvak to her side and gave him the power of the gods. But in doing so, she sacrificed half her power in the process but gained the addition of another strong god of light by her side. She saw it as a worthy sacrifice and made it freely.

Alignment: Good

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Special: Once a day a follower of Falinxa can cast any single holy spell they possess with no casting time and no mana cost, up to tier 4. The player must rest a short time after spell is cast.

Crotaris – The Cursed Sword BearerCrotaris was once a great barbarian sword master that was unmatched by any in his conquests of the northern tribes. He held the highest position within the clans: Grand Warlord. One day when he was out on the hunt with a small war party he was attacked by a group of dark mist like creatures. He quickly learned that the beasts couldn’t be killed by any means he possessed and ordered his men to leave him and return to the tribe while he dealt with the mist walkers. As he fought, a large being appeared before him and cast a spell that held Crotaris to the ground. Unable to move, the large beast laid a hand upon Crotaris and a curse mark appeared on his chest. The beast vanished with the warning: the curse will cause you to become mad until you become mine! Unable to break the curse, Crotaris was driven to madness. After killing his tribe, he began traveling the land and killing anything that crossed his path. Gaining power with each kill, Crotaris began to love the new power he felt and embraced his destiny to eventually become a god.

Alignment: Chaotic/Evil

Special: Once a day a follower of Crotaris can call upon his power to make a single unblockable strike to the target that bypasses all armor. If attack is blocked by a shield or weapon, the arm holding the weapon or shield takes damage and cannot be used until healed. Player must call "cursed blade" to show ability is being used.

I'lurian – The Wild HuntressI'lurian is known by many names throughout the tribes and wild areas of Hiraeth and is as ancient as the land itself. She is most often followed by the wild tribes of the woodlands, but her influence can be felt by anyone with a wild heart, whether in a city or forest. She is known as the goddess of the hunt and duality and will offer guidance to those that are worthy, or devour those that are not. In her elven form, she appears as a huntress carrying a large bow and a quiver of arrows on her back and a silver sword on her hip. But, like nature itself, I'lurian embodies both the gentleness of nature and its savagery. She often comes in the form of a gentle deer, looking to lead a lost traveler to safety; or in the form of a large wolf, looking to devour those that have crossed her. She is both the hunter and the hunted.

Alignment: Chaotic/Neutral

Special: Once a day a follower of I'lurian can channel the savagery of the wild and withstand any torso strike and take no damage. Player must call "savagery" when hit to show the ability has been used.Gaunt – The Plague-BringerGaunt, as he's now known, was once a human that lived in the far reaches of the north with his family and small tribe. During a particularly hard winter, Gaunt and his brother went into the forests to hunt, but became lost and disoriented during a sudden snowstorm. Scrambling to get out of the icy winds and driving snow, they happened upon a cave and sought shelter inside. They were fortunate enough to find firewood in the cave, but only enough for several days if they used it sparingly. Hoping the storm would pass and they could make their way back to the village soon, they lit a fire and ate some of the rations they carried with them. By the end of the second day, the brothers had run out of rations and

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moved as deep in the cave as possible. The firewood was beginning to dwindle and the cold was blowing in and the cave was quickly becoming colder. By the fourth day, the entrance to the cave was nearly covered in snow and the fire had gone out during the night. Gaunt awoke, freezing and incredibly hungry. Shivering, he shook his brother to rouse him, but quickly realized that he had died during the night. Feeling more tired and scared than he ever had in his life, Gaunt laid his head on the ground and slept, hoping death would take him. But Gaunt awoke several hours later, starving and nearly frozen. He couldn't stand it any longer. He needed warmth and food. With the last bit of firewood left, Gaunt struck a spark and with his knife and moved to his brother's body. After he had eaten his fill, he felt different. The cold was no longer affecting him. And although his physical hunger was gone, it was replaced by something deeper and vicious. Gaunt left the cave and made his way through the deep snow and went back to his village. The curse that was brought on by eating his kin began to take its toll. His hunger grew and he became pale and thin. He could not be satisfied by any food he ate. In a fit of hunger, he devoured everyone in his village in a single night. The death and disease that is left in Gaunt’s wake began to spread as he traveled the land, cursed to forever wander and try to satiate his hunger. Hoping to gain similar power, there are those that worship him as a god and aspire to be turned by him.

Alignment: Evil/Neutral

Special: Once a day a follower of Gaunt may consume the flesh of another and to heal all wounds and grant them the power to endure any limb hit and take no damage. Player must call "endurance" to show ability was used. *Note: As someone that is considered a wendigo, it's possible you might be hunted or avoided by other players. It might be best to keep your ability a secret to avoid confrontations. But, it's up to the player. Also, any player that hears the call of “endurance” will not have the knowledge that the player is a cannibal simply because of the call made.

World LoreIt is said that in the beginning, the plane of our world was empty and without life. The gods, seeing an opportunity to create a world of their design, split open the realms and entered the dark void that would be forged into the land we now call home. The darkness within was thick and heavy and the silence was as deep as the oceans. Falinxa, feeling the emptiness weighing heavily on her heart, raised her arms and shattered the deep silence with but a single word.

"Light." She said. Suddenly, the darkness around them began to crack as streaks of lightning burst

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through the velvet blackness and split the darkness asunder into two equal parts. "We shall call the separation day and night." Falinxa said. "Each in equal parts, in balance with one another." I'lurian said. "And I shall keep it so.""And what of the darkness?" Asked Orixus. "Shall it be left alone?""No." Replied Falinxa. "You will see to the darkness and will abide in it. You will honor the separation and know that it is where you belong.""And what is light and darkness without forms to be cast upon?" Questioned Shyvannia. "I will build the foundation for your shining light and deep blackness."Shyvannia outstretched her arms and with a clap of her hands, a wave of energy burst forth and the four elements were born. The ground beneath was formed and mountains rose and fell in their sight. The waters poured from the sky and carved valleys and the wind tore through stone and created the deserts. Fires raged across the land and from the scorched face of Hiraeth, plant life sprung in all colors. "And I shall make the beasts of the wild and I shall be as one of them." Said I'lurian. "I will keep the wild heart of the world and will be as fierce as a storm and as gentle as a meadow stream." And it was so...Excerpt from 'The Surmaer Onis'

Not much is known about the origins of Hiraeth or how we came to be. But, as far as we know dragons are the most ancient beings, apart from the gods, to walk on the face of our realm. They are followed by elves, outsiders, fae, orcs, dwarves, humans and beasts. Each walked together and sowed the seeds in the fields, or hunted the game of the forests which provided for all. But in the darkness, a whisper began to form and seep into the hearts and minds of all the races.

Hoping it would benefit the realm, humans and humanoid races were eventually taught to harness and use magic by a group of dragons that saw potential in the younger races. But not all dragons agreed with this decision and quickly voiced their protests and concerns. But although their words were heard by the council, the council did not listen. The dragons continued to teach the younger races the primal magics of the world and how to manipulate them to their advantage. But the whisper had burrowed deep in man's heart and made him greedy.

A desire of greater power led several of each race to form a plan to capture a dragon and learn forbidden magics and gather the secrets of the unseen world around them. And through trickery and deception, the gathering succeeded in capturing and restraining a dragon, giving the mages time to perform a dark ritual to open their minds and allow them access to ancient knowledge. And with the cut of a sword, the dragon's blood spilled upon the face of Hiraeth. The mages, greedy for power, captured the blood in vials or consumed it. But the blood did not grant them the power they sought, but instead brought a curse upon the land. The darkness slowly took hold and a harsh winter soon came, killing livestock and crops. Famine and disease could be found in every kingdom, and as the seasons passed the fields became barren and livestock would bear no young. As the resources became scarcer, war soon broke out among the kingdoms, each trying to seize control of any valuable resource the other might possess. As the resources became scarcer, war soon broke out among the kingdoms, each trying to seize control of any valuable resource the other might possess. But the darkness had been waiting long enough to strike. Soon, amidst the chaos, its armies began to conquer the surrounding towns as the corruption and darkness tightened its grip on the land.

But there was a light in the darkness. A mighty warrior named Tuvak gathered the righteous people that were able to fight and made a stand against the approaching dark tide. The battle raged and the good

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peoples of the world suffered heavy casualties. Grieving for the many lives lost, Tuvak prayed to the divines for guidance and a way to destroy the darkness that had seized the land. That night, a figure appeared to Tuvak in his dreams and showed him the path he must take to defeat the corruption that had taken hold. Blood had brought about this curse, and only by blood could it be taken away. Tuvak suddenly awoke and in a moment of clarity, he knew what must be done.

The next morning, Tuvak informed his allies of a plan to move deeper into the enemy lines and confront the heart of darkness itself, the wielder of the defiled blade. Knowing this was the only way path left to take, each prepared themselves for what could be their last attempt at banishing the darkness, or succumbing to it. All gathered around Tuvak and made the push forward into the enemy’s front lines. The cries and screams of the dying echoed in Tuvak's mind, but he had to continue to move forward. He fought his way through the lines and when he could move no farther, he yelled with all his might and bellowed a challenge to the keeper of the blade. And his challenge was answered.

Tuvak heard the sound of distant and horns, and like water breaking on stone, the enemy line parted in a wave and the keeper of the blade moved forward."Who dares challenge me?" The keeper asked."Tuvak, the broken." Was the reply."You are not completely broken yet, it would seem. But pick up your weapon...and I will break you." Snarled the keeper.Tuvak tightened his grip on his sword and shield and looked to the heavens. He closed his eyes and began to feel the cool drops of rain on his face. Steadying himself, he took a deep breath, opened his eyes and began to advance. The keeper narrowed his eyes and charged at Tuvak. The distance was closed quickly and blade rang out against blade. The horde of darkness encircling the fighters howled out as each fighter blocked and slashed, but gaining no ground against one another. Becoming angry, the keeper let loose a guttural growl and lunged. Tuvak quickly moved his shield to block, but in the last moment, dropped it to the ground and the dagger tore its way through his armor and pierced his heart. "Blood for blood." Tuvak said as gripped the keepers arm and pulled him closer. "Now, it is finished."Trying to pull the blade free, but unable to do so, a light began to pour from Tuvak’s chest."No, this can't be." Cried the keeper. "It's not possible.""Your time is at an end." Tuvak smiled as his grip loosened and his arms fell to his side.As the keeper finally pulled his blade free, a brilliant flash of light erupted from Tuvak and consumed the keeper’s body in holy fire and began to scatter his army. The defiled blade was trampled into the ground as the dark army fled the battlefield. The tide of the battle had been turned and the remaining forces fought their way to Tuvak and gathered his body before it could be defiled. Lifting his body on a bed of shields, Tuvak's body was taken from the field and began its journey back to Ethilios, the city of light. And although Tuvak was born of a commoner, he was buried as a king. After the defeat of the keeper, the kingdoms vowed peace and set up a council made up of delegates of each region to uphold the treaty. During this time the land began to heal itself and the spring once again dawned and the crops began to grow. And for several hundred years, the land has been prosperous and the people were at peace. But centuries have passed since Tuvak sacrificed himself to seal away the darkness and rumors of strange events are beginning to be whispered among the towns. For years, the forests have been becoming more dangerous and talks of a plagues and dark magics are surfacing once again. The dark races are quietly making their way to the surface and shrines to their dark masters are being found all throughout the land. The darkness is coming...and we must prepare ourselves to make a stand.

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Starting a Chapter

The Hiraeth system was designed for anyone start a chapter in their area and begin playing games. Each chapter will function on its own, but use the Hiraeth rule set and follow the guidelines provided. If players from a different chapter decided to come to your game to play, the rules would be the same throughout all chapters, only the story and local lore would be different. But if you decide to start a game, you should get in contact with the main chapter (based in St. Louis, Missouri) and inform them

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of your intention to start a chapter in your area. This will allow them to mark the new location on a map and keep in contact with each other to talk about lore or possibly setting up larger/combined games.

It is also important to note that chapters should be separated by a 1-2 hour drive away from each other. If chapters are too close together, one chapter will bring in less players and potentially fail. It will also be harder to keep track of lore and happenings in chapters that are side by side. Instead, if a chapter would like to open but is too close to another, both parties should speak with each other and work out a solution. The new location could be an extension of the chapter already in place. Perhaps it's a town on the outskirts of the larger village or a remote outpost. This will give the opportunity to host larger games when combined and also have more potential players and stories.

Entrance fees charged for games should be set at a bare minimum to cover site rental, props used, etc. If larger games will be held and food or water is provided, the fees may be a bit higher. If any larger purchases or props are wanting to be bought, it is a good idea to run the idea past the players and let them know the fees may be a bit higher for a game or two and why that is. This keeps all the players informed and a part of the decision process.

Vanguard ResponsibilitiesAs a Vanguard, it is your responsibility to know the rules and make sure they are being followed. If a problem arises, you should take the necessary steps to resolve it. You will be responsible for checking weapons for safety/bow draw weight, keeping track of players and their character sheets, keeping track of the their CPs earned/spent, checking them into events and running games. Most day games can be held at local parks, but if you plan on doing overnight games, you must find the location and get any required permissions needed. You must also make sure each player signs a waiver releasing you from any and all liabilities. Each game will also depend on a small group of Vanguards to keep the role play moving and be able to answer and questions players may have. You should also check all characters coming into the game to make sure it fits with your local lore and meets immersion standards. In Hiraeth, we are striving for medium to high immersion, so any blatantly unrealistic characters or weapons should be changed or not allowed. This is a situation where you'll know it when you see it. If someone comes to a game wearing a bright pink cat suit and wielding an overly large axe, this would not fit immersion and would not be allowed. Use your best judgment and keep the game as real as possible to make it fun for everyone. So the game should be run by several people, not one person in charge of all aspects of the game.

Awarding Character Points:Character points to be awarded are as follows:Practice – 2 CP per practiceScene – 3 CP - since a scene is normally played during a practice and requires NPCs or quests.Day Game – 4 CP Multi Day – 4 CP per dayBonuses may also be awarded for great roleplay, participation or volunteering. Max of 2 extra CPs. Only to be awarded during multi-day events.

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Creating Lore for Your ChapterAs a Vanguard, you must also create the lore and storyline for your games. The lore listed above is the general information about the history of Hiraeth. But, like all locations, the history will differ in different regions. Using the rules of the system and the lore above as a base, you should continue your game with your own stories and quests. Think of a geographical location (north, south...etc.) and what your climate is like and how that will factor into your games. Once you've decided where you'd like your story to take place, you can create NPC's, monsters, storylines and quests to match your idea of a region and how you want your game to be. It could be a peaceful town with threats from outside the walls, or a town that is already under siege and you're fighting to free yourselves. But no matter what you choose, keep it interesting and have a great time.

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