RulesofPlay January2016 DarkonWargamingClub,Inc. DISCLAIMER ThisrulebookisintendedforusageinconjunctionwitheventshostedbytheDarkonWargamingClub,Inc.(www.darkon.org). IndividualsseekingtoformaDarkonChaptershouldcontacttheDarkonPresidentatpresident@darkon.org. Copyright©1985-2016DarkonWargamingClub,Inc.Darkon®isaregisteredmarkoftheDarkonWargamingClub, Inc.AllRightsReserved. Acknowledgements TheDarkonWargamingClub,Inc.wishestoacknowledgethefollowingmemberswhocreatedthisgameandmadeitpossibleforall ofustoenjoy. DaveDonnelly,MartinDonnelly,FrankHenry,RobertKusik,DavidKusik,RobIvester,ChrisLangmead,SteveLangmead,Paul Kellerman,KenRice,andJamesSpence DarkonWargamingClub,Inc.‘RulesofPlay’arebasedontheoriginalEmarthnguarthOutdoorWargamingSystem,developedby FrankJ.RosoJr. AspecialthankstoalltheveteransandnewmemberswhocontinuetomakeDarkonamorefunandexcitingRealmthroughoutthe years. TheDarkonWargamingClub,Inc.reservestherighttorefusemembershiptoanyindividual.Darkonisafull-contactrecreationof medieval/fantasy-stylecombatforsport.TheDarkonWargamingClub,Inc.isnotresponsibleforanyinjuriesto participants/membersattendinganygameevents. Asinanysport,itistheparticipants/membersresponsibilitytotakeallprecautionstoavoidinjuries,suchaswearingprotective gear,building&maintainingsafeweaponsusedforcombat,andabidingbyalltherulesofthegame. 2 Acknowledgements........................................................................................................................................................................2 DarkonRulebookPreface............................................................................................................................................................8 IntentoftheRules..........................................................................................................................................................................................8 ChapterOne......................................................................................................................................................................................9 WelcometoDarkon!.....................................................................................................................................................................................9 ChapterAgreement.......................................................................................................................................................................................9 TheClub.............................................................................................................................................................................................................9 TheRules...........................................................................................................................................................................................................9 CoreRules................................................................................................................................................................................................................................9 RealmRules............................................................................................................................................................................................................................9 TheGame..........................................................................................................................................................................................................9 TheWorld.........................................................................................................................................................................................................9 TheRealm.........................................................................................................................................................................................................9 Participants...................................................................................................................................................................................................10 Organization.................................................................................................................................................................................................10 Government.........................................................................................................................................................................................................................10 Elders......................................................................................................................................................................................................................................10 Marshals................................................................................................................................................................................................................................10 ArmorMarshal.............................................................................................................................................................................................................11 CoinMarshal..................................................................................................................................................................................................................11 CostumeMarshal.........................................................................................................................................................................................................11 LandMarshal.................................................................................................................................................................................................................11 PoisonMarshal.............................................................................................................................................................................................................12 Potions&ScrollsMarshal........................................................................................................................................................................................12 RelicsMarshal...............................................................................................................................................................................................................12 SpellMarshal.................................................................................................................................................................................................................12 WeaponMarshal..........................................................................................................................................................................................................12 NewParticipant...........................................................................................................................................................................................13 TypesofEvents..............................................................................................................................................................................................13 TeamBattles........................................................................................................................................................................................................................13 Adventures...........................................................................................................................................................................................................................13 CountryBattles...................................................................................................................................................................................................................13 AllianceBattles...................................................................................................................................................................................................................13 LandEvents.........................................................................................................................................................................................................................13 ResurrectionBattle..........................................................................................................................................................................................................13 CaravanBattle....................................................................................................................................................................................................................14 CardboardShieldBattles...............................................................................................................................................................................................14 Armorless,ClasslessShieldlessBattles...................................................................................................................................................................14 IceBreakerBattle..............................................................................................................................................................................................................14 ChaosBattles.......................................................................................................................................................................................................................14 BridgeBattles......................................................................................................................................................................................................................14 Tournaments.......................................................................................................................................................................................................................14 SiegeBattles.........................................................................................................................................................................................................................14 ShipBattles..........................................................................................................................................................................................................................14 Bizarro...................................................................................................................................................................................................................................14 Check-In..........................................................................................................................................................................................................15 ChapterTwo..................................................................................................................................................................................16 CharactersandCountries.........................................................................................................................................................................16 Characters......................................................................................................................................................................................................16 Alignment......................................................................................................................................................................................................16 CharacterAdvancement...........................................................................................................................................................................16 Ranks...............................................................................................................................................................................................................16 CreditTransfers...........................................................................................................................................................................................17 Countries........................................................................................................................................................................................................17 Costumes........................................................................................................................................................................................................17 HeraldryandLivery...................................................................................................................................................................................18 Banners...........................................................................................................................................................................................................18 ElderTunics..................................................................................................................................................................................................18 3 DefunctCountries.......................................................................................................................................................................................18 Nomads...........................................................................................................................................................................................................18 ChapterThree...............................................................................................................................................................................20 ArmsandArmor..........................................................................................................................................................................................20 Weapons.........................................................................................................................................................................................................20 LongSwordorShortSword(Whiteweapon).................................................................................................................................................20 HandAxe(Whiteweapon)......................................................................................................................................................................................20 Club(Yellowweapon)...............................................................................................................................................................................................20 Bar(Yellowweapon).................................................................................................................................................................................................20 Mace(Yellowweapon)..............................................................................................................................................................................................20 Hammer(Yellowweapon)......................................................................................................................................................................................20 FlailandMorningStar(Yellowweapon)..........................................................................................................................................................21 Quarterstaff(Yellowweapon)...............................................................................................................................................................................21 Dagger(Redweapon)................................................................................................................................................................................................21 Spear(Redweapon)...................................................................................................................................................................................................21 Javelin(Red,missileweapon)................................................................................................................................................................................21 BowandArrows(Red,missileweapons).........................................................................................................................................................21 CrossbowandBolts(Red,missileweapons)...................................................................................................................................................22 GreatSword(Blackweapon).................................................................................................................................................................................22 Battle-Axe(Blackweapon)......................................................................................................................................................................................22 WhiteGlaive(Whiteweapon)................................................................................................................................................................................22 BlackGlaive(Blackweapon)..................................................................................................................................................................................22 Shields.............................................................................................................................................................................................................22 Armor..............................................................................................................................................................................................................23 ArmorRequirements.......................................................................................................................................................................................................23 ArmorClasses.....................................................................................................................................................................................................................23 ArmorClass0................................................................................................................................................................................................................24 ArmorClass1................................................................................................................................................................................................................24 ArmorClass2................................................................................................................................................................................................................24 ArmorClass3................................................................................................................................................................................................................24 ArmorClass4................................................................................................................................................................................................................25 ChapterFour.................................................................................................................................................................................26 Combat............................................................................................................................................................................................................26 LegalHits........................................................................................................................................................................................................26 HitZones........................................................................................................................................................................................................26 WeaponTypes..............................................................................................................................................................................................27 MeleeWeapon....................................................................................................................................................................................................................27 MissileWeapons................................................................................................................................................................................................................27 SiegeWeapons....................................................................................................................................................................................................................28 WeaponTypesvs.Armor..........................................................................................................................................................................28 Wounds...........................................................................................................................................................................................................29 LightWounds......................................................................................................................................................................................................................29 MortalWounds...................................................................................................................................................................................................................29 Death.......................................................................................................................................................................................................................................29 Hades...............................................................................................................................................................................................................30 SpecialCombatRules...................................................................................................................................................................................31 Holds.......................................................................................................................................................................................................................................31 FightingatNight................................................................................................................................................................................................................31 Non-WeaponTactics........................................................................................................................................................................................................31 Captives.................................................................................................................................................................................................................................31 Fortifications.......................................................................................................................................................................................................................32 ChapterFive..................................................................................................................................................................................33 TypesofCharacters.......................................................................................................................................................................................33 Fighters..................................................................................................................................................................................................................................33 Rangers...................................................................................................................................................................................................................................33 Clerics......................................................................................................................................................................................................................................34 Druids.....................................................................................................................................................................................................................................35 Mages......................................................................................................................................................................................................................................36 4 Thieves...................................................................................................................................................................................................................................36 Assassins...............................................................................................................................................................................................................................39 Monks.....................................................................................................................................................................................................................................39 Cavaliers................................................................................................................................................................................................................................40 WarriorMage......................................................................................................................................................................................................................41 Non-ParticipantCharacters.....................................................................................................................................................................41 ChapterSix.....................................................................................................................................................................................43 SpellsandMagic............................................................................................................................................................................................43 SpellBooks...........................................................................................................................................................................................................................43 SpellReductions..................................................................................................................................................................................................................43 CastingaSpell.....................................................................................................................................................................................................................43 MaterialComponents......................................................................................................................................................................................................44 Favors...............................................................................................................................................................................................................................44 SpellBalls........................................................................................................................................................................................................................44 SpellCharacteristics.........................................................................................................................................................................................................45 SpellDescriptions.......................................................................................................................................................................................46 AnimateDead3....................................................................................................................................................................................................................46 Barkskin2,3...........................................................................................................................................................................................................................46 BurningHands3..................................................................................................................................................................................................................46 ChargeItem..........................................................................................................................................................................................................................47 CommunewithNature....................................................................................................................................................................................................47 ComprehendLanguages3...............................................................................................................................................................................................47 Consecrate/Desecrate3...................................................................................................................................................................................................47 Create/DestroyHolyWeapon.....................................................................................................................................................................................48 Create/DestroyMagicWeapon...................................................................................................................................................................................48 CureDisease........................................................................................................................................................................................................................49 CureLightWounds...........................................................................................................................................................................................................49 CureMortalWounds........................................................................................................................................................................................................49 CureSeriousWounds......................................................................................................................................................................................................50 Curse1....................................................................................................................................................................................................................................50 DetectMagic........................................................................................................................................................................................................................50 DetectTraps........................................................................................................................................................................................................................50 DispelMagic1......................................................................................................................................................................................................................51 Entangle1,3............................................................................................................................................................................................................................51 FeebleMind1,3.....................................................................................................................................................................................................................51 FeignDeath..........................................................................................................................................................................................................................51 Fireball1,3..............................................................................................................................................................................................................................52 FrostSpike1,3.......................................................................................................................................................................................................................52 GaseousForm3....................................................................................................................................................................................................................52 Growth3..................................................................................................................................................................................................................................53 HoldPortal3.........................................................................................................................................................................................................................53 IceStorm1,3..........................................................................................................................................................................................................................53 LastRites...............................................................................................................................................................................................................................54 LegendLore.........................................................................................................................................................................................................................54 Light3.......................................................................................................................................................................................................................................54 LightningBolt1,3.................................................................................................................................................................................................................55 MagicalStone2,3.................................................................................................................................................................................................................55 MagicMissile1.....................................................................................................................................................................................................................55 MagicShield2,3....................................................................................................................................................................................................................56 Mending.................................................................................................................................................................................................................................56 NatureLove1,3.....................................................................................................................................................................................................................56 NeutralizePoison2,3..........................................................................................................................................................................................................56 Passwall3...............................................................................................................................................................................................................................57 PersonalMagicWeapon2,3............................................................................................................................................................................................57 Pouch2,3.................................................................................................................................................................................................................................57 PrayerTouch2,3..................................................................................................................................................................................................................58 ProtectionfromFire2,3....................................................................................................................................................................................................58 ProtectionfromIce2,3.....................................................................................................................................................................................................59 ProtectionfromLightning2,3........................................................................................................................................................................................59 5 PurifyFoodandDrink.....................................................................................................................................................................................................60 ReleasePortal.....................................................................................................................................................................................................................60 Resurrection........................................................................................................................................................................................................................60 Sanctuary3............................................................................................................................................................................................................................60 SpeakwithDead3..............................................................................................................................................................................................................61 SpellofShielding2,3..........................................................................................................................................................................................................61 Steelskin2,3...........................................................................................................................................................................................................................61 Stoneskin2,3..........................................................................................................................................................................................................................62 TruthSpeak3........................................................................................................................................................................................................................62 TurnUndead1,3...................................................................................................................................................................................................................62 WarpWood1,3.....................................................................................................................................................................................................................63 WordofHolding1,3............................................................................................................................................................................................................63 ChapterSeven...............................................................................................................................................................................64 SpecialItems..................................................................................................................................................................................................64 Coins.........................................................................................................................................................................................................................................64 Poison......................................................................................................................................................................................................................................64 PotionsandScrolls.............................................................................................................................................................................................................65 SilverWeapons...................................................................................................................................................................................................................66 Relics.......................................................................................................................................................................................................................................67 TheSwordofSlaying.................................................................................................................................................................................................67 DaggerofVenom.........................................................................................................................................................................................................67 JavelinofLightning.....................................................................................................................................................................................................67 TheArrowofPiercing...............................................................................................................................................................................................67 StaffofHealing..............................................................................................................................................................................................................68 WandofGartan............................................................................................................................................................................................................68 TheBroochofShielding............................................................................................................................................................................................68 Maelstrom.......................................................................................................................................................................................................................68 TheMaceofDisruption.............................................................................................................................................................................................68 BracersofDefense......................................................................................................................................................................................................68 TheShieldofDeflection............................................................................................................................................................................................69 Ravenswrath..................................................................................................................................................................................................................69 AdventureSpecificItems..........................................................................................................................................................................69 ChapterEight................................................................................................................................................................................70 Knights,NoblesandTitlesintheRealmofDarkon.........................................................................................................................70 TheHighKing......................................................................................................................................................................................................................70 BecomingaKnightoftheRealm.................................................................................................................................................................................70 NobleTitles..........................................................................................................................................................................................................................70 OtherTitles..........................................................................................................................................................................................................................71 KnightsRetinue..................................................................................................................................................................................................................71 CrownWar...........................................................................................................................................................................................................................71 HighKing’sChoice............................................................................................................................................................................................................72 ChapterNine.................................................................................................................................................................................73 LandRules.....................................................................................................................................................................................................73 NewCountries....................................................................................................................................................................................................................73 CountryLeaders................................................................................................................................................................................................................73 Senators.................................................................................................................................................................................................................................73 LandMarshalLiaisons....................................................................................................................................................................................................73 RevenueandFunds..........................................................................................................................................................................................................74 Structures,Resources,andIncome...........................................................................................................................................................................74 GainingAssets.....................................................................................................................................................................................................................75 Caravel.............................................................................................................................................................................................................................75 Frigate..............................................................................................................................................................................................................................75 ManO'War.....................................................................................................................................................................................................................75 Tower...............................................................................................................................................................................................................................75 Keep...................................................................................................................................................................................................................................75 Castle.................................................................................................................................................................................................................................75 Village...............................................................................................................................................................................................................................75 Town.................................................................................................................................................................................................................................75 6 City.....................................................................................................................................................................................................................................75 CollectionofCountryIncome.......................................................................................................................................................................................76 CreationofArmies............................................................................................................................................................................................................76 LandActions........................................................................................................................................................................................................................76 TransfersandRelocationsofAssets.....................................................................................................................................................76 TransferofAssets.............................................................................................................................................................................................................76 RelocationofAssets.........................................................................................................................................................................................................77 Land&SeaMovement.....................................................................................................................................................................................................77 MovementChart..........................................................................................................................................................................................................77 AcquiringLand...................................................................................................................................................................................................................78 LandSearches.....................................................................................................................................................................................................................78 Invasions...............................................................................................................................................................................................................................79 Multi-countryInvasions.................................................................................................................................................................................................79 InvadingAfteraFailedLandSearch.........................................................................................................................................................................80 InvadingtheHexesofAnothercountry...................................................................................................................................................................80 Sieges......................................................................................................................................................................................................................................80 Tower...............................................................................................................................................................................................................................80 Keep...................................................................................................................................................................................................................................80 Castle................................................................................................................................................................................................................................80 ShipsandSeaBattles....................................................................................................................................................................................81 ShipBattles..........................................................................................................................................................................................................................81 Caravel.............................................................................................................................................................................................................................81 Frigate..............................................................................................................................................................................................................................81 ManO'War.....................................................................................................................................................................................................................81 Blockades..............................................................................................................................................................................................................................82 AmphibiousInvasions.....................................................................................................................................................................................................82 Equipment,SpellCasting,&LandEvents.................................................................................................................................................82 Administration.............................................................................................................................................................................................83 TheRealmMap...................................................................................................................................................................................................................83 Declarations.........................................................................................................................................................................................................................83 RoyalCityofTarimstadt.................................................................................................................................................................................................83 RoyalCoffers.......................................................................................................................................................................................................................83 AttackingtheRoyalCity.................................................................................................................................................................................................83 RandomRollCharts....................................................................................................................................................................................84 EncounterChanceChart.................................................................................................................................................................................................84 HumanEncounterChart................................................................................................................................................................................................84 HumanoidEncounterChart..........................................................................................................................................................................................85 UndeadEncounterChart................................................................................................................................................................................................85 GiantEncounterChart.....................................................................................................................................................................................................86 DragonEncounterChart................................................................................................................................................................................................86 FortificationEncounterChart......................................................................................................................................................................................87 MinesandRuinsChart....................................................................................................................................................................................................87 AppendixA–Bylaws..................................................................................................................................................................89 ArticleI–Name,Purpose.........................................................................................................................................................................89 ArticleII–MembersandParticipants.................................................................................................................................................89 ArticleIII–BoardofDirectors................................................................................................................................................................89 ArticleIV:TheSenate.................................................................................................................................................................................93 ArticleV:NobleCouncil.............................................................................................................................................................................94 ArticleVI:Awards.......................................................................................................................................................................................95 ArticleVII:Meetings...................................................................................................................................................................................96 ArticleVIII:UseofTechnology...............................................................................................................................................................96 ArticleIX:IntentionallyLeftBlankforFutureProposal................................................................................................................97 ArticleX:Amendments..............................................................................................................................................................................97 7 Darkon Rulebook Preface IntentoftheRules Youcantrytoprovidearuleforeverysituationthatmayarise,butyoucannevercovereverycontingencythatmaycomeupinthe courseofthegame.Clubmembersmustunderstandthattheintentbehindtherulesistoguideus.Deliberatelytakingadvantage ofgrayareasintherules,loopholes,orinterpretingtherulesthewayyouthinktheyshouldbeforpersonaland/orcharactergainis worsethanbreakingtherules.Itisdestructivetotheentireclubasawhole.ThegamereliesontheHonorSystem,andthatevery participantabidebyit.IfyoudonothavetheintegritytoabidebytheHonorSystemthenyoushouldnotbeplayinginthisgame. Disregardfortherulestakesawayfromthespiritofthegame,aswellasthemajorityoftheparticipants'enjoymentandfun.This, aboveall,cannotbetoleratedandwillnotbeacceptedbytheclub. 8 Chapter One WelcometoDarkon! Darkonisaliveaction,role-playinggame,alsoknownasaLARP,featuringfull-contact,medievalstylecombatwithfoam-padded weapons.Darkonhostsregularlyscheduledevents,includingdaybattles,tournaments,campouts,andfeasts.Toparticipatein Darkon,participantscreatecharacterpersonas,whichtheyrole-playduringevents.Darkonoffersawidevarietyofcharactertypes, aswellasathoroughandwell-regulatedrulesystemforlive,real-timecombat.Throughrole-playinghischaracter,aparticipant adoptstheroleofhischaracter,guidinghimthroughlifeintheRealmofDarkon.Participantwillbeguidedthroughvarious adventurescenariosinwhichtheywillmakedecisions,interactwithothercharacters,participateinbattle,andtesttheskills grantedtothembyvirtueoftheirprofession. Participantsaresaidtobe‘IC,’orin-character,duringthetimethattheyarerole-playingtheircharacters,forexample,actorsina movie.Participantaresaidtobe‘OOC,’orout-of-character,whentheyareparticipatingintheirmundanelives,suchaschattingin theparkinglotbeforeevents.Thesetwostatesofbeingmustremainseparateintheparticipant’smind,andtheparticipantmust refrainfromusingknowledgethatisgainedOOCforICpurposes.Thisisanimportantdistinctiontomakeandisafundamental conceptfortheenjoymentofDarkon. ChapterAgreement ThisisthecontractbetweenDarkonWargamingClub,Inc.andanotherclubthatwishestobepartoftheDarkongamingsystemand world.AnytimethereisacontradictionbetweentherulesinthismanualandtheChapterAgreement,theagreementalwaystakes precedentandsupersedestherulesofplay. TheClub Theclubistherealworldorganizationthatmanagesthegame.Itconsistsofthemembership,asdefinedbytheclubsbylaws,andis governedandmanagedinaccordancewiththeclubsbylaws.Thegamesystemisdesignedsothatmanyclubscanco-existandinteract witheachotherinthefantasyworldcreatedbythegame.Eachclubisindependentofeachotherbutallfollowthesamecorerules. EachclubhassignedaChapterContractwithDarkonWargamingClub,Inc.agreeingtoplaybythecorerules. TheRules CoreRules Corerulesmakeupthebulkofthisbook.Theyarestaticandsodonotchangefromclubtoclub.Asofthispublication,onlyDarkon WargamingClub,Inc.hastheauthoritytochangeanyofthecorerules. RealmRules Realmrulesarethoserulesthatareusedlocallybytheclub.Theclubmaychangetheserulesastheyseefit. TheGame Thegameistheresultoffollowingtheserules.Inthegameisafantasyworldinwhichexists“realms”.Inthisfantasyworldismagic, war,people(thecharacters),professions,mythicalmonstersandintrigue.Thegameshouldneverbeconfusedwiththerealworldand activitiesinthegamearefantasyandshouldnotberelatedintotherealworld. TheWorld TheworldisknownasDarkon.Darkonisafantasyworldthatiscreatedwhentherulesofthisgamingsystemareineffect. TheRealm 9 “TheRealm”isthesectionoftheworldyourcharacterlivesandisthein-gameidentityoftheclub.ForexampletheDarkonWargaming Club,Inc.hasthein-gameidentityofthe“RealmofDarkon”. Participants Aparticipantisapersonthathasjoinedaclubthatutilizesthisgamingsystem.Thispersonshouldnotbeconfusedwiththe charactertheyportrayinthegame.Playersmayonlybelongtoandgetcreditwithoneclubatatime(specialarrangementscanbe madewhenvisitingotherchapters).Whentheterm“member-in-good-standing”isuseditmeansaplayerthathaspaidtheirdues andisnotcurrentlysuspendedfromgameplay. Allparticipantsmustsignawaiver;anyparticipantunder18yearsofage,ifpermittedtoparticipatebytheclubsbylaws,musthave awaiverformsignedbyaparentorguardian.Membershipisgrantedtonewparticipantsforlife,butmayberevokedordeniedat thediscretionoftheClub.Uponjoining,participantsmayimmediatelybeginattendingDarkonevents. Participantswhohaveattended5eventsorlesswillberequiredtoattendaNewParticipantSpeech.Thespeechincludesareview ofbasicDarkonrules,thedutiesofElders,andsafety.Thisisavaluabletimefornewparticipantstoaskveteransofthegame questionsconcerningrules,weapons,armor,etc. Forthesafetyofallparticipants,newmemberswillhaveseveralrestrictionsuntiltheygainsufficientexperience.Newparticipants maynotweararmororuseanytwo-handedweapons(orswinganyweaponwithtwohands)untiltheyhaveattendedatleastfive events.Thisincludesglaives,blackswords,polearms,quarterstaffs,etc.Additionally,newparticipantsmaynotuseanymissile weaponsincludingbows,crossbows,andjavelins,untiltheyhaveattendedtenevents.Newparticipantsmustalsoregisteras Undeclareduntiltheyhaveattendedfiveevents,atwhichtimetheymayconvertanycreditsgainedatthatpointintothecharacter typeoftheirchoice. ParticipantsmaymovetoanotherregionandjoinanotherDarkonchapter.Theplayermaythentransferallcharacterswithfull creditsandawardstothenewclubasprovidedinthechapteragreement. Organization Government ThethreebodiesofgovernmentinDarkonconsistoftheBoardofDirectors(Board),theSenate,andtheNobleCouncil(Council). Elders Eldersareresponsibleforrunningalleventssmoothlyandactasthe‘referees’forcombat.EachElderisrequiredtowearaplain whitetabardwiththeword‘Elder’printedonthefront.AnydecisionmadebyanElderonthebattlefieldregardingtheday’sevent orcombatmustbelistenedtoandfollowed;anydisputesshouldbebroughttotheMagistrate.TherearenopermanentEldersin Darkon;theywillvaryateveryevent. Elderswilllevypenaltiesforinfractionsoftherulessuchas,butnotlimitedto,ignoringthesafetyofothers,actingoutofcharacter, refusingtotakelegalhits,andcircumventingtherules.PenaltiescanincludeextratimeinHadesandwithdrawaloffighting privilegesfortherestoftheevent.Participantwhoarepersistentlydangerousand/orfrequentlybreakruleswillfindthemselves suspendedorexpelledfromfutureparticipationinthegame. Anyparticipantwhohasattendedatleast20eventsandhasbeenapprovedbytheMagistratemayserveasanElder.Everycountry mustofferatleastonemembertoactasanElderateachevent.ItisthedutyofallveteranparticipantstoserveasanElder periodically.TheMagistrateorEventEldermayenforcetheoneElderpercountryruleifhedeemsitnecessary. EverycountryWILLofferoneEldereachevent.ReporttotheMagistrateorEventElder.Elderswillenforcetherules,evencalling peoplesshots,asmandatedbytherulebook.AnyonearguingwithanElderwillbesatdownorsenthomedependentonthe severityasdeterminedbytheElders. Marshals 10 MarshalsareDarkonvolunteersselectedbytheBoardandortheCounciltohelpwiththeadministrativedutiesoftheClub.Whileit isrecommendedthatyouareaveteranofatleastayearbeforevolunteeringforaposition,thereisalmostalwaysaneedfornew MarshalsanditprovidesinvaluableexperienceforparticipantsdesiringtolearnmoreabouthowDarkonworks,aswellasan opportunitytoservethegame. TherewilloftenbemorethanoneMarshalforaspecificposition;inthiscasetherewillbeone‘HeadMarshal’andseveral ‘AssistantMarshals.’WhileallMarshalsareexpectedtosetanexamplefortheRealm,HeadMarshalsspecificallywillbeexpected tomakethemselvesavailabletoanswerquestions,provideassistance,anddemonstrateleadershipwithintheirMarshaling position. Marshalsresponsibleforcheckingtheequipmentofparticipantsarealsoexpectedtoprovideanexplanationwhenfailinga participant’sgearandguidanceonhowtocorrecttheprobleminthefuture.Marshalsarealsoexpectedtoremainimpartialwith regardstotheirpositionandshouldrefrainfromcheckingtheequipmentoftheircountrymen. Specificmarshalpositionsandtheirdutiesarelistedbelow: ArmorMarshal TheArmorMarshalisresponsibleforcheckingofeachpieceofarmorintendedforuseonincombatwithspecificattentionto safetyandcompliancewitharmorspecificationsasdescribedintherulebook.Anypieceofarmorthatdoesnotmeettheproper requirements,orisdeemedunsafebytheArmorMarshal,maynotbeusedonthefieldforthatday’sevent. ThedutiesoftheArmorMarshal(s)are: • Inspectingarmorintendedforuseonthefieldforcompliancewiththespecificationsasdescribedintherulebook. • Inspectingarmorintendedforuseonthefieldforsafetyissues. CoinMarshal TheCoinMarshalisresponsibleformaintainingcountrymonetaryaccountsandprovidingphysicalcoinforuse. ThedutiesoftheCoinMarshal(s)are: • WorkingwiththeLandMarshaltomaintaincountrymonetaryaccounts • Transportingandmakingavailablephysicalcoinforin-playuse • ProvidingcountryLiaisonswithreportsonthecountry’saccountstatus,includingincomeandwithdrawals • ReportingtotheBoardwhencoinstoresarelowsonewcoincanbepurchased CostumeMarshal TheCostumeMarshalisresponsibleforensuringthatparticipant’scostumingadherestotherulesofDarkon. TheCostumeMarshalwillinspectthecostumingofallparticipantsastheycheck-in,andElderswillenforcethecostumingrules duringgame-play.Ifatanytimeaparticipantisfoundtobenotinappropriategarb,theywillberequiredtoplaywithonlyasingle handedsword/club/bar;iftheyarealreadyparticipating,theywillbemadetofightwithasinglehandedsword/bar/clubuntilsuch timeastheyhaveonappropriatecostuming.TheCostumeMarshalstillhastherightatalltimestodenyparticipationintheday’s eventtoanyparticipantwhosecostumeisdeemedinappropriateifitisdeemednecessary. ThedutiesoftheCostumeMarshal(s)are: • EnsuringparticipantcostumesadheretoDarkonrules • Ensuringparticipantshavetheproperclassspecificationitems(i.e.blackclothforAssassins) • RecordingsurcoatsandbannersfordocumentationofvalidcountryStatus LandMarshal TheLandMarshalisresponsibleforrunningDarkonlandevents,perChapterNine:LandRules,andmaintainingcountryassets. ThedutiesoftheLandMarshal(s)are: • MaintainingtheDarkonRealmMap 11 • • • • • • • TrackingandreportingofallcountryassetstocountryLiaisons Receivingdeclarationsforcountrylandactions SecuringEldersandrunningcountrylandactionsatevents Adhoc,onthefieldinterpretationsofgrayareasintheLandRules ProvidingcountryLiaisonswithinformationpertainingtocountryholdings,landactions,etc. AppointingandoverseeingtheCoinMarshal(s) OtherdutiesasdescribedinChapterNine:LandRules PoisonMarshal ThePoisonMarshalisresponsibleforrecordingthecreationofpoisonbyThievesandAssassinsoftheRealm. ThedutiesofthePoisonMarshal(s)are: • Maintainingalogofpoisoncreated • CollectingtheproperamountofcoinforthepoisoncreatedandreturningittotheCoinMarshal • Signingoffonanycompletepoisonsreadyforuse Potions&ScrollsMarshal ThePotionsandScrollsMarshalisresponsibleforrecordingthecreationofpotionsandscrollsbyspellcastersoftheRealm. ThedutiesofthePotionsandScrollsMarshal(s)are: • Maintainingalogofpotionsandscrollscreated • Collectingtheproperamountofcoinforthepotionand/orscrollcreatedandreturningittotheCoinMarshal • Ensuringthatcasterscreatingpotionsandscrollsdeducttheproperamountofcoinfromtheirtalliesasappropriate • Signingoffonanycompletepotionsandscrollsreadyforuse RelicsMarshal TheRelicsMarshalisresponsibleformaintainingandtransportingDarkonRelicstoevents. ThedutiesoftheRelicsMarshal(s)are: • MaintainingDarkonRelics,ensuringtheyarebothinworkingorderanduptocurrentDarkonspecifications. • TransportingDarkonRelicstoevents. • MaintainingalogofpossessionofeachRelicattheendoftheday’sactivities. SpellMarshal TheSpellMarshalisresponsibleforensuringthesafetyandadherencetospecificationsofDarkonspellcomponentsandbooksby inspectingthespellbooksandspellcomponentsofthoseparticipantswiththeabilitytocastspells.Ifaparticipantdoesnothave thepropercomponentsordoesnothavethespellwrittenproperlyintheirspellbook,hemaynotcastthatspellduringthatevent. ThedutiesoftheSpellMarshal(s)are: • ThoroughcheckingofeachDarkonspellcomponentintendedforuseonthefieldwithspecificattentionto: • Safetyandspellcomponentspecificationsasdescribedintherulebook • Ensuringthatspellsofcasters(scrolls,books,etc.)arewrittentothepropersyllablelength WeaponMarshal TheWeaponMarshalisresponsibleforensuringthesafetyandadherencetospecificationsofDarkonweaponryandshields.Any weaponthatdoesnotmeetitspropersizerequirements,orisdeemedunsafebyaWeaponMarshal,maynotbeusedonthefield forthatevent. ThedutiesoftheWeaponMarshal(s)areasfollows: • ThoroughcheckingofeachDarkonweaponandshieldintendedforuseonthefieldwithspecificattentiontosafetyand weaponspecificationsasdescribedintherulebook. 12 NewParticipant Aparticipantmustbeatleast16yearsoldtoparticipateinDarkon.Allparticipantsmustsignawaiver;anyparticipantunder18 yearsofagemusthaveawaiverformsignedbyaparentorguardian.Noduesarechargedforaparticipant’sfirstevent. Membershipisgrantedtonewparticipantsforlife,butmayberevokedordeniedatthediscretionoftheClub(seeBylaws).Upon becomingamember,participantsmayimmediatelybeginattendingDarkonevents. Rulebooksareavailableonlineatdarkon.org,andhardcopiesofrulebookswillbestillavailableastheyareprinted.Theycanbe purchasedattheratesetbytheBoardofDirectors--dependingontheprintingcosts. Participantwhohaveattended5eventsorlesswillberequiredtoattendaNewParticipantSpeechgivenbymembersofthe Council.ThespeechincludesareviewofbasicDarkonrules,thedutiesofElders,andsafety.Thisisavaluabletimefornew participantstoaskveteransofthegamequestionsconcerningrules,weapons,armor,etc. Forthesafetyofallparticipants,newmemberswillhaveseveralrestrictionsuntiltheygainsufficientexperience.Newparticipants maynotweararmororuseanytwo-handedweapons(orswinganyweaponwithtwohands)untiltheyhaveattendedatleastfive events.Thisincludesglaives,blackswords,polearms,quarterstaffs,etc.Additionally,newparticipantsmaynotuseanymissile weaponsincludingbows,crossbows,andjavelins,untiltheyhaveattendedtenevents.Newparticipantsmustalsoregisterasa Fighter(seeChapterFive)untiltheyhaveattendedfiveevents,atwhichtimetheymayconvertanycreditsgainedatthatpointinto thecharactertypeoftheirchoice. TypesofEvents ThereareavarietyoftypesofbattlesthattheEldersmaychoosetorunduringanevent.Severalexamplesarelistedbelow,butthe Eldersarealwayspermittedtocreateuniquetypesofbattles,aswellasmodifytherulesfortraditionalbattles.Eldersarefreeto determineanyspatialboundariesortimelimitsforeachbattle. TeamBattles Duringteambattlesallparticipantsareseparatedintotwoormoreequalteams.Thetwoteamsthenfightuntilmembersofonly oneteamremain. Adventures Adventuresarerun,withtheapprovaloftheBoard,byanygroupofparticipantswhowillservecollectivelyasEldersfortheEvent. Anadventureisusuallyapre-scriptedplotorscenarioforwhichtheEldersmayrecruitindividualparticipantstoplaymonstersand ‘non-participant’characters(seeNon-ParticipantCharactersinChapterFive),andthroughwhichtheywillguidetheparticipants. Participantsmayencountermonsterswithspecialabilities,ancientrelics,orpowerfulunseenforces.Anyspecialgameeffectsmay beutilizedattheElders’discretion.Adventuresareruneitherasaweekendlongcampout,orasadaylong‘DayAdventure.’ CountryBattles Eachcountrymustfightasanindependentunit.Allnomadsmaybegroupedtogetherasasinglecountryorusedtoaugmenta smallercountry.Countriesthenfightuntilmembersofonlyonecountryremain. AllianceBattles Thesearesimilartocountrybattlesexceptacountrywillbepermittedtoformanalliance,andfightwithoneormoreother Countries.Thereisusuallyatimelimitonthesealliances,whichwillbeannouncedbytheEldersonthefield. LandEvents Usuallyheldbeforetheday’sregularevents,theLandMarshalwillrunaseriesofbattlesforCountriesattemptingtoacquirenew land.FormoreonLandBattles,seeChapterEight:LandRules. ResurrectionBattle 13 ThisisnormallyasmallunitbattlewheretheElderwilldesignatea‘Resurrectionpoint’wherefallenparticipantsmayberaised. Thistypeoffightoftenstartsoffwithsmallteams(3ormore)andwhenenoughparticipantstomakeanewteamarriveatthe resurrectionpointtheymayleaveasanewlivingteam. CaravanBattle Thisissimilartoatwoteambattle,exceptthatonesideistransportingavaluableitem(treasurechest,captiveprincess,andsoon), toapredetermineddestination,alongagivenroute.Theopposingteamhasthetaskofrobbingthecaravanand/orpreventingit fromreachingitsdestination. CardboardShieldBattles SomebattledayswillbedesignatedasCardboardShieldbattles.Shieldsofcardboardandtapeareusedinsteadofnormalshields. Theseshieldsmaybenomorethan1/2"thickandmustbeassessedforsafety. Armorless,ClasslessShieldlessBattles Thesebattlesallowparticipantstoparticipateincombaton“equalfooting”throughtheeliminationofarmor,class,andshields. Participantsofcharactertypesnormallyrestrictedbyarmorandweaponsmayfightinanystyletheychooseregardlessofclass restrictions. IceBreakerBattle Participantswillberandomlygroupedintosmallunits(threetofiveparticipantsineach).AsparticipantsdieandenterHades,the HadesElderwillregroupthemintonewunits. ChaosBattles Thesebattlesremoveallteamstructureandforceeachparticipanttofightforhislife,regardlessofteamorcountryalliance; participantsmustremainactiveinthesetypesofbattles.Chaosbattlescontinueuntilonlyoneparticipantremainsalive. BridgeBattles Thesebattlesplacenarrowspatialboundariesonthefightingareaandforceparticipantstoremainintheseboundarieswhile fighting.Ifaparticipantoverstepstheboundaries,theyareconsideredtobedead. Tournaments TournamentsmaybehostedandElderedbytheCouncil.Participantswillbeallowedtocompeteinsinglecombatagainstother participantsineliminationstylefightstodeterminethebestfighterintheRealmfordifferentstylesofcombatandweapon combinations(i.e.BestSingleShortSword,BestGreatSword,BestShortSwordandShield,etc). SiegeBattles Asiegebattleoccurswhenoneteamisdefendinga‘structure’fromattackbyanotherteam.Duringcampouts,Countriesmaybe allowedtobuildastructurearoundtheircampinordertofortifyit.Ifthestructureisbeingdefendedaspartofalandevent, specialrulesmayapply(seeChapterEight).Formoreaboutsiegebattles,seeFortificationsinChapterFour. ShipBattles AshipbattleoccurswhentwoshipsintercepteachotherontheseaofDarkon.Whenthesebattlesoccur,eachshipmayhavea teamofparticipantstodefendtheirship,aswellassiegeweaponsandplanks.Ifthestructureisbeingdefendedaspartofaland event,specialrulesmayapply(seeChapterNine). Bizarro 14 Bizarrobattlesoradventuresallowplayerstoplayalternatecharactersorcharacterclassesduringtheevent.Playersare encouragedtoplayasadifferentcharacterorclasswithalevelequaltotheirhighestpossessedcharacterlevel.Characterclasses maybechangedateachcharacterdeathor10minutesdisengagedfromplay.PlayersmaytakepartinLandActionsusingBizarro characters,butmayonlyengageinLandWarsusingthecharacterclassinwhichtheysignedinasthatday. Onlyplayerswhohavesignedinasrangersduringthateventmayusethelandsearchability. Check-In Atthebeginningofeachevent,allparticipantsmustgothroughacheck-inprocess,whichisorganizedbytheBoard.Various Marshals,willexaminethegearandequipmentofeachparticipanttoensurerulecompliance. OnceaparticipanthaspassedthroughtheMarshalinspections,hemaythenpayhisduesfortheeventtotheTreasurerandrecord hisparticipationwiththeSecretary.AtthistimetheparticipantmayalsoconsultwiththeLandMarshaltodepositorwithdraw DarkoncoinfromtheCoinMarshal.Uponcompletionofthecheck-inprocedure,participantsarepermittedfullparticipationinthe day’sevent. Beforewarnedthatrealweaponsareprohibitedunlessotherwisepermitted,forexample,attheFeast.Ifbrandishedatanevent wheretheyareprohibited,realweaponswillbeimmediatelyconfiscatedanddisciplinaryactionwillbetaken. 15 Chapter Two CharactersandCountries Characters Thisisafictionalbeingthatisbeingportrayedbyaparticipant.Thisbeingonlyexistsinthescopeofthegameandtheactionsof thisbeingshouldnotbetakenastheactionsoftheparticipant.Thisbeinglivesaccordingtotherulesofthegameandexistsonlyat thewhimoftheparticipant. EveryparticipantinDarkonmustcreateatleastonecharacterthattheywillrole-playduringevents.Participantsmaychooseto identifytheircharacterasanyoneoftheeightlistedcharactertypes(seeChapterFive:TypesofCharacters). Acharactershouldhaveanoriginalbattlename,bywhichthatcharacterwillbeknown.Participantsshouldrefrainfromusing commonhistorical,orfantasynamessuchasIvanhoe,Merlin,orRedSonja.Participantsshouldalsorefrainfromusinganytitlethat maycorrespondwithatitleofNobility(seeNobility)oroccupationaltitleasaprefacetotheirnames.Duringevents,participants shouldalwaysbereferredtobytheirbattlenames. Participantsmayalsochoosetoplayracesotherthanhuman(elves,dwarves,orcs,etc.),butwillnotreceiveanyracialabilities.Ifa participantchoosestoplayaraceotherthanhuman,theyareencouragedtowearcostumes,make-up,etc.tofittheracethatthey havechosen.Participantsmaydeveloptheirownhistory,philosophy,religion,superstition,etc.tohelpdefinetheircharacter. Alignment Onewaytodevelopacharacterpersonaisthroughtheuseofalignment;notethatsomecharactertypesmayhaverestrictionsona participant’salignment.Charactersmaybegood,neutral,orevil.Concurrently,charactersmayalsobelawful,neutral,orchaotic.A chaotic-evilcharacterwillcausehavocrandomly,whilealawful-goodcharacterwillseektomaintainorderandprotecttheweak.A trueneutralcharacterisprimarilyconcernedwithhisownsurvival.Whileitisnotrequiredforaparticipanttospecifyanalignment fortheircharacter,itcanprovebeneficialformanyevents.Theremaybebattlesorganizedaround‘goodvs.evil’or‘lawvs.chaos’ themes,ortheremaybealignmentspecificmagicitemsatanadventure. CharacterAdvancement CharactersinDarkonaregrantedspellsandskillsaccordingtorank;eachcharacterstartsasfirstrank.Astheparticipantattends battlesasthatcharacter,thatcharacter’srankwillincrease,andallowtheparticipanttouseadditionalskillsandspells. IndividualcharacterprogressioninDarkonisgainedthroughattainingbattlecredits.Battlecreditsareobtainedatcheck-inwhena participantrecordshisparticipationintheeventwiththeSecretary.Everydayeventinwhichaparticipantparticipateswillearn himonecredit,whichisassignedtothecharacterthattheparticipantregisteredwiththeSecretaryasforthatday. Aparticipantmayhavemultiplecharactersofvarioustypes,butmayonlyplaythecharacterheregisteredwiththeSecretaryfor theentireevent. Ifanyevent,suchasacampout,runsformorethanoneday,participantswillreceiveonecreditforeachdayoftheevent,butall creditsfromthateventmustbeassignedtoonecharacter.IfaparticipantactsasanElderoranNPCforanentireevent,hewill receiveoneadditionalcreditwhenheregistershiscreditsatcheck-in.Also,participantswillreceiveoneadditionalcreditforeach newmemberheintroducestoDarkon,oncethatmemberispaidinfull.Lastly,aparticipantmayreceiveoneextracreditfor participatinginSenateasaSenatorforanentiremeetingthatlastsforoverahalfhour. Ranks Asacharacterincreasesinrank,thatcharacterwillgainspecialskillsandspells(seeChapterFive:TypesofCharacters). Foreveryfivecreditsthataparticipantassignstooneindividualcharacter,thatcharacterachievesarank,withfirstrankconsisting ofcreditsonethroughfive. 16 Ifaparticipantassignscreditstomultiplecharacters,eachindividualcharacterwillonlyprogressinrankswhenhehasachievedthe requiredcredits.Forexample,ifaparticipanthasaFightercharacterandaClericcharacter,andhasattended20battlesasthe FighterandoneastheCleric,thenhehasafirstrankCleric,andafourthrankFighter(with20battlecredits,not21). Rank Credits 1 1-5 2 6-10 3 11-15 4 16-20 5 21-25 …andsoon. CreditTransfers Foranadditional$1atcheck-in,youcantransferasinglecreditfromoneofyourotherclassesintotheclassthatyouarechecking inasthatday.Onecreditisthelimitperevent,butyoucandothiseveryevent. Also,youmaydoaBulkTransferonceperyear,subjecttothefollowingrestrictions: • Creditscanbetransferredfrom1classtoanotherexistingclass.$1per1credittransferred(e.g.30credits=$30). • Creditlimitisplayerscurrentcap;youcannottransfermorethanyouhave. • Youcan'ttransfermoreintoaclassthanyoualreadyhaveinthatclass. • CanonlybeutilizedforONEclass,andcannotbesplitbetweenclasses.(e.g.30creditscannotgo15intoRanger&15into Assassin). Countries AcountryistheMembergroupoftheclubandmaysendtworepresentativestotheSenate.Individualparticipantcharactersmay joinwithotherstoformcountries.Acountryisa‘team’ofatleastfourparticipants,withabannerandanEldertunic(seeBanners andElderTunics),whichhasregisteredwiththeSecretary.Thereisnomaximumlimittothenumberofmembersacountrymay have,buttheymusthaveaminimumofatleastfourmembers. Countriesarefreetotradewithoneanother,establishalliances,andevenwagewar(seeChapterNine:LandRules). Costumes CostumingforDarkonshouldbeinspiredbypre-industrialhistoricalclothingorfantasygenreclothing.Asimplecostumecould consistofatunicstyleshirtwithpants/kilt/skirtsandmedieval-esqueorhistoricalfootwear;theoutfitmustgivetheimpressionof beinginspiredbypre-industrialhistoricalorfantasygenreclothing.Hoods,mantles,capes,belts-whitebeltsarereservedto charactersthatareKnightsoftheRealm,andpouchescanallbeworntoaddtoacostume’sappearance.Armordoescountas costuming;howeverwhenthearmorisremovedwhilestillparticipatingattheevent,propercostumingmustbeworn. 20th/21stcenturycontemporaryclothing,modernlooking,steampunk,andanysci-fi/futuristiccostumingarestrictlyprohibited; examplesincludet-shirts,cargopants,jeans,shorts,camouflageclothingoranytypeof"bicycle"(spandex/Lycra)shorts.Any athleticorsafetyequipment,suchaskneepads,maybewornbutmustbemadetomakeitnotvisible,e.g.,wornunderproper costuming.Athleticclothingusedforwarmthorwickingpropertiesmaybewornbuttheirappearancemustbeminimizedwithina costume. Personal‘mundane’itemssuchaswatches,radios,cellphones,glasseswithtintedlenses,etc.arenotpermittedandshouldbe kepthiddenawayinpouchesorotherwiseoutofsight.Inallcaseswheremodernlogosarepresentonanyitemworn(including safetyequipmentandshoes)thoselogosmustberemoved,paintedoversothelogoisnottobeabletobeseenorcoveredsothe logoisnotvisibleatanytimeandinawaythatdoesnotdetractfromtheappearance.Modernfootwearmaybewornbutmustbe solidblackorbrownwithmatchinglaces;historicalfootwearmaybeofanycolor.Hard-soledcleatsareprohibited. TheCostumeMarshalwillinspectthecostumingofallparticipantsastheycheck-in,andElderswillenforcethecostumingrules 17 duringgame-play.Ifatanytimeaparticipantisfoundtobenotinappropriategarb,theywillberequiredtoplaywithonlyasingle handedsword/club/bar;iftheyarealreadyparticipating,theywillbemadetofightwithasinglehandedsword/bar/clubuntilsuch timeastheyhaveonappropriatecostuming. HeraldryandLivery IntheRealmofDarkon,heraldryandliveryarethemethodsofidentifyingcountries,knights,Masters/Mistressesandveterans. Heraldryiscombinationofsymbolsandcolorscreatedbyacountry,knight,lordorveteranthatisuniquefromthosealready registeredandarethemainidentifyingfeatureofacountry,knight,Master/Mistressorveteran.Liveryisanarticleofclothingsuch asacoat,tabard,surcoat,orotherarticlewornbypullingovertheheadorovertheshouldersorisasquare/banneroffofthebelt thathasthecolorsandsymbolismbasedontheheraldryofcountry,knightorMaster/Mistress.Whenacountryisformed,veteran reaches15level,oraknightorMaster/Mistressiscreated,theymustsubmittheirdesiredheraldryforreviewtoensurethatitis easilydistinguishedfromanexistingcountry,veteran,knightorMaster’s/Mistress’heraldry. Whencheckingin,membersofacountrymustwearthecountryoraknight’sliverytocountasamemberofthatcountry.Itisthe responsibilityoftheCostumeMarshaltochecktheliveryofparticipantstoensureitisadequatetocountaslivery.Ifthereisan issuetheMagistrateshallmediate. Veterancharactersachieving15thrankorhighermaydesignpersonalheraldryandwearitasliveryfromthebelt.Ifthecharacter hascountrylivery,thecountryliverymustbewornandbelargerthanthepersonallivery.AnyKnightoftheRealmor Master/MistressoftheRealmmaydesigntheirownheraldryandwearitasliveryinlieuofcountryliveryandstillcountasa memberofacountryforthatday.OnlyknightsandMasters/Mistressesmayhavepersonalliverylargerandmoreprominentthan countrylivery. Otherformsofliverythatarepermittedaresmallfavorswornfromthebelttoshowaffiliationwithguildsandawardswithin DarkonWargamingClub,Inc.LiveryforgroupsthatdonotexistinDarkonWargamingClub,Inc.ortheRealmofDarkonarenot permittedexceptasexplainedbelow. Designs,ifany,onshieldsmaybereflectiveofthecountryheraldryorpersonalheraldryofthebearer.However,shieldscanbe blankorhaveotherdesignsastheparticipantdesires.Participantsmaynotuseheraldryofacountry,knightorMaster/Mistressto whichtheyarenotaffiliatedontheirshieldorperson.Shieldsmaynotbesolidyelloworsolidbrightgreen,astheyarereservedfor magicshieldsandrelics. Liveryrulescanbesuspendedfornewparticipantsfortheirfirst5Darkonevents,allowingthemtimetojoinorformacountryor joinaretinueintheRealmofDarkon. Banners Acountriesbannermustbearitsheraldry,bemountedonapoleatleast4'inlength(bannerpolesmayneverbeusedasweapons, evenifpadded)andmustbeeasilyandsafelyportablebyasingleparticipant.Bannersmaybecapturedduringroleplay,however theyarestillconsideredpersonalpropertyandthereforemustbekeptingoodconditionandreturnedtotheirproperowneratthe endofeachevent.Bannersmustremainattachedtotheirpolesandclearlydisplayedinplainsightatalltimes. ElderTunics AllCountriesareresponsibleforprovidingatleastoneEldertunicforuseateachevent. DefunctCountries CountriesthatallowsixDarkoneventstopasswithoutchecking-inatleastfourcountrymeninlivery,theirbanner,andEldertunic before1:00PMwilllosetheirstatusasacountry,andallassets,includingland,structures,andmonies(seeChapterNine:Land Rules)willbelost.Insuchcases,hexesoflandreverttobeingemptyandcoffersceasetoexist;remainingcountrymembersmay continuetofightasnomads(seebelow). Nomads 18 ParticipantsinDarkonwhoarenotmembersofanexistingcountryorretinuearecalled"nomads."Ifanomadwasonceamember ofacountrythathasgonedefuncttheymaycontinuetoweartheliveryoftheformercountryandfightalongsidethoseother previousmemberswearingthesamelivery.Ifthenomadsareseparatedupduringtheeventeveryattemptwillbemadetokeep theparticipantsinthesameliverytogether.Onlyexistingcountriesmaycompeteasagrouptowiningameprizesasagroup. 19 Chapter Three ArmsandArmor Inthissection,participantswillfindinformationdescribingweapons,shields,andarmorthatparticipantsmayuseinDarkon combat.Themostimportantconsiderationwhenconstructingweaponsandarmormustalwaysbesafety.WeaponandArmor Marshalsmayfailapieceofequipmentatanytimeifitisdeemedunsafe,evenifithaspassedaMarshalsinspectionpreviously. SecondaryconsiderationswhenconstructingDarkonweaponsandarmorshouldbeplayability,realism,andappearance. Participantsshouldattempttoconstructtheirgearinsuchawayastohavearealisticappearanceandperformance. Weapons WeaponsinDarkonaresafelyconstructed,well-paddedrepresentationsoftypicalfantasyormedievalweaponry.Weaponsmust haveastiffcore,whichispaddedwithaclosed-cell,semi-hardtypeoffoam;alltypesofmetalcoresareprohibited.Atnotime shouldtheweapon’scorebefeltthroughthefoampadding.Theentiresurfaceoftheweaponmustbepaddedwiththeexception ofthehandleorgrippingsurface.Thestrikingsurfacesofallnormalweaponsmusthaveaclothcoverofblack,gray,orbrown color. Allweaponsmusthaveawell-padded"pommel,"whichisthenon-strikingendoftheweaponbelowthegrippingsurfaceorhandle. Pommelsmustbeatleasttwoinchesindiameter(3"inthecaseofpolearms)andcoveredwithclothorPlastiDip®.Anyswung weaponupto3’inlengthmusthaveastrikingsurfaceofatleast6”;anyswungweaponover3’inlengthmusthaveastriking surfaceofatleast12”unlessotherwisestated.Anynon-strikingsurfaceofaweaponmaybecoveredinPlastiDip®. Allweaponsmustfollowcertainsizerequirementstobeconsideredaparticulartypeofweapon.Thefollowingisalistofthe weaponsthatarelegalinDarkon,alongwiththeircolorclassificationandsizerequirements. LongSwordorShortSword(Whiteweapon) Longorshortswordsmusthaveabladeofatleast16"inlengthandlessthan36"inlength.Withrespecttogamemechanics,there isnodifferencebetweenalongswordandashortsword.Bothtypesarecommonlyreferredtoas"whiteswords".Theblademust haveeasilydistinguishable,squared-off“flats”andedges,anditsthickness(edge)mustnotbemorethan2/3ofitswidth(flat).The handleofalongorshortswordmaynotexceedthelengthofthestrikingsurface,or28",whicheverisshorter. HandAxe(Whiteweapon) Handaxesmusthaveanoveralllength(fromtiptoendofpommel)ofatleast18”andlessthan36”.Theblademusthaveeasily distinguishable,squared-off“flats”andedges,anditsthickness(edge)mustnotbemorethan2/3ofitswidth(flat).Handaxesmay haveabladeoneachsideoftheshaft.Thehandleofanaxemaynotexceed⅓oftheoveralllengthoftheweapon.Theshaftofa handaxemustbewellpadded. Club(Yellowweapon) Clubsmusthaveanoveralllengthbetween18”and6½’.Unlikeasword,whichhasaflat"blade"orstrikingsurface,aclubhasa roundedstrikingsurface,whichmustbeatleast2.5”indiameter.Thehandleofaclubcannotexceedthelengthofthestriking surface,or28”,whicheverisshorter.Clubsarenotrequiredtohavequillons. Bar(Yellowweapon) BarsfallunderthesameconstructionrulesasGreatswordsandshortswords.Barsmaynothavequillons.Allbarsmustbemarked withyellowtapeonavisibleareaoftheweapon. Mace(Yellowweapon) Macesmusthaveanoveralllengthbetween18”and6½’.Maceshavearounded"head"whichisaffixedtothetopoftheshaft.The headofamacemustbeatleast6"inlength(seeabove),andatleast2.5”indiameter.Thehandleofamacemaynotexceed⅓of theoverallweaponlength.Theshaftofamacemustbewellpadded. Hammer(Yellowweapon) 20 Hammersmusthaveanoveralllengthbetween18”and6½’.Hammersmusthavealargefoamhead,whichmaybedesignedinany fashiontoresembleatypeofhammer.Thehandleofahammermaynotexceed⅓oftheoverallweaponlength.Theshaftofa hammermustbewellpadded. FlailandMorningStar(Yellowweapon) Flailsandmorningstarsmusthaveashaftwithalengthof8”to12”(includingthepommel),whichhasasolidcoreandiswell paddedexceptonthegrippingsurface.Theymusthaveaclothandfoam"chain"withalengthof8”to12”.Thechainiscomposed of1"to2"widefoamlinksspacednomorethan1/2"apartandthefoamlinksmusteitherbeattachedtothechain,orbepacked tightlyenoughthattheydonotexposemorethan½”ofthechain. Theheadofaflailmustbemadefromacore-lesspieceoffoam,whichmaybenomorethan1’longandmustbeatleast3"wide. Theheadofamorningstarmustbearoundpieceofcorelessfoamwithadiameterbetween6"and8".Flailandmorningstar headsmustbecorelessbecausetheyareheadlegalweapons. Quarterstaff(Yellowweapon) Aquarterstaffmusthavealengthof4’to6½’.Theentireshaftisconsideredtobeastrikingsurface,withtheexceptionofthe grippingsurface,thereforeaquarterstaffmustbewellpaddedfromendtoend. Dagger(Redweapon) Daggersmusthaveastrikingsurfacebetween6"and9"inlength.Thetotallengthofadaggermaynotexceed18”.Thetipofthe daggermusthaveadditionalpaddingsincethisweaponisusedforthrustingonly. Spear(Redweapon) Spearsmusthaveanoveralllengthbetween3½’and10’.Theymusthaveawell-paddedheadofatleast3”indiametersincethey areusedexclusivelyforthrusting.Thisweaponmusthave⅓ofitslengthcoveredincourtesypadding(thisincludesthehead). Javelin(Red,missileweapon) Javelinsarebetween4’and5’inlength.Thecoreofajavelinmustbe½”nominalpipesizePVCpipe,orhollowfiberglassofno greaterthan¾”outerdiameter.Thickleatherand/orPVCpipecapsmustbesecurelyfastenedtobothendsofthecore. Tomakethejavelinshaft,theentirecoremustbepaddedwithClimatube®orotherclosedcellfoam.Thisfoammaybecoveredin clothtapeThisfoammustbegluedtothecore. Theheadofajavelinmustbeconstructedwithuncompactedsoftcellfoamandmeasure3”indiameter.Theremustalsobea3”in diameterand1”thicklayerofclosedcellfoambetweentheheadandthecappedjavelincore.Theentireheadofthejavelinmust becoveredinredcloth. Thepommelofajavelinmustbeatleast2”indiameter.Thepommelmustbecoveredwithblack,brown,orgraycloth. AWeaponMarshalmaycutintoaJavelintoensureproper,safeconstruction. BowandArrows(Red,missileweapons) Bowsmaybelongorrecurvestylebowsandhavea‘traditional’appearance.Theymusthavebetween10and40poundsofpullat 28”.Moderncompoundbowsareprohibited. Arrowsmaybeconstructedonaluminum,fiberglass,wooden,orcarbonshafts.Fiberglassandwoodenarrowshaftsmustbe coveredlengthwiseintape.Arrowtipsmustbeatleast2.5"indiameterandespeciallywellpaddedwithanopen-celltypeoffoam. Thetipsoftheshaftmusthaveapennyorothersimilarobjectbetweenthecoreandthefoam;arrowfletchingsmustalsohaveat leastthreefletches.AsarrowsareoneofthehardestDarkonweaponstomakesafely,newarchersarestronglyencouragedto speaktoaveteranwitharrowconstructionexperiencebeforeattemptingtoconstructanyarrowsontheirown. Arrowsmayonlybeshotwithabow.AWeaponMarshalmaycutintoanarrowtoensureproper,safeconstruction. 21 Youmaynotuseameleeweaponincombatwhileholdingabow;youmustdropthebowbeforeusinganotherweapon.Youmay neverblockwithabow.Participantsblockingwithbowswilllosetheirarchingprivileges. CrossbowandBolts(Red,missileweapons) Crossbowsarepermittedandmusthave30poundsorlessofpull(40poundsforpistolcrossbows)atfulldraw.Acrossbowboltis identicalinallwaystoanarrow,exceptforthefiringdeviceandnumberoffletchesrequired;crossbowboltfletchingmusthave twofletches.Allotherrulesapplicabletoarrowsapplyequallytobolts. GreatSword(Blackweapon) Greatswordsmusthaveahandleatleast1'inlengthandastrikingsurfaceatleast36"inlength.Theblademusthaveeasily distinguishable,squared-off“flats”andedges,anditsthickness(edge)mustnotbemorethan2/3ofitswidth(flat).Thehandleon agreatswordmaynotexceed28".Agreatswordmaynothaveanoveralllengththatexceeds6½'.Greatswordsmustbeswung withtwohandstoadministerblackdamageandwilladministerwhitedamageifswungsingle-handedly. Battle-Axe(Blackweapon) Battle-Axesmusthaveanoveralllengthbetween3’and10’.Theblademusthaveeasilydistinguishable,squared-off“flats”and edges,anditsthickness(edge)mustnotbemorethan2/3ofitswidth(flat),andastrikingsurfaceofatleast1’inlength.The weaponmusthaveaneasilydistinguishableaxeshape.Battle-axesmayhaveabladeoneachsideoftheshaft.Theshaftofabattleaxemustbewellpadded.ThehandleofaBlack-axemaynotexceed⅓oftheoverallweaponlength.Battle-axesmustbeswung withtwohandstoadministerblackdamageandwilladministerwhitedamageifswungsingle-handedly. WhiteGlaive(Whiteweapon) Whiteglaivesmusthaveanoveralllengthofatleast5’andlessthan7’,withamaximumcorediameterof1”.Theblademustbe between18”to24”inlength,4”wide,and2”thick.Atleast1/3oftheweapon’stotallengthmustbeblade,uptothemaximum bladesize.Theshaftoftheglaivemustbepaddedwithclosedcellfoam18”fromthebottomofthebladetowardthepommel.The pommelmustbeatleast3”indiameter.Whiteglaivesmayonlybeswungwithtwohands.Whiteglaivesmaynothavequillons. BlackGlaive(Blackweapon) Blackglaivesmustbebetween7’to10’inlength,withamaximumcorediameterof1”.Theblademustbebetween30”to36”in length,4”wide,and2”thick.Atleast1/3oftheweapon’stotallengthmustbeblade,uptothemaximumbladesize.Theshaftof theglaivemustbepaddedwithclosedcellfoam24”fromthebottomofthebladetowardthepommel.Thepommelmustbeat least3”indiameter.Blackglaivesmayonlybeswungwithtwohands.Blackglaivesmaynothavequillons. AsmentionedinChapterFour,newweaponsmustfirstbeapprovedbytheCouncilforsafetyrequirements.RefertoChapterFour formoreinformation. Shields ShieldsinDarkonarethemosteffectiveprotectionagainstphysicalattacksandwillblockanattackfromallnon-siegeweapons.A participantmayonlywearoneshieldatatime(exceptforbucklers,detailedbelow),andshieldsmustbewornonthearminorder toprovideprotection.Theremaybenoshieldspikesorother‘hard’decorationsonthefrontoredgeofashield.Shieldsmaynotbe thrown. Shieldsmustbeconstructedwithasolidplywoodcoreatleast1/2"thick,andthewoodmustbewellpaddedonthefront,outer edges,andcorners,withnolessthat1½inchesandnomorethat6inchesoffoamfromtheouteredgeofthecore.Thewoodmay containholesforhandlesandfitting,butholestosimplytoremoveweightareforbidden.Anyprotrusionsshouldbesufficiently padded.AllshieldsmusthaveaclothorPlastiDip®.Shieldsareheldbystrapsorhandles,whichareboltedtothewoodontheback oftheshield.Allexposedboltsorsharpedgedhandlesmustbefileddownorpadded.Theareaimmediatelyaroundandin betweenthestrapsdoesnotrequirepadding,butmuststillbesafe. 22 Ifashieldreceivesthreesolidhitsfromashield-destroyingweapon(glancingblowsdonotcount)itisconsidereddestroyedand muchbedropped.IfaparticularRelicorspellwillpenetrateashield,itwillbestatedinthedescriptionoftheRelicorspell. Ashieldmaybemadeinanystyle,shape,orsizeaccordingtothecharactertyperestrictionsoftheparticipant.Thesizeofashield ismeasuredbytheshield’slargestdimension. Ifashieldislargerthan36"itisconsideredtobeatowershield. Shieldsthatfastentothearm,leavingthehandfree,arecalledbucklers.Bucklersmustbebetween12"and18"insizeandmaybe madefrom1/4"thickwood.Aparticipantmaywearonebucklershieldoneacharm,butmaynotusebothabucklerandanormal shield. Bucklers,asspecifiedinthisrulebook,areconsideredshieldsbutarestrappedtothearmandmadewithlightermaterials.Assuch, shieldbreakingweaponswilldestroythemwithtwohits(thisincludesmagesshields;iftheyfollowthespecifications,outlinedin therulebook,forbucklers). Becauseitisdifficulttoremoveabucklerduringcombat,anyhitstoanalreadydestroyedbuckler(stillstrappedtoaparticipants arm)willcountasanormalhit. Again,becauseitisdifficulttoremoveabucklerduringcombat,anyhitstoabucklerwhichisstrappedtoaninjuredarm(i.e.light wound)shallcountasthoughsaidarmwasstruckdirectly. Armor AllarmorinDarkonisclassifiedintooneoffivearmorclasses(AC).TheACwornwilldeterminehowmanyhitsaparticipantmay absorbbeforewoundsareinflicted,dependingontheweapontype.Armormustcoveratleast75%oftheupper/lowerappendage ortorsoinordertobeconsideredarmor;forexample,beltsandbucklesarenotconsideredarmor. Armorwillonlyprotecttheareathatitcovers.Ahitthatisstrucktoanunarmoredarea,evenifitstrikesbetweenthejointsofa pieceofarmor,willinflictawoundtotherecipientasifitwerestrikingAC0(noarmor).Ifaparticipantiswearinghiddenarmor, theymaybeaskedbyEldersorparticipantstodisclosewhatarmorisworn,whichtheymusttruthfullyanswer. Ifaparticipantiswearingmultipletypesofarmorcoveringthesamehitzone,ahittothatzonecountsasonehittoallofthearmor coveringthatzone.Forexample,aparticipantiswearingAC3coveringhisthighandAC4coveringhisshins;anyhitstothelegwill countasahittobothACs.Therefore,theprotectiononthethighwillbeexhaustedbeforetheprotectionontheshinbecauseAC4 canabsorbmorehitsthanAC3.Ifaparticipantiswearingtwoormoretypesofarmorthatcoveroroverlaponeanother,the participantmayonlycountthearmorthatoffersthemostprotection.Forexample:Aparticipantiswearingaleatherjerkin(AC1) coveredbyasplintmailvest(AC2)onhistorso.HemayonlyusetheprotectiongivenbytheAC2splintmail.Ifalimbislightly wounded,anyarmoronthatlimbisconsideredexhausteduntilthewoundishealedandthearmorrepaired. Onceapieceofarmorhasabsorbedahit,thatpieceisconsideredtohavetakendamage.Damagedarmorwillremaininthat conditionuntilitisrepairedeitherthroughaskill,spell,orinHades(seeHades,below). TheArmorMarshalorMagistratewillruleonanyquestionsordisputesregardingarmor. ArmorRequirements Armormustbesafelyconstructedwiththematerialsallowedforeachspecificarmorclass.Helmets,coifs,andotherhead protectionareallowedaslongastheymeetthepropersafetyandarmortyperequirements.Allmetalarmorshouldhavefiled, roundededgestoavoidinjuriesandmaynotincludeanyspikes,sharpflanges,orcreststhatmayharmaparticipantoraweapon. Armorshouldlookandfeelrealistic,andmustbeapprovedbytheArmorMarshal.Unlessexplicitlypermittedinthespecificarmor typedescription,metalarmormustbeconstructedofbrass,bronzeorsteel;anditmustbeatleast18-gaugeandnothinnerthan .045”.Allaluminumarmorisforbidden.Additionally,forsafetyreasons,metallicarmorbelowaparticipant’swristoronthehand itselfmaynotbewornwithoutexpresspermissionfromtheCouncil. ArmorClasses Armortypesaredividedupintoclasses,thenumberassociatedwiththeclassisthenumberofpointsofdamagethearmorcan stop.ThefollowingisadescriptionoftherequirementsforeachArmorClass: 23 ArmorClass0 Noarmor,justcostume. ArmorClass1 Leatherarmorismadeofatleast5-ounceleather(leatherjacketscannotbeused).Leatherscalearmorconsistsofsmallleather scrapssecurelyattachedtoaheavymaterialorleatherinalternatingrows. Paddedarmor(Gambeson,Aketon),mustbeavest,jacket,orpantsconstructedtopresentamedievalappearanceandmust includeatleasttwolayersoffabricwithpaddingsecuredbetweenthemineitheraseriesoftubesoragrid.Paddedarmormust notcompresspast5mminthickness.Bothacostumemarshalandanarmormarshalmustinspectpaddedarmorforittobe deemedpassing. ArmorClass2 Studdedleatherarmorisconstructedofnormalleatherarmorwithsmoothmetalstudsofatleast1/2"sizeinevenlyspacedrows, setapartatintervalsofthediameterofthestud. Ringmailismadeofnon-flexiblesteelorbronzeringsnolargerthan2"indiameteronheavymaterialorleather.Theringsshould beevenlyspaced,atonehalfoftheirdiameterapartinalternatingrows. Splintmailismadeof18-gaugesteelorbronzeplatesonheavymaterialorleatherwithroundededges;platesmustbeevenly spaced,atadistanceofnomorethanthesizeoftheplatesapart. Hideisarmorinwhichasinglelayerofleatherisatleast10oz.inthickness.Multiplethinnerlayersthataddupto10oz.orgreater DONOTcount.Anysinglepieceofarmor(greave,torso,bracers,etc.)thatcontainsANYareaunder10oz.inthickness(otherthan fasteningstraps)doesnotcountasHide.Anyarmortype(scale,lamellar,brigandine,etc.)madewhollywith10-oz.leather (excludingstrapsandbackingmaterial)shallbeconsideredAC2Hidearmoraslongasthescales/platesoverlaporbutt(i.e.,within 1/4")againstadjoiningscales/plates. SharkmailisessentiallychainmailmadefromringswhicharetoosmalltomeettherequiredspecificationsforAC3.Sharkmailmay bemadefromringswithawirediameterlessthan0.045".BecausesharkmailislighterthanAC3chainmail,itreceivesalesser ArmorClass. ArmorClass3 Chainmailarmorisconstructedofinterwovenmetalrings,andtheratioofthediameterofthoseringstothewidthofthewire used,knownasaspectratio,determinesitsstrength.ThemaximumringsizesforstandardEuropean4-in-1chainmailarmor,both butted(includingwelded)andriveted,aregivenbelow.Chainmailarmormadeofsturdylinksthatfailstomeettherequirementsof AC3,e.g.sharkmailorbutcher'smail,willcountasAC2. ButtedMailmusthaveanaspectratioof4.8orless,asfollows: 12gringsmustbenolargerthan1/2"(0.5")or12.7mm 14gringsmustbenolargerthan3/8"(0.375")or9.8mm 16gringsmustbenolargerthan5/16"(0.312")or7.8mm 18gringsmustbenolargerthan3/16"(0.188")or5.8mm Rivetedmailmusthaveanaspectratioof7.5orless,asfollows: 12gringsmustbenolargerthan3/4"(0.75")or19.8mm 14gringsmustbenolargerthan9/16"(0.562")or15.2mm 16gringsmustbenolargerthan7/16"(0.438")or12.2mm 18gringsmustbenolargerthan5/16"(0.312")or9.1mm Scalemailismadeofsteelorbronzescales,usuallyleaf-leafshaped,withroundedbottoms.Thescalesmustbeatleast0.024" thick(23gaugeSWG)steelorbronzeandnolargerthan2"by3".Aswithleatherscale,itmustbefastenedtoheavymaterialor leatherinalternatingrows.Thescalesmayalsobewoventogetherwithmetalrings,eliminatingtheneedforabackingmaterial.In 24 eithercase,thescalesoverlapeachothercompletelysothatthereare2layersofscaleseverywhereexceptattheedgesofthe armor. Buttedmailismadeofminimum18-gaugesteelorbronzeplatesthatarefastenedontoheavymaterialor leather.Theplatesmusttouch,orbuttupagainstoneanother.Theremaybenogapsbetweentheplates. ArmorClass4 Platearmormustbemadeofsteel,brass,orbronze;themetalmustbe18-gaugeminimum.Alledgesmustbecarefullyfileddown sothatnoparticipantmaybecutbyit.Itisrecommendedthatyoucoveralledgeswithfoamand/orducttapeforadditional safety.Greavesmaybesecuredwithleather,beltsandbuckles, thongs,laces,orchains. Bandedmailismadeofoverlappinglayersofatleast18-gaugesteelorbronze.Thebandsmusthaveroundedcorners.Ifproperly fitteditshouldleavenoareaexposed.Bandscanbetiedorrivetedtoheavymaterial. 25 Chapter Four Combat CombatinDarkonisregulatedbyahitsystem;thischapterwilloutlinehowthecombatsystemworks,whileChapterThree:Arms andArmordetailedthespecificationsforDarkonweaponsandarmor. LegalHits TocountasalegalweaponhitinDarkon,theweaponmust: • Beunderthefullcontrolofthewielderatthetimeofcontact(ortimeofreleaseformissileweapons) • Makecontactwiththetargetplayerwiththedesignated“strikingsurface”oftheweaponused • Makecontactwithalegaltargetzoneonplayerbeingstruck. • Bemovedwithintentbythewielderinasafemanner,consistentwiththeweaponsappropriateuses. • Bemovedsothateachstrikeisseparateanddistinctfromthestrikebeforeandaftercontact • Uponcontactwithtargetplayer,theweaponmuststopallforwardmomentumorchangedirection& • Bedeliveredwithsufficientforce*suchthatastrikecanbeclearlydeterminedasanoffensivestrikeandnotincidental contactduringcombat *Sufficientforceisdefinedas: • Swingingweapons(white,black,nonchainyellow):Enoughforwardmomentumthatanunawareopponentwearing10oz. leatheroverclothingcandistinguishthestrikeasoffensiveratherthenincidentalcontact. • Stabbing/Thrusting(red):Enoughforwardmomentumthatanunawareopponentwearing5oz.leatheroverclothingcan distinguishthestrikeasoffensiveratherthenincidentalcontact. • Miscellaneous(chainyellow,arrows&javelins):Enoughforwardmomentumthatanunawareopponentwearingclothing candistinguishthestrikeasoffensiveratherthenincidentalcontact • Combatantswearingheavierarmorthendescribedmustregisteralegalhiteveniftheblowisnotfeltbythecombatantso longastheforcewassufficienttomeettheaboverequirement. NotethatanvillingisanillegaltacticinDarkon.Anvillingisusingaweapon,wornitem,oranon-heldshieldtoblockablowby restingthatobjectagainstyourbodytoblockaincomingattack.Ifthishappensyoumusttreatthehitasifithadmadecontact withthatparticularhitzone.Evenpassiveanvillingisnotallowed,suchasasheathedswordbeingstruck,orashieldstrappedto theback,oraheldweaponbeinghitintothearm. Itislegaltoholdtwoweaponsinonehandandusingthemtoblockisnotanvilling. Pleasenotethatifyouattempttoblockaweapon,andtheattackingweaponpenetratesyourblockandmakescontactwith sufficientforceitcountsasalegalhit.Inordertoblockablowyoumustbesuccessfulinstoppingtheforceoftheblow,notmerely attemptingtoblocktheblow. HitZones Hitsmuststrikealegalhitzoneinordertoregisterdamage.Thelegalhitzonesaredescribedasfollows: Limbs: Eachleg,fromabovetheankleandbelowthewaist(includingthebuttocks),andeacharm,fromabovethewristandbelowthe shoulder,willcountasseparateindependenthitzone.Pleasenotethatifyoudonothaveaweaponinyourhand,ahittothehand islegal.Likewise,ifyourfootisofftheground,ahittothatfootislegal. Torso: Theareafrombelowthenecktothetopofthewaist(includinggroin),betweenthearmpits,andboththefrontandbackofthe body,willcountasasinglehitzone. Head: Thecrownandbackoftheheadwillcountasasinglehitzone;thisincludesthebackoftheneck. 26 Illegal: Thesideofthehead,ears,face,throat,thesidesoftheneck,hands(belowthewrist)andfeet(belowtheankles)areconsidered illegalhitzonesforallweaponswiththeexceptionsforhandsandfeetasnotedabove.Therecipientmaydisregardanyhittoan illegalhitzone. Unsafe: Hittinganyzonewiththenon-strikingsurfaceofaweapon,the“flat”isanillegal/unsafestrikeandtherecipientmaydisregardthehit. WeaponTypes Allweaponsareclassifiedintooneoffourweapontypes;eachweapontypeisrepresentedbyacolortosignifyitstypeofdamage witheachcolordoingasetnumberofpointsofdamage.Allweaponsmustbeclearlymarkedwithastripofcoloredtapeofthe samecolorastheweapontype,preferablyabovethehandleorontheshaft.Participantsareexpectedtoloudlyannouncethe coloroftheweaponwithwhichtheyarestrikinginordertopromotesmoothergameplay;forexample,aparticipantwieldinga GreatSwordshouldshout,“Black!”witheachswing.Thefourweapontypesarelistedasfollows.SeeChapterThree:Armsand Armorforthesizeandsafetyrequirementsofeachindividualweapon. WeaponTypes Examples SlashingWeapons ShortSwords,LongSwords, (White–1Point) HandAxes,WhiteGlaives Clubs,Bars,Maces,Hammers, CrushingWeapons Quarterstaffs,Flails,Morning (Yellow–1point) Stars PiercingWeapons Daggers,Spears,Tridents, (Red–2points) stabbingtipsonweapons CleavingWeapons GreatSwords,Halberds, (Black–2points) BattleAxes,BlackGlaives MeleeWeapon TheCouncilmustfirstapproveanynewweapontypebeforeitmaybefieldedatanevent.Questionsconcerningwhatarevalid DarkonweapontypesshouldbebroughttotheCounciloraWeaponMarshal. WhenintroducinganewweapontotheCouncilforapproval,theparticipantmustfirstdeterminetheweaponspecifics,including minimumandmaximumdimensions,diagrams,typeofdamage,charactertyperestrictions,andanyspecialrulesregardingthe newweapon. Ifayellowweaponhasathrustingtip,itwillonlycauseyellowdamage.Aquarterstaffistheonlyweaponthatmayhaveastriking surfaceonbothends,andeventhenitmayonlyhaveathrustingtipononeend. Flailsandmorningstarsaretheonlyweaponsthatarelegaltostriketothecrownandbackofthehead.Noweaponisever consideredsafetotheface,throat,sidesoftheneck,ears,oranyotherillegalhitzone. Blackweaponsmustbeswungwithbothhandsinordertoadministerblackdamage.Ifablackweaponisusedwithonehand,itwill onlydealwhitedamage. Non-thrustingweaponsmayneverbeusedtothrust,eventokeepanopponentatbay;thrusting-onlyandmissileweapons(spears, arrowsandjavelins)maynotbeswung. MissileWeapons TherearetwotypesofmissileweaponsinDarkon:javelinsandarrows.Missileweaponsarelegalonlytonormallegalhitzonesand doreddamage.Arrowsandjavelinsmustimpactbytheirtipsinordertoinflictdamage;glancinghitsdonotcausedamage. Arrowsandjavelinsmaybeblockednormallybyshields.Javelinsmayalsobeblocked,caught,ordeflectedaslongasthisisdoneto theshaftofthejavelin.Ifanarrowisintentionallyblocked,caught,ordeflectedbyaparticipantthroughmeansotherthanashield, 27 thatparticipantsuffersalightwoundtothelimbthatblockedthearrow,regardlessofarmor.Thesamepenaltyappliestoa participantwhointerfereswiththeflightofajavelinbyitstip. Specificallyifaplayerdeflectsanarrowbyuseofaweaponorhandandtheyarenotamonktheyarerequiredtotakealight woundinthearmdoingthedeflectionregardlessofskinspellsorarmor,droppinganyheldweapontothegroundimmediately. Thedamagecausedinthiscaseisapenaltyfordoingsomethingstrictlyagainsttherules. Ifanarrowhitsyourweaponandtheweaponisbetweenyouandthearcherandisactinginanywayshapeorformasadeflection toolyouaretotakeawoundtothearmholdingtheweaponwiththeaddedresultbeingdroppingtheweapontotheground immediately.IfyourweaponisstruckandyoudidNOTplaceyourweapons(includingahandholdingaweapon)toactasa deflectionpointthenandonlythenyouaretotakethewoundasifyourweaponwasnottheretodeflectthearrow,usingproper judgment. Missileweaponhitsdonotcountiftheyhavericochetedordeflectedoffashieldoranotherparticipant.Theymusthitdirectlyin ordertocount. SiegeWeapons TherearetwotypesofsiegeweaponsintheRealmofDarkon:ballistaeandcatapults. Ballistaefire‘bolts’thatareconstructedunderthesameguidelinesasjavelins(seeJavelinsinChapterThree).Catapultsfire‘balls’ thatareconstructedunderthesameguidelinesasspellballs(seeSpellBallsinChapterSix).Ballistaboltsandcatapultballsmustbe coveredwithdarkgreencoloredcloth.Siegeweaponscanbeusedinmultiplebattlesonthesameday. Threeparticipantsmustmanasiegeweaponatalltimeswhileitisinuse;twoparticipantstoloadthesiegeweaponandonetofire it.Theseparticipantsmusthavebothhandsfree.Itrequirestwoparticipantstoliftasiegeweapon,evenifitisphysicallylight enoughtobemovedbyasingleparticipant.Onceasiegeweaponhasbeenfired,thosemanningitmustcountaloud10seconds beforefiringthesiegeweaponagain;thiscountmustbeloudenoughthatitcanbeheardwithina10’radiusofthesiegeweapon. Siegeweaponsmayonlyfireoneboltorballatatime.Itrequires2playerstomoveanysiegeweaponboltorball,andtheplayers maynothaveanythingintheirhands. Siegeweaponboltsandballsinflictnon-magical‘green’damageuponimpact,eveninthecaseofmisfire.Greendamagecauses deathtoanyonewhoisstruckdirectlybyagreendamageweapon,penetratinganddestroyingallarmorandshields.Inaddition, greendamagecausesamortalwoundtoanyparticipantwhoiswithina3’radiusofthepointofimpact,alsopenetratingand destroyingallarmorandshields.Bolts/ballsdo4hitsofdamageintheAOEwhileblessedbolts/ballsdo4holyhitsintheAOE,to NPCsthattakespointsofdamageinsteadofourhitsystem. WhenusedonboardashiptheAOEeffectonboardshiponlyeffectsthoseontheship,notthoseinthewater.Whenthebolt/ball hitswatertheAOEofasiegeengineisNOTnegatedbythewater,butonlyeffectsthoseinthewater. Asinglehitfromanygreenweaponwilldestroyasiegeweapon;additionally,siegeweaponscanbedestroyedinthesamemanner asgates(seeFortifications). WeaponTypesvs.Armor Whenasolidhitisadministeredtoalegalhitzone,itinflictsdamage.Eachweapontypedoesaspecificnumberofpointsof damageandeacharmorclassisallowedtoabsorb,ortake,anumberofpointsbeforeaparticipantwillsufferawound.The numberofpointsthatarmorcanabsorbdependsontheweapontypethatinflictedthedamageandtheACofthearmor.To determinedamagesubtractthepointsinflictedbytheweaponfromtheAC.WhenyourACdropsto0continuetosubtract,the simplechartbelowwillhelpdetermineyourstatusbasedonnumberofpointsofdamageagainstaspecifichitlocation. 28 AC0HitChart PointsTakentoBodyLocation 1 2 3 Limb Light Mortal Death Torso Mortal Death Death Head Death Death Death Exceptions: Yellowweaponscannotadvancealimbbeyondlightwound. RedweaponsignoreAC1andAC2entirely. ThefirstwoundfromaredweapontoalimbisALWAYSalightwound. Wounds Aparticipantsuffersawoundwhenhehastakendamagetoahitzonethatisunprotectedbyarmor.Whenanarmoredhitzone hasabsorbedallofthehitsthatthearmorcoveringitisallowed,anyfurtherhitstothathitzonewillresultinawound. TherearetwodifferenttypesofwoundsinDarkon:lightwounds,andmortalwounds. LightWounds Alightwoundisawoundinflictedtothelimbsonly.Itisnotpossibleforaparticipanttosufferalightwoundtotheheadortorso. Whenaparticipantsuffersalightwoundtoalimb,thatlimbisnolongeruseable. Aparticipantwithalightwoundtohisarmmaynotholdanythinginthatarm.Anythingthattheparticipantwasholdinginthatarm whenthelightwoundwasinflictedmustbedroppedimmediately,andthearmmustdanglelifelesslyathisside. Ifalegsuffersalightwound,theparticipantmustlockthekneeofthatleginplaceordragthelegwhenhewalks;therefore,a participantmayneverleadwithalightlywoundedleg.Participantswithalightwoundonalegmayneverrun.Ifbothlegssuffera lightwound,thatparticipantmustdroptohiskneesandmaycontinuetofightandmovefromthatposition. Lightwoundswillremaininthatconditionuntilaparticipantdies,suffersamortalwound,orhashiswoundhealed.Lightwounds willnothealbythemselves,norwilltheybecomeworseovertime. MortalWounds Mortalwoundsaresufferedwhenaparticipanttakesawoundtothetorsoortoalimbthathasalightwound;amortalwoundis alsosufferedwhenawoundistakentothehead.Participantswhoaremortallywoundedwilldiefiveminutesaftertheysufferthe woundiftheyarenothealed,unlessheorsheisstabilizedbyoneofthefollowingmethods: • TheplayerreceivesaCureLightWoundsorCureSeriousWoundsspell,or • TheplayerreceivesFirstAidfromaFighter. Mortallywoundedparticipants,stabilizedornot,cannotstand,fight,orcastspells.Theymay,however,crawl,speak,quaffa potion,screaminpain,andmaystillholdontotheirweaponswithanyarmthatisnotwounded.Ifamortallywoundedparticipant suffersanyadditionalwounds,heisconsideredtobedead. Death 29 Whenyoudie,lieonthegroundorgetoutofthewayifyoufeelendangeredofgettinghurt.Ifthegroundiswetthenyoumaysit upwithyourweapononyourhead.Donotleavethefielduntilthefightisover.Anytimeyouaredeadandnotlayingonthe ground,holdyouweaponoveryourhead. Onceaparticipantisdead,hecannotmove,speak,orperformanyotheractionsfortwominutesoratthediscretionofanElder.If aparticipantiskilledwhileinthemidstofaweaponswing,theblowisstillconsideredvalidiftheweaponwasinmotionatthe timetheparticipantsustainedthewound. Whenaparticipantdiesandreturnstolife(viaHades;seebelow),hehasnoin-charactermemoryoftheeventsthatoccurredin thelastfiveminutesimmediatelybeforehisdeath.Hewillnotrememberthecircumstancessurroundinghisdeath,orwhokilled him.Adeadparticipantcangainnoin-characterknowledgeandisunawareofhissurroundingswhiledead. Ifaparticipantreturnstolifethroughmagicalmeans(within12minutesofhisdeath),heretainsallofhismemories,uptothetime ofdeath. ParticipantsmayonlypretendtobedeadusingtheFeignDeathspell(seeFeignDeathinChapterSix);otherwise,participantsare neverallowedtofakedeathorwounds. Hades Whenaparticipantis‘killed’onthebattlefield,hemustspendsometimeinHades,afterwhichhewillbeallowedbackintothe battle.ParticipantsmayvoluntarilyspendtimeinHadesaswell,ifwoundedorinneedofarmororshieldrepair. Ifaparticipantsuffersawound,death,ordamagetoarmor,hemayhavethatconditionrestoredeitherthroughtheuseofspells, skills,orbyspendingtimeinHades.Hadesisadesignatedareaconsideredoutofplay,inwhichparticipantsmayspendanamount oftimeinordertorepairarmordamage,healwounds,orrestorelife.Nocombatmaytakeplacewithina10’radiusofHades. HadesisnottobeusedasasanctuaryforlivingparticipantsandtheyshouldnothangaroundtheHadesareaoruseanyconfusion resultingfrombeingnearHadestotheiradvantage.AnyparticipantusurpingtheHadesrulesmaybecalleddeadatthediscretion oftheHadesorEventElder.IfaparticipantisleavingHadesandenteringdirectlyintoacombatsituation,theparticipantshould announce,“Alive!”beforeleaving. TherewillbeanElderstationedinHadeswhoiscalledtheHadesElder.TheHadesElderwillrecordthenameofeachparticipant enteringHades,thetimeheentered,andhisreasonforbeinginHades.Whentheappropriatetimehaselapsedforeach participant,theconditionforwhichtheparticipantcametoHades,andany‘lesser’conditionswillberestored(i.e.dead participantswillreturntolifeandtheirarmorwillbefullyrepaired),andtheHadesElderwillreturnhimtothebattlefield.No participantmayleaveHadesuntilinstructedtodosobytheHadesElder. Participantswithlightwounds,orthoseinneedofarmorrepair,arefreetowalkintoHades.Mortallywoundedparticipantsmust crawlorbecarriedintoHades,orelsetheywillberecordedasdead.Deadparticipantsmaywalkfromtheplaceoftheirdeathinto Hades,butmustholdtheirweaponovertheirheadtosignifytheirconditiontootherparticipants.Deadparticipantsarenot allowedtocommunicatetolivingparticipants,excepttonodwhenaskediftheyaredead. Relics(seeRelicsinChapterSeven)maybegiventotheHadesEldertoberecharged.OnlylivingparticipantsmaygiveaRelictothe HadesElder,andRelicsmayneverbetakenintoHadesbyadeadparticipant.OncethetimehasexpiredfortheRelictobe recharged,theHadesEldermayreleasetheRelictoanylivingparticipant,outsideofHades,whowishestoclaimit. ThestandardtimesthatmustbespentinHadestorestorearmor,wounds,etc.arelistedbelow. LightWound:4minutes MortalWound:8minutes Death:12minutes RelicRecharge:4minutes/charge ShieldandArmorRepair:4minutes Uptooneshield(ortwobucklers),onefullsetofarmor,onereliccharge,andfourlightwounds(oronemortalwound)onasingle participantmaybehealed/repairedsimultaneously. Thismaybealteredorreplacedonanevent-by-eventbasisatthediscretionoftheEventElder(s),HadesElder(s),and/orEvent Host(s),withpriorapprovalfromtheSenateorBoard. 30 SpecialCombatRules Holds AnytimethatanEldercalls“Hold!”combatistoceaseimmediatelyandallparticipantsmustkneelorsquat.Allcombatantsmust freezeinplaceassoonastheyheartheholdinstituted.Participantsmustremainfrozenuntildirectedto“LayOn!”byanElder. AnyonewhoisnotanEldershouldrefrainfromcallingahold,exceptincasesofanemergency,forexample,aninjury. FightingatNight Nomeleeweaponsareconsideredlegaltotheheadatnightduringevents.Also,nomissileweaponsarelegalatnight. Non-WeaponTactics Thereareseveralcombattacticsthatparticipantsarepermittedtousethatdonotrequiretheuseofaweaponknownasnonweapontactics.Participantsareallowedtograbshields,non-strikingsurfacesofweapons(shaftofaspear,chainofaflail,etc.), andthebodypartsofotherparticipants.Participantsarealsoallowedtotackleandgrapplewithotherparticipants;however,a grapplingparticipantmaynotstriketheheadorneckofanotherparticipant,normaythatparticipantuseanyneckorjointlocks. ‘Shieldbashing’ispermitted,butitmustbeperformedbypushingorbashingintoanopponentwiththeflatoftheshield. Participantsmayneverstrikeanopponentwiththeedgeofashield.Youmayonlyshieldbashortackleanopponentfromthefront. Itisalsopermissibleforaparticipanttopushkicktheflatofanopponent’sshieldfromthefrontwithonefoot,aslongastheother footisplantedontheground.Participantsmaynotperformashieldkickorshieldbashtoanopponentonhisknees. Participantsmaynotpunch,slap,orkickthebodyofanotherparticipant.Aparticipantmaynotgraborpullonthecostume,neck, orhairofanotherparticipant.Grabbingorpinningthestrikingsurfaceofanedgedorspikedweaponisillegalandwillresultina mortalwound(thisincludesaparticipantattemptingtopinthebladeofaweaponunderhisarm)unlesstheparticipantsecures controloftheweaponfirst. Commonsenseandsafetyshouldalwaysbeaparticipant’sfirstprioritywhenengaginginanynon-weapontactic.Participants shouldavoidbeingexcessivelyroughwithoneanother.Heavilyarmoredparticipantsmaynotinitiategrapplingwithmorelightly armoredopponents.However,itshouldbenotedthatcertainnon-weapontacticsmayinstigateagrapplingsituation,suchas shieldbashing,shieldpressing,thegrabbingofweaponsand/orarmor,etc.Inthiscase,theparticipantreceivingthebashing, pressing,orgrabbingmayinitiategrappling,regardlessofarmortype. ParticipantswhoaredeterminedtobeactinginanunsafemannerbyanElderwillbereprimandedandpunished. Captives Incertainrole-playinginstances,participantsmaywanttotieupotherparticipantsascaptives.Physicalbondsarenotpermitted. Onefootofropeatleast¼”thick,orrubbermanaclesorrubbermedievalhandcuffsmaybeusedasarepresentationofbonds.To applythebonds,thecapturingparticipantmustplacebothhandsonthecaptive’shandsforacountof30secondsandmuststate, “Iamnthlevel,thisismyrope.Youarebeingbound.Youarenowboundandgagged.”Thecaptivemustthenholdtherope,butmay notactuallybe‘bound.’ Anotherparticipantmayreleasethecaptivebyholdingthearmsofthecaptiveanduntyingtheknots;alternately,hecanusean edgedweapontocutthebonds.Additionally,iftheboundparticipanthasanedgedweapononhisperson,hemaycuthimselffree. Eachoftheseactionstakes30seconds. Forsafety,thecaptiveparticipantmustbeabletophysicallyfreehimselfatalltimesandmayleaveifhefeelsthreatenedinanout ofgamesense. Participantsmayphysicallysearchotherdeadparticipants,however,allparticipantsareprohibitedfromsearchingfororhidingingameitemsinsensitiveareasofthebodysuchasthegroin,breasts,orbuttocks.Aparticipantattemptingtosearchadead participantmustsay,"Iamnotathief,mayIsearchyourbody?"Iftheanswerisyes,theymayphysicallysearchtheparticipant.If theanswerisno,thesearchermustsay,"Iamnotathief,Iamsearchingthe[object]onyour[location],"wheretheobjectisa particularcontainerorpieceofgearsuchasaspecificpouch,pocket,orarticleofvisibleclothing,andthe[location]isoneofthe 31 basicthiefsearchlocations.Forexample,"Iamsearchingthebraceronyourrightarm,"or"Iamsearchingthetunicsleeveonyour rightarm."Thedeadparticipantwouldberequiredtogiveupanyin-gameitem(s)inthatlocation. Fortifications Castles,towers,andkeepsareanimportantpartofDarkon.Theyrequireagreateruseofstrategyandraisethelevelof competition,becausethevictoriousteamgainsnotonlythecastle,keep,ortower,butalsowhateverhappenstobeinthem (banners,relics,treasure,andsoon). Fortificationsarebuiltbytheparticipantswhileinthefield.Beforebuilding,participantsshouldmakesuretheareaissafeby clearinganydebris(rocks,branches,etc.).Fortificationsshouldbeconstructedofbranches,logs,deadvines,brush,andrope. Branchesshouldalsonotbeplacedverticallyinthewalls,astheyhaveatendencytoactasspikes. Alternatively,structurescanberepresentedbyaropedoffareaofanappropriatesizeforbattle.Theropeshouldbeaffixedto polesortreeswheneverpossibleandbethreetofourfeetofftheground.Theremustbeanopenareaofnolessthan3’atthe baseof90%ofthefortificationtoallowfortheuseofthe‘ClimbWalls’Thiefskill(seeChapterFive:TypesofCharacters). Regardlessofthemethodofconstruction,theoutsideboundariesrepresent20foothigh‘walls.’Structuresmayhaveasmany walls,inwhatevershape,asdesired;however,anyinternalwallsmaybefoughtovernormally.Astructuremaynothavearoof. Everystructuremusthaveatleastonegatebutafortificationmayhaveasmanyadditionalgatesasthebuilders’desire.Gates mustbeatleast5’wide.Participantsmaynormallyonlyenterandexitastructurethroughitsgate.Eachgatemustbeplacedso thatitcanberammedfromanoutsideforce;therefore,gatesmaynotbeplacedinline,butrathermustbespreadacrosstheside ofthefort. Themainadvantagethatafortificationprovidesistogivetheteaminsideprotectionfromthewalls,whileleavingtheoutsideteam atadisadvantage.Missileweapons,siegeweapons,andspellballsmustbefiredoverastructure’swallsata45°angleifbeingfired intothestructure.Theymaybefiredstraightthroughanopengate.Ifattackingfromwithinthestructuretotheoutside,missile weaponsmaybefiredstraightatalltimesiftheattackerisadjacenttothewallofthefortification.Additionally,participantswithin thestructuremayusethrustingweaponsofatleast7’toattacktheoppositionoutsidethestructure'swalls. Whenastructureisundersiege,theattackingteammustenterthroughthegate(withtheexceptionofthosewiththe‘Climb Walls’skillor‘PassWall’spell;seeChapterFive:TypesofCharacters).Allgatesareconsideredclosedbybeingbarredfromthe inside.Foraparticipanttoexitthestructure,thegatemustbeopenedfromtheinsidefirst.Agatemaynotbe‘locked,’exceptby magic.Thereforeifaparticipantclimbsthewallsofastructure,heisthenfreetothrowthegateopenfromtheinside.Gatesmay bedestroyedthroughseveralmeans:ahitfromasiegeweapon(seeChapterThree:ArmsandArmor),spelleffects(seeChapter Six:SpellsandMagic),orthroughtheuseofabatteringram. Abatteringramisrepresentedbyalargepieceofwood,8to12feetinlength,andmustbemannedbyatleastfiveparticipants whomusthavebothhandsfreeandmaynotbewounded.Theparticipantsmustholdthebatteringramfirmlyandmakeatleasta ten-stepchargeintothegateanddeliverasolidhit.Threesolidhitstothegatewilldestroyit. Asinglehitfromanygreenweapon(siegeweaponorFireball)willdestroyagate;threeLightningBoltswillalsodestroyagate. Onceagateisdestroyed,therepresentationofthegatemustbemovedtoanopenpositionimmediately,whichmaybedoneby anyparticipantonthefieldallowingparticipantstoenterorexitthroughthegatefreely.Ifadestroyedgateisrepairedormended inanyway,thegateisconsideredopenuntilitcanbeclosedfromtheinside. 32 Chapter Five TypesofCharacters Whendecidingwhichkindofcharacterthattheywishtoplay,participantsmaychoosefromanyofthefollowingcharactertypes. ThesearetheonlycharactertypesthatarerecognizedinDarkonandaparticipantmustchooseoneofthem.Participantsare permittedtohaveasmanycharactersofdifferingtypesastheywish,butcanplayonlyoneofthemperevent. Eachtypeofcharacterisunique,andeachwillgiveparticipantsdifferentabilities.Abilitiesareskillsandspells,whichcharacters gainthroughtheirachievementinRanks.Uponobtaininganewrank,participantcharacterswillbepermittedtousealloftheskills and/orspellsassignedtothatrank,inadditiontoallabilitiestheyhavegainedfrompreviousranks. Skillsaredescribedwithinthedescriptionofeachcharactertype,whilespellswillbedetailedinChapterSix:SpellsandMagic. Fighters Fightersarethegeneric‘warriors’oftheRealm.FightersarebyfarthemostpopularclassinDarkon,andthebulkofmanycountry armiesarecomprisedofthem.Theyarepermittedtowieldanyweapon,useanysizeshield,donanyarmor,andwearanystyleof costume. st At1 rank,aFightergainstheskillof‘ShieldBreak’.ThisskillallowsaFightertobreakshieldswithaselectlistofweapons.Inthe handsofaFighter,aBattleAxe,Halberd,BlackGlaive,orYellowweaponwitha5’overalllength(exceptforquarterstavesandBars) arecapableofdestroyingshields.ClubsandMacesrequireastrikingsurface4”indiameter.Forinformationonhowtoperforma ‘ShieldBreak,’refertotheShieldssectionoftheDarkonrulebookinChapterThree. At8thrank,aFightergainsthe‘FirstAid’skill.FirstAidallowsaFightertobindlightwoundsonhimselforothers.Tousethisskill, theFightermusttieawhiteclothbandage,atleast3"wide,witharedcrossonitaroundthewoundedlimb.Thelimbisstill consideredtohavealightwoundbutcannowbeused.Ifthelimbiswoundedagain,regardlessofarmor,theparticipantis consideredmortallywounded.Iftheadditionalwoundtothelimbwasdealtbyayellowweapon,thenthelimbisunusable,butthe participantisnotconsideredtobemortallywounded.Ifthebandagedlimbgoes5minuteswithoutbeingagainwounded,the woundisconsideredfullyhealed. FirstAidmaybeusedtostabilizeamortallywoundedplayer.Todoso,thebandagemustbetiedaroundthewoundedplayer’s headlikeaheadband.Stabilizingamortallywoundedplayeronlyremovesthe5-minutedeathcountdown–allotherrulesinvolving mortalwoundsstillapplytotheplayer.AFightermaynotapplyFirstAidtostabilizehimself. Alsoat8thrank,aFightergainstheskillof‘ShieldRepair,’whichallowshimtorepairhisownshield.Toperformthisskill,aFighter musttakeoffhisdamagedordestroyedshield.Afterrole-playing(pretendingtobendmetal,fixstraps,andgrumbling)overthe shieldfortwominutes,theshieldisfullyrestored.Thiscanbedonetoanyoneshieldonce.Thisskilldoesnotworkonsiege weapons,batteringrams,theShieldspell,Relics,oranythingotherthannormalshields.Thisskillcanonlybeusedononeshieldata time. At10thrank,aFightergainstheskillof‘ArmorRepair.’ThisskillissimilartoShieldRepair,exceptthatitisusedtorepairaFighter’s ownarmor.Eachpieceofarmorisconsideredseparate,andmustberemovedfromtheFighter’sbody.Onlyonepieceofarmor mayberepairedatatime.At12thrank,aFightermayrepairthearmorandshieldsofotherparticipantswithhisRepairskills. Rangers Rangersarefightercharacterswhoareadepttonaturalorwoodlandsurroundings.Theymayuseanyweapons,andmaywearany armoruptoAC3armorclass.Rangersmayuseanyshapeshield,solongasthelargestdimensionoftheshielddoesnotexceed 36”. AllRangershavethe‘Tracking’skillat1strank.ThisskillallowstheRangertosearchforscents,footprints,oranyothersignsof disturbanceinanarea.TheRangermaygaininformationonanyparties(i.e.partysize,typeofcreatures,directiontraveled),which mayhavepassedthroughanarea.AnEldermustbepresent,whowilldeterminewhatinformationisgainedandinformthe Ranger. 33 Alsoat1strank,aRangermaycast‘Light.’ At2ndrank,aRangermaycast‘FeignDeath’. At3rdrank,aRangermayperforma‘LandSearch.’Throughtheprocessoflandsearching,acountrymayexploreunclaimedland andexpanditsbordersontheDarkonRealmMap(seeChapterEight:LandRules). At4thrank,theRangergainsImmunitytotheEntanglespell.Whenhit,theRangermaycallout“nthRankRanger,”andcontinueon hisway. At5thrank,aRangermaycast‘CureLightWounds’. At7thrank,aRangermaycast‘NeutralizePoison.’ At9thrank,aRangermaycast‘PersonalMagicWeapon.’ At10thrank,aRangergainsImmunitytotheNatureLovespell. th At15 rank,aRangergainstheability‘Sniper’.Whenfiringarrowsoverafortificationwall,heisnotrequiredtoarchisshotsata 45ºangle.TheRangermustyell"Sniper!"whenfiringoverawall. th Alsoat15 rank,aRangergainstheabilityof‘Scouting’,gatheringallinformationonasearchablehexpriortotheircountry’sLand action.ThisdemonstratesthescoutingabilityofahighlevelRanger. TheRangerwillbeabletoinvestigatethelandandreportbacktohisorhercountrywithallinformationonthehexpriortotheir landsearchaction.Thisincludesallmonsters,ruinsandresourcesasapplicable. th The15 (orabove)levelRangermustattendandrollthelandsearchbeforethecloseofcheck-in.Theywillthenbetoldtheresults oftheirsearchbytheLandMarshallimmediatelyfollowingtheroll,andmayreportbacktotheircountrywiththisinformation.The countrymaythenchoosethenumberofmemberstosendtotheirlandsearchactionbasedonthedatatheRangerprovides.The RangerwhoscoutedtheareamustbetheRangerwhoattendsthelandsearchaction. th At25 rank,theRangergains‘Exploration’.ThisruledemonstratestheRangersskillatnavigatingnewterritoryandfindingthe th “pathofleastresistance”.The25 (orabove)levelRangermustattendandrollthelandsearchbeforethecloseofcheck-in.They mayrolltwiceontheMonsterEncounterTable,andaregiventheresultsofbothrolls.TheRangermaythenchoosewhich encountertheywishtotake.Anybonusesassociatedwiththechosenencounterareappliedasnormal.TheRangerwhoexplored theareamustbetheRangerwhoattendsthelandsearch. ExplorationstacksontopoftheRangers"Scouting"ability,sothe25thlevelrangergainsalltheinformationinScoutinginaddition totheabilitytorolltwiceontheMonsterEncounterTable Ifthesearchissuccessful,therollthatisnotusedintheencounterisdroppedanddoesnotremainonthathexforanyreason,in gameplayitisassumedthemonstereventuallymovedontootherground.Ifthehexiseverrelinquishedbackintoplay(i.e.ifthe countrybecomesdefunct),thehexrevertsbacktoemptyasperlandrules. th Ifthesearchisunsuccessfulbothmonstersremainonthehexforfuturesearches.ARangerof25 levelmaychoosetheencounter. AlowerlevelRangerissubjecttorollingonapercentiledicewith50%probabilityofeitherencounter.TheLandMarshallwill determinewhichencounterishighandwhichislowatthetimeoftheroll.Inaddition,thelowerlevelrangerisnotinformedofthe numberofmonstersonthehex.Ingameplayterms,heorshehasonlysearchedonepaththroughthehex,andthemonsterthey encounteristhefirstonetheysee. Clerics ClericsarecharacterswhoaredrivenbytheirservicetoadeityandarethemostpowerfulhealersintheRealm.Clericsare restrictedtousingonlyblunt(yellow)weaponsanddaggers.Theymaywearanytypeofarmorandmayuseanysizeandshapeof shield.AClericmustwearaholysymbolaspartofhiscostume. AllClericsmaycast‘CureLightWounds’and‘Light’at1strank. 34 At2ndrank,aClericmaycast‘SpeakwithDead’,‘TruthSpeak’,and‘Sanctuary.’ At3rdrank,aClericmaycast‘Consecrate/Desecrate’. At4thrank,aClericmaycast‘WordofHolding’and‘CureDisease.’ At5thrank,aClericmaycast‘CureSeriousWounds’and‘NeutralizePoison.’ At6thrank,aClericmaycast‘PrayerTouch.’ At7thrank,aClericmaycast‘CureMortalWounds.’ At8thrank,aClericmaycast‘Create/DestroyHolyWeapon’and‘TurnUndead.’ At9thrank,aClericmaycast‘Curse’and‘LastRites.’ At10thrank,aClericmaycast‘Resurrection.’Theymayalsobrewpotionsorscribescrolls(seeChapterSeven:SpecialItems)and gainstheabilitytosetupahospice. AhospiceworkssimilartoHadesinthatspendingtimeinahospicewillhealwounds.Tosetupahospice,aclericmustdonawhite capeatleast1’x2’bearingalargeredcrossandroleplaytheactofadministeringaidtothoseundertheircare(calledwards). Wardsmustremainlyingdownwithin10’oftheclerictoreceivethebenefitsofthehospice.Aclericmaytendtoanumberof wardsequalto½oftheirlevelroundeduptoamaximumof10wards.Neithertheclericnoranywardsmayholdanyweapons whilerunningahospice.Iftheyshouldpickuptheirweapons,allbenefitsofthehospicearelostandanyuncuredwoundsonthe wardsremainandthosethatweremortallywoundedbeginbleedingoutagainandwilldiein5minutes.Aclericmayhowevercast anyspellsfromtheirspelllist,ontheirwardsonly,whilerunningahospice. BelowarelistedthetimeittakesforHospiceenactspecificeffects: CureLightWound:4minutes CureMortalWound:8minutes NeutralizePoison:2minutes CureDisease:8minutes IfasecondClericofanylevelassistsintheactofrole-playingcareforthewards,thehealingtimesarehalvedsolongasbothclerics continuetoworktogethertoactoutcarefortheentirereducedhealingtime.Theassistingclericisboundbythesamecombat restrictionsastheprimaryclericwhileheisassistinginthehospice. Druids Druidsarecharacterswhoworshipnatureaboveallelse.TheweaponsthatarepermittedforusebyDruidsareallwhiteweapons, bars,clubs,bows,crossbows,quarterstaves,spears,javelins,anddaggers.Druidsarerestrictedtowearingarmormadeonlyfrom leather,whetherLeatherorLeatherScalefromAC1,orHidefromAC2;orpaddedarmor(cloth). Druidsmayuseanyshapeshield,solongasthelargestdimensiondoesnotexceed36”.Druidsmustwearanaturesymbolto signifytheircharactertype. st At1 rank,Druidsmaycast‘FeignDeath’and‘Light.’ At2ndrank,aDruidmaycast‘Mending’and‘DetectTraps.’ At3rdrank,aDruidmaycast‘CureLightWounds’and‘ProtectionfromLightning.’ At4thrank,aDruidmaycast‘LightningBolt.’ At5thrank,aDruidmaycast‘Barkskin’and‘NeutralizePoison.’ 35 At6thrank,aDruidmaycast‘WarpWood’. At7thrank,aDruidmaycast‘CureSeriousWounds’,‘CureDisease’,and‘CommunewithNature.’ At8thrank,aDruidmaycast‘DispelMagic’and‘Entangle.’ At10thrank,aDruidmaycast‘MagicalStone’and‘NatureLove.’Theymayalsobrewpotionsorscribescrolls(seeChapterSeven: SpecialItems). Mages Magesarecharacterswhodevotetheirlivestothestudyofmagicandspells.Magesarepermittedtouseonlywhiteswords,nonchainedyellow,anddaggers.Magesmaynotweararmorofanykind,noruseanytypeofshield.Magescancastthemostpowerful offensivemagicintheRealm.Magesmustwearanarcanesymboltosignifytheircharactertype. st At1 rank,aMagemaycast‘FeignDeath’,‘FrostSpike’,‘Mending’,‘DetectMagic’,and‘Light’. At2ndrank,aMagemaycast‘MagicShield’,‘TruthSpeak,’‘MagicMissile’,and‘ComprehendLanguages’. At3rdrank,aMagemaycast‘BurningHands’,‘ProtectionfromLightning’,and‘DetectTraps’. At4thrank,aMagemaycast‘LightningBolt’,‘HoldPortal’,and‘ProtectionfromIce’. At5thrank,aMagemaycast‘DispelMagic’,‘IceStorm’,and‘ReleasePortal’. At6thrank,aMagemaycast‘Stoneskin’and‘FeebleMind’. At7thrank,aMagemaycast‘ProtectionfromFire’,‘Growth’,and‘LegendLore’. At8thrank,aMagemaycast‘Fireball’,‘ChargeItem’,and‘GaseousForm’. At9thrank,aMagemaycast‘Passwall’,‘AnimateDead’,and‘Create/DestroyMagicWeapon’. At10thrank,aMagemaycast‘Steelskin‘,‘Pouch’,and‘SpellofShielding’.Theymayalsobrewpotionsorscribescrolls(seeChapter Seven:SpecialItems). Thieves Thiefcharactersaremastersofstealthanddisguise.Theyarelimitedintheirarmor,shield,andweaponchoicesduetotheirneed forstealthandagility.Thieves(andAssassins)mayuseanyweaponexceptchainedyellowweapons,blackweapons,andany weaponexceeding4'inlength(Missileweaponsareexcludedfromthe4'restriction).Thievesmaygarbthemselvesinanystyleof costume,fromawizard’srobestosilkandlace,buttheymustwearaskeletonkeyontheirpersonasasymboloftheircharacter type.ThievesmayweararmorofnogreaterthanAC2,andmayuseashieldofanyshape,solongasitdoesnothaveanydimension exceeding24”. AllThieveshavethe‘Looting’skillat1strank.ThisskillallowstheThieftoquicklysearchthebodiesofotherparticipantsandNPCs forlootandtreasure.Thebodybeingsearchedmustbedeadorcompletelyincapacitated(paralyzed,agonypoisoned,Entangled, affectedbyHoldPerson,etc.).MortalorLightwoundsalonedonotmakeonevulnerabletothisskill.Toperformthisskill,theThief mustpresenthisskeletonkeytothedeadbodyand‘search’eachbodypart(head,torso,limbs)andanybags,pouches,etc.,by namingtheareatobesearched.Forexample,theThiefpresentshiskeyandsaystothedeadbody,“IamaThief,hereismykey. Doyouhaveanytreasureonyourleftarm?”Bagsandpouchesattachedtothebodylocationareconsideredpartofthatlocation. Forexample,abeltpouchsecuredtoaperson’swaistisconsideredtobepartofthetorso.However,ifashieldorpouchisdropped awayfromthebody,itmustbelootedseparately.Onceanareaissearched,thedeadcreaturemustgivetheThiefany‘in-play’ itemshemayhavesuchascoin,Relics,maps,treasure,andsoon.Ifacharacterorcreatureismortallywounded,heisnotaffected bytheLootingskill. At2ndrank,aThiefgainsthe‘PickPockets’skill.UnlikeLooting,thisskillallowstheThieftostealobjectsfromthebodiesofliving creatures.AnEldermustbepresentfortheThieftousethisskill.TheThiefwillinformtheElderwhichitemheistryingtosteal(this 36 mayincludeaparticularsingleitemorthecontentsofabagorpouchheldbyanindividual),andfromwhom.TheThiefmustthen, inthewitnessoftheElder,placehishandontheitemtobestolenorthespecificareawheretheitem(s)arecontained(pouch, boot,shield,etc).Thevictimmustnotbeawareoftheattempt,andcannotbecompletelyincapacitated(paralyzed,agony poisoned,Entangled,affectedbyHoldPerson,etc.).ThetimeforwhichtheThiefmustremainincontactvariesbyrank: 2nd–10th:15seconds 11th–19th:10seconds 20th+:5seconds TheElderwillgivetheThiefapre-determinedsignal,whichwillsignifythatthetaskiscomplete.Sometimelater,theElderwill informthevictimthathehasbeenstolenfromandretrievefromhimtheitemthatwasstolen.TheElderwillthengivetheitemor itemstotheThiefinprivate. At3rdrank,aThief’sagilityallowshimto‘ClimbWalls.’TheThiefcanclimbany‘wall’ofaDarkonstructure(seeFortificationsin ChapterThree),bylyingflatonhisstomachand,beginningatadistanceof10’fromthewall,crawlingtoit.TheThiefcanhave nothinginhishandswhileclimbing.Whenhereachesthewallsafely,theThiefmayenterthestructurebysimplypassingthrough therope,tapeorwhateverisusedtorepresentthewallitself.IfaThiefiscaughtclimbingawall,hemayonlybeattackedwith missileweaponsorpolearmsfrominsidethestructurewhileonthewall,and,ifhit,musttakenormaldamageanddropfromthe walllandingoutsidethestructure.AnytimeaThiefjumpsorfallsfromawall,hesuffersalightwoundtobothlegs,regardlessof armorandinadditiontoanyotherdamagecausedbyaweaponhit. Alsoat3rdrank,aThiefalsogainstheabilityto‘Backstab.’Duetotheirstealth,Thievesmayquietlyapproachtheiropponentsfrom behind,allowingthemanattacktoavulnerablespot.AThiefmaymakeoneBackstabattacktotheiropponents’back(torso),which isequivalenttotwoRedattacks.Thisattackmustbemadeasasurprisetothevictimandcanonlybeperformedwithadagger. Backstabbingresultsareasfollows: AC0:Death AC1:Death AC2:Death AC3:MortallyWounded AC4:ArmorDestroyed Stoneskin:Death Ironskin:MortallyWounded Steelskin:ProtectionDestroyed th At4 rank,aThiefgainstheabilityto‘OpenLocks.’ThisisaskillthatallowsaThieftoopen,orpick,locksorbarreddoors. TheThiefmustbetouchingorholdingherskeletonkeywithanotherwiseemptyhandwhenusingthisability. At4th-10thrank,theThiefmayopenanon-magicallockin15seconds. At11th-19thrank,theThiefmayopenanon-magicallockin10seconds.Shemayalsounbartheunmannedgateofa fortification,allowingthegatetobeopenedfromtheoutside.Anunmannedgateisonewithnoonewithin10'ofitwho wishesittostayclosed. At20thrank,Thievesmayopenanon-magicallockin5seconds.Theycanalsobypassmagicallocksorportals(includingitems affectedbyHoldPortal),andcanchoosetoautomaticallylockor“re-bar”anythingthattheybypass. AtanElder’sdiscretion,thisskilldoesnotfunctionagainstlocksandportalsforwhichaspecificmeansofentryispartofthe Adventureplot. th At5 rank,aThiefgainstheskill‘FindandRemoveTraps.’ThisskillallowsaThieftouncovertrapsanddisarmthem. TheThiefmustbetouchingorholdingherskeletonkeywithanotherwiseemptyhandwhenusingthisability,andshouldalways informanElderpriortoitsuse. Thievesof5th-10thrankcandetectanddisablesmallphysicaltrapssuchaspoisonneedles,trapdoors,etc.Theycanalso detectlarger,fullroomphysicaltraps,whichmayincludeevenincidentalthingssuchasatunnelnearcollapse. 37 Thievesof11th-19thrankcanalsodetect(butnotdisable)magicaltrapssuchasglyphs,stoneguardians,etc. Thievesof20thrankcandetectanddisableanysortoftrap.Theymayalsoelecttobypassatraptheycoulddisarm,leavingit activeaftertheypassby. TheeffectofthisskillissubjecttothediscretionofanElder;theuseofthisskillshouldfacilitateandnotsupersedeplot development. At6thrank,aThiefgainstheskillof‘Disguise’withwhichhemayDisguisehimselfasanyraceorcharactertypethatexistsinthe game.AThiefmaydisguisehimselfasamemberofanothercountry(i.e.wearingtheirsurcoat)butmaynotdisguisehimselfasa specificcharacter.Whenindisguise,theThiefmustwearsomephysicalrepresentationofthedisguise,forexamplearmor,dress, robes,surcoatofanothercountry,etc. AThiefwillnotgainanyoftheabilitiesofanothercharactertypehemaybedisguisedas.However,theDisguiseskilldoesallowthe Thieftoexceedthearmorandshieldrestrictionsofhischaracter.Whileindisguise,aThiefmayweararmorfromuptotheAC3 armorclass,anduseanyshieldthatdoesnothaveadimensiongreaterthan36".WhenaThiefexceedshisarmor/shield restrictionshecannotuseanyotherThiefabilitiesuntiltheupgradedarmorand/orshieldareremoved,andafter30secondshave passed. Thisskillreliesheavilyonrole-playing,bothonthepartoftheThief,andtheotherparticipantssurroundinghim.Often,participants willnoticeadisguisewhenthecharactersdonot;allinvolvedareencouragedtoactasiftheThieffitsnormallyinhissurroundings. At7thrank,aThiefmay‘ReadLanguages’otherthanthecommonDarkoniantongue.ThisskillallowsaThieftoimmediatelytranslate anywrittentextthatshereads. Thisunderstandingisgenerallyplainlanguageonly;itdoesnotautomaticallysolveanypuzzlesorriddles,decodeciphers,oruncover hiddenmeanings. However,aThiefof20thrankandaboveisevensavvieratdeciphering,andmayreceiveadditionalcluesorhintsatanElder’sdiscretion. At8thrank,Thievesgaintheabilityto‘MakePoison’.AThiefmaymakefivedosesofanytypeofpoison(seePoisoninChapter Seven)perday.Tomakeadoseofpoison,theThiefmustannouncehisintentiontotheMagistrateorMarshalatthebeginningof theday. HethenmustsupplytheMagistrateorMarshalwithawrittenPoisonWritstatingthetypeofpoisontobemade,itseffects,and duration.Hemustalsopaythefullcostofthepoison.TheMagistrateorMarshalwillsignanddatetheWritandgiveittotheThief. PoisonchartscanbefoundinChapterSeven:SpecialItems. At9thrank,Thievesgaintheabilityto‘ReadMagicalLanguages’asaskill.Inadditiontoreadingnormallanguages,aThiefmaynow translatemagicaltexts,andcanreadandcastanyscroll.TheThiefreadsthescrolljustasacasterwould,andmaythen immediatelycastthespellwrittenonthescroll,followingnormalrulesforscrollreadingandspellcasting. th At10 rank,aThiefbecomesaMasterThief,andhis‘Looting’skillimproves.Fromnowon,whenheloots,alllocations(andnearby droppeditems)aresearchedatonce.TheMasterThiefmustpresenthisskeletonkeytothedeadbodyandsay,“IamaMaster Thief;hereismykey.Doyouhaveanytreasure?” At15thrank,Thievesgaintheskill‘DetectDisguises.’ThisskillallowsaThieftoseethatapersonmaynotbewhatorwhomthey claimbynoticingflawsinthatperson’sdisguise.Theyarenotabledetecttheactualidentityofthedisguisedcharacter,justthat theyareindeedindisguise. Thisskillcanbeemployedafterobservingorinteractingincharacterwiththesuspectforatleast60continuousseconds.Ifthe characterismerelyobservingthesuspect,theymustremainwithin10’. After60secondstheThiefstatestothesuspect,“Outofcharacter:IamusingDetectDisguise.”Theparticipantmustthenanswer honestlyiftheyareindisguise,andcontinueactingastheywere. 38 At20thrank,aThiefgainstheskillofThiefPouch.Inordertousethisskill,theThiefmusthaveonhispersonarectangularblack clothpouchwithawhitekeypaintedorembroideredontheoutside.Thispouchmustbenomorethan3"x4",mustlayflatwhen empty(noappreciablethickness/depth),andmustbemadeofanon-stretchyfabric. ThefollowingitemsmaybelegallybeplacedinthePouch:coin,potions,poisons,scrolls,andmiscellaneouswealth(gems,nuggets ofgold,etc.). AnythingthatislegallyplacedinthePouchcannotbeLootedorfoundviaanysortofsearch,andonlytheThieftowhomthePouch belongsmaytouchorinteractwiththePouchoritscontentsinanyway.TheoneexceptiontothisisthePickPocketsability.A pickpocketingThiefmayinformanElderthattheyaretargetingaspecificcharacter'sPouch,andthengothroughthepickpocketing motionsasnormal. YoumaynotusethePouchtostoreRelicsoranyitemuniquetoagivenAdventure(ifit'sworthpointsorotherwiseadvancesthe plot).WhetheranygivenitemfitsinthiscategoryisentirelyataneventElder'sdiscretion. Assassins Assassinsarecharacterswhotraintobeprofessionalkillers.AnAssassinhasthesamerestrictionsonarmor,weapons,shieldsand costumesastheThief. At1strank,allAssassinsmayusetheskill‘Disguise,’exactlyasdescribedforThieves. At2ndrank,Assassinsgaintheabilityto‘ClimbWalls,’exactlyasdescribedforThieves. At3rdrank,Assassinsgaintheabilityto‘Backstab,’exactlyasdescribedforThieves. th At4 rank,Assassinsgaintheabilityto‘OpenLocks,’exactlyasdescribedforThieves. th At5 rank,Assassinsgaintheskill‘FindandRemoveTraps,’exactlyasdescribedforThieves. th At6 rank,Assassinsgaintheabilityto‘Interrogate’anothercharacterinordertoobtaininformation.TheAssassinmustrole-play theinterrogationwiththevictimforfivecontinuousminutes.Oncethesessioniscomplete,theAssassinmayaskhisvictimone question,whichthevictimmustanswertruthfullyandliterallyasperTruthspeak. th At7 rank,Assassinsgaintheskill‘DeathStrike’.Astriketoanopponent'storsowithadaggercausesDeath,regardlessofarmor (headbandoractual).UnlikeBackstab,thisattackneednotbebysurpriseorfrombehind.AnAssassinshouldcall"Death!"when usingthisability. th At8 rank,Assassinsmay‘MakePoison’,exactlyasdescribedforThieves. At10thrank,Assassinsgaintheskillto‘DetectDisguises,’exactlyasdescribedforThieves. Alsoat10thrank,anAssassingainstheskillof'Assassination'.Duringnon-Resscenarios,opponentsslainbyanAssassinwitha daggerorarrow,whentheweaponisalsopoisonedwithaDeathClassPoison,willremaindeadforafull12minutes.The Resurrectionspellwillhavenoeffect.TheAssassinshouldcall"Assassinate!"astheymakethelethalstrike.Thoseimmuneto poisonarestillassassinatediftheyarekilledbythedamagefromtheweapon. Monks Monkcharactersstriveforrigorousphysicalandmentaldiscipline.Monksmayuseanyweapons.Monksmaynotwearanyarmor oruseanytypeofshield. AllMonkshavetheskillof'MissileDeflection'at1strank.Thisskillallowsthemtousetheirhands,feet,orweapontopurposefully deflectanyincomingnon-magicalmissileweapon.TheMonkmaydeflecttheArrowofPiercing,butnottheJavelinofLightning(see RelicsinChapterseven).TheMonkmaynotdeflectanyspellorspelllikeeffect.IftheMonkisstruckunaware,missesthemissile, orattemptstousethisskillwithanybodypartotherthanhishandsorfeet,normaldamageistaken.Monksusingthisskillshould callout"Monk,"uponmakingadeflection. 39 Alsoat1strank,aMonkmaycast'Light.' Alsoat1strank,theMonkgainstheskillofunarmedfighting.Asarepresentationofunarmedfightingskill,theparticipantusesone ortwominimumlengthbars(12"lengthblade+6"handle)markedwithorangetapeinavisiblemanner(abovethehandleoron theshaft).ThesedoYellowdamage,mustalsobearyellowmarkingtape(visibleasabove)andmayhaveYellowstabtips.Atno timemayaparticipantusetheskillofunarmedfightingwithoutsuchabar. Themonkisconsideredunarmedforroleplayingpurposes,andthebarscannotbe"dropped"orlost. At2ndrank,aMonkgainsthe‘FeignDeath’skillandmayusethisskillinstantaneously.ThisskillhasthesameeffectastheFeign Deathspell(seeFeignDeathinChapterSix). Alsoat2ndrank,Monksalsogaintheskillof‘ImmunitytoDisease.’Thisgivesthemimmunitytodiseasessuchasleprosy, consumption,rabies,lycanthropy,plagues,etc.AnEldermaydeterminetheexacteffectivenessofthisskill. At3rdrank,MonksobtainLeatherSkin.Thisabilitygivesthemtheequivalentofleatherarmor(AC1)fromheadtotoeatalltimes. AMonkwiththisabilitymustwearvisiblyafavor—representedbyastripoforangeclothatleast3”wideby12”long,withablue circleonit.Alternately,aMonkmaywearanorangeheadbandatleast1”widewithabluecircleinthecenter. At4thrank,aMonkgainstheabilityto‘CureLightWounds’onhimselfonly.Toperformthisskill,theMonkmustmeditatefor60 secondswithoutinterruption.Duringmeditation,theMonkisnotpermittedtomoveorspeak.Oncecompleted,theMonkhasfully healedonelightwoundanywhereonhisbody.ThisskillalsorestoresanydamagetakentotheMonk’sleatherarmorskinfromthe LeatherSkinskill. th At7 rank,aMonkgainstheskill‘ImmunitytoMindControl,’whichmakeshimtotallyimmunetoanykindofmindcontrol includingcharm,hypnosis,illusions,suggestion,NatureLove,FeebleMindandtheTruthSpeakspell.ThisdoesnotgiveMonksthe abilitytodetecttheuseoftheDisguiseskill,nordoesitmakethemimmunetotheSpeakwithDeadspellortheInterrogateability. At8thrank,Monksgaintheskillof‘ImmunitytoPoison.’Theyareimmunetoanytypeofpoisonincludingcontact,insinuative, ingestive,gas,ormonstervenom.AnEldermaydeterminetheexacteffectivenessofanyimmunity. At9thrank,Monksgaintheabilityto‘ClimbWalls,’exactlyasdescribedforThieves. At10thrank,aMonkmaystrikewithanyweaponasifitwereenchantedbytheCreateMagicWeaponspell.AMonkmaynotloan hisweaponawayandhaveitconsideredtobeenchanted;thisskillisderivedfromtheMonkhimself,nottheweapon. At15thrank,MonksobtainIronskin.ThisallowsthemtoabsorbthedamagefromoneattackasperStoneskin.Thisabilitylayers withLeatherSkin,butisappliedtothefirststriketheMonkreceives(i.e.itisconsideredanouterlayerofprotection,andis expendedbeforetheLeatherSkin).AMonkmustmeditateforanadditionalminutetoregainIronskin.AMonkwiththisability mustvisiblywearafavor—representedbyastripoforangeclothatleast3”wideby12”long,with2bluecirclesonit.Alternately,a Monkmaywearanorangeheadbandatleast1”widewith2bluecirclesinthecenter. Cavaliers Cavalierisarestrictedclass.AnycharacterthathasobtainedOrderOfTheSword(OSW)maycreateaCavalierbysacrificingaclassofat least10thrank. Thesecharactersarezealousmartialchampionsofaparticulargodorideal. Cavaliersmayuseanyweapon,anyarmor,andanytypeofshield,andtheymustwearaholysymbolaspartoftheircostumes. At1strank,aCavaliergainsthe‘ShieldBreak’skill.ACavalier'sShieldBreakworksthesameasaFighter'smentionedabove. Alsoat1strank,allCavaliersreceive'ImmunitytoDisease'.Thisgivesthemimmunitytodiseasessuchasleprosy,consumption,rabies, lycanthropy,plagues,etc.AnEldermaydeterminetheexacteffectivenessofthisskill. Alsoat1strank,allCavaliersmaycast'CureLightWounds',‘CureDisease’,and‘Light’. 40 At2ndrank,aCavaliermaycast‘SpeakwithDead’and‘PurifyFoodandDrink’. At3rdrank,aCavaliermaycast‘TruthSpeak,’and‘Sanctuary’. At8thrank,aCavaliermaycast‘LastRites’and‘TurnUndead’. At15thrank,atthebeginningofeachevent,aCavaliermayselectasinglemeleeweapontowhichheorshewillattune.Inherhands,it willfunctionasaHolyweapon(seetheClericspellCreate/DestroyHolyWeapon).Theweaponwillonlyfunctionasanormalweaponfor anyoneotherthanthatCavalier. WarriorMage WarriorMagesarecharactersthathavedividedtheirtimebetweenmartialpursuitsandthestudyofthearcane.Theyarenot permittedtouseashieldofanykind,buttheymayuseanyweapon.TheymayweararmorofnogreaterthanAC2.Allspellsareas theMageversions. At1strank,theymaycastthespells‘FeignDeath’,‘DetectMagic’,and‘Light’,andmayuseitemsusablebyMages(thisincludes Magescrolls). At2ndrank,theymaycast‘Mending’and‘ComprehendLanguages’. At3rdrank,theymaycast‘Truthspeak’and‘DetectTraps’. At4thrank,theymaycast‘HoldPortal'. At5thrank,theymaycast‘ReleasePortal’and‘MagicShield’. At6thrank,theymaycast‘DispelMagic’. At7thrank,theygaintheskillof‘FirstAid’,exactlyasdescribedforFighters,andmaycast‘LegendLore’and‘Stoneskin’(which theycannotusewitharmor). At8thrank,theymaycast‘ChargeItem’and‘Growth’. At9thrank,theymaycast‘MagicMissile.’ At10thrank,theymaybrewpotionsorscribescrolls(seeChapterSeven:SpecialItems). Alsoat10thrank,theWarriorMagegainstheabilitytomergetheirarcaneknowledgeandtheirskillwithweapons,gainingthe ‘TrueStrike’ability. Atthebeginningofeachevent,aWarriorMagemayselectasinglemeleeweapontowhichheorshewillattune.Theweaponwill onlyfunctionasanormalweaponforanyoneotherthanthatWarriorMage.Theweapon’sstrikingsurfaceshouldbecoveredin goldcloth.Alternately,theweaponmaybemarkedwithastripofgoldmetallictape(abovethehandleorontheshaft). Inherhands,itwillfunctionasaMagicweapon(seetheMagespellCreate/DestroyMagicWeapon). Additionally,ifanNPChasavulnerabilitytoacertaindamageortypeofattack(cold,Holy,silver,fire,etc.)TrueStrikeisconsidered tododamageofthattype. Whenusingthisability,theWarriorMageshouldcall"True"andthentheweaponcolor. At15thrank,theymayuseTrueStrikeonmissileweaponsaswell.Bowsandcrossbowssoaffectedtransfertheeffecttotheir ammunitionwhenfired. Non-ParticipantCharacters 41 Duringadventures,andoccasionallyduringregulardayevents,non-participantcharacters(NPCs)ormonstersmaytakethefield. NPCsareparticipantswhoarerole-playingacharacterotherthantheirnormalcharacterandcanbeanytypeofhumanoid,nonhuman,characterclass,etc.Additionally,monstersareoftenusedbyElderstorepresentanoppositionforceonthefield;for example,monsterscanbeusedtofightLandSearchPartiesoradventurersduringadayadventure.MonstersandNPCsoftenhave specialpowers,takedifferenthits,etc.TheEldersoftheeventwilldefinetheexactpowersandabilitiesofanyNPCsormonsters presentintheevent. 42 Chapter Six SpellsandMagic SpellsandmagicarewhatmakeDarkonafantasygame,ratherthananotherwargame.Certaincharactertypesaregrantedaccess toanumberofspells.Clerics,MagesandDruidsareconsideredtobe‘primary’spellcasters;however,Rangers,Monks,Cavaliers, andWarriorMageseachhavelimitedaccesstospelluseaswell.Spellsarespecialabilitiesthatcauseaspecificeffecttohappen duringgameplay. SpellBooks Participantsarerequiredtomaintaintheirspellsinabookoronscrolls.Allspellbooksorscrollsmusthaveamedieval/fantasy periodappearanceandmustbewrittenorprintedlegibly.Aspellmustbewritteninacaster’sspellbookinorderforthat participanttocastthespell;castersmaynotcastspellsfromanotherparticipant’sspellbook.TheSpellMarshalwillinspecteach caster’sspellbookduringcheck-in.Spellbooksareconsideredpersonalpropertyandmaynotbetakenorstolenfromthecaster. Spellsareactuallywrittenbytheparticipantsthemselves.Eachspellisassignedaspelllength,whichistheminimumnumberof syllablesthatthespellmustcontaininordertobecast.Participantshavethelibertytowritewhatevertheywishfortheirspellsand theymayconsistofastory,poem,orgeneralramblings.Itmaybethepraiseofone’sdeityorthecurseofone’senemy. Participantsareonlylimitedbytheirimagination,buteachspellmustbewrittenoutfullyandanylineorphrasemaynotbe repeatedmorethanfivetimesperspell.However,participantsmaynotusemodernreferencesintheirspells.Manyspellshavean invocationline,which,ifpresent,mustbethelastlineinthespelltext.Invocationlines,ifany,aredetailedinthespell’sdescription. SpellReductions Asparticipantsprogressthoughcharacterranks,theywillbepermittedtoreducethelengthsoftheirspells.Spellswillreducein lengthbeginningat6thrankwiththereductionofallfirstrankspellsbytenpercent,andconcludingat20thrankwhenallfirst throughtenthrankspellswillbeonlyhalftheiroriginallength;spellsmaynotbereducedbeyond50%oftheiroriginallength. Rank&Reduction 1-None 2-None 3-None 4-None 5-None st 6-Reduce1 Rank10% st nd 7-Reduce1 -2 Rank10% st rd 8-Reduce1 -3 Rank10% st th 9-Reduce1 -4 Rank10% st th 10-Reduce1 -5 Rank10% nd th 11-Reduce2 -5 Rank10% rd th 12-Reduce3 -6 Rank10% th th 13-Reduce4 -7 Rank10% th th 14-Reduce5 -8 Rank10% th th 15-Reduce6 -9 Rank10% th th 16-Reduce6 -10 Rank10% th th 17-Reduce7 -10 Rank10% th th 18-Reduce8 -10 Rank10% th th 19-Reduce9 -10 Rank10% th 20-Reduce10 Rank10% CastingaSpell Inorderforaparticipanttocastaspell,hemustreadthefulllengthofthespellfromeitherhisspellbookorascroll,upto,butnot including,theinvocationlineifrequired.Thespellmustbereadloudlyandclearly,sothatitisaudibletothosearoundthecaster.A castermaynotspeak(otherthanreadingthespell),fight,movehisfeet,orbemovedfromhispositionwhilecastingaspell.Ifthe casterspeaks,fights,moves,orishitbyaweapon(includingshafts)duringspellcasting,thespellisnegated.Ifthecasterwishes,he maythenbeginthespellagainfromthebeginning. 43 Thespellisconsidered"cast"whenthefullspellhasbeenread,upto,butnotincludingtheinvocationlineshouldoneberequired. Oncethespelliscast,thecastermaythenholdthespellindefinitelybeforeinvokingit.Whileholdingaspell,thecastermaynot speak,andispermittedtomovenomorethanfivestepsfromhisoriginalposition.Also,whileholdingaspell,thecastermaynot bemovedbyanotherparticipant.Ifaweaponstrikesthespellcasterwhileheisholdingaspell,thespelleffectsarevisitedfully uponthecaster.Forexample,ifaMageisstruckbeanarrowwhileholdingacastFireballspell,thespelldetonatesintheMage’s hands. Whenthecasterisreadytoinvokeaspell,hesays,"I,[Name],invoke[SpellName]!”andthespelleffectswilltakeplace.The invocationlineofaspellmustbeshoutedandreadcontinuously.Itisatthetimeofinvokingaspellthatthecastermustreleaseany materialcomponentsthespellrequires,suchasspellballs.Spellcastersmaynotcastaspelliftheyaremortallywoundedorhavea lightwoundonbotharms. MaterialComponents Mostspellsrequirethecastertopossessamaterialcomponentinordertocompletecasting.Theappropriatematerialcomponents neededarelistedunderthedescriptionofeachspell.Thecastermusthavethematerialcomponentofaspellonhisperson,orthe spellcannotbecast.Duringcheck-in,spellcastersarerequiredtopresenttheirmaterialcomponentstotheSpellMarshalforhis approval.Materialcomponentsareconsideredpersonalpropertyandmaynotbetakenorstolenfromthecasterbyother participants. Favors Favorsusedforspelleffectsarerepresentedbyastripofclothatleast3”wideby12”long.Thecolorandmarkingsarelistedinthe spell’sdescription.Thismustbewornvisibly.Asanalternateformoffavor,headbands(atleast1”wide)canbewornforthe followingspells:AnimateDead,Barkskin,Growth,Stoneskin,andSteelskin.Thefavorisputononlyafterthespelliscompleted. Thevarious*skinspellsabsorbattacks/hitsbeforeanyarmorworn.Despitethename,theyareconsideredanouterlayerof protection.Forexample,ifyouhavetakenaPotionofStoneskinandarewearingAC3,thefirstattackmustbeappliedtothe Stoneskin. SpellBalls ManyspellsinDarkonhavearangedeffectandthetargetofaspellmaybeatadistancefromthecaster.Inordertorepresentthis attack,mostrangedspellsrequirea‘spellball’astheirmaterialcomponent.Aspellballisacircular,cylindrical,orsphericalshaped sack,withadiameterbetween6"and12”,whichisstuffedwithfoamorcloth,andsealedonallsides.Inadditiontotheprevious specifications,mass-manufacturedfoamtrainingtennisballsmaybeusedasspellballsaslongastheyarecoveredwithclothinthe appropriatecolor.Spellballsmaynever,withtheexceptionofthefoamtrainingtennisballs,haveanytypeofsolidcore.Spells ballsmayneverhaveastiffcoreofanytype.AllspellballsmustbesubmittedtotheSpellMarshalduringcheck-intobeinspected forsizeandsafetyrequirements.Eachspellthatrequiresaspellballwillberepresentedbyadifferentcolor,whichisstatedunder eachspelldescription. Whenaspellisinvokedthecastermaythenthrowthespellballatanytarget.Spellballsareconsideredtobelegaltoallpartsof thebody,includingthehead,face,hands,andfeet.Ifanactivespellballhitsaparticipantoranypartofhisequipment,evenifit’s onlyagraze,thespellattackisconsideredtobesuccessfulanditseffectsarevisitedupontheparticipant.Ifthespellballhitsthe ground,atree,oranyotherphysicalobjectbeforeithitsaparticipant,itisconsideredtohavedetonatedatthepointofimpact. Theexceptiontothis,arespellswitharadiuseffect.Spellswitharadiusofeffecttakeeffectfromthecenteroftheinitialpointof impact.Anyparticipantwhoisintheradiuseffectareaofaspellatthespellball’spointofdetonationwillsuffertheeffectsofthe spell. Spellballs,likeanyothermissileweapon,maynotbeintentionallyblockedordeflectedfromtheircourse.Ifaparticipant intentionallydeflectsaspellballwithhisweaponthatparticipantwillsuffertheeffectsofthespellandbecomethepointofimpact foranyradiusofeffectspell. Spellballsmaybepickedupandreusedbyothercharacters,buttheymustbereturnedtotheproperownerattheendofabattle. ItisthedutyoftheElderstoreturnspellballstothecasters. 44 SpellCharacteristics Thetablebelowincludesthefollowingcharacteristicsforeachspelllisted: Length:Thebasenumberofsyllablesaspellmustconsistofinordertobecast;thisdoesnotincludeanyreductions. Range:Therangeofaspell,‘touch’or‘throwingdistance’forexample. Duration:Thelengthoftimeaspellisineffect. AreaofEffect:Thenumberofcreatures,orareainwhichaspellisineffect. MaterialComponent:Thematerialcomponent,ifany,requiredforcastingaspell. 45 SpellDescriptions AnimateDead3 Mage–Rank9 Length Range MaterialComponent 1,000syllables Touch Blackfavorwith whitecircleincenter Duration AreaofEffect Varies;seebelow 1corpse ThisspellallowsaMagetoanimateanyonedeadcorpse,makingithispersonalautomaton.Thecastercananimate1playeror1 NPCasaskeleton,andcanonlyhaveoneanimatedskeletonatanytime. ThisspellhasdifferenteffectsonPlayersvsNPCs. APlayerisanimatedforaminimumof12minutes;thistimereplacestheirtimeinhades.Aplayercanchoosenottobeanimated, whichresultsinthespellfailing.Attheendoftheanimationtheplayermustbeoutofplayfor1minbeforereturningasaplayer. Playersanimatedbythisspellhavetheirarmorrestored,andareotherwiseexactlyliketheentryforSkeletonintheLandSearch Chart.(Vulnerable:Silver,Immune:Red,destroyedbyonehitfromanon-redBlessedweapon) AnNPCisanimatedforaminimumof30minutes,cannotrefuseanimationunlessspecialcircumstancesareineffectandruledby anelder.NPCsanimatedbythisspellhavetheirabilitiesandVulnerable:Silver,Immune:Red,destroyedbyonehitfromanon-red Blessedweapon. EitheranNPCoraPlayercanelecttocontinuingbeinganimatedbeyondtheminimumtime,untildestroyed. Ananimatedcorpseisonlypermittedtofollowsimplecommandssuchas‘attack,’‘guard,’or‘fetch.’AMagemustgivespecific instructionstotheanimatedcorpse,oritwillperformthetaskusingitsinstinctsalone. IftheMageisstruckbyFeebleMindoriskilled,theanimatedcorpsebecomesafrenziedkillerattackinganythinginitspathuntil destroyed.Spellsthataffectintelligence,suchasSpeakwithDead,TruthSpeak,andFeebleMinddonotaffectanimatedcorpses. Undeadcreaturescannotbeanimated. Barkskin2,3 Druid–Rank5 Length Range MaterialComponent 250syllables Caster Brownfavorwith whitecircleinthe center Duration AreaofEffect Special Self ThisspellallowstheDruidtoincreasehisarmorclassbyonelevel,toamaximumresultofAC2.Forexamplenon-armoredareas wouldactasAC1andleatherarmororpaddedarmorwouldactasAC2.ThespellcanbedispelledthroughtheMagespellDispel Magic.MendingwillrestoreBarkskin.BarkskinmaynotbeusedinconjunctionwiththeBracersofDefense. Thisspellmaybecastonceperdayandwillrechargeautomatically(justasnormalarmordoes)inHades,oruponthecallof"Lay On"atthestartofabattle. BurningHands3 Mage–Rank3 Length Range MaterialComponent 46 100syllables Touch Redgloves Duration AreaofEffect Special Special ThisspellgeneratesafieldoffieryenergyabouttheMage'shands,whichinflictstwowhitedamagehitsperhand(fourwhitehits total).Eachhandmayexpendtwochargesatonce,inflicting'doublewhite'damageinoneattack,oronechargeintwoseparate attacks.TheMagemaymoveandspeaknormallyaftercastingthisspell,butnoitemsmaybeheldwhilethespellisineffect.Ifthe Magereceivesalightwoundtoanarm,thespelleffectisdispelledforthatarm. TheMagemayexpendonechargetotouchanywoodenweapon,excludingandsiegeweapons,ortwochargestodestroyanyshield ThisspelldoesnotallowtheMagetocatch,block,orknockawayweaponsorspellballswithoutconsequence,andtheMagewill receivenormaldamageifthisoccurs.ThisspellcanbedispelledbyDispelMagic.Thisspellisnotheadlegal. ChargeItem Mage–Rank8 WarriorMage–Rank8 Length 500syllables Range Touch MaterialComponent Arcanesymbol Duration AreaofEffect Permanent 1item ThisspellallowstheMagetochannelmagicalenergytoamagicalitemorRelic.ThisspellaffectsanyRelicthathascharges,suchas theJavelinofLighteningorMaelstrom.Anyitemrechargedthroughthisspellisrestoredtofullmagicalcapacity. CommunewithNature Druid–Rank7 Length Range MaterialComponent 300syllables Special Naturesymbol Duration AreaofEffect 3questions Caster’ssurroundings ThespellallowstheDruidtospeakwithplantsandanimalswithinhisimmediatesurroundingsinordertodetermineeventsthat havetakenplacethere.AnElderwilldeterminetheexacteffectivenessofthespell. TheDruidmayaskuptothreequestions,whichtheElderwillanswerwitheither,“Yes,”or,“No.”Onlyinformationconcerningthe currentadventuremaybegivenandtheEldermaynotdivulgeinformationregardingtheactionsofotherparticipants,suchas assassinations. ComprehendLanguages3 Mage–Rank2 WarriorMage–Rank2 Length 75syllables Range Caster MaterialComponent Arcanesymbol Duration AreaofEffect 1hour Caster Thisspellallowsthecastertounderstandasinglelanguage.Thecasterneednotknowwhatthelanguageiscalled,butaspokenor writtenexampleofitneedstobepresentatthetimeofcasting. Whenthisspellisfullyreduced(11thrank),thecasterisalsoabletospeakandwritethelanguage. At20thrank,thecastermayunderstand,speak,andwriteanylanguagesheencounters,andnoexampleneedstobepresentwhen thespelliscast. Consecrate/Desecrate3 ClericRank3 47 Length Range MaterialComponent 100syllables Touch Cleanwater Duration AreaofEffect Permanent 1gallon ThisspellallowstheClerictocalluponthepowerofhisDeitytoconsecrateordesecratecleanwater,imbuingitwithDivineenergy. Thiswatermaybeusedasadirectattack,throwing/sprinklingitonacreature;oritmaybeusedtoimbueaweaponwithasingle ‘BlessedHit.’ABlessedHitactsthesameasiftheHolyWaterwasthrownattheenemycreature,exceptitisconsideredinaddition totheweapon’snormaldamage.OnlythefirsthitofaconsecratedweaponwillcountasaBlessedHit,andthewieldershouldcall ‘Blessed’andthedamageoftheweapon.Afterthefirsthit,theweaponrevertstonormal. WhenHolyWaterisaddedtofoodordrink,itisinstantlypurifiedandallpoisons,toxins,anddiseasesareremovedfromit. OnedoseofHolyWaterwillcauseonehitofdamagetoundead,summoned,orextra-planarcreatures.Likewise,through desecration,aClericcannullifytheeffectsofHolyWateronfood,drink,andweapons.HolyWatermustbecontainedinaperiod containerwhichdoesnotincludeaplasticnozzle;alsobeconsiderateofotherparticipantswhenapplyingHolyWater.TheEldersof theeventwilldeterminetheexacteffectivenessofthisspell. Create/DestroyHolyWeapon Cleric–Rank8 Length Range MaterialComponent 400syllables Touch Silverweapon Duration AreaofEffect Permanent 1weapon ThisspellallowstheClerictopermanentlyBlessasingleweapon.Theweaponmustbemadeofsilver,butoncethespellhasbeen completed,thatweaponwilldeliver‘Blessed’hits.ThesilverweaponmustbespeciallymadeandpurchasedwithDarkoncurrency, seeChapterSeven:SpecialItems.Theweapon’sstrikingsurfacemustthenbecoveredwithblueclothandthenameoftheCleric’s Deitymustbewrittenclearlyontheweapon.Alternately,theweaponmaybemarkedwithastripofbluetape(abovethehandle orontheshaft).AClericmayonlyhaveoneHolyWeaponspellineffectatanytime;aClericmaymakeaHolyweaponforanother character,providedtheyareofthesamealignment. TheenchantmentofHolyweaponsispermanent,andcarriesbetweenDarkonevents.Theenchantmentmaybebrokenbyhaving theweapondeclareddestroyedbythecastingClericorhavingtheDestroyHolyWeaponspellcastuponit,renderingitanormal, silverweapon. CreatingaHolyweapondoesnotincreasetheamountofdamagedonebytheweapon;itonlyallowstheweapontostrike creaturesnotaffectedbynormalweapons.TheEldersoftheeventwilldeterminetheexacteffectivenessoftheBlessedHitsdone byaHolyweapon. ClericsmaynotmakeScrollsofthisspell. Create/DestroyMagicWeapon Mage–Rank9 Length Range MaterialComponent 300syllables Touch Greenribbonortape Duration AreaofEffect Permanent 1itemorweapon ThisspellallowstheMagetopermanentlyenchantasingleweapon.Oncethespellhasbeencompleted,thatweaponwilldeliver ‘Magic’hits.Bowsandcrossbowssoenchantedtransfertheeffecttotheirammunitionwhenfired.Whenthespelliscast,the Magemustplacegreenribbonorgreentapeontheweaponinavisiblemanner(abovethehandleorontheshaft).AMagemay onlyhaveoneEnchantItemspellineffectatanytime,butaMagemaymakeaMagicweaponforanothercharacter. 48 TheenchantmentofMagicweaponsispermanent,andcarriesbetweenDarkonevents.Theenchantmentmaybebrokenbyhaving theweapondeclareddestroyedbythecastingMage,orbyhavingtheDestroyMagicWeaponspellcastuponit,renderingita normalweapon. CreatingaMagicweapondoesnotincreasetheamountofdamagedonebytheweapon,howevertheweaponwillbeabletostrike anycreatureoritem,regardlessofanymagicaleffectthatwouldnormallypreventthat.AMagicweaponcanfreelystrikecreatures frozeninIceStorm,inGaseousForm,usingSanctuary,etc. ThisdoesnotaffecttheprotectionofheadbandarmorortheBracers;theysoakdamageasalways. Also,ifanNPCisimmunetoacertaincolorofweapon,orrequiressomespecificweapontype(Holy,Enchanted,etc.)tohitit,the Magicweaponwillstillbeabletostrikeitsuccessfully. MagesmaynotmakeScrollsofthisspell. CureDisease Cavalier–Rank1 Cleric-Rank4 Druid–Rank7 Length Range MaterialComponent 150syllables Touch Classsymbol Duration AreaofEffect Permanent 1creature Thisspellallowsthecastertocountersuchthingsasleprosy,consumption,rabies,lycanthropy,plagues,andsoon,cleansingthe targetofmostcommondiseases.TheEldersoftheeventwilldeterminetheexacteffectivenessofthisspell. CureLightWounds Cavalier–Rank1 Cleric–Rank1 Druid–Rank3 Ranger–Rank5 WarriorMage–Rank7 Cav-1min.meditation C,D,R,WM-300 Duration syllables Touch AreaofEffect Length Range Material Component Permanent 1creature Classsymbol Thisspellallowsthecastertocureonelightwoundforanyoneortostabilizeanothermortallywoundedplayer.Stabilizingaplayer removesnowounds.Thisspellhasnoeffectonweapons,shields,orarmor.WarriorMagescanonlycastthisspellonthemselves. Cavaliersmeditate,allothersreadfromspellbooks. CureMortalWounds Cleric–Rank7 Length Range MaterialComponent 600syllables Touch Holysymbol Duration AreaofEffect Permanent 1creature ThisspellallowstheClerictocureanyonewhoismortallywounded.Thisspellhasnoeffectonweapons,shields,orarmor.Thisspell alsohealsanylesserwounds. 49 CureSeriousWounds Cleric–Rank5 Druid–Rank7 Length Range MaterialComponent 350syllables Touch Classsymbol Duration AreaofEffect Permanent 1creature ThisspellallowstheClerictocurealllightwounds(uptoallfourlimbs)ontherecipient,,ortostabilizeanothermortallywounded player.Stabilizingaplayerremovesnowounds.Thisspellhasnoeffectonweapons,shields,orarmor. Curse1 Cleric–Rank9 Length Range MaterialComponent 500syllables Throwingdistance Pinkspellball Duration AreaofEffect Instant 1creature ThisspellallowstheClerictocallforththepowerofhisDeityinangerandfury,causingDivinepain.Thisspellinflictsalightwound toeveryunwoundedlimbofthetarget,orfourhitsofdamagetoacreaturewithasetnumberofhitpoints.Cursepenetratesall armorandshields. DetectMagic Mage–Rank1 WarriorMage–Rank1 Length 30syllables Range Caster MaterialComponent ArcaneSymbol Duration AreaofEffect Instant 3’ft.radius Thisspellallowsthecastertodetectthepresenceofmagicalauraswithintheareaofeffect.Impressionsarelimitedtoayes/no determination,andageneralsenseastothestrengthofaura. AnyinformationgainedissubjecttothediscretionofanElder. DetectTraps Druid–Rank2 Mage–Rank3 WarriorMage–Rank3 Length 100syllables Range Caster MaterialComponent Classsymbol Duration AreaofEffect Concentration 10ft.radius Thisspellallowsthecastertodetectthelocationofanytrapswithina10’radiusofherposition.Shecancontinuetodetectaslong assheconcentrates,butshecannotrun,castanotherspell,fight,ortakedamage,ortheconcentrationisbroken. Whenthisspellisfullyreduced(11thrankforDruids,12thforMage&WarriorMage),thecasterbecomesawareofthespecific natureofanytrapsdetected. Druidsarelimitedtousingthisspellinnaturalsurroundings. th At20 rankandabove,thecastermaychoosetocastthisspellasubsequenttimetodisableasingleknowntrapwithintheradius. 50 TheeffectofthisspellissubjecttothediscretionofanElder;theuseofthisspellshouldfacilitateandnotsupersedeplot development. DispelMagic1 Druid–Rank8 Mage–Rank5 WarriorMage–Rank6 Length 175syllables Range Caster MaterialComponent Classsymbol Duration AreaofEffect Instant 10ft.radius Thisspellallowsthecastertonullifymostnon-permanentmagicaleffects(seefootnote3)withina10’radius.Theinvocationline forDispelMagicisuniqueinthatitisjusttheword“Dispel!”.Inadditiontonegatingmagicalreadyineffect,thisalsonegatesany spellsbeingheldorinvoked--butnotthosecurrentlybeingread.Thecastermayalsodispelincomingspellballs,providedthat “Dispel!”isshoutedpriorto--oreffectivelysimultaneouswith--thespellballmakingcontactwithinthe10’radius. AcasterisimmunetotheeffectsofherownDispel,unlessshespecificallydeclaresthatsheistargetingherself. Entangle1,3 Druid–Rank8 Length Range MaterialComponent 300syllables Throwingdistance Brownspellball Duration AreaofEffect 15minutes 3ft.radius Thisspellcausesthickbramblesandvinestogrow,entanglinganythingwithinthe3’radius.Ifthespelliscastinanareawithno vegetation,suchasindoors,theareaofeffectisreducedtoonecreatureorobject.Thetarget(s)affectedmaynotmoveorbe movedforthedurationofthespellandmaybeattackedfreely. BurningHands,Fireball,andDispelMagicwillfreethetarget(s),aswillanycuttingweaponbytouchingahitzoneandsaying,“Iam freeingyour(sayhitzone)!”Apersonmayonlybefreedoncethefivemajorhitzonesarefreed(torso,legs,andarms).Anylimb notyetfreedremainslockedinplace. Anobjectmaybefreedbyanycuttingweaponbytouchingtheobjectandsaying,“Iamfreeingthis!”Anobjectheldbya participantisconsideredapartoftheparticipantanddoesnotrequireseparatefreeing,norshallitcountasameansofblocking thespellball. Thisspellwillpenetrateallarmorandshields.Thisspellwillonlyaffectman-sizedcreatures. FeebleMind1,3 Mage–Rank6 Length Range MaterialComponent 300syllables Throwingdistance Plaidspellball Duration AreaofEffect 5minutes 1creature CreaturesstruckbyFeebleMindbecomeconfusedandmoronicandthoseaffectedbyitcannotthinkcoherently;thereforethey maynotcastspells,useitems,orfight.WhenundertheinfluenceofFeebleMind,thevictimisunaffectedbymindaffectingspells suchasTruthSpeak;ifthetargetisstruckwithsuchaspell,theymuststatetheyareunaffectedduetoFeebleMind. Thisspellpenetratesallarmorandshields.TheEldersoftheeventwilldeterminetheexacteffectivenessofthisspellonmonsters andNPCs. FeignDeath 51 Druid–Rank1 Mage–Rank1 Ranger–Rank2 WarriorMage–Rank1 Length 30syllables Range Caster MaterialComponent Classsymbol Duration AreaofEffect Special Self ThisspellallowstheRangertoslowhisheartbeatandbreathing.Thisspellmaybememorizedandcanbecastwithoutreading fromaSpellBook.TheRangermaynotmoveorspeakexcepttoanswer,“Yes,”whenaskedifdead;otherwisethespellisbroken. Fireball1,3 Mage–Rank8 Length Range MaterialComponent 325syllables Throwingdistance Redspellball Duration AreaofEffect Instant 3ft.radius ThisspellallowstheMagetosummonasphereofburningflame.Whencast,theMagethrowsaredspellballatthetargetand, uponimpact,theFireballexplodesintoa3’radiusofflame,destroyinganywoodenweapons,shields,gates,siegeweapons,and/or creatureshitbythespellball.Anycreaturewithinthe3’radiusismortallywounded.Anycreaturewithasetnumberofhitpoints struckby,orintheradiusofaFireball,willtakefourhitsofdamage;howeverthismaybealteredbytheElderoftheevent. AFireballisagreenweaponandpenetratesallarmorandshields.IfaFireballlandsfullyinabodyofwater,itseffectivenessis reduced,causingalightwoundtoeachlimbofanyonecaughtwithinthe3’radius.AFireballthrownintoastructurelosesits radiuseffect. FrostSpike1,3 Mage–Rank1 Length Range MaterialComponent 150syllables Throwingdistance Javelinwithblue headandwhiteshaft Duration AreaofEffect 24hours Singletarget(s) ThisspellallowstheMagetocallforthaspikeofice,whichcausesReddamageuponimpactanddoesIcedamagetocreatures affectedbydamagespecifictypes.TheMagecancast1FrostSpikeforevery2ranks,roundeddown,toamaxof3FrostSpikes. Forexamplea5thrankMagecouldcast2FrostSpikes. FrostSpikesmaybeactivatedanddeactivatedattheMage’sdiscretionandmaybeusedbyotherMagesaswellasbyanyonewho canuseajavelin.Theymaybeusedinmeleeorthrown.MagesmayonlyuseFrostSpikes,however—notnormaljavelins.Frost SpikescanbedispelledwithDispelMagicandcannotberepairedviaMending.Thisspelllastsfor24hours,regardlessofthe Mage’sdeath. GaseousForm3 Mage–Rank8 Length Range MaterialComponent 52 400syllables Casterortouch Whitehood Duration AreaofEffect 15minutes None Thisspellallowsthetarget,andallitemsonhisperson,tobecomeatranslucentgaseousversionofhimselfandcannotbeharmed throughphysicalattacks;onlythespellsFireball,IceStorm(Maelstromcouldbeusedinthisinstance),andLightningBoltmaycause damagetohim,howevertheGaseousFormspellwouldstillremainineffectaslongasthecasterisnotdead,orthespelldispelled. Thetargetmustdonawhitehoodtocompletethespell.WhileinGaseousForm,thetargetmaynotspeak,touchanything,or affectthephysicalworldinanywayorthespellisbroken.Thetarget’sidentityandallitemsonhispersonsorspellsineffecton himthatwouldnormallybevisibletootherparticipantsmaybediscerned. Whileinthisform,thetargetmaypassthroughsmallopeningssuchasunderdoors,cracksinwalls,andkeyholes.Spellsmaynot becastwhileinGaseousForm.At16thRanktheMagemaycastthespellonothers. Growth3 Mage–Rank7 Length Range MaterialComponent 400syllables Duration Touch AreaofEffect Whitefavorwith letter‘G’inthecenter PermanentuntilDeath 1creature Thisspellcausesanyoneman-sizedcreaturetogrowinsizeandmasstothatofaGiant.Assuch,whenfightingagainstany MonstersontheLandSearch"Giants"table,oranycreaturewith"Giant"aspartofitsspecialabilities,theaffectedcreaturedoes nothavetofightonhisorherknees. Thisspelldoesnothingbutincreasethesizeofthecreature;thecreaturegainsnootherbonusesanditsattacksarenormalforthe creature’sweapontype. HoldPortal3 Mage–Rank4 WarriorMage–Rank4 Length 100syllables Duration Range AreaofEffect MaterialComponent Touch Permanent 1portal,chest,orother closeableitem Brightgreenribbonat least1”wide ThisspellallowsaMagetomagicallysealadoor,gate,chest,pouch,oranyotheritemabletobeclosed. Toshowthatthespellisineffect,visiblytieabrightgreenribbonontheclosure,oratthecenterofagate. NothingcanthenopenthesealeditemexceptthecastingMage,theReleasePortalspell,oraThiefofatleast20thrank. AttemptingtousePickPocketsonapouchorotherwornitemthat’ssealedbythisspellautomaticallyfailsunlesstheThiefisat least20thrank.EventhenthemagicallockeffectofHoldPortaladdsanadditional5secondstotheattempt(foratotalof10 secondsrequired). However,theitemcanstillbephysicallydestroyedthroughtheuseofabatteringram,catapult,Fireball,etc. ThecastermayopenandclosetheitemfreelywithoutrecastingtheHoldPortalspell.AcastermayhaveonlyoneHoldPortalin effectatanytime. IceStorm1,3 Mage–Rank5 Length 53 200syllables Duration 5minutes Range MaterialComponent Throwingdistance Whitespellball AreaofEffect 1creature ThisspellallowstheMagetosummonasphereofsnowandice.WhenacreatureishitbyanIceStorm,itisfrozeninablockofice forfiveminutes.PhysicalweaponscannotharmcreaturesaffectedbyIceStorm,nordomostspells.IceStormpenetratesallshields. CreaturescanbefreedbyusingDispelMagic,BurningHands(fourcharges)orFireball,butFireballwillcauseamortalwoundtothe creature.Man-sizedcreaturesaffectedbyicestormcanbephysicallymovedbyaminimumoftwopeople.Creaturesaffectedby IceStormwillfloatinthewaterforaslongasthespellisineffect. LastRites Cavalier–Rank8 Cleric–Rank9 Length Range MaterialComponent 500syllables Touch Holysymbol Duration AreaofEffect Permanent 1creature ThisspellallowstheClerictoputtorestthesoulorspiritofanyonedeadcreature.ThetargetofthisspellmaynotbeResurrected, Animated,orotherwiserevivedinanyway.Trolls,vampires,andotherregeneratingcreaturesarepermanentlyputtorestandmay notreturntothelivingworld. SpeakwithDeadmaynotbecastonanycreatureaffectedbyLastRites.CharactersthathavebeenaffectedbyLastRitesmust spendtheappropriatetimeinHades.IfthereisnoHadesinplay,thecharactermustremainout-of-gameforaperiodof12minutes beforereturningtoplay. LastRitesmaybeappliedtolivingcreaturesonlywhencastagainstdemons,undead,orsummonedbeings.Anycreaturesfrom thosethreecategoriesareimmediatelybanishedfromtheCleric’splaneofexistenceandareinstantlyreturnedtotheiroriginal plane.Thebanishedcreaturemaynotreturnforaperiodof12minutes. LastRitesisfinal. LegendLore Mage–Rank7 WarriorMage–Rank7 Length 300syllables Range Special MaterialComponent ArcaneSymbol Duration AreaofEffect Instant Caster’ssurroundings Thisspellallowsthecastertodeterminethehistoryand/orpowersofasingleitemorplaceinthecaster’simmediatevicinity.The casterwillalsolearnthemeansofactivatinganypowers. AtanElder’soption,someitemsmaybegroupedtogetherinasinglecasting(e.g.amatchedsetofmagicalgemsbelongingtoan evilwizard,ortheswordandshieldofafamousknightofantiquity). AnyinformationgainedissubjecttothediscretionofanElder;theuseofthisspellshouldfacilitateandnotsupersedeplot development. Light3 54 Cavalier–Rank1 Cleric–Rank1 Druid–Rank1 Mage–Rank1 Ranger–Rank1 Monk–Rank1 Length Range MaterialComponent 30syllables Caster Flashlight Duration AreaofEffect 30minutes 10ft.radius Thisspellallowsthecastertocreateasmallsphereoflightthatwillremainforupto30minutesofcontinuoususe.Ifthelightis turnedoff,forwhateverreason,thespelliscancelledandmustberecastiflightisdesiredagain.TheLightmayonlybedirected towardthegroundwithina10’radiusofthecaster.Smallflashlightsorglowsticksmaybeused,butnospotlights.Thisspellmaybe memorizedandcastwithoutreadingfromaSpellBook. LightningBolt1,3 Druid–Rank4 Mage–Rank4 Length D-175syllables M–150syllables Duration Instant Range Throwingdistance AreaofEffect 1creature MaterialComponent Bluespellball ThisspellallowstheDruidtocallforthaboltofLightning,whichcausesblackdamageuponimpact.IfashieldisstruckbyLightning, itisautomaticallydestroyed.IfaLightningboltlandsinabodyofwater,beforestrikinganythingelse,itgainsaradiuseffectof3’ thataffectsanyparticipantwithabodypartinthewater.Thisradiuseffectdoesblackdamagetoeveryspellball-legalhitzoneof theaffectedparticipant,butcountsonlyasasingleattacktothatparticipant. MagicalStone2,3 Druid–Rank10 Length Range MaterialComponent 1,000syllables Caster Graypouch Duration AreaofEffect Special 1stone ThisspellallowstheDruidtoholdonespellforlateruse.Toholdaspell,theDruidmustfirstcastMagicalStone,andsubsequently castthespelltobeheld,utilizingthematerialcomponentsforeach.WhentheDruidisreadytocasttheheldspell,hesimplyopens thepouchandchantstheinvocationlinefortheheldspell;theDruidcannotinvokethespellifheismortallywoundedorhasa lightwoundtobotharms. ADruidmayonlyhaveonespellheldatatime;thisspelliscancelledupontheDruid’sdeath.OnlythecastingDruidmayinvokethe heldspell.Whilethisspellisactive,theDruidmaynotcastthespellwhichisstoredinthestone,butmaycastallotherspellsas normal. MagicMissile1 Mage–Rank2 WarriorMage–Rank9 Length 100syllables Range Throwingdistance MaterialComponent Blackspellball 55 Duration AreaofEffect Instant 1creature ThisspellallowstheMagetocallforthaboltofMagicMissile,whichinflictsblackdamage,butdoesnotdestroyshields. MagicShield2,3 Mage–Rank2 WarriorMage–Rank5 Length Range MaterialComponent 250 Duration syllables Caster AreaofEffect Bucklerupto18"w/yellowor goldedges. 24hours 1creature Thisspellallowsacastertoequipanduseasmallshield.Theshield’slargestdimensionmaynotexceed18”.Theshieldcanbe destroyedbyashield-destroyingweapon,butisnotaffectedbyWarpWood.Thecastermayusetheshieldtoblockordeflectany singletargetspellball,sufferingnoeffect.However,AoEspellswillstillaffectthecasternormally. Thisshieldmaybeactivatedanddeactivatedatthecaster’sdiscretion.TheshieldcanbedispelledwithDispelMagicandcannotbe repairedwithMending.Thisspelllastsfor24hours,regardlessofthecaster’sdeath. Mending Druid–Rank2 Mage–Rank1 WarriorMage–Rank2 Length Range MaterialComponent D-100syllables M,WM–125 syllables Touch Classsymbol Duration Permanent AreaofEffect 1woodenorleatheritem ThisspellallowstheDruidtobind,restore,andrepairphysicalobjects.Druidsmaymendanywoodenorleatheritems,including shields,weapons,Barkskin,andnormalleatherarmors;DruidsmaynotMendships,gates,oranymetalobjects,includingstudded andringmailarmor. ThisspellallowstheMagetobind,restore,andrepairphysicalobjects.Magesmaymendanyobject,includingweapons,armor, gates,orasinglehittoaship. Asuitofarmorisconsideredtobeasingleitem.DispelMagicdoesnotnegatetheeffectoftheMending spell. NatureLove1,3 Druid–Rank10 Length Range MaterialComponent 500syllables Throwingdistance Greenspellball Duration AreaofEffect 5minutes 1creature ThisspellallowstheDruidtocauseanyonecreaturetobecomeutterlyenchantedandenthralledbyNature.Creaturesaffectedby NatureLovemaynotfight,beararms,orcastspells. Druidsareimmunetothisspell.NatureLovecanbedispelledviaDispelMagic,orthedeathofthecreatureaffected. NeutralizePoison2,3 56 Cleric–Rank5 Druid–Rank5 Ranger–Rank7 Length Range MaterialComponent C,D-175syllables R–200syllables Touch Holysymbolor Purplefavor Duration Permanent AreaofEffect 1creature Thisspellallowsthecastertoneutralizetheeffectsofmostpoisonsandtoxins.TheEldersoftheeventwilldeterminetheexact effectivenessofthisspell. Ifcastonacharacterbeforeheispoisoned,thespellwillabsorbthenextpoisonattackthatwouldotherwisehaveaffectedthe character,butthecharacterwillstilltakethephysicaldamagefromtheattack.(Multiplepoisonsdeliveredatonce,sayindrink, countasoneattack.) Thecastermaycastthisspellonothersatrank9.Whenthespelliscomplete,thecastermustplaceapurplestripofclothwitha black‘P’onthetarget;thisstripmustbeatleast3”wideby12”long.Thismustbewornvisibly. NeutralizePoisonremainsineffectafterdeathforupto12minutes;thatistosay,iftheparticipantisresurrectedorAnimated within12minutesofdeath,theprotectionremains,otherwise,itisdispelled.NeutralizedPoisonmaybeusedwithanyprotection spells;forexample,aparticipantwithProtectionfromIcemayhaveNeutralizePoisoncastonhimaswell. Passwall3 Mage–Rank9 Length Range MaterialComponent 500syllables Touch Arcanesymbol Duration AreaofEffect 1minute Man-sizedopening ThespellallowstheMagetoopenatemporarypassagethroughawallorbarrier.TheMagemayclosetheholeatanytimeby simplycommandingittodoso,thusendingthespell.Nocreaturecanbehurtortrappedifcaughtintheholeasitcloses,anditwill bedisplacedtoonesideortheother.Creatureslargerthanman-sized,suchasgiants,ogres,orthoseaffectedbytheGrowthspell, maynotpassthroughanopeningcreatedbyPasswall. PersonalMagicWeapon2,3 Ranger-Rank9 Length Range MaterialComponent 200syllables Touch Greenribbonortape Duration AreaofEffect Permanent Special ThisspellallowstheRangertoimbueanyoneofhisweaponswithmagicalenergy.Whenthespelliscast,theRangermustplace greenribbonorgreentapeontheweaponinavisiblemanner(abovethehandleorontheshaft).Whentheweaponisinuse,the Rangershouldcall,"Magic!"beforethecolor.ThisweaponthenfunctionsasaMagicweaponasdescribedintheMagespell Create/DestroyMagicWeapon,exceptthatitfunctionsonlyfortheRangerwhocastit,andthattheenchantmentdoesnotcarry overbetweenevents. Pouch2,3 Mage–Rank10 Length Range MaterialComponent 57 1,000syllables Caster Pouch Duration AreaofEffect Special None ThisspellallowstheMagetoholdonespellforlateruse.Toholdaspell,theMagemustfirstcastPouch,andsubsequentlycastthe spelltobeheld,utilizingthematerialcomponentsforeach.WhentheMageisreadytocasttheheldspell,hesimplyopensthe pouchandchantstheinvocationlinefortheheldspell;theMagecannotinvokethespellifheismortallywoundedorhasalight woundtobotharms. AMagemayonlyhaveonespellPouchedatatime;thisspelliscancelledupontheMage’sdeath.OnlythecastingMagemay invokethePouchedspell.Whilethisspellisactive,theMagemaynotcastthespellwhichispouched,butmaycastallotherspells asnormal. DispelMagicwillnullifyPouchandanystoredspells. PrayerTouch2,3 Cleric-Rank6 Length Range MaterialComponent 300syllables Caster Coloredgloves Duration AreaofEffect Special None ThisspellallowstheClerictoholdonespellforlateruse.Toholdaspell,theClericmustfirstcastPrayerTouch,andsubsequently castthespelltobeheld,utilizingtheMaterialComponentsforeach.Tousethestoredspell,theClericsimplyneedstodonthe appropriatecolorgloves;glovesmustbewornonbothhands.ThestoredspellwillbereleaseduponthefirstthingtheCleric touches. Heldspellswillpenetrateallarmor,butwillnotpenetrateshields.Oncetheglovesareworn,theClericmaynotcastanyother spells,useanyweapons,orholdanyobject;theymaytouchthemselvesandmoveaboutnormallywithoutreleasingthespell.Ifa ClericishitwhilePrayerTouchisactive,thespellisnotbrokenunlesstheyarehitinthearms,mortallywounded,orkilled. AClericmayhaveonlyonespellstoredatanygiventime,butmaynotcastthespellthatisstoredwithinthegloves,thoughhemay continuetocastotherspellsandfightnormallyuntiltheglovesareworn. OnlythecastingClericcandontheglovesandinvokethestoredspell.DispelMagicwillnullifyPrayerTouchandanystoredspells. ClericsmayPrayerTouchspellsaccordingtothefollowingchart. RankofCleric RankofSpellHeld 6 1stRank nd 7 1st-2 Rank rd 8 1st-3 Rank th 9 1st-4 Rank th 10 1st-5 Rank th 11 1st-6 Rank th 12 1st-7 Rank th 13 1st-8 Rank th 14 1st-9 Rank th 15 1st-10 Rank Storedspellsareidentifiedbythefollowingglovecolors: SpellStored Color TurnUndead Yellow WordofHolding Orange Curse Pink AllotherClericspells White ProtectionfromFire2,3 58 Mage–Rank7 Length Range MaterialComponent 375syllables Special Redfavor Duration AreaofEffect Special Special ThisspellallowstheMagetoprotectanycreatureoritemfromoneheatorfire-basedattack.AMagemayprotecthimselfat7th Rank,othercreaturesat9thRank,anditemsat11thRank.Protecteditemsmayincludegates,siegeweapons,andmeleeweapons, butnotentireships;whenaprotectionspelliscast,itencompassesallofthatparticipant’sgear.Whenthespelliscomplete,the Magemustplacearedstripofclothatleast3”wideby12”longonthetarget.Thismustbewornvisibly.Thisspelldoesnothinder theMage’suseofanyothermagic. Thisspelldoesnotnegatetheareaeffectofagreenweapon;inotherwords,onlythetargetisprotected. ProtectionfromFireremainsineffectafterdeathforupto12minutes;thatistosay,iftheparticipantisresurrectedorAnimated within12minutesofdeath,theprotectionremains,otherwise,itisdispelled.Onlyoneprotectionmaybeineffectatanytime;for example,aparticipantwithProtectionfromFiremaynothaveProtectionfromIcecastontheshieldheiswielding.Twoormore Protectionspellsnegateeachother. Thecastermaygenerateuptofiveoftheseprotectionfavors.Thecastermyonlyhaveoneprotectionspellactiveatatime. ProtectionfromIce2,3 Mage–Rank4 Length Range MaterialComponent 300syllables Special Whitefavor Duration AreaofEffect Special Special ThisspellallowstheMagetoprotectanycreatureoritemfromonefrostorice-basedattack.AMagemayprotecthimselfat4th Rank,othercreaturesat6thRank,anditemsat8thRank.Protecteditemsmayincludegates,siegeweapons,andmeleeweapons, butnotentireships;whenaprotectionspelliscast,itencompassesallofthatparticipant’sgear.Whenthespelliscomplete,the Magemustplaceawhitestripofclothatleast3”wideby12”longonthetarget.Thismustbewornvisibly.Thisspelldoesnot hindertheMage’suseofanyothermagic. ProtectionfromIceremainsineffectafterdeathforupto12minutes;thatistosay,iftheparticipantisresurrectedorAnimated within12minutesofdeath,theprotectionremains,otherwise,itisdispelled.Onlyoneprotectionmaybeineffectatanytime;for example,aparticipantwithProtectionfromIcemaynothaveProtectionfromFirecastontheshieldheiswielding.Twoormore Protectionspellsnegateeachother. Thecastermaygenerateuptofiveoftheseprotectionfavors.Thecastermyonlyhaveoneprotectionspellactiveatatime. ProtectionfromLightning2,3 Druid–Rank3 Mage–Rank3 Length Range MaterialComponent D-225syllables M–200syllables Caster Bluefavor Duration Special AreaofEffect Special Thisspellallowsthecastertoprotectanycreatureoritemfromonelightningorelectrical-basedattack.Thecastermayprotect himselfat3rdRank,othercreaturesat5thRank,anditemsat7thRank.Protecteditemsmayincludegates,siegeweapons,andmelee weapons,butnotentireships;whenaprotectionspelliscast,itencompassesallofthatparticipant’sgear.Whenthespellis complete,theMagemustplaceabluestripofclothatleast3”wideby12”longonthetarget.Thismustbewornvisibly.Thisspell doesnothindertheMage’suseofanyothermagic. 59 ProtectionfromLightningremainsineffectafterdeathforupto12minutes;thatistosay,iftheparticipantisresurrectedor Animatedwithin12minutesofdeath,theprotectionremains,otherwise,itisdispelled.Onlyoneprotectionmaybeineffectatany time;forexample,aparticipantwithProtectionfromLightningmaynothaveProtectionfromIcecastontheshieldheiswielding. TwoormoreProtectionspellsnegateeachother. Thecastermaygenerateuptofiveoftheseprotectionfavors.Thecastermyonlyhaveoneprotectionspellactiveatatime. PurifyFoodandDrink Cavalier–Rank2 Length Range MaterialComponent 1min.meditation Touch Holysymbol Duration AreaofEffect Permanent 1cu.ft. ThisallowstheCavaliertopurifysmallamountsoffoodanddrink.Purifyingfoodanddrinkwillremoveanytoxins,diseases,poisons, orotherimpurities. ReleasePortal Mage–Rank5 WarriorMage–Rank5 Length 100 syllables Duration Permanent Range Touch AreaofEffect 1portal,chest,orother closeableitem MaterialComponent Arcanesymbol ThisspellallowsaMagetomagicallyopenadoor,chest,oranyotheritemabletobeclosed.Thisspellwillalsodestroyallnormal locksandlatchesintheprocessofopening;thisspellwillopenastructure’sgatebutwillnotdestroythelock. Resurrection Cleric–Rank10 Length Range MaterialComponent 1,000syllables Touch Holysymbol Duration AreaofEffect Permanent 1creature ThisspellallowstheClerictoresurrectoneslaincreature.Ifthecreaturechoosestorefusetoberesurrected,thereisnoeffect. Thisspelldoesnotaffectthecreature’sequipmentinanyway.Thisspellalsohealsanylesserwounds. Sanctuary3 Cavalier–Rank3 Cleric-Rank2 Length Range MaterialComponent Cav-700syllables C–650syllables Caster Prismorcrystal Duration Special AreaofEffect None ThisspellallowstheClerictosummontheprotectivepoweroftheirDeity,creatinganimpenetrablefieldaroundhim.Whenthe spelliscomplete,theClericmustholdaprismorcrystalabovehisheadtomaintainthespell’seffect;ifatanytimethecrystalfalls ontoorbelowtheCleric’shead,thespellisbroken.Thecrystalmustbeheldwithbothhandsabovethehead;thearmsandhands maynotrestupontheCleric’sheadorthespellisbroken.TheClericmayhavenothingotherthanthecrystalorprisminhishands. 60 WhileundertheprotectionofSanctuary,theClericisimpervioustoallattacks,includingmagic.TheClericisstillaphysicalentity andmaystillcommunicate,block,andmovenormallyprovidedthatthecrystalremainsabovehishead.Noonemaycomewithin1’ oftheCleric,normayanyoneattempttograbtheCleric.Likewise,theClericmaynotmovewithin1’ofanycreature. DispelMagicwillnullifytheeffectsofSanctuary. SpeakwithDead3 Cavalier–Rank2 Cleric–Rank2 Length Range MaterialComponent Cav-250syllables C–200syllables Touch Holysymbol Duration 3questions AreaofEffect 1creature ThisspellallowstheClerictocontactandcommunicatewiththesoulofadeadcreature.Thesoulofthedeceasedisboundbythe spelltoanswerthree‘Yes’or‘No’questions,afterwhichthecontactwiththesoulisbroken.Thesoulmustanswer‘Yes’or‘No’ truthfullytothebestofhisunderstanding. TheClericmaynotmoveorspeaktoanothercreatureorthespellisbroken.Thespelldoesnotworkonundeadcreaturesorthose creatureswithoutsoulsorspirits. SpellofShielding2,3 Mage–Rank10 Length Range MaterialComponent 1,000syllables Touch Silverfavor Duration AreaofEffect Special Special ThisspellallowstheMagetoprotectanycreatureoritemfromonemagicalattack.AMagemayprotecthimselfat10thRank,other creaturesat12thRank,anditemsat14thRank.Protecteditemsmayincludegates,siegeweapons,andmeleeweapons,butnot entireships;whenthisshieldingspelliscast,itencompassesallofthatparticipant’sgear.Whenthespelliscomplete,theMage mustplaceasilverstripofclothatleast3”wideby12”longonthetarget.Thismustbewornvisibly. SpellofShieldingactssimilarlytotheotherprotectionspellsexceptithasawiderrangeofprotectionagainstoffensivespells.This spellabsorbsanymagicallythrownortouchbasedattackdirectedattheparticipantprotected.Amagicalattackisanoffensive spellthatinuresorhindersanotherparticipant.TheSpellofShieldingdoesnotobstructthecaster'suseofanymagicorrelicsmuch likeaProtectionfromFiredoesnothinderaparticipantprotectedfromcastingfire-basedspells. SpellofShieldingremainsineffectafterdeathforupto12minutes;thatistosay,iftheparticipantisresurrectedorAnimated within12minutesofdeath,theprotectionremains,otherwise,itisdispelled.Onlyoneprotectionmaybeineffectatanytime;for example,aparticipantwithSpellofShieldingmaynothaveProtectionfromFirecastontheshieldheiswielding.Twoormore Protectionspellsnegateeachother. Thecastermaygenerateuptothreeoftheseprotectionfavors.Thecastermayonlyhaveoneprotectionspellactiveatatime. Steelskin2,3 Mage–Rank10 Length Range MaterialComponent 61 500syllables Caster Greyfavorwith2 blackcirclesincenter Duration AreaofEffect Special Self ThisspellallowstheMagetoabsorballphysicalandmagicaldamage,exceptgreendamage,fromtwoattacks.AMagemayonly haveoneSteelskinspellineffectatanygiventimeandSteelskinmaynotbeusedinconjunctionwithStoneskin.Whentwoattacks areabsorbed,thefavormustberemoved;alternately,ifonlyonehitisabsorbed,theMagemayusetheStoneskinspellto replenishhisSteelskin. SteelskinmaybeusedinconjunctionwiththeBracersofDefense;inthissituation,anyattacksabsorbedarefirstdeductedfrom theBracersofDefenseandthenfromtheMage’sSteelskin.Steelskinmaynotbepouched. Thisspellmaybecastonceperdayandwillrechargeautomatically(justasnormalarmordoes)inHades,oruponthecallof"Lay On"atthestartofabattle. Stoneskin2,3 Mage–Rank6 Length Range MaterialComponent 200 Duration syllables Caster AreaofEffect Greyfavorwithblackcirclein center Special Self ThisspellallowstheMagetoabsorballphysicalandmagicaldamage,exceptgreendamage,fromoneattack.AMagemayonly haveoneStoneskinineffectatanygiventime.Whentheattackisabsorbed,thefavormustberemoved. StoneskinmaybeusedinconjunctionwiththeBracersofDefense;inthissituation,anyattacksabsorbedarefirstdeductedfrom theBracersofDefenseandthenfromtheMage’sStoneskin. Thisspellmaybecastonceperdayandwillrechargeautomatically(justasnormalarmordoes)inHades,oruponthecallof"Lay On"atthestartofabattle. TruthSpeak3 Cavalier–Rank3 Cleric–Rank2 Mage–Rank2 WarriorMage–Rank3 Length 75syllables Range Touch MaterialComponent Classsymbol Duration AreaofEffect 1question 1creature Thisspellallowsthecastertoaskonecreatureanyonequestion.Thecreatureisboundtoanswerthequestioncompletelyand truthfullytothebestofhisability. TurnUndead1,3 Cavalier–Rank8 Cleric-Rank8 Length Range MaterialComponent 300syllables Throwingdistance Yellowspellball Duration AreaofEffect Instant 3ft.radius ThisspellallowsthecastertocalluponthepowerofhisDeitytosummonasphereofDivineenergyintoexistence.Dependingon thepoweroftheUndead,andtheRankofthecaster,spelleffectswillvary.Thisspellwillpenetrateallarmorandshields. TheEldersoftheeventwilldeterminetheexacteffectivenessofthisspellaccordingtotheadventurerules;TurnUndeadwill destroyanyundeadcreatureontheMonsterEncounterChart(seeChapterNine:LandRules)withinthe3’radius. 62 WarpWood1,3 Druid–Rank6 Length Range MaterialComponent 300syllables Throwingdistance Greyspellball Duration AreaofEffect Permanent 3ft.radius ThisspellallowstheDruidtowarpallman-sizedwoodenobjectswithina3’radiusofimpact,renderingthemunusable.Warp Woodwillaffectitemsincludingshields,bows,arrows,crossbows,bolts,javelins,polearms(whiteglaive,blackglaive,spear, halberd,andbattleaxe),yellowweaponsover4’inlength,planks,andordinarychests;itwillnotaffectlargeitemssuchassiege weapons,gates,ships,oryellowweaponsunder4ft. WarpeditemsmayberepairedviatheMendingspell.WarpWoodmaybedispelledbeforeitseffectshavetakenplace,butthe effectsofwarpingmaynot;awarpeditemmustbemended. WordofHolding1,3 Cleric–Rank4 Length Range MaterialComponent 150syllables Throwingdistance Orangespellball Duration AreaofEffect Countof25 1creature ThisspellallowsaClerictoholdanycreature,exceptdragons(seeDragonEncounterchartinlandrules)immobilethroughthe powerofhisDeity.Ifstruckbythespellball,thetargetmustremainmotionlessforaclear,audiblecountto25. Thisspellpenetratesallarmor,butdoesnotpenetrateshields. ExplanationofFootnotes 1-Spellsmarkedinthisfashionrequireaninvocationlinebeforetheyareconsideredcast. 2-Thisspellmaybecastwithoutreadingthespellduringlandevents(landsearchesandinvasions)immediatelybeforeanEldercalls ‘LayOn!’thecastermuststillexpendthespellpoint(s). 3-Thisspellmaybedispelledwiththe‘DispelMagic’spell. 63 Chapter Seven SpecialItems TherearemanyspecialitemsthatcanbefoundthroughouttheRealmofDarkon.Theyincludecoins,poisons,potions,scrolls, Relics,andmanyotheritemsrelatedtospecificadventuresorquests.Mostoftheseitemscanbestolenorlootedbyother participants. Coins Treasureplaysonlyasmallroleinactualbattle,butcanbecrucialduringadventures.ThemonetarystandardinDarkonisthesilver piece.ForlargeamountsofmoneyacountryLeaderortheLandMarshalmayissueaCurrencyWrit,whichcanbetakentothe DarkonTreasuryfordisbursement. TopreventDarkonfromlosingphysicalcoins,participantshouldturntheircoinsintotheCoinMarshalattheendofeachevent. TheCoinMarshalwillthenplacethemintotheparticipant’saccount.Alternativelyparticipantsmaytaketheircoinswiththem,but theyareencouragedtohaveatleast50%oftheirwealthwiththematalltimes. Darkonmoneycomesinvariouscolors:blackcoins,redcoins,goldcoins,silvercoins,andcoppercoins.Countriesmaywishto purchasetheirowncurrency.Todoso,theymustchosethespecifications,includingdesign,color,andmonetaryvalue,and proposeittoSenateforapproval.Ifapproved,thecountrymustdeductthemonetaryvalueoftheircountryCoinsproducedfrom theircoffers.Forexample,acountryhascreatedaredMercMarkvaluedat23silverpieceseach.Iftheycreated1,000ofthese coins,23,000silverpieceswouldbedeductedfromthatcountry’scoffers. ApprovedCoins: CopperPieces–thesearemintedbyDarkonWargamingClub,Inc.andarecopperincolor. SilverPieces–thesearemintedbyDarkonWargamingClub,Inc.andaresilverincolor. GoldPieces–thesearemintedbyDarkonWargamingClub,Inc.andaregoldincolor. MercMarks–theseweremintedbyacountryandareredincolor. ProvincePieces–theseweremintedbyacountryandareblackincolor. Monetaryconversionsareasfollows: 10CopperPieces(CP)=1SilverPieces(SP) 10SilverPieces=1GoldPiece(GP) 250SilverPieces=1MercMark 500SilverPieces=1ProvincePiece Poison Somecharactertypeshavetheabilitytomakepoison;anycharactertypemayadministerpoison.Poisonsmaybeusedinall adventuresituationsaswellasLandWars.Theadventureskills/spells,neutralizepoison,immunitytopoisonandpurifyfoodand drinkcanbeusedinanyscenarioinwhichtheuseofpoisonispermittedbytherules.Thereareseveralwaysto‘poison’another participant.Poisonmaybeappliedtoaparticipant’sweapon,food,ordrinkbyaffixingapieceofpurpleribbonortapetoit.A participantmayonlyuseonedoseortypeofpoisonforeachweapon,fooditem,ordrinkpoisoned.Anyweaponmaybeusedto administerapoisonattack.Whenaparticipantstrikeswithapoisonedweapon,hemustverballyannouncethetypeofpoison beingusedaswellasitsduration.Poisonstakeeffectonthefirsthitthatinflictsawound.Thepoisonisconsideredexpendedonany additionalattacks.Poisoningaweapondoesnotincreasethenormaldamageofaweapon.Inorderforavictimtosuffertheeffects ofthepoison,theparticipantmustsufferalightwound,mortalwound,ordeath. AparticipantmustpossessaPoisonWritonhispersoninordertouseapoison.PoisonWritsareconsideredtreasure,andmaybe stolenorlooted.Whenpoisonisappliedtoaweapon,food,drink,orotherobject,thewritisthendestroyed,regardlessof whethertheattackwassuccessful.Alternatively,ifthepoisonisappliedtofoodordrink,theattackermaypre-arrangeforanElder topresentthewrittothevictim.Thewritmustthenbedestroyedinthepresenceofthevictim.PoisonWritsareonlyvalidduring thedate(s)oftheeventinwhichtheywerecreated. Whenpoisoningthefood,drink,orutensilsofanotherparticipant,theparticipantwiththePoisonWritmustgivetheirwrittoan ElderandinformtheElderofhisintentions.Hemustthencomeincontactwiththedrinkingvesseloreatingutensilhewishesto 64 poison.IftheElderispresent,thentheparticipantmaysimplytouchorpossesstheitemtobepoisonedinthewitnessoftheElder. IfthereisnoElderpresenttowitnessthe‘placing’ofthepoison,thentheparticipantmustaffixapieceofpurpleribbonortapeto theitemforproofthathepossessedtheitem.Thepoisonattackisconsideredsuccessfulifaparticipanteatsordrinksfromthe poisoneditemwithinonehalfhourofthepoisoning;thepoisonisthenneutralizedandwillnotaffectanyoneelse.TheElderwill discreetlyinformthevictimofthepoison’stypeanddurationanddestroythewritinhispresence.Ifasuccessfulattackdoesnot takeplacewithinonehalf-hourofthepoisoningthepoisonisconsideredtohavelostitpotency,andtheElderwilldestroythewrit andremovetheribbonortapeifitwasapplied.Allpoisonvictimsarerequiredtorole-playtheappropriateeffectsofthepoison. ClassIDeathPoison:Thevictimismortallywoundedandwilldieinlittleornopain Plant:(foxglove,hemlock,monkshood)5minutes,3SPtocreate Animal:(coneshell,arrowfrog,Asp)10minutes,6SPtocreate Supernatural:(wyverntail,Dragonclaw)Immediate,24SPtocreate ClassIIParalysisPoison:Thevictimisconscious,butcannotmoveorspeak.Allmusclesarecompletelylimp Plant:(birdsfoot,woodbine)5minutesofparalysis,1SPtocreate Animal:(spidervenom)10minutesofparalysis,2SPtocreate Supernatural:(ghoul’stongue,pseudodragontail)20minutesofparalysis,4SPtocreate ClassIIIAgonyPoison:Thevictimisrackedbyunspeakablepainandiscompletelyincapacitated Plant:(avengingangelmushroom)5minutesofagony,2SPtocreate Animal:(lionfish,scorpion)10minutesofagony,4SPtocreate Supernatural:(harpyclaw,manticorespine)20minutesofagony,8SPtocreate ClassIVHallucinationPoison:Thevictimgoestemporarilyinsane.Hecannotthinkorcontrolactions,andwillnotrememberthe experienceafterwards Plant:(ergot,nightshade)5minutesofhallucinations,1SPtocreate Animal:(Anyvenomcausingfear)10minutesofhallucinations,2SPtocreate Supernatural:(bansheeshroud)20minutesofhallucinations,5SPtocreate Supernatural:(bansheeshroud)20minutesofhallucinations,5SPtocreate PotionsandScrolls th PotionsandScrollsmaybecreatedbyMages,Druids,WarriorMages,andClericsof10 Rankorhigher;thecreationofpotionsand scrollsisanAdventure-Onlyability.Tocreateapotionorscroll,themakermustinformthePotionsandScrollsMarshal,ortheVice President,atcheck-inandpayacostof1GoldPieceperspellrank.ThemakermustalsodeclareatthattimewhattypeofPotionor Scrollheismaking.ThePotionsandScrollsMarshalwillthensignanddatethepotionorscroll,makingitvalidforuse. Paymentisdueimmediatelyoncethepotionorscrollhasbeensigned.Aparticipantmayonlymakepotionsorscrollsduringan adventureevent,andcanonlybemakethemduringafulldayofadventuring(i.e.aparticipantmaynotmakeapotionorscrollon theFridaynightofacampout).PotionsandScrollsareconsideredtreasure,andmaybestolenorlooted.PotionsandScrollsareonly validduringthedate(s)oftheeventinwhichtheywerecreated. Eachadventurethespellcasterreceives3potion/scrollpoints.Thepointsareexpendedoncreatedapotionorscrolldependingon thelevelofthespellused(seetablebelow). st 1 level 1point nd 2 level 1point rd 3 level 1point th 4 level 2points th 5 level 2points th 6 level 2points th 7 level 3points th 8 level 3points th 9 level 3points th 10 level 3points 65 Thecreationprocessrequiresthemakertohavethepotionorscrollcomponents.Potionsrequirea20oz.orsmallerplasticbottle orvialandthecomponentsofthespell(onedoseofpotionperbottle);scrollsrequirethespelltobewrittenonapieceof parchmentpaperandthecomponentsofthespell. Onlycharactertypesthatwouldnormallybeabletocastthespellmayuseascroll.Forexample,aMageandaDruidcouldbothuse aLightningBoltscroll,butaMagecouldnotuseaCureLightWoundsscroll.TheexceptiontothisisaThiefof9Rankorhigher;he mayusetheReadMagicalLanguagesability,seeChapterFive:TypesofCharacters,toreadandcastanyscroll.Whenwritingthe spellonthescroll,thecreatorshoulddeterminethenumberofsyllablesaccordingtohisrank;therefore,thespelllengthmaybe reducedupto50%ifthecreator’srankwarrantsthatreduction. Anyparticipantmayuseapotion.Nofluidmustbeinsidethepotionbottle,normusttheparticipantactuallyconsumeanyliquidto usethepotion;itisarepresentationandonlytherole-playedmotionsofdrinkingtheliquidandputtingonthespellcomponent,if any,arerequired.Anyphysicalcomponentsneededforthespellmustbeinsideof,orattachedto,thebottle.Potionsmayonlybe createdforcertainspells;theyareasfollows: Spell RankSpellisAcquired st rd CureLight 1 rankClericand3 rank Druid th th CureDisease 4 rankClericand7 rank Druid th th CureSerious 5 rankClericand7 rank Druid th CureMortal 7 rankCleric th MissileWard 5 rankWarriorMage th th NeutralizePoison 5 rankClericand5 rank Druid th Resurrection 10 rankCleric rd rd ProtectionfromLightning 3 rankMageand3 rank Druid th ProtectionfromIce 4 rankMage th ProtectionfromFire 7 rankMage th Stoneskin 6 rankMage th Growth 7 rankMage th GaseousForm 8 rankMage SilverWeapons Participantsmaycreatesilverweaponsforrole-playingpurposes,orthepurposeofcreatingaHolyWeapon,seeChapterSix:Spells andMagic.Tocreateasilverweapon,theparticipantmustpaytheappropriatecosttotheTreasurerorCoinMarshalandcoverthe weaponinsilvercloth.Silverweaponsmaynotbestrippedfortheircomponents.Thecostsformakingasilverweaponareasfollows: Arrowheadsandcrossbowbolt 10SPeach heads Swords,Bars,Daggers,Clubs (measuredfromtopofhandleto 20SPperlinearinch quillonstothetipofthestriking surface),andQuarterstaffs (measuredfromendtoend) Axes,Halberds,Maces, Hammers,andGlaives 50SPperlinearinch (measuredfromwidestpointof strikingsurface) Flails,MorningStars,Spears,and 400SP Javelins 66 Relics ThereareseveralitemsofrenownedpowerintheworldofDarkonknownasRelics.Thesemagicalartifactsarepriceless,and severalofthemdatebacktotheearlyyearsofcivilization.ManyoftheseRelicshavebeenmissingforcenturies,butwill undoubtedlysurfaceastimegoeson. Relicsmustbyinplayatalltimes,unlessdamagedandremovedforsafetyreasons.ThisdoesnotaffectRelicslostduringaland search(seeChapterEight:LandRules).IfaparticipantdiesinpossessionofaRelic,hemaynotkeepitwithhiminHades;theRelic mustbeleftwheretheparticipantfellunlesstheparticipantdiesinsomeremotelocation,likethemiddleofthewoods.Inthis case,theRelicmaybegiventoanEldertodistribute,butmaynotbekeptbythedeadparticipant. AlivingparticipantmaytakeaRelictoHadesoranElder,attheElder’sdiscretion,forrecharging,atacostof4minutespercharge. TheBracersofDefense,forexample,wouldtake12minutestofullyrecharge.Duringmulti-dayadventures,suchascampouts, Relicsautomaticallyrechargeatdawnofthenextday. AllRelicswillbecollectedattheendofeachbattleday,orwhentheadventureisoverinthecaseofmulti-dayadventures,to ensurethattheyarepresentatthenextevent.Relicsarenottobetakenhomewithanyparticipantwithouttheexpresspermission oftheRelicsMarshal.TheRelicsMarshalwillkeepalogofwhichcountrypossesseseachRelic.TheRelicsMarshalwilldistribute theRelicsatthebeginningofeacheventtothecountrywhorightfullypossessestheRelic.IfaRelicisnotclaimedatthebeginning ofanevent,itisforfeited.ForfeitedRelicswillbedistributedrandomly. Relicsarenoticeablebytheirbrightgreencolor;Relicsmustbevisibleatalltimes(i.e.participantsmaynothidethemintheir clothing,pouches,etc.). TheSwordofSlaying ThisSwordwasforgedbytheDwarvesofThorinRock,attherequestoftheirgreatleader,KingSultoVI.KingSultoneededthis bladetodefeatafire-breathingdragonthathadinvadedtheDwarvenstrongholdinsearchofgold.TheSwordwasthoughttobe lostwhenagroupofmaraudingOrcsraidedthestrongholdlaterthatyearandkilledKingSulto;buthassincebeenfound.The bladeisfinelyconstructedandverylight,exhibitingthevastskilloftheDwarvenweaponsmiths.Althoughitisthesizeofashort sword,thisSworddoesthedamageofanenchantedgreatsword(i.e.enchantedblackdamage). DaggerofVenom ThisDaggerwascraftedbyevilDrowElvestoaidthemincontrollingthemanycourtsoftheRealmthroughthemeansof assassination.AlthoughcraftedbytheDrow,theDaggerhassincesurfacedtotheRealmofDarkon,andisrumoredtohavefallen intothehandsofanAssassin’sGuild.ThisDaggercontainsenoughsupernaturalinstantdeathpoisontoinstantlykillanymortal withasinglestab.TheDaggerwillpierceanyarmorexpellingapoisoncharge;howeveritdoesnotexpelachargethroughshields. TheDaggerhasonechargeofthispoisonandmagicallyreplenishesthispoisonatthedawnofeachday.Itmayalsoberecharged byaMage,inHades,oratthediscretionofanElder.Ifnotcharged,itactsasanormalenchanteddagger(i.e.enchantedred damage). JavelinofLightning TheJavelinofLightningisajavelinthatdatesbacktotheearlyyearsoftheSkydwellerswhentheRealmofDarkonwasstillinits infancy.TheJavelinisathrowingweapononly,andcannotbeusedforstabbinginmeleecombat.Whenthrown,theJavelinacts likealightningrod.Onceitstrikesitsintendedtarget,itdoesmagicreddamageasifitwereanenchantedjavelin,then immediatelycallsdownlightninganddoesalightningboltattack(asperthespell).Itcannotbecaughtordeflected.IftheJavelinis thrownandmissesitstarget,orstrikesinanymannerotherthanalegaljavelinhit,itisstillcharged.IftheJavelinisthrownand connectswithitstarget,itexpelsitschargeandisconsideredconsumedbythereactionandmaynotbeusedasanormalJavelin. TheJavelincanberechargedbyaMage,inHades,oratthediscretionofanElder. TheArrowofPiercing ThismagicalArrowwasfashionedbytheWoodElvesofTangleForest.TheArrowiscapableofcausingamortalwoundifithitsany partofthetarget’sbody.TheArrowwillalsopierceanyarmor,shield(excepttheShieldofDeflection,seebelow)orweapon, causingamortalwoundtothetargetwithoutdestroyingtheshieldorweapon.Thearchermustshout,“ArrowofPiercing!”when 67 theArrowconnectswithitstargettoavoidconfusion.Atthispoint,theArrowexpelsitscharge,isconsumedbythereaction,and maynolongerbeusedasanormalarrow.IftheArrowshouldmissitstarget,itisstillchargedandmaybeusedagain.IftheArrow isnotcharged,itmayberechargedbyaMage,inHades,oratthediscretionofanElder. StaffofHealing TheGoddessClarrisalimbuedthisCeremonialStaffwithmagicalhealing.AnyhealingcharactertypeholdingthisStaffmustonly readhalfoftheirspelllengthtocastanyhealingspell.TheStaff’spowermaybeusedasoftenasdesiredanddoesnotneedtobe recharged.Clerics,Druids,Rangers,andCavaliersmayusethisartifact.ThisartifactdoesnotworkinconjunctionwiththeFighter abilityFirstAidortheMonkabilityCureLightWounds. WandofGartan TheevilArch-MageGartancraftedthisWandtoassisthiminleadinghisarmiestovictoryovertheKingdomsofGood.Ithassince beenlefttothehandsoftheinhabitantsoftheRealmofDarkon.TheWandiscapableof3boltsof‘MagicMissiles,’whichinflict blackdamage,butdonotdestroyshields.Blackspellballssymbolizethesebolts,eitherthoseaccompanyingtheRelic,orthoseofa Mage.OnlyMagesmayusethisRelic.Toinvokethepower,theMagemustsay,“IsummontheMagicofGartan!”andthenthrow theboltathistargetwhilepointingtheWandinthatdirection;failuretodeclaretheincantationlinewillresultinthespellnot goingintoeffect.Afterthe3boltshavebeenexpelled,theWand’senergyisdepletedunlessrechargedbyaMage,inHades,orat thediscretionofanElder. TheBroochofShielding ThisTalismanwascraftedbyGnomishJewelsmithsforKylackKor,KingofthefierceSaavokNation.TheKingusedtheTalismanto protecthimselffrommagic-usingcontendersofhisthrone.Anyonewearingthispowerfulamuletisunaffectedbymagicspellsand themagicofcertainweapons. AllexistingmagicalconditionsoftheweareraretemporarilynullifiedwhiletheBroochisworn,includingStoneSkin,protective spells,Barkskin,etc.Allweapons,includingenchanted,Holy,andotherRelics,thatcomeincontact(i.e.hittingthewearerorinthe possessionofthewearer)functionasnormalweapons.IftheBroochisremoved,allspelleffectsonthewearerandhispossessions atthetimetheBroochwasdonnedreturntothestatetheywereinwhentheBroochwasputon. SpellcastersmaynotcastanyspellswhileincontactwiththeBrooch.Thewearerisalsoimmunetohealingmagicandmustremove theBroochtobehealedbymagicalmeans.TheBroochmustbewornopenlyandvisiblyatalltimes.TheBrooch’spowerisusedas oftenasisnecessaryandneverneedstoberecharged. Maelstrom Thismightytwo-handedswordwasfirstusedbythefrostgiantsdwellinginthefrozenwastesaboveValdimar.TheMaelstrom functionsasanenchantedgreatsword,butdealingthreepointsofslashingdamageinsteadofthetwopointsdealtbystandard blackdamage.Duetotheunwieldynatureofthefrostgiantweapon,itmustbewieldedatalltimeswithbothhands.Inadditionto havingtheabilitytodealincreaseddamage,theparticipantinpossessionofTheMaelstromisimmunetoallcoldandfirebased attacksandeffects.WhenstrikingaparticipantwithTheMaelstrom,thewielderistoannounce"Maelstrom!". TheMaceofDisruption ThisMaceisapowerful,one-handedweaponforgedbytheHighPriestsofMinathian.Itsenchantmentcanwreakhavocupon Undeadenemies.Inthehandsofanyparticipantpermittedtouseamace,itfunctionsasanenchantedmace.However,inthe handsofaCleric,itgrantsthewielderspecialpowers. Whenswungwithonehand,theMaceenablestheClerictodestroyshieldswiththreesolidblows.Whenstruckagainstthe Undead,itisconsideredaTurnUndeadspell,seeChapterSix:SpellsandMagic.Assassinsareunabletouse,oreventouch,this weapon;todosowouldcausealightwoundtothelimbtouchingtheMace.TheMaceofDisruptionisnotaheadlegalweapon. BracersofDefense 68 TheweareroftheBracerscanabsorballphysicalandmagicaldamage,exceptgreendamage,fromthreeattacks.TheBracersmust bewornvisiblytobeineffectandwillnotworkinconjunctionwithanyarmor,exceptshields.Anyarmorwornmustbetakenoff fortheBracerstobeeffective. TheBracerscannotbeseparatedforanyreasonatanytime.TheBracersworkinconjunctionwithaMage’sStoneskinorSteelskin (seespelldescriptions),butwillnotworkinconjunctionwithaDruid’sBarkskin.Afterthreeattackshavebeenabsorbed,the BracersmustberemovedandtheBracers’powerisdepleteduntilrechargedbyaMage,inHades,oratthediscretionofanElder. TheShieldofDeflection TheShieldofDeflectionwasforgedathousandyearsagofromthescalesoftheDragynofSarum.TheShieldofDeflectionisa24” roundshieldthatisindestructible.AnycharacterthatcanuseashieldofthattypeandsizemayusetheShieldofDeflection.The Shieldcannotbedestroyedbyanymeansincludingshield-breakingweapons,otherRelics,suchastheMaceofDisruption,spells,or siegeweapons,includingcatapultballsandballistabolts. ItshouldbenotedthatwhiletheShieldisindestructible,itdoesnotpreventareaofeffectdamagetotheuser.Forexample,ifa Mage’sFireballhitstheShield,theShieldisnotdestroyed,butuseroftheShieldisstillmortallywoundedaspertheradiuseffectof theSpell.TheShield’spropertiesmaybeusedasoftenasnecessaryanditdoesnotneedtoberecharged. Ravenswrath Ravenswrathisaone-handed,single-bladedaxeforgedbythepriestsofthewargoddessMorrígutodrivebacktheFomorianarmy ofBaloroftheEvilEye.ItwaslastlentthegreatheroCúchulainnbutwasagainlostwhenhewasslainbyLugaidmacConRoí. Ravenswrathdealsmagicwhitedamage,however,inthehandsofaFighter,theaxedestroysshieldswiththreedirectblows(two forbucklers)andallowsitswieldertostandtallagainstgiant-sizedparticipantsandcreatures.Anyclasscapableofusingwhiteaxes mayuseRavenswrath. AdventureSpecificItems Manytimesduringadventures,theEldersoftheeventwillhavecertainitemsthatarepartoftheadventure.Thesemayinclude, butarenotlimitedto:magicweapons,magicarmor,potions,scrolls,wands,cards,etc.UnlessanElderstatesotherwise,these itemsmaybelootedandstolenlikenormaltreasure. 69 Chapter Eight Knights,NoblesandTitlesintheRealmofDarkon TheHighKing TheHighKingisaknightthathaswonthetitlethroughcombatorwarwithotherknights.Hisroleistoarbitrateamongthenations oftheRealmofDarkon,appointroyalpositionswithintherealmasheseesfitandgenerallyattempttomaintainthepeaceofthe land.Hispowerislimitedbythesupport,orlackof,fromthenations,Masters/MistressesandknightsoftheRealmofDarkon. AnewHighKingsitssafelyuponhisthroneforaperiodoftwelvemonthsaftercoronation.Attheendofthetwelve-monthperiod hebecomessusceptibletoaCrownWar,thewarmaybedeclaredatanytimeafterthefirsttwelve-monthperiod.IfaHighKing survivesaCrownWaranothercannotbecalledforsixmonths. AfulltermforaHighKingistwelvemonthsfromcoronation.Foreachcoronationanniversary(12monthperiod)thataHighKingis onthethronetheyreceivethenexthighernobletitle(SeeNobleTitles).TheHighKingdoesnotofficiallytakethenewtitleuntil theystepdownorlosetheseatofHighKing. IftheHighKingabdicatesforanyreason,ortheparticipantchoosestoleavethegamethusleavingthepositionofHighKingvacant aCrownWarshallbeheldtoselectthenextHighKing.Failingtoattendmorethan50%oftheeventsoveracoronationyear(the 12monthsfollowingcoronationoranniversary)shallbeautomaticallyconstruedasabdication,unlesstherearemitigating circumstancestobedeterminedbytheCouncil. Knights AknightisapersonthathasearnedthetitleofKnightoftheRealm.Knightsshallbeknownas“Sir/Dame[charactername]”,may wearasymboloftheirowndesignupontheirpersonandshield,havearetinue,andconfertheirtitleupontheirconsort.The personalsymbolshallcountin-lieuofthecountrysymbolatcheck-inforpurposesofinsuringcountrieshavetheappropriate numbersforevents.Knightsalsohavetheoptionofusingthetitleof“Lord/Lady”. BecomingaKnightoftheRealm Inordertobecomeaknight,theparticipantmustserveasasquireforayear,orbeapprovedunderspecificcircumstancesetby theCouncilortheserules. Tobecomeasquiretheparticipantmusthaveacharacterof10thrankorhigher,haveaqualifiedknightasasponsorandsubmitan Out-Of-CharacterpetitiontotheCouncil.Thepetitionshouldlistallthereasonsandqualificationstheparticipanthasastowhy theyshouldhaveacharacterknighted.IfapprovedbytheCouncilthenewSquirewillbegintheiryearofservice. Duringtheyearthesquiremustattend75%ofthescheduledevents,actaselderforfiveofthoseevents,holdamarshalposition, andattendasanon-votingmemberoftheCouncil.Thesponsoringknightwillmaintaintherecordofthesquiretopresentfor reviewattheendoftheyear. AttheendoftheyeartheCouncilandBoardwillreviewtherecordandpetitionoftheparticipanttoinsurethattheymetthe requirements.Ifapprovedforknighthood,thesquirewillgobeforeaknightofthesquireschoosing,orclubPresident,and knighthoodwillbebestowedupontheparticipant/characterinthenameoftheDarkonWargamingClub,Inc.andtheRealmof Darkon.TheCouncilisnotobligatedtoawardaSquirewiththetitleofknight. Toavoidbeingasquiretheparticipantmusthave25characterlevels,atleastone15thlevelcharacterandthecharactertobecome theknightmustbe10thlevelorhigher.TheparticipantmustsubmitanOut-Of-CharacterpetitiontotheCouncillistingallthe reasonsandqualificationstheparticipanthasastowhytheyshouldhaveacharacterknighted.IfapprovedbytheCouncilandthe Boardaknightofthepetitionerschoosing,orclubPresident,shallbestowtheknighthoodupontheparticipant/characterinthe nameoftheDarkonWargamingClub,Inc.andtheRealmofDarkon. NobleTitles 70 Anobletitleisanelevatedtitlethatknightsmayearn.Thetitlesusedandinorderofprecedenceare:Sir(KnightoftheRealm), Baron,Earl,Marquise,Count,Duke,Prince,Archduke,andHighKing. YoumayonlyobtainArchdukebybecomingHighKingwhenyouwerealreadyaPrince.WhenyouarenolongerHighKing,youthen becomeArchduke. YouonlybecomeHighKingbywinninginCrownWar(seetheCrownWarsection).Otherwise,advancementasanoblecanbedone viathefollowingmethods: 1.)BysittingasHighKing.Youearnthenexthighertitleforeach12continuousmonthsonthethrone. 2.)BybeingelevatedbytheHighKing(onceevery24months) 3.)BysucceedinginaNobleCouncilTournamentasaChallenger(every12months).Challengersarepre-approvedbytheNoble Council. 4.)BybeingelevatedbytheNobleCouncilforservicetothegame(onceevery24months) Youcannotearnmorethanonetitleina12-monthperiod,buteachmethodisonitsowntimer.So,theHighKingcouldelevateyou oneyear,andyoucouldthenfightinaTournamentfortitlethenext. OtherTitles SeeArticleVIofthebylawsforothertitlesthatcanbeearned. KnightsRetinue Aknight’sretinueiscomprisedofthosewhohaveswornfealtytoagivenknightandhavebecomehisloyalretainers.Theretainer mustweartheirliege'sliverywhilethewearingofacountryliveryisuptotheknight,retainerandtheretainers’country.Ifthe retainerwearsacountry'slivery,whichsetofliverytakesprecedence(i.e.,whichsymbolislarger)isuptotheknight,theretainer, andtheircountry.Iftheknightandtheretainerareinthesamecountry,theknight’sliverycancountasthecountrylivery.Toform aretinueaknightmustshowtheHighKingthathehasabannerandliveryfortheretainer. SpecialNote:DisguiserulesmaybeusedpertheDarkonRulesofPlaytodisguiseasagenericretainerofaknightthoughthe retinueandtheknightmayhaveothermeanstoidentifyoneanotherunknowntotheindividualindisguise. CrownWar ACrownWarisdeclaredbyaknightwishingtobetheHighKing.Thereisnolimitationtothesizeofthearmiesandparticipation doesnotnegatetheparticipants’abilitytoparticipateinotherlandevents. WhenaCrownWarisdeclaredanyknightmaybringhisfollowersandalliesuponthebattlefield.Anygroupornumberofgroups willbegiventimetoformastheywish.Ifthereisanissuewithposition,theHighKingwillgetfirstchoiceastowhatgroundhe wisheshisarmytostartwith,thenthechoicegoesinorderoftitleprecedence. When“Lay-On”iscalled,anyandallarmiesmayfightastheychoose,aswellasmakeandbreakalliancesastheychoose,until thereisoneobviousknightcontrollingthefield.InordertogainorretaintheHighKingtitle,knightsvyingforthispositionmustbe presentandonthefieldwhenlayoniscalled,howevertheyneednotbealiveattheendofthebattletoemergevictorious(itis assumed,theyhaveresurrectingclericssomewhere)IfthevictorofthisbattleistheHighKingortheHighKing’sarmy,theCrown WarisfinishedandtheincumbentwillremainHighKing.IftheHighKingsarmyloses,thevictoriousarmymuststateforwhomthey arefighting,thisknightbecomesthechallengerandasiegebattleoccursimmediately.TheHighKingwillreformhisarmywithin Tarimstadtcastleatwhichpointthechallengermaylaysiege. Unlikeanormalsiegebattle,whenattackingtheRoyalCityofTarimstadt,therearenotanynumberrestrictionsforeitherthe attackerordefender.IftheHighKinglosesthesiegethenthevictoriousknightiscrownedtheHighKing.IfthearmyoftheHigh Kingwins,thethenhewillremainHighKing. TheHighKingandtheChallengeralsohavetheoptiontoaskforsinglecombat.Singlecombatwillbeatournamentfightperthe rulesoftheCouncil.IfthisoptionisrefusedbothpartieswillhavetofightinaCrownWar. 71 HighKing’sChoice Uponcoronationandateachanniversaryofcoronation,theHighKingmayelevatetheknightsofhischoosingthenexthighertitle. 72 Chapter Nine LandRules TheworldofDarkonconsistsofmanyCountriesthatownlandandresourcesontheRealmMapofDarkon.TheRealmMapisa representationofallCountriesandtheirassetswithinDarkon.Themapdisplaysthelandsbelongingtoeachcountryinhexagonal unitscalled‘Hexes.’Hexes,alsoknownas‘Provinces’whilein-character,producemoneytosupportacountry’sactivities. Featuresthatmayresideonhexesinclude,butarenotlimitedto,Castles,Towns,andMines.Castlesprovidedefensesfora country’shexes,whiletownsandminesareasourceofadditionalincome.Countriesmayexpendincometosearchandacquire morehexes,builddefensivestructures,attackanothercountry’shexes,orpurchaseothergoodsandservices. ThefollowingLandRulesestablishthewayinwhichCountriesconductthebusinessoftheirassets.Theserulesgovernhow CountriesmayinteractontheRealmMap,andhowtheymaygainandspendmoney.TheinterpretationoftheLandRuleswhileon thefieldisatthediscretionoftheLandMarshal.ThetimingandschedulingofLandActionsareatthediscretionoftheBoard.With inputfromtheSenate,theBoardwillfinalizethescheduleatthebeginningofeachcalendaryear;anychangestotheschedulemust beapprovedbytheEB. NewCountries Thoseparticipantswhowishtoformanewcountrymustsubmitatyped,detailedcountryhistorytotheSecretary.Oncethesecretary hasapprovedanewcountry,theyaregivenassetsontheDarkonrealmmap. Countriesarealsoencouragedtocreateacountrymap,correspondingwiththerealmmapaswellasdeveloptheirculture,imports, exports,resources,tradeagreements,etc. Eachnewcountryisgranted13hexesofland,oneofwhichisdesignatedthecapital.Thecapitalhexisconsideredtobeafortified city,havingbothacastleandcity(seedefinitionsbelow)placeduponit.Thenewcountry’sliaisonwillworkwiththeLandMarshal toplacethesehexesontherealmmapanddesignatewhichhexistoactasthecapital.AlloftheseHexesmustbeadjoining,andno hexmaybemorethana3hexradiusfromthecapital.Ifthisplacementisnotpossible,allowancesmaybemadeatthediscretion oftheLandMarshal. Additionally,eachnewcountryisalsogranted7,500silverpiecesknownasits‘coffers’.Eachcountrymustdesignateacastlethey owntoactastheir‘treasury.’Thetreasurywillbelocatedatthecapitalcastleforallnewcountries,butmaybemovedaccordingto therulesbelowifacountryconstructsadditionalcastles.Inadditiontofunctioningasanormalcastle,thisstructurealsocontains theentirecoffersofthecountry. Atthispoint,thenewcountryisfreetoacquirenewland,constructassets,andtransfermoniesasdescribedbelow. CountryLeaders Acountrymayhaveuptotwodesignatedleaders,whichspeaksforittotheMagistrate,andisresponsiblefortheactionsofits members. Senators AcountryshouldsenduptotwoSenatorstoeachSenatemeetingtodiscussandvoteupontheintroductionofnewrules,the clarificationofoldrules,andanyotherbusinesstheMagistratehasfortheSenate. LandMarshalLiaisons Eachcountrymustdesignateoneortwopersonstobeliaison(s)totheLandMarshal.Thispersonshallberesponsiblefornotifying theLandMarshalofanylanddeclarationsmadebytheircountry.Thisincludestheplacingoforiginalhexesofland,LandSearches, Invasions,andtheplacingandconstructionofStructures.SeeChapterEight:LandRulesforexplanationoftheseterms. 73 RevenueandFunds Asstatedabove,acountry’sfundsareknownasits‘Coffers.’Ingeneral,hexesoflandandminesproduceincomeonaseasonal basis;acquiringland,constructionofassets,andupkeepofassetsexpendincome.ItisthedutyoftheLandMarshaltorecordand maintainthebalancesheetsofeachcountry;uponrequest,acountryLiaisonmayreceiveacurrentcopyofhiscountry’sbalance sheetatanytimefromtheLandMarshal.Revenueisgeneratedtwiceayear,itiscreditedordebitedfromthecountrycofferson theVernal(March21)andAutumnal(September21)seasonalequinoxes. CountriesmaytransferfundstootherCountries.Todoso,acountry’sLiaisonmustpresenttheLandMarshalwithasigned,written certificateindicatingthetransfertobeexecuted,includingthedenominationandthecountrythatthefundsaretobetransferred to.Acountrymaytransferupto25%ofitsCoffersperevent. CountryLiaisonsmayalsowithdrawfundsfromtheircountry’sCoffersintheformofphysicalcoin.Issuanceofphysicalcoinistobe doneattheLandMarshaland/orCoinMarshal’sdiscretionandasinglecountrymayneverbeissuedmorethan10%ofthetotal physicalcoinageintheClub’spossession. Structures,Resources,andIncome StructuresandResourcesarecollectivelyknownas‘Assets.’Assetsarethepropertyofthecountryowningthem,notofindividual participants. Resourcesareassetsthatproducemoneyorprovideotherbenefitstoacountrywithoutrequiringanupkeepcost;thesemay includehexesofland,roads,settlements,mines,andships.Commonresourcesaredescribedaccordingtothechartbelow. Hex:ThisisoneunitoflandontheRealmMap.AHexproduces500silverpiecesperseason.AHexmayhaveuptothreeitemson it.Thisislimitedto1Structure(Fortification),1Settlement(City,Town,orVillage),andoneother(Mineornon-Fortification/nonSettlementprize). Roads:Roadscost100silverperhexperseasoninmaintenancewithaninitialcostof100silverperhex.Theycanbebuilt concurrentlywithboats,structuresorsettlements.Asectionofroadtakesoneeventtobuildandisdefinedasconnectingoneland hexownedbythecreatingcountrytoanadjacentlandhexownedbythecreatingcountry.Alllandhexesadjacenttoseahexesare consideredconnectedbyroadtootherlandhexesadjacenttoseahexeswherethereisanunbrokenchainofseahexesbetween themforthepurposesof“CollectionofCountryIncome”and“CreationofArmies”. Village:ThisisasmallSettlementthatproduces100silverpiecesperseason. Town:ThisisamediumsizedSettlementthatproduces250silverpiecesperseason. City:ThisisthelargestofSettlements,producing500silverpiecesperseason. Mine:ThisisanaturaldepositofvaluableorethatincreasestheIncomeoftheHexthatitison.ThereareseveraltypesofMines, allofwhicharedescribedlateralongwiththeirIncome.MinesarediscoveredonHexesoflandduringlandsearchesorare awardedasprizes. Caravel:Atradingvesselwithpoordefensivevaluethatproduces500silverpiecesperseason. Frigate:AnaveragevesselthatproducesanIncomeof250silverpieces. ManO’War:ThishugevesselmakesnoIncome,butisthemostpowerfulmilitaryship. Structuresprovidedefensivecapabilitiestothehexonwhichtheyarelocated.Theyproducenoincome;rather,theyhavean upkeepcostassociatedwiththemthatmustbepaideachseason.Ifacountryisunable,orrefusestopayupkeeponanyowned Structuresattheendoftheseason,thosestructuresreverttoruinsandwillnolongerprovidedefensestothathex. Structuresmaybebuiltorplaceduponhexesofland;theyaredescribedaccordingtothechartbelow: Tower:ThisisasmallStructurewithanUpkeepof100silverpiecesperSeason. 74 Keep:ThisisamoderatelysizedStructurewithanUpkeepof250silverpiecesperSeason. Castle:ThisisalargestructurewithanUpkeepof500silverpiecesperSeason GainingAssets AllResourcesandStructuresmustbeacquired;commonmethodsofacquisitionarespoilsofbattle,prizesfromadventures,and giftsorpurchasesfromotherCountries.SomeassetscanbeconstructedbyCountriesforacost.Themonetarycostispaidupfront fromthecountry’sCoffersandconstructionthencommences.Aftertheconstructionperiodhaselapsed,theassetisconsideredto becompleteandallbenefitsorcostsassociatedwiththatstructureapply. Structures,settlements,andshipsmaybebuiltasdescribedinthechartbelow: Caravel silverpiecestobuild:3000 eventstocomplete:3 Frigate silverpiecestobuild:1500 eventstocomplete:3 ManO'War silverpiecestobuild:5000 eventstocomplete:8 Tower silverpiecestobuild:1250 eventstocomplete:2 Keep silverpiecestobuild:5000 eventstocomplete:5 Castle silverpiecestobuild:10000 eventstocomplete:10 Village silverpiecestobuild:625 eventstocomplete:2 Town silverpiecestobuild:2500 eventstocomplete:5 City silverpiecestobuild:5000 eventstocomplete:10 Acountrymayonlybuildorupgradeoneassetatatime.Structuresandsettlementsmustbeconstructedonlandhexesownedby thecountry;shipsmayonlybeconstructedonvacantseahexesadjacenttoalandhexownedbythatcountry.Thereisnolimitto thenumberofassetsacountrymaypossessaslongasthecountryhasthehexesavailabletohousetheassetsandisabletopay theseasonalupkeep. Acountry’sLiaisonmaypresenttheLandMarshalwithwrittennoticeofacountry’sdesiretoupgradeastructureorsettlementto thenextlargersize(shipscannotbeupgraded).Oncetheassettobeupgradedisselected,constructionbeginsandthedifference 75 incostbetweenthecurrentasset’ssizeandthedesiredsizeispaid.Whenthedifferenceinconstructiontimehaselapsed,the assetisthenconsideredtobeofthesizepaidfor. Iftheseasonendswhileanassetisbeingimproved,butnotyetcomplete,onlythesizeoftheoriginalassetisconsideredfor purposesofincomeorupkeep.Acountrymaynotconstructanewassetandimproveanassetatthesametime.Acountrymaynot improveanassetforanothercountry;acountrymayonlyupgradestructurestheyown. Example:AcountryconstructsaVillagesettlement,whichcosts625silverpiecesandtakes2eventstocomplete.Sixmonthslater, thecountrydecidestoupgradethatVillagetoaTown.Thecountrythenpays1,875silverpieces,i.e.thedifferencebetweenthe costsofconstructingaVillageandaTown.Afterthreeeventselapse,i.e.thedifferencebetweenconstructingtheseassets,the formerVillageisnowconsideredtobeaTownandwillproduceaseasonalincomeof250silverpiecesaccordingtotheResource chartabove.Iftheendofaseasonweretofallduringthe3eventimprovementperiod,theassetwouldhaveonlyyieldedthe100 silverpieceincomeofaVillage,ratherthanthe250silverpieceincomeofaTown. CollectionofCountryIncome Countriescanonlycollecttheincomefromhexesthatarenearsettlementsandsaidsettlementsareconnectedtoacountry’s capitalbyroads.Villageswouldcollecttheincomefromallborderinghexes,townsdosoatatwohexradiusandcitiesatathree hexradius. CreationofArmies Countrieshaveonlytwomethodsofspawningarmies: -Countriesmaycreatearmymarkersfromhexesnearstructureswheresaidstructuresareconnectedtoacountry’scapitalby roads.Towerscanspawnarmiesinallborderinghexes,keepsinatwohexradiusandcastlesinathreehexradius. -Alternately,acountrymaycreateanarmywithintheradiusofastructureasdefinedaboveifsaidstructureiswithintheradiusof asettlementasdefinedunder“CollectionofCountryIncome”.Inthiscaseneitherthesettlementnorthestructureneedbe connectedtothecountry’scapitalbyroads. LandActions LandActionscanbebothOffensiveandDefensive. CountriesmayonlyinitiateoneOffensiveLandActionpereventwhereLandEventsaretakingplace;thetimebetweentwoevents whereLandActionsaretakingplaceiscalleda‘turn.’AnOffensiveLandActionisdefinedasaLandSearch,Invasion,orSiege;a ShipAttack;aTransferorReceiptofhexes,orRelocationofanyassetexcludingships.AnOffensiveLandActionmayonlybecarried outifthecountrypresentsitsbannerandfourormoremembersinsurcoatsby1:00PMattheeventwheretheLandActionisto takeplace. CountriesmayparticipateinanunlimitednumberofDefensiveLandActions.DefensiveLandActionsaredefinedasdefendingan attackingforceonLandorSea.CountriesmayparticipateinDefensiveLandActionsaslongasthereisatleastonesurcoated memberofthatcountrypresent. IndividualparticipantsmayonlyengageinoneOffensiveLandActionpereventasdescribedabove.Theymayalsoparticipateinas manyDefensiveLandActionsastheircountryisinvolvedinduringthatevent;thisincludesdefendingagainstanothercountry’s invasionandattacksatsea.WhenparticipatinginLandEvents,participantsmustplaythecharactertheyselectedduringcheck-in forallLandActions. Hiringoutasamercenaryisconsideredtobeanindividual’sOffenseLandActionforthatevent;however,hemayparticipateinall applicableDefensiveLandActionsforthecountryhehashiredoutto,aswellasanyDefensiveActionsinvolvinghisowncountry. TransfersandRelocationsofAssets TransferofAssets WhilemoneycanbefreelyexchangedbetweenCountriesasdescribedabove,thetransferofAssetsishandleddifferently. 76 Hexes:Acountrymaynottransferanyofits13originalhexestoanothercountry,butmayfreelytransferanyadditionalacquired hexestoanothercountry.TotransferaHex,acountry’sLiaisonmustprovidetheLandMarshalwithawrittendeclarationoneturn inadvanceofthetransferdate.ThetransferofahexfromonecountrytoanotherisconsideredtobetheOffensiveLandActionfor bothCountriesinvolvedduringtheeventofthetransferandmayonlyoccurateventswhereLandActionsaretakingplace. Countriesmayonlytransfer/receiveonehexperevent. Ships:AcountrymayfreelytransferShipstoanothercountry.TotransferaShip,acountry’sLiaisonmustprovidetheLandMarshal withawrittendeclarationoneturninadvanceofthetransferdate.ThetransferringcountrymustalsosailtheShiptoaseahex adjacenttoalandhexofthecountrytheshipisbeingtransferredtobeforethetransferiscomplete. Structures,Settlements,andResources:AcountrymaynottransferStructures,Settlements,orResourcesunlessthehexon whichtheassetislocatedisalsotransferred.Inthiscase,thehexmustbetransferredfirstandtheassetmaybetransferredatthe nexteventwhereLandEventsaretakingplace,againutilizingtheOffensiveLandActionofeachcountryinvolved. Prizes:AnyAssetsawardedasprizes,regardlessoftype,maynotbetransferredtoanothercountryuntiltheyhavefirstbeen placedontheRealmMapundertheownershipofthewinningcountryorrecipient.Onceplaced,theymaybetransferred accordingtotherulesforStructures,Settlements,andResourcesabove.Anyprizeawardedthatisrepresentedonthelandmap (e.g.aship,oraguild)musthaveaspecificstructuretypelistedwhenplaced.Anystructurethatiscurrentlyonthemapwillbe classifiedasa“Tower”ifithasnotbeenspecified.Anyshipthatiscurrentlyonthemapwillbeclassifiedasa“Frigate”ifithasnot beenspecified.Theseassetsfollowallcurrentrulesforstructures/settlements/ships,maybetakenbyanothercountry,andfallto ruiniftheupkeepisnotpaideachseasonbycontrollingcountry. RelocationofAssets CapitalandTreasuryCastlesmayberelocatedtootherCastlesthatacountryisinpossessionof.MovingaCapitalorTreasury CastleisconsideredtobeanOffensiveLandActionforeachhexthroughwhichtheCapitalorTreasuryistobemoved.Theymaybe movedthroughhexesinthecountry’spossession,vacanthexes,andthehexesofotherCountrieswiththeirpermission;however, CapitalsandTreasuriesmaynotbemovedthroughwaterorseahexes. WhenrelocatingaCapitalCastlespecifically,theCapitalCitymoveswithit.WhenmovingCapitalorTreasuryCastles,theyare consideredtobeattheiroriginallocationuntilthemovementiscomplete.Oncecomplete,anormalCastleisallthatremainsonthe originalhex. PhysicalassetssuchasCastles,Keeps,Towers,andMinesmaynotberelocated.Shipsmaybemovedaccordingtotherulesfor movementbelow. Land&SeaMovement Foracountrytoacquirenewhexes,itmustcreateanAdventurepartyorArmytotravelto,andSearchorInvade,thedestination hex.ThePartymaysetofffromanyofitscountry'shexesusingthemovementrulesunder"LandandSeaMovement",butmaynot initiatemovementfromthepropertyofanothercountry. AvarietyofterraincanbefoundthroughouttheRealmasshownontheRealmMap;eachtypeofterrainrequiresacertainnumber ofmovementpointstocross.Atthebeginningofeachturn,alladventurepartiesreceive12movementpoints.Whilepartiesmay consistofparticipantsofanyclass(es),partiescontainingDruidsandRangersexclusivelyreceiveamovementbonusasdescribedby thechartbelow: MovementChart TerrainType MovementCost Druids&RangersOnly Plains 2MovementPoint 2MovementPoints Forest 4MovementPoints 2MovementPoints Marsh/Swamp 4MovementPoints 2MovementPoints Mountains 6MovementPoints 4MovementPoints Jungle 6MovementPoints 4MovementPoints Desert 6MovementPoints 4MovementPoints Water(aboardaship) 1MovementPoint 1MovementPoint 77 Ifanadventurepartyembarksonajourneytoahexthatisbeyonditsmovementpointsforasingleturn,theSearchorInvasionwill nottakeplaceuntiltheeventatwhichthepartysuccessfullyreachesthedestination. Example:IfanadventurepartyofaFighter,Druid,andAssassindesiredtomoveacross2Junglehexes,theywouldbeabletodoso inoneturn’stime.However,iftheyneededtocross3Junglehexes,theywouldarriveintwoturn’stime.Alternately,iftheparty consistedofonlyDruidsandRangers,theycouldhavereachedeitherdestinationinoneturn’stime. Partiesmaymovenormallythroughthehexesofanothercountrywiththatcountry’spermission,providingthatcountrynotifies theLandMarshaloftheiracceptance.Ifacountrydeniespassage,thecountryseekingpassageisfreetoinvadeandattemptto conquerthehexesthroughwhichitwishestotravel. Ifanadventurepartyhasnotreachedit’sdestinationattheendofaturnan‘Army’iconisplacedontheRealmMaptodesignate thelocationofthetroops/adventureparty.AnArmymayexistinanunexploredhexwithoutlandsearchingit,orinthehexof anothercountrythathasgrantedpermissionfortheArmytoenteritslandknownasthe‘Hostcountry.’ForeveryturnofanArmy’s existence,theowningcountrymustpayanimmediateupkeepcostof25gold.Inaddition,theHostcountrymustpayanupkeep costof25goldperturnifanArmyislocatedinanyofitshexes.AnArmymaybedissolvedatanytimefornocost;also,ifanArmy losesanOffensiveAction(LandSearchorInvasion)itisautomaticallydissolved.IfanArmyisinthehexofanothercountryandthe Hostcountrydeniesfurtherpermissionfortravel,orrefusestopaytheupkeepcost,thecountryowningtheArmymaychooseto useitsOffensiveActiontoinvadethehextheArmyisoccupying;alternatively,theowningcountrymaychoosetodissolvethe Armyatnocost. AnArmyisarepresentationoftheoffensivemightofitsowningcountryandmaycontinuetomovenormallyandlaunchOffensive ActionsaslongasitisdoesnotloseanOffensiveActionandtheupkeepispaid.AnArmymayalsobeuseddefensivelytodefend thehexitoccupies,butthisisconsideredtobetheowningcountry’sOffensiveAction;iftheowningcountryisunableorunwilling touseitsOffensiveActiontodefenditscurrenthex,thentheArmyisautomaticallydissolved.IfanArmyisoccupyinganother country’shex;thatisunderattackbyathirdnation,itisthedecisionoftheHostcountrytodecideiftheHostcountry’sforcesor theforcesoftheArmywillbeusedtodefend. AcountrymaycreateorHostasmanyAdventurepartiesorArmiesasitwishessolongasitcanpaytheappropriateupkeepeach andeveryturn. AcquiringLand HexesoflandmaybeacquiredbyLandSearchorInvasion.Inorderforeithertooccur,acountry’sLiaisonmustprovidetheLand MarshalwithawrittendeclarationoneturninadvanceindicatingtheHextobesearchedorinvaded.LandSearchingandInvading areconsideredOffensiveLandActionsandeachcountrymayonlydeclareoneoftheseactionsperevent.Acountrymaybegin eitherformofacquisitionbycreatingandsendingoffanadventurepartyasdescribedabove. LandSearches LandSearchingisanattemptattheacquisitionofunclaimedhexesoflandthroughexploration.AnycountrymayLandSearchas theirOffensiveLandActionduringaneventwhereLandEventsaretakingplace.ThisrequiresawrittendeclarationtotheLand Marshalfromthecountry’sLiaisonwiththecoordinatesoftheunclaimedhextobesearchedoneturnpriortotheattempted search;LandSearchingalsorequirestheaccompanimentofaRangerof3rdRankorhigher.LandSearchbattlesarefought accordingtoAdventureRules.LandSearchescost500silverpiecesfora3personparty,inclusiveoftherequiredRanger;additional participantsmayjointhepartyatacostof250silverpiecesperperson. AtthetimetheLandSearchtakesplace,thecountrypaystheappropriatecostfortheLandSearchasoutlinedabove.Attheoption oftheLandMarshalhewilleitherselectapartymembertorolltheappropriatediceontheMines&RuinsChart,theLandFertility Chart,andtheMonsterEncounterCharttodeterminethepropertiesofthedesiredhexor,atatimeoftheirchoosingwitha witness,rollthemselves.NoteiftheLandMarshalrolls,thewitnessistosignthesheetswiththeirrealname.Thisoptionisgivenso theMarshalcanhavethepaperworkreadybeforetheysteponthefieldtofacilitateplay.Ifmonstersarepresent,theassembled partymustvanquishallfoespresentuponthehexinorderfortheLandSearchtobesuccessful.ThevictorofaLandSearchbattleis determinedbyasingleencounterbetweenthepartyandtheresidentmonsters Iftheadventurepartyisvanquished,thesearchingcountrygainsnothing,butstillpaysallcostsassociatedwiththefailedLand Search.However,iftheRangerescapesthebattlesuccessfullybyrunningmorethan100’fromanymonsterspresent,thecountry maydeclarean‘Invasion’ofthathexatthenextavailableopportunitywithaproperdeclarationtotheLandMarshaloneturnin 78 advance.Invasionsaredescribedbelow.IftheRangerdidnotescapeandthepartyisvanquished,theLandSearchhasfailed completelyandtheSearchingcountryhasnoknowledgeofthefailedLandSearchattempt. AsingleRangercharactermayonlyleadLandSearchpartiesonceeveryotherevent.IfaRangeriskilledonaLandSearch, regardlessoftheparty’ssuccess,hemaynotleadaLandSearchforthenexttwoturns. IfmultipleCountriessubmitdeclarationstoLandSearchthesameHexoflandsimultaneously,thecountryspendingtheleast movementpointstoarriveatthedesiredhexperformsthesearchfirst,theother(s)followinmovementpointorderencountering thepreviousforceandormonsterafterthatforceisfinished.Ifmultiplepartiesspendanequalamountofmovementpointsto arriveattheselectedhex,theyarrivesimultaneouslyandmayeitherseekadiplomaticresolution,orbattleeachother,inaddition toanyresidentmonstersofthehex.Thevictorofthismulti-waybattleclaimsthehex;ifallpartiesaredefeated,thehexremains unclaimed.Note,whenmultiplebattlesoccurforahexeveryoneinthepreviouswinningbattleisconsideredraisedandhealedfor thenextbattle.AllrulesregardingRangersandsubsequentinvasionsasoutlinedaboveapply. IfaLandSearchisunsuccessful,theLandMarshalisrequiredtorecordallinformationaboutthathexforuseinfutureLand Searchesofthathex.Thisincludesallmonsters,Ruins,andresourcesasapplicable. Invasions Acountrymayinvadepreviouslyexploredhexes,includingboththoseofanothercountryandhexeswherefailedLandSearches haveoccurred.AnycountrymayinvadeapreviouslyexploredhexastheirOffensiveLandActionduringaneventwhereLand Eventsaretakingplace.ThisrequiresawrittendeclarationtotheLandMarshalfromthecountry’sLiaisononeturnpriortothe invasionwiththecoordinatesofthehextobeinvaded. Whentravelingtothehextobeinvaded,normaladventurepartymovementrulesapplyasexplainedabove.Invasionsofpreviously exploredhexescosts750silverpiecesperhexinvaded. DuringInvasions,boththeInvaderandDefenderarelimitedtothenumberofparticipantsthatmayfightontheirside.The Invadersmayfieldalloftheirsurcoatedmembersthathavechecked-inthatevent;theymayalsobring/hireadditionalalliesequal tothenumberoftheirsurcoatedmembers.TheInvadingforcemustdeclaretheirtotal,final,numberofattackersby1:00PMon thedayoftheeventwheretheinvasionistotakeplace.TheDefendermayfieldallofitssurcoatedmembers.Ifthatnumberis greaterthantheforceoftheInvader,theDefendermayfieldallofitsmembers;ifthatnumberislesserthantheforceofthe Invader,theDefendermaybring/hirealliestomatchthenumberoftroopstheInvaderisfielding. Example:AnInvadingcountryhas14membersinsurcoatsthatcheck-inatthatevent.Thecountrymaybring/hireanadditional14 participantsfromtheRealm,bringingthetotalInvadingforceto28Invaders.IftheDefendingcountryhas29membersinsurcoats thatcheck-inatthatevent,thecountrymayfieldallofthem;however,iftheDefendingcountryonlyhas9surcoatedmembersthat day,theymaybring/hireanadditional19allies,bringingtheirtotalDefendingforceto28eveniftheInvadingcountrydoesnot fieldthe28participantsithaddeclared. Multi-countryInvasions Ifmultiplecountriesinvadethesamehexduringthesameturn,thecountryspendingtheleastmovementpointstoarriveatthe desiredhexperformstheinvasionfirst,theother(s)followinmovementpointorder,encounteringthepreviousforceafterthat forceisfinished.Ifoneinvadingforceconquersthehexanycountriesthatarescheduledtoattacksubsequentlymaychoosetocall offtheirattacksortoattackthenewownersofthehex.Ifmultiplecountriesareattackingthesamehex,atthesametime(i.e. movementpoints),theymaychoosetocombineheirattacksortofightseparately.Allmembersofacombinedattackmustagree tobeapartoftheattackandbeabletolaunchaninvasionofthetargetedhex.Ifacombinedattackoccurs,allsurcoatedmembers oreachcountrythatispartofthecombinedattackfieldingthatdaywillbeusedtodeterminetheinvadingforce.Notewhen multiplebattlesforasinglehexeveryoneinthepreviouswinningbattleisconsideredraisedandhealedforthenextbattle. Example:countryA(whofields10peopleinsurcoats)andcountryB(whofields15peopleinsurcoats)areattackingthesame provinceofcountryC.Theattacksmayberesolvedasathreeway;or,ifbothAandBagree,theymaycombinetheirattacks.The combinedinvadingforcewouldconsistof25Invadersinsurcoats,andtheymaythenbring/hireupto25additionalallies. Countriesconductingasuccessfulcombinedattackmayeitherdesignatewhichattackingcountrywillgainthehexbeforetheattack occurs,ormaychooseinsteadtograntthehextothelastremainingcountryonthefieldofbattle. 79 InvadingAfteraFailedLandSearch InvasionsofpreviouslyLandSearchedhexesthatwerenotsuccessfullyconqueredmaybeinvadedasdescribedabove.Thevictor ofthistypeofInvasionisdeterminedbyasingleencounterbetweentheInvadersandtheresidentmonsters.AdventureRules applytothistypeofInvasion.TheRangerwholedtheoriginalpartydoesnotneedtobepresentduringthissubsequentinvasion. InvadingtheHexesofAnothercountry AcountrymayinvadetheHexesofanothercountryasdescribedabove.ThevictorofthistypeofInvasionisdeterminedbyasingle encounterbetweentheInvadingandtheDefendingarmies.ScrollsandPotionsmaynotbeusedduringthistypeofinvasion. Sieges IfahexcontainsaStructure,itisconsideredtobeafortifiedhex;fortifiedhexesprovidebenefitstothedefendersofthathex dependingontheStructurepresent.AhexisnotconsideredtobeconqueredbytheInvadersunlessboththehexandtheStructure havebeensuccessfullydefeated. Tosiegeastructure,theInvadersmustfirstsuccessfullyfightanInvasionofthehexinquestionasexplainedabove.Forpurposesof sieges,theInvasioniscalleda‘fieldbattle’indicatingitisafightforthehexonwhichthestructuretobebesiegedresides.Atthe nexteventwhereLandEventsaretooccur,asiegebattlewilltakeplace.ItdoesnotcostanythingadditionaltosiegeaStructure. InvadersandDefendersaredeterminedbythenumberofcountrymembersinsurcoatsasexplainedabove. Liketheinvasion,siegebattlesaredecidedbyasinglebattlebetweentheInvadingandDefendingarmies. IftheInvadersuccessfullysiegestheStructure,boththeStructureandthehexarethenconsideredtobethepropertyofthe Invader.IftheInvaderdoesnotwinthesiegefight,anewfieldbattlemustbefought.IftheDefenderswinthefieldbattle,thehex isconsideredtobesuccessfullydefended;iftheDefenderslosethefieldbattle,theInvadersmaylaysiegetotheStructureonce again.ThiswillcontinueuntiltheInvaderssuccessfullyconquerboththehexandStructure,theDefenderssuccessfullydefendthe hex(andStructure,ifapplicable),oruntiltheInvadersceasestheattack.BattleRulesapplytoSieges;Siegesareconsideredtobe OffensiveLandActions. DuringtheactualSiege,theDefenderisofferedtheprotectionoftheStructurewhichfortifiesthehex.Aropedoffareawill representtheStructureforpurposesoftheSiegeBattle.TheStructureisconsideredaFortificationandmustadheretotherulesset forthforFortificationsinChapterFour:Combat,includingthecreationanddestructionofgates.Adestroyedgatemaybefully mendedwiththeMageSpell‘Mending.’Additionally,forthepurposesofSieges,Structuresmaynotbesetundercover,theremust beatleast10’betweenallwallsandanyphysicalobstructionssuchasfences,andeachStructuremayonlyhaveonegate.Gates shouldbedistinguishablefromtherestofthestructure. StructuresmayallowfortheDefendingpartytofieldparticipantsinadditiontotherulesexplainedabovefordeterminingthesize ofInvadingandDefendingarmies;StructuresalsooffershelteraspertheFortificationrulessetinChapterFour.Occupancyofthe variousstructures,aswellasadditionalparticipantsallowedanddimensions,aredescribedaccordingtothechartbelow: Tower Defendergainsnoadditionalwarriors 10defendersmaybeinside 15feetx15feet Keep Defendermayfield3additionalwarriors Theentireforcemaybeinside 30feetx30feet* Castle Defendermayfield7additionalwarriors Theentireforcemaybeinside 40feetx40feet* 80 *KeepsandCastlesmaybeexpandedattheLandMarshal’sdiscretionifthesizeoftheArmypermits Ifacountry’sTreasuryCastleissuccessfullybesieged,theInvadingcountrymayseizealloftheDefendingcountry’sCoffers.Should anInvadingarmysuccessfullysiegeacountry’sCapitalCastle,thecastleisnotconsideredtobetrulyconquered;however,the DefendersaretrappedintheCastle.WhiletrappedintheCapitalCastle,theDefendingcountrymaynotearnIncomebutisstill responsibleforUpkeeponallassetsrequiringit.TheDefendingcountryisthenrequiredtofightsiegeaftersiegeuntiltheyare successfulandreclaimtheCastleortheInvaderceasestosiegetheCastle. ShipsandSeaBattles Shipsnotonlyproduceincome,theyarealsoofgreatvaluestrategically.Shipsmaytravelatarateof12movementpointsperturn asdescribedabove.Shipstransportingtroopshaveamovementcostof500silverpiecesperturnandmustleavefromaseahex adjacenttoalandhexownedbyitshomecountry.Stationaryshipswithtroopsaboardcost250silverpiecesperturntomaintain. Onlyoneshipmayoccupyahexattheendofaturn;theymay,however,intersectwhileinmotion.Shouldthisoccur,both Countrieswillberequiredtoindicatewhethertheywillpasspeacefullyorseektointercepttheothership.Interceptingashipis consideredtobeanOffensiveLandAction. ShipBattles Ifacountryinterceptsaship,aShipBattlewilloccur.Shipsmaycontainparticipants,siegeequipment,takedamage,andhave dimensionsaccordingtothechartsbelow: Caravel Holds10warriors Holds1siegeweapon Sunkby3Fireballsin5minutes 15feetx10feet Frigate Holds20warriors Holds2siegeweapons Sunkby4Fireballsin5minutes 15feetx25feet ManO'War Holds30warriors Holds4siegeweapons Sunkby4Fireballsin5minutes 15feetx40feet ThesamerulesgoverningthesizeoftheInvadingandDefendingarmiesforInvasionsapplytoShipBattlesunlessbothshipsdeclare theirintenttointercepttheothership,utilizingtheirOffensiveLandAction.Inthiscase,thecountrywiththegreaternumberof surcoatedmembersatthateventwouldbeconsideredtheInvaderforpurposesofdeterminingnumbers,whiletheothercountry wouldbeconsideredtheDefender. Forthepurposeofshipbattles,shipsarerepresentedbyropedoffareasaccordingtothesizeoftheshipsinvolved.Theseropedoff areasaresetparalleltooneanotheratadistanceof10’.Shipsmaybeequippedwithupto3‘planks,’madefromcardboardandno widerthan3’,toassisttroopsincrossingfromoneshiptotheother;planksmustreachthefulldistancefromoneshiptotheother tobecrossedsafely.Planksmaybedestroyedby1hitfromanygreendamageweapon(Fireball/SiegeWeapon)orbytheDruid Spell"WarpWood". Assassins,Monks,and,Thievesmay‘swingonropes’fromoneshiptotheother.Todoso,bothhandsmustbefreeandthe participantmustrole-playtheactofswingingonropesfromoneshiptotheother.Otherclassesmayjumpfromoneshipto another,buttheymustlandfullyontheothershiportheywillbeconsideredtobeinthewater. Anyparticipants,equipment,orplanksthatfallorareknockedintothewaterareconsideredsunkwithfewexceptions.Participants inAC0,AC1,orAC2mayswimtotheirownshiportheenemyshipbycrawlingontheirhandsandknees;bothhandsmustbefree. 81 Also,anyparticipantstruckbytheMagespell‘IceStorm’willfloatforthedurationofthespellandmaybedraggedaboardaship bytwootherparticipants. Shipsarenotdamagedbynormalweapons,buttheycanbedamagedby‘greendamage’suchastheMagespell‘Fireball’or successfulhitsfromsiegeweapons.Shipsmaytake‘greendamage’hitsaccordingtothechartaboveatwhichtimetheywillsinkif notrepairedwithin5minutes.Ifashiptakesdamage,itmayberestoredbytheMagespell‘Mending’atarateofonemendperhit taken.Shipsindangerofsinkingmustbefullymendedbeforethe5min.timeperiodisuportheshipisdestroyed. ThevictorofaShipBattleisdeterminedbyasingleencounterofthetroopsaboardeachship.Inordertowin,onepartymustnot onlyvanquishtheotherparty,butmustalsohaveashiptocarrythemthathasnotindangerofsinking.Ifthesuccessfulpartycan manandmend(ifapplicable)theenemyship,theymayclaimthatshipaswellanditwillbeplacedonahexadjacenttowherethe battletookplace. Example:ACoastalhexbelongingtocountryAisexactly10seahexesawayfromaCoastalhexbelongingtocountryB.Bothof theseCountriessailshipstotheotherCountries’coastline.Thetwoshipsintersectwhileenroute;countryAusestheirOffensive LandActiontointercepttheshipofcountryB.Ashipbattleisfoughtaccordingtotherulesabove.Alternatively,bothcountryA andBmayhavechosentoallowtheshipstopasspeacefully,inwhichcasenoshipbattlewouldhaveoccurredandtheshipswould havecontinuedontotheirrespectivedestinations. Blockades Countriesmaycreatea‘blockade’withaproper,writtendeclarationtotheLandMarshaloneturninadvance.Tocreatea blockade,aCountymustsailaFrigateoraManO’Wartothedesiredseahex,nofurtherthan6hexesfromoneofthecountry’s owncoastalhexes.Whiletheblockadeisinplace,theblockadingshipmustremainstationary,anymovementoftheblockading shipwillrendertheblockadenullandthecountrymustre-declareitsdesiretoblockadethehexinquestion. Ablockadecosts100silverpiecesperturn.Whileashipisblockadingahex,anyattemptstopassthroughtheblockadeare consideredanOffenseLandActionandtheblockadingcountrymayengageinaDefensiveLandActionindefenseoftheblockade. Additionally,theblockadingshipmaychoosetointerceptanyshipseekingpassageasaDefensiveLandAction.Allotherrulesfor normalshipbattlesapply. AmphibiousInvasions AmphibiousInvasionsoccurwhenacountrysailsashipwithtroopsaboardandattacksthecoastalhexofanothercountry. CountriesmayinvadeotherCountriesbymeansofanAmphibiousInvasionwithproper,writtendeclarationtotheLandMarshal oneturninadvance.AnAmphibiousInvasionisconsideredanOffensiveLandActionandthesamerulesforInvasionsaswritten aboveapplytoInvasionsofthistype,includingtherulesfordeterminingthesizesoftheInvadingandDefensiveArmieswiththe additionalstipulationthatacountrymayattackaCoastalhexwithoneshipforeachsideofthehexthatisadjacenttowater. Example:countryAhasacoastalhexsurroundedonthreesidesbywater,orthreeseahexes.countryBmayattackwithupto threeshipswithtroopsaboard(andthusthreeshipsworthofwarriorsandsiegeweapons)providedtheyeachattackfroma differentadjacent,seahex. Forpurposesoftheactualbattle,amphibiousinvasionsaresimilartoship-to-shipbattles,exceptthatthedefendingshipisland.A50footorlongerropeisusedtodemarcatethewaterfromtheland.TheboundariesofthelandaresubjecttothediscretionoftheLand Marshal.Theattackermustrepresenttheirshipwithropepertheshipbattlerules,mayonlyhaveanarmythemaximumsizeabletobe containedontheirboat,andmustuseplankstomakelandfall.Theclosestsideoftheshipmustbeset10feetawayfromtheland demarcation.Playerswearingstuddedleatherarmororlightermay“swim”tothe“beach”andmaystandupuponcrossingtheland demarcation.Additionally,Monks,Thieves,andAssassinsmay“swing”fromtheshiptothelandaspership-to-shipbattlerules. Shouldthedefendingarmywinthebattle,theymayimmediatelytakepossessionoftheattacker’sship,destroyit,orotherwisedowith itastheywish,assumingtheshipremainsintact.OwnershipoftheshipisimmediatelytransferredovertothedefendingCountry withoutrequiringaLandAction. Equipment,SpellCasting,&LandEvents Relics(seeChapterSeven:SpecialItems)mayonlybeusedinoneLandEventperday;duringInvasions,thecountryinpossessionof theRelicwhenthebattlecommencesretainspossessionofitatthebeginningofanysubsequentbattles.ThevictorsofanInvasion 82 mayclaimRelicsusedintheInvasionforuseinthenormallyscheduledevent.Allotherequipment,includingsiegeequipment, weapons,andarmorarereusableduringanevent’sLandEvents. Spellsdenotedwitha2footnoteinChapterSix:SpellsandMagic,maybepre-castforthepurposesofLandEvents.Otherspells maybecastnormallyoncebattlecommences. Administration TheRealmMap TheRealmMapisagraphicaldepictionofallCountries’Assets,includinghexes,ships,structures,andresources.TheRealmMapis maintainedbytheLandMarshalinadditiontothebalanceofeachcountry’sCoffers.Cofferbalancesareavailableonlytotheir respectiveCountries;however,theRealmMapispublicknowledgeandmaybeseenbyanycountryLiaisonuponrequest. TheRealmMapmaybeexpandedatthediscretionoftheSenateandtheBoard. Declarations AlldeclarationsforLandActionsatthenexteventmustbereceivedbytheLandMarshalpriortotheendofLandEventsatthe currentevent.ThisincludesShipBattles,LandSearches,LandInvasions,etc.OncealldeclarationsarereceivedandtheendofLand Eventsisannounced,theLandMarshalwilldetermineallencounterstooccuratthenexteventandpubliclyannounceallLand Actionsthatwilltakeplace.Thisannouncementwilltakeplacebeforetheendoftheday’sregularevents. RoyalCityofTarimstadt TheRoyalCityofTarimstadtistheseatoftheneutralcityforusebytheHighKing.Thecityisunaffiliatedwithanycountryandits coffersandlandsbelongtotheofficeoftheHighKing.TheHighKingcannotexpandtheseholdings,buildstructuresorshipsabove andbeyondwhattheserulesprovide. TheassetsoftheRoyalCityofTarimstadtarelimitedtothosedetailedintheserulesandcannotbealteredwithoutachangeto theserules.TheRoyalCityofTarimstadtconsistsof7hexesforminganislandinthecentralsea.Theonlystructureonthehexesis thecityandcastleinthecentralhextodenotethecapitalhex.TheRoyalCityalsoownsatotalof3frigates.Shouldanyofthese assetsbelostthekingmayrecapturethelosthexesorrebuildthelostships,payingforthemoutoftheRoyalCoffers. RoyalCoffers TheRoyalCoffersisthetotalamountofmoneyattheking’sdisposalforperforminghisroleasHighKingofDarkon.Thesourceof thismoneyisrevenuefromthehexesandfrigates,taxesfromcountriesandindividualsandfinesfromindividuals. TheHighKingmaycollectasmuchas250spperseasonfromtheindividualsintaxes. TheHighKingmaycollectasmuchas250spperseasoninfinesfromtheindividuals. TheRoyalCofferscanonlybeusedtopayfordefendingtheRoyalCity,rebuildingships,recapturinglosthexes,andpayingNobles andotherindividualsforservicesrendered.TheRoyalCoffersmaynotbeusedtosupplementhiscountrycoffer. WhentheHighKingpaysanythingoutoftheRoyalCoffersheisrequiredtodosoinactualcoin.Checksandcreditmaynotbegiven outoftheRoyalCoffers. IfthereisnoHighKingofDarkonthentheRoyalCofferscannotbeaccessedbyanypersonuntilanewHighKingtakesthethrone. AttackingtheRoyalCity NotallcountriesorindividualssupporttheHighKing,andmanymayseetobringhimlowbytakinghislandsfromhimwhilenot incurringthewrathofthenationtowhichtheHighKingmaybelong.Todothisanindividualorgroupmaychoosetoattackthe RoyalCityashexesandassetsoftheRoyalCityareopentoattackandorcapture.ForpurposesofDefendingandAttackingactions bothsidesintheconflictoftheRoyalCityareconsideredtobetakinganAttackActionfortheindividualsinvolved. 83 TobringwartotheHighKing: AttackasperthenormalLandRules.TheHighKingandhisretinue,supportingKnightsandtheirretinues,andsupporting Masters/MistressescountastheHighKing’ssurcoatedmembers. ShouldtheinvadingarmysuccessfullysiegetheRoyalCity’sCapitalCastle,thecastleisnotconsideredtobetrulyconquered; however,theDefendersaretrappedintheCastle.WhiletrappedintheCapitalCastle,theRoyalCitymaynotearnincome,other thantaxesoutlinesabove,andisstillresponsibleforupkeeponallassetsrequiringit.TheArmyoftheRoyalCityisthenrequiredto fightsiegeaftersiegeuntiltheyaresuccessfulandreclaimthecastle,theinvaderceasestosiegetheCastleortheHighKingruns outofmoney. IftheHighKingisunabletobreakthesiegebeforerunningoutofmoneyheloseshisabilitytoissueorders,collecttaxesorholda court.HeisrenderedineffectiveuntilhisownnationandtheknightsthatsupporthimareeventuallyabletofreetheCapitalHex fromtheinvaders’controloruntiltheinvadersleave. OncetheRoyalCityCapitalCastleisfreed,theHighKingandinvadershaveseveraloptionsopentothem. 1)TheHighKingmaycounter-attackinanefforttodrivetheinvadersfromthelands. 2)IftheHighKingranoutofmoneyhemaysitandattempttocollectmoneyintaxesinordertopayanarmytoforceoutthe invaders. 3)TheInvadersmaywithdrawfromthelandsleavingittotheHighKing. TheInvadersmaystayonthelandandcollecttheseasonalrevenuefromitwhilewaitingfortheHighKingtodeclarewarandbegin attemptingtotakethelandback. ShouldtheattackersmaintaincontrolofthelandaroundtheRoyalCitytheymaydowithitwhattheylikeEXCEPTtransferitto anothercountryortransfertheirowncapitaltothehex;andnocountrymaytakeitfromtheinvadersinwar.Shouldtheinvading countrygodefunctorthecapitaloftheinvadingcountrycomeundersiege,thatcountrywouldlosecontrolofthehexesaround theRoyalCityandtheKingmayagainreclaimthemashisholdings. RandomRollCharts EncounterChanceChart DicearerolledaccordingtotheproceduresstatedunderLandSearchestodeterminewhatmonsters,ifany,arediscoveredonnew land.Somepowerfulencountersmaymodifyaparty'spercentchanceofdiscoveringMinesorRuins. 01-10NoEncounter 11-40Humans 41-60Humanoids 61-80Undead* 81-94Giants 95-97Dragons 98 Fortifications* 99 LandMarshal’sChoice 00Rollagain,doublingnumberofMonsters,ignoringany furtherrollof00 HumanEncounterChart 01-2010PeasantsinAC0andpolearmsorhandweapons(noshields) 21-362BrigandsinAC2,2Archers**inAC0 37-463BrigandsinAC2,2Archers**inAC1 47-543KnightsinAC3,1Mage(10thRank) 55-613KnightsinAC3,1Cleric(10thRank) 84 62-684BarbariansinAC2,alltakeanextrahit 69-7420Peasants(1hit,noshields),1PeasantHeroinAC2withShield 75-805BrigandsinAC2 81-856BarbariansinAC2(2HandedWeaponsOnly),alltakeanextrahit 86-895BrigandsinAC2,4BrigandsinAC3,1Mage(20thRank) 90-934KnightsinAC3,1ChampioninAC4 94-962BrigandsinAC2,2BrigandsinAC3,1BrigandinAC4withshield. +5%Mines&RuinsChart. 97-984KnightsinAC3,1Cavalier(20thRank)inAC4. +5%Mines&RuinsChart 99 4BrigandsinAC1,2BrigandsinAC2,2BrigandsinAC3,andDruid(20thRank) +10%Mines&RuinsChart 00 AdventuringParty(5people,anyclass,20thRank). +15%Mines&RuinsChart HumanoidEncounterChart 01-1010Goblins(1hit) 11-1520Goblins(1hit)and1GoblinKing(2hits) 16-203OrcsinAC0and1Ogre(6hitsandgiant) 21-246OrcsinAC0and1OrkBossinAC3 25-352HobgoblinsinAC2 36-445HobgoblinsinAC1 45-528HobgoblinsinAC1 53-606GnollsinAC2,3haveshields 61-6210GnollsinAC2 63-693BugbearsinAC3 70-783BugbearsinAC3,1BugbearShamaninAC3(1Entangle,1 LightningBolt,1CureLightWounds) 79-8710Goblins(1hit),5OrcsinAC1,5HobgoblinsinAC2. +10%Mines&RuinsChart 88-942HobgoblinsinAC1,2GnollsinAC2,2BugbearsinAC3. +15%Mines&RuinsChart 95-9810Goblins(1hit),2OrcsinAC0,2Hobgoblinsin AC1,2GnollsinAC2,2BugbearsinAC3. +20%Mines&RuinsChart 99-0020Goblins(1hit),10OrcsinAC0,5Hobgoblinsin AC1,plus1OgreMagi(6hits,giant,2LightningBolts,DamagedonlybyMagicWeapon). +25%Mines&RuinsChart UndeadEncounterChart *-ASilverweapondoesdoubledamagetoanyUndeadCreature* 01-255Skeletons(AC1,reddamagehasnoeffect,destroyedby onehitfromanon-redHolyorBlessedweapon) 26-505Zombies(AC2,destroyedbyonehitfromaHolyor Blessedweapon) 51-755Mummies(AC3,destroyedbyonehitfromaHolyor Blessedweapon.1minuteAgonypoisonwitheachdamage causinghit) 76-855SkeletalKnights(AC3,(Reddamagehasnoeffect, destroyedbytwohitsfromanon-redHolyorBlessedweapon) +5Mines&RuinsChart 86-903Ghouls(AC4,destroyedbytwohitsfromaHolyor Blessedweapon,1minuteParalyzationpoisonwitheachdamage causinghit) +10Mines&RuinsChart 91-951Banshee(7hits,DamagedonlybyMagic,HolyorBlessed Weapon.May“Scream”onceperencountercausingaCurseeffectin 85 A3ftradiusfromspellballimpact.Bansheecallsout“Curse,3ftRadius” Whenthrowingspellball. +15Mines&RuinsChart 96-981Lich(8hits,damagedonlybyMagic,HolyorBlessedweapons. Takes2xdamagefromHolyWeapons(sincetheyaresilvered),ImmunetoTurnUndeadunless Clericislvl30+,3Fireballs) +20Mines&RuinsChart 99 1FleshGolem(9hits,doesnothavetofightonkneesvsGiantSizedopponents, damagedonlybyMagic,HolyorBlessedweapons,doesblackdamagewithweapons) +25Mines&RuinsChart 00 1Vampire(10hits,damagedonlybyHoly,Blessed,Magicweapon).ImmunetoTurn Undead,doesblackdamagewithweapons)and3Thralls(0levelHumans,noshields,noarmor) +30Mines&RuinsChart GiantEncounterChart 01-252Owlbears(AC4,giant) 26-504Owlbears(AC4,giant) 51-601Troll(6hits,giant,healsselfatrateof1hitperminute, Fireballkillsinstantly) 61-705Ogres(6hitsandgiant). +10%Mines&RuinsChart 71-803Trolls(6hits,giant,healsselfatrateof1hitper minute,Fireballkillsinstantly). +15%Mines&RuinsChart 81-905Ogres(6hitsandgiant)and1OgreMagi(6hits, giant,2LightingBolts,DamagedonlybyMagicWeapons). +15%Mines&RuinsChart 91-932HillGiants(8hitsandgiant). +10%Mines&RuinsChart 94-962FrostGiants(9hits,giant,doesblackdamage,immunetoicespells). +15%Mines&RuinsChart 97-992FireGiants(10hits,giant,doesblackdamage,immunetofirespells). +20%Mines&RuinsChart 001StormGiant(10hits,giant,doesblackdamage&shieldbreak,3lightningbolts, immunetolightningspells,DamagedonlybyMagicWeapon) +25%Mines&RuinsChart DragonEncounterChart 01-152JuvenileBlueDragons(5hits,usewhiteorredweapon,1LightingBolteach). +5%Mines&RuinsChart 16-302JuvenileWhiteDragons(5hits,usewhiteorredweapon,1IceStormeach). +5%Mines&RuinsChart 31-452JuvenileRedDragons(5hits,usewhiteorredweapon,1Fireballeach). +10%Mines&RuinsChart 46-55 1AdultBlueDragon(10hits,giant,doesblackdamage,3LightingBolts,ImmunetoLightningBolt,Damagedonly byMagicWeapon). +15%Mines&RuinsChart 56-65 1AdultWhiteDragon(10hits,giant,doesblackdamage,3IceStorms,ImmunetoIceStorm,Damagedonlyby MagicWeapon). +15%Mines&RuinsChart 66-75 1AdultRedDragon(10hits,giant,doesblackdamage,3Fireballs,ImmunetoFireball/BurningHands,Damaged onlybyMagicWeapon). +20%Mines&RuinsChart 76-99 1Hydra(15hits,giant,2Fireballs,Regenerates1hitevery30secondstorepresentheadregrowth.Doesnot regenerateafterbodyiskilled.Playedby3people;1bodyand2“heads”.HeadsareImmunetoalldamage/spells, DamagedonlybyMagicWeapon) +30%Mines&RuinsChart 00 1ChromaticDragon(15hits,giant,doesblackdamage,3Fireballs,3IceStorms,3LightingBolts,playedby3 people,DamagedonlybyMagicWeapon). 86 +30%Mines&RuinsChart FortificationEncounterChart *Theseencountersarefoughtwithastructure/fortificationonthefieldofplay.Thestructurehas1 accessiblegatetoitwhichwillbeindicatedbytheLandMarshal.Oncedestroyed,thesegatesarenot abletobemendedbyanymeans.* 01-20Wizard’sTower-1Mage(Rank20),1Apprentice(Rank8),3Novices(Rank4) Successfuldefeatofencounterhas10%chanceofsalvagingaTtoweronthishex.country maypay50%ofTowerpricetoplaceaTowerhere. 21-40Lord’sTower-1KnightinAC4,4ManatArmsinAR2,2Archers**inAR4 Successfuldefeatofencounterhas10%chanceofsalvagingaToweronthishex.country maypay50%ofTowerpricetoplaceaTowerhere. 41-55HauntedTower-5SkeletalKnights(AC3,Reddamagehasnoeffect, destroyedbytwohitsfromaHolyorBlessedweapon),1Ghost(4hits,destroyedby1 hitfromaHolyorBlessedweapon,mayPasswallatwill.) Successfuldefeatofencounterhas25%chanceofsalvagingaToweronthishex.country maypay50%ofTowerpricetoplaceaTowerhere. 55-70 GoblinKeep(30’x30’)-20Goblins(noweaponsover4ftinlength,1hit),5Hobgoblins(AR3)1GoblinKing(2 hits) Successfuldefeatofencounterhas10%chanceofsalvagingaKeeponthishex.country maypay50%ofnormalKeeppricetoplaceaKeephere 71-85 FortifiedKeep(30’x30’)-10SoldiersinAR3,5KnightsinAR2,2Archers**inAR4,1Mage(Rank10),1Clericin AR2(Rank10),1LordinAR0 Successfuldefeatofencounterhas10%chanceofsalvagingaKeeponthishex.country maypay50%ofnormalKeeppricetoplaceaKeephere 86-95 Giant’sLair(40’x40’)-6HillGiants(8hits,giant)and1HillGiantChieften(10hits,giant,doesblackdamage) Successfuldefeatoftheencounterhasa10%chanceofsalvagingbrokenCaravelparts.countrymaypay50%of normalCaravelpricetobuildaCaravel. 96-99DesecratedTemple(40’x40’)-20Zombies(AC2,destroyedbyonehitfromaHolyor Blessedweapon),5Ghouls(AC4,destroyedbytwohitsfromaHolyor Blessedweapon,1minuteParalyzationpoisonwitheachdamagecausinghit)5Banshees(7hits,destroyedbytwo hitsfromaHolyorBlessedWeapon.May“Scream”onceperencountercausingaCurseeffectina3ftradiusfrom spellballimpact.Bansheecallsout“Curse,3ftRadius” Whenthrowingspellball. Successfuldefeatofencounterhas25%chanceofsalvagingaKeeponthishex.country maypay50%ofnormalKeeppricetoplaceaKeephere 00Dragon’sLair(40’x40’)-AncientRedDragon(20hits,ImmunetoFireBasedSpells,giant. Playedby4participants(Head,2Claws,Tail)Headhas2singleblades,Clawshaveblacksword,tailhasspear.Claws doBlackDamage&haveshieldbreak,Taildoesdoublereddamageandhasshieldbreak,headdoesblackdamage andtheparticipantmaythrow5fireballs(Mustwait5secondsbetweeneachthrow),DamagedonlybyMagic Weapon. Successfuldefeatofencounterhas25%chanceofsalvagingaCastleonthishex.country maypay50%ofnormalCastlepricetoplaceaCastlehere ** In the event that the land search takes place in a bow prohibiting the use of Bows, replace “Archer” with “Spearman” MinesandRuinsChart 87 WhenanewHexisexplored,dicearerolledaccordingtotheproceduresstatedunderLandSearchestodetermineifanythingof valueisdiscoveredontheHex,accordingtothechartbelow: 01-85 Nothing 86-88 IronMine 89-91 CopperMine 92-94 SilverMine 95 GoldMine 96-97 RuinedTower 98-99 RuinedKeep 00 RuinedCastle Minesareresourcesthatwillbeginproducingincomeattheendoftheseasoninwhichitisdiscovered;theyareconsideredtobe anaturalfeatureoftheHexuponwhichtheyarefound.Minesproduceincomeaccordingtothefollowingchart: IronMine:100silverpieces/season CopperMine:250silverpieces/season SilverMine:500silverpieces/season GoldMine:750silverpieces/season RuinsareancientStructuresthathavebeguntodeterioratebutcanberestoredwithfundsandconstruction.Ruinsthathavenot beenrestoreddonotprovideanyprotectionduringinvasions,buttheyalsodonotcostanyupkeep.Restorationofruinsistreated identicallytoupgradingaStructureandyoumaynotbuildorupgradeanyotherStructureatthetimeyouarerestoringaruin. Oncearuinhasbeenfullyrestored,itfunctionsasanormalstructureofthetypeindicatedwithallbenefitsandcostsasdescribed above. Ruinsmayberestoredaccordingtothechartbelow: RuinedTowers 625silverpiecestorestore 1Eventtocomplete RuinedKeeps 1,250silverpiecestorestore 3Eventstocomplete RuinedCastles 5,000silverpiecestorestore 5Eventstocomplete 88 Appendix A – Bylaws Bylaws of the Darkon Wargaming Club, Inc. ArticleI–Name,Purpose 1.ThenameoftheorganizationshallbeDarkonWargamingClub,Inc.hereinreferredtoastheClub. 2.TheClubprovidesitsparticipantswithagameinwhichfantasybasedliveactionrole-playingandmedieval-stylebattlesusing speciallyconstructedpropsisconducted. 3.TheCluboperatesexclusivelyasanon-stock,notforprofitcorporationspecificallyasa501(c)7. ArticleII–MembersandParticipants 1.Participant a.Participantsareanypersonage16yearsorolderthathaspaidtheClubduesandsignedthewaiver;parentsmustsignwaivers foranyundertheageof18years.Uponturning18Participantswillsignanewwaiver. b.Participationmaybesuspendedforasetperiodoftimenottoexceedoneyear,bytheBoardofDirectors. c.AnyonehavingjoinedasaParticipantshallremainontherosterforlifebutcanbebannedfromtheclubbytheBoardof Directors. d.SenatemayreinstateasuspendedorbannedParticipantwithafour-fifthssupermajorityvote. e.AParticipanthastherighttoterminatehisorherowninvolvementatanytime. f.TheBoardofDirectorsmaintainstherighttorefuseparticipationtoanyindividualforanyreason,withorwithoutcause. 2.Membership a.MembershipisdefinedasgroupsorganizedbyParticipantsinaccordancewiththeRulesofPlayoftheClub. b.MembersmaysendrepresentativestotheSenate. c.Membersmayterminatetheirinvolvementatanytime,endingtheexistenceofthegroup. ArticleIII–BoardofDirectors 1.TheBoardisresponsiblefortheoverallpolicyanddirectionoftheClub,andmanagesday-to-dayoperationsoftheClub.To includebutnotlimitedto: a.ShallvoteonallnewgamerulesandrulechangespassedbytheSenate. b.Shallhavealltherightsandresponsibilitiesmandatedandauthorizedbythestatutes oftheStateofMarylandprovidedforaBoardofDirectors. c.Responsibleformaintainingallrulebooks,andwritingandmaintainingallpolicyandproceduredocuments,andensuringthey aremadeavailabletoParticipants. 89 d.MembersoftheBoardcannotvoteontheNobleCouncilorSenateexceptasdescribedelsewhereinthebylaws. e.MembersoftheBoardreceivenocompensation. 2.Thereshallbe5votingmembersoftheBoardconsistingofPresident,VicePresident,Magistrate,Secretary,andTreasurer.There shallbe2non-votingmembersoftheboardconsistingoftheLandMarshalandPresidentEmeritus. a.President i.ShallconveneregularlyscheduledBoardmeetings,shallpresideorarrangefortheVicePresidentoftheBoardtopresideat eachmeeting. ii.Isauthorizedtodelegateauthority,appointassistantstothePresidentforanypurposeandcreatecommitteesforany purpose. iii.Isthedefaultchairpersonofallcommittee’sormayappointachairpersonforsaidcommittees. iv.Istheliaisonwiththepublic-at-large. v.IsauthorizedtorepresenttheinterestsoftheClubasanentityinallexchangeswithfederal,stateandlocalauthorities. vi.IsrequiredtoactasComplianceOfficerandmaintaintheclub'scompliancewithlegalandinsurancerequirements, includingactionsnecessarytomaintaintheclub'staxstatusandclassificationasanon-profitorganization. vii.Isresponsibleformaintainingnecessarydocumentationandobtainingorappointingrepresentativestoobtainrequired permitsandpermissionsforeventsites. viii.Shallmakeon-the-spotinterpretationsofthebylawswhichwillbereviewedandconfirmedorcorrectedbythefullBoard. b.VicePresident i.ChairstheNobleCouncil(theCouncil,seeArticleV)andsetsitsmeetingsandagenda. ii.Mayappointassistantstoaidintheperformanceofthepositionsduties. iii.AppointsaRelicsMarshal,and,PotionsandScrollsMarshal,andotherMarshalsasneededfordutiesspecifictotheVice PresidentandCouncil. iv.CollectsandmaintainsthelistofMarshalpositionsfortheCouncil. v.Istheliaisonwithotherclubsofthesamepurpose. vi.ResponsibleforrequestingthesubmissionofpetitionsforSquireandKnightoftheRealm.PetitionsforKnightoftheRealm aretobedeliveredtotheSecretary. vii.ShallberesponsibleforfirstaidkitsandensureallBoardmembershaveoneateachevent. c.Secretary i.Responsibleforthecollectionandmaintenanceofplayerrecords,toincludewaiversandcharactercredits. ii.Responsiblefortherecordingofminutesatcorporatemeetings. iii.Responsiblefortheproductionoftheclubnewsletter,“TavernTales”andalladvertisingandrecruitmentefforts. iv.Mayappointassistantstoaidinhisdutiestoincludebutnotlimitedtoaneditorfor“TavernTales”,arecruiterandanaide tocollectParticipantinformationateventcheck-in. 90 v.TheSecretaryshallappointassistantsoneachbody,CouncilandSenatetotakeminutes,andshallmaketheminutes availabletotheParticipants. vi.Responsibleforensuringthatthesecretarydutiesarefulfilledateventsinhis/herabsence. vii.ResponsibleforcollectingpetitionsforKnightoftheRealm,submittingthepetitionstotheCouncilviatheVicePresident, andsubmittedthenamesofpetitionersforKnightoftheRealmtotheSenateviatheMagistrate. viii.ResponsiblefortheCreditTracker.ShallworkwiththeITcommittee(orcurrentequivalent)and/orthepastSecretaryto ensurethattheeventsdatabaseentriesarekeptcurrentwiththescheduleandtheappropriatecreditallocations.Shalldothe sameforofficialChapters. ix.Shalltrackplayercreditsatcheck-inviatheCreditTrackerspreadsheetandtheDarkonlaptop.Writtencheck-inisonly acceptableonanemergencybasisifthelaptopfailsorisunavailable. x.ShalluploadthespreadsheetofeventcreditstotheCreditTrackerpriortothenextevent.Shallalsoapplyanyextracredits earnedpriortothenextevent(e.g.transfers,charity,newplayer,NPC,Elder,etc.). xi.Shallpromptlyrespondtoplayeremailinquiriesregardingcredits,andshallprovideloginsforplayerstoviewtheirown records. xii.Shallmakemanualmodificationstothecreditrecordfortransfers,lateElderlists,orotheradjustmentsasneeded. xiii.ShallpromptlycommunicateinwritingtotheBoardanytechnicaldifficulties,andshalldiligentlyworkwiththeIT Committee(orcurrentequivalent)toresolveanyissues. xiv.ResponsiblefortrainingtheSecretaryelectintheperformanceoftheaboveduties.MustreporttotheSenateandthe Board(incoming&outgoing)iftheSecretaryelecthasnotreceivedtrainingbyendofyear,alongwiththecause. d.Treasurer i.Responsibleforallfiscalactivitiesoftheclubincludingbutnotlimitedtomaintenanceofinsurancedocuments,collectionof dues,moniesforthesaleofrulebooks,andthepaymentofdebtsincurredbytheclub. ii.ShallprovidequarterlyandannualfinancialreportstotheBoard,theSenateandParticipantsinaccordancewithstate statutes. iii.Shallinterfacewiththestateandfederaltaxbureaus. iv.Mayappointassistantstoaidinhisdutiestoincludebutnotlimitedtoanaidetocollectduesateventcheck-in. v.Responsibleforensuringthatthetreasurerdutiesarefulfilledateventsinhis/herabsence. vi.ShalldepositallmoniescollectedataneventintotheDarkonbankaccountpriortothenextevent. vii.ShallatalltimesavoidthecomminglingofDarkonfundswithotheraccounts. viii.ShallmaintainallitemsandmoniesrelatedtotheTreasurerpositioninasecurefashion,andshallminimizetheamountof timethatthoseareinavehicle(timespentateventsexcepted). ix.Shallusecashpaymentsonlyintheeventofanbonafideemergency,andshallinformtheboardinwritingpriortothenext eventinanycasewherethisisdone. x.Shallusealockablecashboxandlockedlatecheck-inboxforthecollectionofduesandothermoniesatevents.Cashbox shallbelockedwhennotinuse. 91 xi.Uponreceivingdocumentationofreceipts,shallpromptlyreimburseindividualswhoseexpenditureshavebeenauthorized bytheBoard. xii.ShallkeepTreasuryrecordsinanorganizedanddetailedfashion,suchthateachsubsequentTreasurercaneasilyverifyand auditthepreviousyear'seventrevenueandexpenditures. xiii.IsresponsibleforthefilingofallFederalandStatetaxpaperworkrequired. e.Magistrate i.ShallChairtheSenate,settheSenateagendaandensureeventcheck-inisrun smoothly. ii.Hassolepowertointerpretthegamerulesintheeventaclarificationisrequested.Suchinterpretationsshallremainineffect untilJanuary1ofthenextyearoruntiltheSenatevotestoincludeordenytheinterpretationintheRulesofPlay,whicheveris sooner.ShouldaconflictarisebetweenSenaterulingsandMagistraterulesinterpretations,theSenaterulingshallsupersede. iii.ClarificationsmadebytheMagistratemustbepublishedandmadepublic.ClarificationsapprovedbytheSenateshallbe addedtotheRulesofPlayimmediatelyuponpassageandpubliclypublished. iv.MagistrateshallpresentthenamesofcandidatesandpetitionersforKnightoftheRealmtotheSenateanddocumentall comments.CommentswillbepresentedtotheNobleCouncilviatheVicePresident. v.ShallreviewthelegitimacyofMemberstatusandisauthorizedtodenymembershipforoneSenatemeetingpendingfull Boardreview. f.Non-VotingMembers i.LandMarshal 1. ResponsibleforthemanagementoftheLandRulesportionoftheRulesofPlay. 2. AppointstheCoinMarshalandmayappointotherassistantsasneeded. 3. Istheon-the-fieldinterpreteroftheLandRulesportionoftheRulesofPlay. 4. HasnovoteontheBoardofDirectorsbutmayattendmeetingsatthediscretionoftheBoard. 5.Musthaveawrittencopyofthelandrulesandmonsterchartsontheirpersonatallevents(electroniccopyisacceptable). ii.PresidentEmeritus 1. TheelectedPresidentofthepreviousyear,thispositionisvacantifthePresidentofthepreviousyearisthecurrent President. 2. ResponsibleforprovidinginsightandinformationfortheactivitiesoftheBoardofthepreviousyeartomaintain continuityofmanagementoftheClub. 3. HasnovoteontheBoardofDirectorsbutmayattendmeetingsatthediscretionoftheBoard. 3.Electionsshallbesemi-annually. a.ElectionsoftheSecretary,TreasurerandMagistrateorthere-electionofthesameto afollowingtermwilloccurasthefirstorderofbusinessatthefirstclubgatheringofNovemberofeachyear.Boardmembers shallbeelectedbyasimplemajorityvoteofthememberrepresentativebodyknownastheSenate(seeArticleIV). 92 b.ElectionsofthePresident,VicePresidentandLandMarshalorthere-electionofthesametoafollowingtermwilloccurasthe firstorderofbusinessatthefirstclubgatheringofMayofeachyear.Boardmembersshallbeelectedbyasimplemajorityvote oftheSenate. c.Priortothevoteforeachposition,thesectionofthebylawsdocumentingthedutiesofthatpositionshallbereadaloudinfull. Candidatesmustansweraffirmativelytothefollowingtwoquestions: •Doyouunderstandtheresponsibilitiesofthisposition? •Ifelected,willyoufaithfullyperformalloftheseduties? 4.WhenavacancyontheBoardexiststheSenatewillelectanewmember.ThenewlyelectedBoardmembershallserveuntilthe endofthecurrenttermandiseligibleforre-election. 5.AllBoardmembersshallserve1yearterms,thoseelectedinMayshallstartonJuly1followingtheelection,andthoseelectedin NovembershallstartonJanuary1followingelection. 6.TheBoardshallmeetatleastquarterly,inanagreeduponmanner,time,andplace.UnlessotherwisespecifiedinthisArticleall votesareamajorityofthosepresent. 7.Self-nominationsbegintwomonthspriortothedateofelections.AllnominationsaresubmittedtotheSecretaryandpostedon theofficialforums. 8.Aquorumissetatfour-fifthsofthevotingBoardmembersbeforebusinesscanbetransactedormotionsmadeorpassed. (ClarifiedbyBoardDecember2012,toberatifiedbySenateCY2013) 9.AnofficialBoardmeetingrequiresthateachBoardmemberhavewrittenorverbalnoticetwoweeksinadvance. 10.ResignationfromtheBoardmustbeinwritingandreceivedbytheSecretaryorPresident. 11.ABoardmembermayberemovedatanytimeforanyreasonbyathree-fourthsmajoritypresentvoteoftheSenate. 12.TheBoardisresponsiblefortheenforcementoftheArticlesofIncorporation,thebylawsofthecorporation,rulesofthegame, andhasauthorityoverallthingsnotspecificallyauthorizedtoanotherbodyandinaccordancewithstatestatute. 13.TheclubreservestherighttoinvestigateandtakelegalactionagainstBoardmemberssuspectedofprosecutablecrimes includingbutnotlimitedtofraud,embezzlementandtheft. ArticleIV:TheSenate 1.TheSenateiscomprisedofrepresentative(s)ofeachMembergroup.Saidrepresentative(s)musthaveeachattendedatleast20 events. 2.Aquorumismetwhentwo-thirdsoftheMemberseligibletovotesendatleastoneSenatortotheSenatemeeting. 3.TheSenateshallberesponsibleforthecreationandreviewofallgamerules.AllruleproposalsshallbevoteduponbytheSenate andrequireasimplemajoritytopass.RulespassedbybothSenateandBoardshallgointoeffectthefollowingJune30thor December31stwhichevercomesfirst;unlesstherulegovernssafetyatwhichpointtherulewillgointoeffectimmediately. 4.TheSenatemayover-rideaBoardvetoonruleproposalswithathree-fourthsmajority. 5.TheSenateshallreviewpetitionersforKnightoftheRealmandprovidecommentstotheCouncil. 6.TheSenateischairedbytheMagistrate,iftheMagistrateisunavailablehemayappointanotherasChair.TheChairmayonly voteininstancesofatie. 7.AnySenatormaycallanemergencymeetingoftheSenateincaseswheretheMagistratecannotorshouldnotChair. 8.NoproposalmaybevotedonthesamedayasitispresentedtoSenate. 93 ArticleV:NobleCouncil 1.TheCounciliscomprisedofanyClubParticipantswhohavebeengiventheawardof“KnightoftheRealm.”SeeArticleVI. 2.TheCouncilisresponsiblefortheplanningofalltournamentsandanyothertypesofeventstheywishtopromoteandmay appointassistantstofulfilltheseresponsibilities. 3.TheCouncil,onbehalfoftheBoard,isresponsiblefortheevaluationofallrulesinregardstosafetywithintheClubtoinclude; newandexistingrules. 4.TheCouncilisresponsiblefortheevaluationandimplementationofnewconstructionmethodsforweapons,shieldsandarmor aswellasevaluatingnewweapontypesnotyetintroduced.AnyadditionstoweapontypesshallbepresentedtotheSenateasa ruleproposal. 5.TheCouncilisresponsibleforthecheckingofallcostumingandequipmentforcompliancewithrulesandsafetystandards. 6.AnyrulesconsideredunsafebytheCouncilshallberevokedandremovedfromtherulebook.Anynewsafetyrequirementssetby theCouncilshallgointoeffectimmediatelyandplacedinthenexteditionoftherulebook.TheBoardmayvetoanyCouncilsafety decisionwithafour-fifthsmajorityvote.TheCouncilcanoverturnaBoardvetoofasafetyrulingwithathree-fourthsmajorityof thosepresent. 7.TheCouncilshallappointindividualstopositionsofArmorMarshals,WeaponsMarshals,CostumeMarshals,andSpellMarshals andassignthepositionofheadMarshalforeach;toensureallParticipantsareincompliancewiththegamerulesandhave equipmentconstructedaccordingtothepublishedsafetystandards.ActiveKnightsoftheRealmareautomaticallyMarshals. 8.TheCouncil,onbehalfoftheBoard,shalltrackParticipantsruleinfractionsandreporttotheBoardsubsequenttotheCouncil meeting.TheCouncilmayalsosubmitrecommendationsfordisciplinaryactionstotheBoard. 9.TheCouncilshallreviewpetitionsfor,selectandmonitorSquires. 10.TheCouncilshallreviewpetitionsfor,andselectthosetobegiventheawardofKnightoftheRealmpertherulesoftheCouncil, RulesofPlayandbylaws.PetitionsforKnightoftheRealmmustbesubmittedtotheSecretary6monthspriortotheCouncilvote onthepetitioner. 11.TheCouncilshallreviewcommentssubmittedbytheSenateregardingpetitionersforKnightoftheRealmandSquiresbeing consideredforpromotiontoKnightoftheRealm. 12.CandidatesapprovedbytheCouncilforKnightoftheRealmshallbesubmittedtotheBoard.TheCouncilcanoverrideaBoard vetoofcandidatesforKnightoftheRealmwithathree-fourthsmajorityvoteofthosepresent. 13.AParticipantmaybestrippedoftheawardofKnightoftheRealmwithamajorityvoteofthosepresentoftheCouncilora supermajorityoftheSenateorinaccordancewithArticleVI. 14.TheCouncilshallmeetquarterly:meetingsareheldthefirstnon-campoutSaturdayinMarch,June,September,andDecember, andbeginpromptlyat12noon.TheVPmustannouncethelocationofthemeetingatleastonemonthinadvance.Allvotesareby amajorityofthosepresent. 15.TheCouncilmaycreatecommitteestodealwithissuesundertheCouncil’spurview. 16.TheCouncilischairedbytheVicePresident,iftheVicePresidentisunavailabletheVicePresidentshallselectoneoftheir numbertoChair.ThechairpersonoftheNobleCouncilmayonlyvoteintheinstanceofatie. 17.Noblesmaytransferfullyfromonechaptertotheotherunderthefollowingprocess(otherwise,onlythetitlesareshared betweenchapters): •MusthaveasponsoringKnighttotrackthebelowitems 94 •Mustbeinthenewchapterforayear •Mustattend75%ofthescheduledevents •MustactasElderfor5ofthose •MustholdaMarshalposition •Mustattendmeetingsasanon-votingmemberoftheCouncil Aftertheyear,theNCwillvotetoapproveorvetoafulltransfer. ArticleVI:Awards 1.KnightoftheRealm(KR) a.AwardedbytheCouncilorperSection2.eofthisArticle. b.Eligibility,proceduresandprivilegesaredefinedbytheCouncil,RulesofPlayandbylaws. 2.ArmigerousAwards-Awardsthatwhengivenbestowtherighttowearpersonalliveryandheraldryandbeknownas“Master”or “Mistress.”Theseawardsmaybegivenonceayear,nominationsaretobegiventothechairpersonoftheawardingbody responsiblebythesecondeventofOctober. a.OrderoftheStag(OS)-GrantedbytheBoardformajorcontributionsofservicetotheClubnotnecessarilyrelatedtoan electedoffice.AMasterofTheStagisonewhohasrepeatedlyservedwithdistinctionasmarshal,organizer,elder,etc. b.OrderoftheDragon(OD)–GrantedbytheSenateforcontinuousdemonstrationofpositiveattitude.MasteroftheDragonis onewhohascontinuallydemonstratedapositiveattitude,goodsportsmanshipandhighlevelofsupportfortheother Participantsandhasthegeneralrespectoftherealm. c.OrderoftheGryphon(OG)-GrantedbytheCouncilfordemonstratinggreatleadership.AMasterofTheGriffinisonewhohas ledtheClubforwardasaclubelectedofficialorfurtheredthedevelopmentofthegameinsomeoutstandingway. d.OrderoftheRaven(OR)-GrantedbytheSenateforexemplaryperformanceinthearts.AMasterofTheRavenmaybea superbroleplayer,hasoutstandinggarb,orsomeonewhomakesgreatweapons,armororaccessories,orcontributesinsome extraordinarywaytotheatmosphereofthegame.AMasteroftheRavenisonewhoenrichesthegamethroughtheiractions andappearance,andespousestheirexcellencetoothers. e.OrderoftheSword(OSW)-Grantedforskillatarmsandfightingprowess.SwordMastersdifferfromotherOrdersinthatthey mustprovethemselvesinbattletoattainthetitle. i.ASwordMastercandidatepetitionsandisvotedonbytheCouncil,ifapprovedthey mustwinaNobleTournamentfightasrunbytheNobleCounciltoearnentryintothe OrderandbecomeaSwordMaster. ii.SwordMasters,afterpossessingtheirtitleforoneseason,maydefendinNoble CouncilTournamentsagainstbothCouncilmembersandapprovedSwordMaster Candidates. iii.GrandfatheringClause-AllKnightsoftheRealmwhohavewonaboutinaNobleCouncilTournamentbeforepassageof thesebylawsaremembersoftheOrderoftheSword. f.OrderoftheEagle(OE)-AnyParticipantwhohasachievedmembershipinallfiveMasterOrders,theultimateachievementin theclub,iseligibletobemadeaMasteroftheEaglewithBoardapproval.MastersoftheEagleareautomaticallyawardedKnight oftheRealmwithallrightsandresponsibilitiesgivenforsaidaward. 3.Non-ArmigerousAwards-GivenforrecognitionbytheClubbutdonotbestowanyspecialprivilegesorcostuming.Theseawards willbegivenonceayear,nominationsaretobegiventothechairpersonoftheawardingbodybythesecondeventofOctober. 95 a.OrderoftheMask(CM)-Giventothoseindividualstooneindividualannually,chosenasthebestrepresentationoftheirclass. CompanionsoftheMaskareawardedbytheSenate.(ClarifiedbyBoardDecember2012,toberatifiedbySenateCY2013) b.OrderoftheCrown(CC)-AwardedtothosethathaveservedontheBoardforafullterm. i.CompanionsoftheCrownareautomaticallyawardedattheendoftheterm. ii.GrandfatheringClause–AnywhohaveservedafulltermonwhatwascalledtheExecutiveBoardoftheClubaregiventhis awardforeachfullterm. c.OrderoftheBoar(CB)-Awardedforoutstandingcontributionstotheclubbyagroup(country,retinue,guild,etc.)Companions oftheBoarareawardedbytheBoard. d.OrderoftheSwan(CS)-AwardedforminorcontributionsofservicetotheClub.CompanionsoftheSwanareawardedbythe Board. e.DarkonAwardofExcellence-AwardedforexcellencetoonepersonannuallybythePresident. f.GoldenSpud-Awardedtooneindividualannuallyforhavingagreatattitudeandshowingeagernessandloyaltytotheclub. AwardedbytheSenatetoaplayerthathasjoinedtheClubwithinthepast12months.(ClarifiedbyBoardDecember2012,tobe ratifiedbySenateCY2013) 4.ParticipantsmayreceiveanawardfromSections2and3multipletimes. 5.RetiredAwards-Titlesandawardsthattheclubhasgivenoutbutarenolongerawarded. a.KnightErrant-Retiredin2008andreplacedwithLordoftheRealm.AllthosewithKnightErrantwereconvertedtoLordofthe Realm. b.LordoftheRealm-Retiredin2012andreplacedwithvariousawards.AllthosewithLordoftheRealmwereconvertedtoan orderinSection2andgiventhetitle“Master.” 6.IfaParticipantissuspended,theawardingbodiesshallreviewapplicableawardsofthatParticipantandvotetodetermine continuedmerit. 7.AllawardsarerevokediftheParticipantisbannedfromtheClub.AunanimousvoteoftheBoardcanreinstateanyawardtoa reinstatedParticipant. 8.Allawardsaregivenoutatthediscretionoftheawardingbodyandeachawardingbodyreservestherighttonotgiveoutawards inanygivenyear. ArticleVII:Meetings 1.OnceayearatthesecondeventofDecembertheSenate,Board,andCouncilshallmeettodiscussanyissuesoftheprevious year.ThisshallbeknownbytheTriumviratemeetingandchairedbythePresident. 2.AgeneralParticipantmeetingshallbeheldonceayearduringtheSummermonthsatwhichtheBoardshallpresentastatuson theclubandtakequestionsfromtheParticipants.Thetimeandplaceofthemeetingshallbeannouncedfourweekspriortothe meeting. 3.Unlessotherwiseindicatedinthesebylaws,thetimeandplaceofallmeetingsmustbeannouncedtwoweekspriortothe meetingdate. 4.EmergencymeetingsmaybecalledbytheSenate,BoardortheCouncilasneeded. ArticleVIII:UseofTechnology 96 1.Meetingsmaybeconductedviain-personmeetings,conferencecalls,videoconferencingorothermeetingcollaborationtools thatinvolveaudioandorvisualcomponents. 2.Businessmaybeconductedviae-mailbutallvotesmustbetakenusingamethodoutlinedinSection1ofthisarticle. 3.Meetingsmaynotbeconductedusinginstantmessaging. ArticleIX:IntentionallyLeftBlankforFutureProposal ArticleX:Amendments 1.Thesebylawsmaybeamendedwhennecessarybyathree-fifthsmajorityoftheBoardandtwo-thirdsmajorityoftheSenate. 2.Thesebylawsshallbereviewedandamendedasnecessarynolessthanevery5years. ThesebylawswereapprovedatameetingoftheBoardofDirectorsoftheDarkonWargamingClub,Inc.onNovember13,2012and theSenateoftheDarkonWargamingClub,Inc.onNovember4,2012.AmendedDecember27,2015. 97
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