Rules of Play

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.
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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.
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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
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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.
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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.
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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.
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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.
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At15 rank,aRangergainstheability‘Sniper’.Whenfiringarrowsoverafortificationwall,heisnotrequiredtoarchisshotsata
45ºangle.TheRangermustyell"Sniper!"whenfiringoverawall.
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Alsoat15 rank,aRangergainstheabilityof‘Scouting’,gatheringallinformationonasearchablehexpriortotheircountry’sLand
action.ThisdemonstratesthescoutingabilityofahighlevelRanger.
TheRangerwillbeabletoinvestigatethelandandreportbacktohisorhercountrywithallinformationonthehexpriortotheir
landsearchaction.Thisincludesallmonsters,ruinsandresourcesasapplicable.
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The15 (orabove)levelRangermustattendandrollthelandsearchbeforethecloseofcheck-in.Theywillthenbetoldtheresults
oftheirsearchbytheLandMarshallimmediatelyfollowingtheroll,andmayreportbacktotheircountrywiththisinformation.The
countrymaythenchoosethenumberofmemberstosendtotheirlandsearchactionbasedonthedatatheRangerprovides.The
RangerwhoscoutedtheareamustbetheRangerwhoattendsthelandsearchaction.
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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.
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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.
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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.
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At1 rank,Druidsmaycast‘FeignDeath’and‘Light.’
At2ndrank,aDruidmaycast‘Mending’and‘DetectTraps.’
At3rdrank,aDruidmaycast‘CureLightWounds’and‘ProtectionfromLightning.’
At4thrank,aDruidmaycast‘LightningBolt.’
At5thrank,aDruidmaycast‘Barkskin’and‘NeutralizePoison.’
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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.
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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
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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.
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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.
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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.
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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.
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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
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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.
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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
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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
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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.
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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*
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*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.
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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).
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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.
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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
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•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.
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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
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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.
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