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Section 1: A letter from the ATB.

Ladies and Gentlefolk,

The Alastria Tourist Board have compiled the following guide about the country for those of you who
wish to find out more about our beautiful land and her rich history.

Alastria is a fantasy land. A world of myths and legends, gods and great beasts, steel and magic. It
occupies an area in a world inhabited by civilised races - such as the majestic High Elves; savage
groups - such as the Minotaurs and brutish Orcs; and magnificent beasts - like the drakes of the sky.
It’s a realm where magic is used for the mundane - boiling your tea, for the industrial - heating fires
of the Kjard furnaces, for the intellectual - the underground libraries of the magi, and the violent -
vapourising the Orc horde into dust before they reach the walls. More information on the world can
be found in section two of this guide.

Alastria runs on a d10 (AKA new World of Darkness/Storyteller) system. For those of you unsure with
the d10 system we have a brief guide to it here. A character has a selection of Attributes and Skills.
Each of these has a rating (a number of “dots”) between 1 and 5. A normal role will be use the dots
of one skill and one attribute (eg: Strength [3], melee[3]), the total number of dots (3+3 = 6) is added
up and then modifiers are applied, depending on equipment etc (eg: +2 for the long sword, +2 for
specialisation in long sword) to give a total (in this case 10). These dice are then rolled. All results 8,
9 and 10 are successes, with all 10’s (0’s on a standard d10) being rolled again. If you continue to roll
10s, you just keep on rolling again, potentially leading to an immense number of successes. Rolling
more than 5 successes is considered an “exceptional success”.

Sometimes, you may find yourself not rolling any dice, due to having little skill in a region or
overwhelming difficulties. In this instance you are permitted a chance dice, on which only a 10 is a
success (but also re-rollable). Be warned, rolling a 1 on a chance dice is a ‘botch’ and depending on
what you are attempting could have dire consequences.

If you desperately need to succeed in an action you can exert a surge of willpower to do it. Every
character has a pool of willpower, and can burn some to gain extra dice. Willpower is spent in
advance of a roll, and your character must have a real burning reason to put their heart and soul into
this. Maybe your parents were traders, killed by orcs and this particular orc is wearing part of your
parents clothing, prompting vengance. Expending willpower should demonstrate a deep need - the
most obvious being that your life depends on it.

Your character also has another important stat, health. There are three types of damage, bashing,
lethal and aggravated. Bashing damage stuns you and is received from the likes of a club, when your
health fills up with bashing damage you fall unconscious. Lethal damage hurts you and is receive
from the likes of a sword, when your health fills up with lethal damage you start to bleed out and
need assistance urgently. Aggravated damage is serious physical trauma and is most commonly
received when bleeding out or when you piss the gods off too much. When your health fills up with
aggravated damage you are dead and your character will belong to Morrum. The GMs will provide
you with a selection of back-up character concepts to choose from, so that you can continue to
participate in the game.

This description of the dice rules covers the majority of situations, however it is not necessarily
complete. A GM will at times ask you to make other or abnormal roles, or to roll multiple successes
to succeed at a task. Whatever the GM decides at the time is what will happen whether or not it
benefits or hinders what you were expecting. Please don’t challenge the GMs on this, what the GM
you are playing with says, goes – even if it worked differently in a different session.

With a quick briefing of rules over with we have a couple of requests for your stay in Alastria.

Firstly, to stay in Alastria you need to fill out a Questionnaire about yourself, please see section 5 for
help on this.

Secondly, remember, whilst we have given a quick re-cap of the rules above, we will state that story
is what is important here. We are looking for well thought out characters and good roleplaying. We
are all here to have fun and realistic characters aid that, you will have strengths and weaknesses so
play to both.

Finally, the Gods of Alastria look poorly upon intervention from other realms. Any attempts at meta-
gaming (e.g. trying to look at the GM’s notes, fishing for bonuses etc.) will be met harshly, as well as
anyone who is deliberately being a prat. We are all here to have fun and the GM’s we don’t want to
have to ask anyone to leave, but we will not hesitate to remove someone who is being detrimental
to the experience of the group. You have been warned, we want you all to have fun, but not at the
expense of the story we have worked hard to write and assemble.

Yours,

The GM team.
Section 2 Background on Alastria.

Alastria is bordered by seas to the north and east, mountains to the south and a desert to the west.
Alastria is home to a huge number of races, with the primary four being humans, elves, dwarfs and
goblins. However there are uncounted other races that inhabit the land, from the brutish minotaurs
to the majestic centaurs, to the irksome fairies, to the awe-inspiring, yet rarely seen, dragons.

Over time the races have started working on the land that they inhabit, and each has made a
significant change to the realm. The humans, with their natural ability with the arcane arts, were
among the first to carve out underground caverns for use as libraries and training grounds. High
Elves have made the most obvious physical impact, they have constructed large walls around their
lands, and do not let visitors in unguided. The goblins, who have only recently emerged, have their
great underground cities of which the surface races know little. The free elves are responsible, in
part, for the forests of the realm. Often found inhabiting the forests, or crafting cities that cause
little to no harm, the free elves are seen to nurture nature, although some are found inside cities
irrespective. The dwarfs have made progress with farming, and huge areas around their capital of
Kjard are covered in farmland. These farms are attended to by dwarven tech.

Some people in Alastria are born with the spark of magic in them and, with the proper tutelage, can
turn into powerful magi, or more commonly someone with a couple of cantrips. The use of magic
varies from place to place, and indeed from person to person. There are those who find it insulting
to be asked to use the power gifted to the universe to boil the kettle, there are those who wouldn’t
consider boiling the kettle any other way. Despite these differences powerful magi will respect each
other and often use their caverns to spar or train each other.

There is a growing interest with technology in Alastria. The Dwarfs are the leading race in technology
and they have a fascination with all things steam powered. Some of the devices that are produced
have managed to make it into common usage, dwarven steam powered wagons are sometimes used,
as despite their lack of manoeuvrability and slow movement, they can carry huge weights. Other
pieces of tech are abandoned due to being either unsafe, unnecessary or both.
Section 3: Religion and its role in everyday life.

In the realm of Alastria the gods have a very influential and have a physical presence in the world.
Denial of their existence is not an option, and thus people take it for granted that when they pray to
a god that someone is listening. Whilst the gods do interact with the world they do not interfere in
trivial matters.

Throughout a being’s existence they tend of make offerings or pray to each of the 14 gods that
inhabit Alastria, however they will, at the age of maturity, choose one as their patron deity. In
choosing a god as your patron deity you make a two way contract, your life will in some way be a
service to them, and they will watch over you and help you in your life. This doesn’t prohibit people
in their choice of patron deity based on what they want to do with their life as the gods can find use
in activities that are often seen as outside of their skill set, many of the populace choose their patron
deity based on where they live or who their family has chosen for generations, as much as career or
immediate relevance.

The pantheon is divided into two sub-categories. The good and the neutrals. A good god has a set of
preferences, e.g: Roden for a fair trial, and Cira for sex as an expression of love, something that is
‘evil’ goes against the preferences of a good god, e.g: A lynching mob goes against Roden, and a
brothel against Cira. The neutral gods have no such preferences, e.g: Ren will just as easily take an
oath to ‘sacrifice a virgin on the altar of Cira’ as she will an oath to ‘love and to hold and pledge
oneself to no other’.
Section 3b: The gods of Alastria.

The first ten are the gods that are seen as ‘good’.

Salvus, the Sage

Salvus’ domain is that of knowledge and learning. He tends to patron those who would use
knowledge to improve themselves or the world around them. He equally supports breakthroughs in
the fields of magic and science.

Cira, the Lover

Cira’s domain is that of love and sex. Her followers believe that the purpose of life is love
and that love conquers all. Whilst she is the goddess of sex, it is the wholesome “making love sex”,
and not that or carnal comforts or lust.

Roden, the Judge

Roden’s domain is that of justices, fairness and fair punishment. His symbols are seen in all
places that a "fair and just" trial is to take place. His worshippers are those who look to distance
themselves from emotions, to look at all the facts, arrive at the right judgement and assign fair
punishment and reimbursement.

Delryn, the Sower

Delryn’s domain is that of land and agriculture. He is responsible for the harvest and all
things that make it, those who wish for a good harvest do well to make him an offering. A firm
believer in “slow and steady wins the race” he is also prayed to by those who wish for patience and
diligence.

Lorina, the Mother

Lorina’s domain is that of hearth and home. She watches over mothers and children,
whatever their age. Her role shifts from protector to supportive shoulder as the individual in
question gets older. A person’s home is wherever Lorina grants her blessing. At childbirth her and Ris
co-ordinate to bring new life into the world.

Ara, the Pure

Ara’s domain is that of faith, belief and aspiration. She is the first line against temptation,
and the one turned to by those who wish to improve the world around them without any mortal
reward. She fortifies resolve, and is often seen as a guide through troubled times that mortals may
be experiencing.

Burrin, the Smith

Burrin’s domain is that of creation. He is the god of the forge and the craftsman if a mortal is
crafting an item then they do well to make him an offering. He spends his time crafting exceptional
items, and ensuring they work their way into the hands of deserving mortals. His most famous work
is that of the Bell of Kjard.
Artus, the Champion

Artus’ domain is that of valour, honour and martial prowess. Often worshiped by soldiers,
guards and those who believe that a code of honour must be adhered to. Those who worship him do
well to use their gifts to protect those less able than themselves, and not for personal glory.

Feythe, the Wanderer

Feythe’s domain is that of fate and travel. Worshipped by those who travel the open road
and those who support them, inn keepers and the likes. Those who are kind to travellers are
rewarded by her. Regular travellers and those travelling with cargo often make her an offering just
before departure.

Ris, the Medic

Ris’s domain is that of medics and the healing arts, be they mundain or magical. Ris deals
with both the short term care that is often required on the battlefield and the longer term care that
deals with a child’s aliments. His role often crosses with that of Lorina, the most obvious example
being at childbirth.

The following are the gods that are considered ‘neutral’.

Morrum, the Gatekeeper

Morrum’s domain is that of death and keys. Morrum’s role is to ensure the dead go to the
appropriate afterlife, and ensuring that they stay there. Few choose Morrum as there patron deity,
the only significant groups are locksmiths and thieves who specialise in lock picking, however very
few mortals are foolish enough to ignore him.

Tiess, the Seer

Tiess’s domain is that of visions and magic in its purest form. Her domain is that of the
supernatural, and the unreal. She presides over dreams, superstitions and abnormalities. Believed
by some to be the mother of magic she calls out to those with a talent, and provides visions to those
of her followers who worship her especially. Her visions are not always pleasant but can always be
relied upon.

Ren, the Mute

Ren’s domain is that of oaths and the truth. She cannot speak, and thus cannot tell a lie.
When a mortal has full intention to do something they will make an oath before Ren, and once made
they will find the oath particularly punishing to break.

Kryft, the Messenger

Kryft’s domain is that of communication. She ensures that news travels fast and reliably to a
desired target. Her domain is not merely that of the messengers who run the land delivering notes,
but also to those who wish to pass things on through writing and language.
Section 4: Races

Characters for this year's 24HG should be one of the following races:

Humans

Humans inhabit most of the central region of Alastria, living in both the plains and the mountains
surrounding them; they occupy settlements ranging from grand cities to rural hamlets. There is no
single unifying human nation, and instead there are a number of city-states built up around the
larger cities; these city-states are as often in conflict with each other as much as they are with the
other races. In addition, many of the 'human' cities have a large number of citizens from the other
races settled in them who are nominally under the city's rule.

The human race has adapted to changes in Alastria better than any other race, their daring and
enterprising nature means if there is a job to done, there will somewhere be a human to do it - and
plenty more willing to attempt it. However, if there is one area in which Humans they truly excel, it is
magic. Whilst, as with other races, the majority of humans do not possess the innate ability to
become a mage, those that do find that it comes much more naturally to them. In addition, all
humans show a much greater tolerance to magical effects compared to other races.

A human reaches maturity at the age of 16 and has an expected lifespan of 70 years.

Dwarves

The Dwarves live primarily in one great city, Kjard, located in the plains at the centre of Alastria,
although many dwarves have spread out to settle in other cities. They are the most active
agriculturists of the continent, and are also skilled at blacksmithing and other trades based around
manual labour, although they focus most of their skills in these areas on functionality as opposed to
artistry. The Dwarves are the only race to widely experiment with the 'science' of 'engineering', and
although they can be said to have had some successes in this area, they are nowhere near mastering
it.

Kjald is ruled by a council called the Collective, which is comprised mainly of either elected officials
or representatives of a given industrial sector. The standing army of the Dwarves is a rapid response
force that act more like a mob, with opponents tending to be overwhelmed as opposed to out skilled.
Dwarfs will fight with whatever is to hand, be it hammer, axe, chair, table, bottle, another smaller
dwarf or a section of wall.

The average Dwarf stands at around 5 foot with a stout build, and if it is male sports a long beard
(often singed). Dwarves are considerably hardier than other races, and what they lack in size they
make up for with grit and determination.

A Dwarf reaches the age of maturity at 25 and has an expected lifespan of 100 years.

Goblins:

The Goblins originally occupied underground cities and did not bother themselves in the affairs of
the surface races; however, they emerged from their undercities around a thousand years ago, and
began integrating themselves with the Humans, Dwarves and Free Elves. Goblins could be
considered the professional glue of society, valuing reputation and professionalism whatever their
trade, from warrior to merchant to thief. Any question as to a goblin's conduct or integrity is
considered a grave insult. Although they have integrated well into the surface they still hold a strong
racial identity, and will give preferential rates to other goblins.

Goblins on average stand about 5 foot high with earthy skin tones, elongated nose and heavily
furrowed brows. They tend to dress smartly, and consider their appearance to be as important as
their professional conduct.

A Goblin reaches the age of maturity at 14, but only lives for about 50 years.

Free Elves:

Free Elves are Elves who have split from the High Elf nation, with the initial schism happening around
1200 years ago; the Free Elves continue to take in members of their race as they depart High Elf
society, whether by choice or by being banished. Many of the Free Elves have gathered themselves
into cities in the forest of Rogda, at the far side of the continent to the High Elf lands; others have
integrated themselves into human cities, or wander the land in nomadic tribes.

Free Elves have a nominal ruling body, but do not have a particularly strict culture. They believe
positions are not inherited but earned, and that unless the knowledge would be actively detrimental
to people then it should be free to be told. They respect nature and their cities are built in such a
way so that they won't damage the local flora and fauna.

Free Elves stand at around five and a half to six feet tall, and generally have a slender build; they
have pale skin, defined cheek-bones, and pointed ears. Those who live in Rogda usually sport tunics
and armour dyed in greens and earth tones, to match the colours of the forest; those living in other
areas may follow this trend, or may take on the fashions of the place they inhabit.

A Free elf reaches the age of maturity at 40, and has an expected life span of 200 years

High Elves

The High Elves are one of the two races of Elves living on the continent of Alastria, who occupy a
narrow strip of land on the Easternmost coast of the continent. They have very isolationist position
compared to other races, with few High Elves living a outside of their homelands; whilst they are
forced to rely on trade with the Dwarves, Humans and Goblins for many resources that are not
available in their own lands, they do not recognise the Free Elves as a nation, and regard individual
members of the race as being exiled High Elves (a status usually inflicted on criminals and political
radicals).

The High Elves are ruled by a number of noble families, and has a significant standing army and navy,
with all members of the race (of both noble and common blood) required to undergo compulsory
military service shortly after coming of age. They protect their borders fiercely, but in recent
generations have shown no desire to advance into the lands of the 'lesser races'. High Elves also
value the arts highly, with the nobility handing out accolades to exceptional works in all fields that
are as highly regarded as equivalent military honours; most High Elf citizens will show some skill in at
least one form of creative art, even if this is not their main vocation in life.

High Elves are similar in appearance to Free Elves however; High Elves generally wear much finer
clothes (especially members of the nobility). Many High Elves will wear symbols of rank, or of
honours awarded to them, at all times, even on their 'civilian' outfits.

A high elf reaches the age of maturity at 50, and has an expected lifespan of 200 years.
Section 5. Help on filling out the Census.

In recent years we’ve had many wonderful entries submitted via the character questionnaire,
but also some decidedly average and some poor ones. To help you along we’ve produced this quick
guide to the questionnaire, helping you get the most out of your character concept. If at any point
you have queries or problems, feel free to email us at the address on the bottom of the
questionnaire or using the email addresses in section 6.

The Basics, You at a glance:

This section includes an area for you, the player, and you, the character, to put your name.
Please do not forget your player name as it makes our jobs a lot easier, and thus your character
more likable. For more information on the available races see section 4. This will also help you to
choose an age for your character. If you are unsure as to how to translate “25 in human years” into
(e.g.)dwarven years then put the age in square brackets ([]), and we will translate it, and check that
the age is fine with you. Please note that whilst you could theoretically have a 200 year old high elf
you need a very good reason as to why they would a) be out in the world and b) be useful.

Your physical description is mostly there to help us know what to expect when your
character walks through the door, even if your character spends most of their life with a hood pulled
over there face we still want to know what’s under the hood.

Occupation

This is a little section for you to tell us what you do for a living. You could own a small shop,
or you could be a trained soldier on the front lines fighting off the Orcs. You could have been a man
who can’t settle on a single job, and has spent their life trying one thing and then another, we want
to know what makes your current occupation so good you stay there, and what might push you
away from it. And if you could do anything in the world what would it be.

Personal History

A character has a past. No being just popped into existence ready to become part of an epic
legend. What give your character that determination? Do they come from a poor background eager
to work their way up in the world, or are they rich and doing this out of sheer boredom? Use this
section to flesh out a character, although try not to make them wrapped up in their past, the game is
set in the present and we can’t slow down for someone who is caught in their past.

How would you respond to the following situations?

This section puts your character in a variety of situations and asks what you would do. Your
response will tell us a lot about your character. Feel free to give either/or answers if you felt the
question was a bit vague. An important thing to remember is that we don’t have a word limit on this.
Feel free to give long detailed descriptions of what you would do in a situation, but keep it relevant
to the situation. We don’t want “when I am finished I will return home and put the kettle on, with
the kettle on I will go and pick up the paper before placing the tealeaves in the pot and asking the
family if they want a cup”. If you feel a dire need to include it there is a section for that.
A couple of other questions.

This section is asking a few more direct questions, trying to work out your priorities and
things that you hold dear. Remember than an oath before Ren doesn’t have to be something “good”,
she is a neutral goddess and will accept any oath, providing you are willing to go through with it.

Is there anything else you would like on record?

Go mental. Put down any piece of information you would like us to know. You could even
drop a character background on our heads. This can be anything bar nothing. Enjoy.

And then?

When you are done email us your questionnaire with the subject “Character – Name”. The
sooner you get your character in the better.
Section 6. How to contact us.

General enquiries:

dugs24hg@googlemail.com

For specific enquiries please get in contact with one of the GM’s, and prefix your subject line with
“24HG2010” so we can identify it from all the other mail we get:

Jonathan “Moley” Davis:

undergroundmoles@gmail.com

Forum Name: moleytov

Freddie Foulds:

frederick.foulds@googlemail.com

Forum Name: xthawx

Christine “Myre” Ince:

myre_cookie@hotmail.co.uk

Forum Name: Myre

Becky “BeckyBecky” Ladley

r.j.ladley@durham.ac.uk

Forum Name: torin

Alex “Cliff” Newsham:

alex.newsham@gmail.com

Forum Name: Cliff

Graham “G” Smith:

graham.smith@durham.ac.uk

Forum Name: G

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