Myth Lore Rules

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INDEX:

Page 2: Introduction to the newly revised ‘Rule 3’ System – New Lands 2.

Page 3: A brief background to the game world of the Persyrian Sea

Page 4: 3 Simple Rules - In-Game Calls.

Page 5: The Basics Part 1 - The Body, Combat & Taking Damage:
Endurance explained – Weapon Damage

Page 6: Armour – When Do I Fall Over? – A Summary of Combat & taking Damage.

Page 7: The Basics Part 2 - Healing Wounds.

Page 8: The Basics Part 3 - The Mind and Spell Casting:


The concept of ‘Will’ explained – Will for Chi-using Characters – Iron Will

Page 9: Creative Spell casting (CSC) The concept explained - Factors that affect spells casting and
their effectiveness – Focused Spells

Page 10: How Many Spells Can I Cast? Small, Powerful & Major Spells – Rituals – What Happens
If A Spell Doesn’t Work? – Armour and Spell Casting.

Page 11: The Basics Part 4 – Character Creation:


Combat And Its’ Effect on Spell-Casting – Recharging Your Will – A Summary Of Spell-Casting –
Character Creation: Player Races – Generating Your Character.

Page 12 Generating Your Character continued – Primary Skills List

15: Previous Trades.

Page 16 - 18: Secondary Skill – an A-Z – Great Acts Of Heroism

Page 19 - 20: Appendix 1: Sample Spell Lists - Appendix 2: Sample Character Generation.

All contents including images are copyright Mark Cordory Creations 2013.
This system may be reproduced exclusively for use in Mythlore New Lands events. All other rights reserved.

1
Introduction to the newly revised ‘RULE 3’ System for New Lands 2 (September 2013):
Welcome to the revised Mythlore system - which will hereafter be referred to as a ‘Rule 3’ system –
this will all make sense on the first page of the rules proper, so please read on...

So that everyone gets the best out of the event, it’s important that you take half an hour or so to read
through these rules whether you’re a Player or Crew member – an overall grasp of the system will be
essential for everyone who’s attending, and it really will make a difference to everyone’s enjoyment
on the day.

You’ll notice that the language used in these rules is often left deliberately vague and open to personal
interpretation, especially when it’s used to describe an individual’s ability to resist damage, use the
power of the mind, or when referring to many of the Character skills. Words such as ‘few’, ‘many’,
‘lots’ and ‘probably’ are all used regularly and are fairly flexible depending on the circumstances.

There are no set spell lists, no set HP’s, or AC values nor are there even hard and fast weapon
damage values, it’s all down to personal interpretation/evaluation in the moment. Obviously such a
system could be open to individual abuse; however I’m really hoping that, rather than offering a
cheat’s charter, that this approach will instead promote a game environment based on trust and
cooperation between Players, Crew and Organisers and encourage everyone to use their imagination
and creativity to generate a game full of entertaining possibilities. Anyone who seeks to bend or
stretch the rules (such as they are) for excessive personal benefit or in a way that unbalances the game
should be strongly discouraged by everyone.

Basically these are rules trying hard not to be rules - essentially what they’re trying to say to is;
“Forget rules, just play the game” - however, no matter how experienced everyone is in LRP/LARP,
we probably still need some sort of structure to define our game world. Therefore this system tries to
give you the general guidelines whilst still encouraging everyone to use their imagination to the benefit
of the game itself - the core premise being that both Players and Crew can create far more ‘magic’ and
entertainment for everyone involved in the actual moment if they’re trusted to just act reasonably and
not take the piss.

This system should be seen as one that encourages collaboration rather than competition - if your
opponent in a battle is making a real effort to make it look good, then please do the same in return and
react appropriately to their blows. Likewise, if someone puts on a great display of casting a spell at
you, then you should respond in an equal manner and give them a great response for their efforts.
Players will be encouraged to interpret their Character skills imaginatively and help create situations
that are fun for themselves and for those around them, including the Crew - hopefully this will all
work to everyone’s benefit and provide a game environment where some real ‘magic’ can happen...
just so long as nobody forgets Rule 3…

2
A SHORT HISTORY OF THE WORLD.
“It’s difficult to sort the grains of truth from the chaff of legends;
there are just so many and they all tell different stories.” Sharik Nazrid

Most cultures throughout the lands that surround the Persyrian Sea share a common basic belief; that
the world in which we live is one filled with magic and wonders left to us in the wake of the passing
of The Myths.

These Myths were the creatures of legend, among them the Manticore, Phoenix, Unicorn & Würm - a
bestiary of wondrous enchanted creatures that had passed from this world in a time before recorded
history. The teachings in many cultures tell variously of the cataclysm that supposedly wiped them
from the face of the New Lands – some tell of a vast flood, others of a rain of fire that scourged the
lands, creating the deserts and scattering the remnants of the first peoples of this world.

And yet the Reeves & Imans of most cultures teach that their power didn’t vanish with them; the
energy that formed their essence, once released from its physical form, bled into the sands, the rivers
and eventually the very air we breath. It became magic. They say that, over many millennia, the
magic wove into the fabric of our world and the creatures living upon it, slowly changing the scattered
first people and the common beasts. Reeves call this energy ‘Lore’ and they claim it’s sacred.

Excerpt from “Heresies, Lore and Reeves” by Hannu Lish. ”The Reeves & Imans are those among
us who have been gifted with the ability to draw directly upon the pure Lore, the very essence of the
Myths themselves. They create wonders of healing and life, they tread the spirit world and even shape
nature itself, Reeves throughout our world follow the countless cults and religions that have grown
around the legends of the Myths, but whatever path the Reeve may follow, the fact is: they believe, and
it is that which sets them above all others.”

However, not all believe the Reeves & Imans; the Mages and their ilk insist that magic is far more akin
to the energies that point a lodestone north – a natural element that can be used as a tool.

Excerpt from “A Brief History Of Magic” by Shemesar the Wondrous. “There are those who claim
the Mages’ power is all ‘smoke and mirrors’, and that we deal in the effluence of something greater
which we can never hope to understand. Those who claim such things are those who would jealously
guard such power for themselves, for it’s truly the Mages & Alchemists that advance us towards the
light of understanding. We have long understood the Aether that permeates our world and we know it
for what it is: a radiant energy that can be harnessed and shaped to create wonders. The great
Alchemist Sharik Nazrid called it the ‘First’ or ‘Prime’ Element, Imans call it the ‘Lore’ or the
‘Sacrum Particulae’, many call it simply ‘Magic’.”

But whatever you believe, or whether you choose to believe nothing at all, it’s a fact that magic
shapes this world from its very core; from the all-powerful Sultan of the Sea, to the smallest lucky
streak of the gambler, it’s in all things & however you may choose to explain the world and your
place upon it, there’s one inescapable truth; to paraphrase the urban prophet Dilli Purch...
“You are here”.

3
At its core, this is a system designed to hopefully encourage Players and Crew to use their
imagination and personal judgment within the game world - to be trusted to act reasonably in
all aspects of the game rather than having to act strictly within prescribed or artificial limits.
There are no specific ‘hit points’ or spell lists, or even prescribed values to weapon damage or
armour class. The aim is to create a game environment that rewards Role Play rather than
Rule Play – in fact there are very few hard and fast rules other than:

1: Make it look good and ‘play the game’


2: Play fair according to the Character class you’re playing
3: DON’T TAKE THE PISS. (Whenever in doubt, always refer back to RULE 3).

The following guidelines are here to help you create interesting and entertaining Characters
and to help you play well and fairly within the world of Mythlore – words such as ‘few’, ‘many’
& ‘lots’ are all open to reasonable personal interpretation. ‘Probably’ is also a flexible term...

IN GAME CALLS:

“TIME IN”: Start. “TIME OUT”: Stop. “TIME FREEZE”: Stop immediately and keep your eyes
closed. (It’s tradition to hum something like the theme from The Great Escape - usually to cover up the
sound of a monster moving into position ready to bash you one when “Time In” is called), “NO
EFFECT”: You tried something on someone or something – it didn’t work.

“MAN DOWN”: This must be called when you suspect that someone is actually hurt in real life. If
you hear the cry of Man Down all combat and in-game actions must cease immediately, the
game has stopped. If you think someone hasn’t heard the call then call it yourself. Anyone with first
aid training should make himself or herself known.

And a couple of calls you may be less familiar with:


“SLOW TIME IN/OUT”: If you hear the cry of “Slow Time In” you should immediately start to
fight, move and speak in S.L.O.W.M.O.T.I.O.N. Spells should take twice as long to cast in slow
time. Be aware that there’s likely to be one or two people who are seemingly unaffected by the slow
time and will be moving at normal speed - this is because they have a special Chi Skill and are
effectively moving at ‘lightning speed’ in relation to those around them. All damage or actions taken
in slow time count as usual. Slow Time should generally last for a count of 10 - the end of it
should be announced clearly by whoever called it in the first place by the call “SLOW TIME OUT!”

“BRAWL”: ‘Brawl’ should only be called by a Ref or a briefed monster. In the event of a Brawl being
called, anyone who wishes to participate should set aside their weapons etc and go into Slow Time
hand-to-hand combat. Combat is exaggerated & theatrical - fists will fly (slowly), knees will connect
with groin areas (carefully), and faces will be gurned (impressively). ‘Damage’ is only temporary and
your character will recover from it at the end with little more than a sore head and some groaning.
Generally, after being whacked as many times as you think reasonable, you’ll go down and crawl out
of harm’s way. No special combat skills or spells may be used in this scenario - it’s purely for fun. A
Brawl lasts as long as it needs to or until everyone gets bored.

4
THE BASICS PART 1 – THE BODY, COMBAT & TAKING DAMAGE:

Players & Crew should always react appropriately to blows and make combat look realistic -
however it’s left up to the individual’s conscience to determine what damage they should reasonably
be taking in an individual combat. Many blows may be merely ‘glancing’ blows– minor flesh wounds
or nicks to your armour that can be shrugged off with a grunt, whereas particularly fine blows should
be treated as dealing the damage they really deserve. Use the following guide to determine damage.
1: The type of weapon you’re struck with and how well or theatrically the blow’s delivered.
2: The amount of Endurance your character has.
3: What armour you’re wearing.
NOTE: Head hits are actively discouraged and may be ignored by players & Crew at their
discretion if they accidentally occur, however, helmets will add a bit to torso armour value.

1 – THE WEAPON TYPE & THE QUALITY OF THE COMBAT:


A ‘Standard’ blow = the damage inflicted by a good blow from an average single-handed weapon or
wooden staff, or possibly from a glancing blow from a heavier weapon, arrow or bolt.

A ‘Heavy’ blow = the damage inflicted by a particularly excellent or impressive blow from an average
weapon, or by a blow from a large weapon, arrows or bolts, or if delivered by a BIG opponent. You
can probably consider a Heavy blow to be almost twice as damaging as a Standard blow. Players
should generally stagger under a Heavy blow.

NOTE: It’s possible that a really powerful opponent can deal ‘Massive’ or even ‘Devastating’
blows - a Massive blow will likely crush bones, smash armour and shields and knock you off your
feet, a Devastating blow could potentially kill in a single strike! A Ref will usually call these blows.

2 – YOUR ENDURANCE:
A Character’s ‘Endurance’ is used to judge his or her ability to endure any physical damage or pain
and as a gauge of resistance to poison & disease or any other influences which affect a Character
physically. All Characters start with at least Average Endurance, however, Warrior-types can
probably take a bit more damage than normal, Reeve and Rogue-types are treated as a base ‘normal’
and Mage-types etc can probably take slightly less damage overall.

Average Endurance – un-armoured, a Player can probably take one or two Standard blows to any
location before that location’s needs healing. Poison/infection will be difficult to resist.

Strong Endurance – un-armoured, a Player can probably take a few Standard blows to any location
before it becomes incapacitated. Poison/infection may be resisted to a degree.

Formidable Endurance – un-armoured, a Player can take a reasonable number of Standard blows to
any location before they’re in serious need of healing. Poison/infection may be resisted to a greater
degree.
Again, terms such as: ‘A few’ and ‘A reasonable number’ are open to personal interpretation – just
play the game and remember RULE 3.

5
3 – YOUR ARMOUR: Any Character Class can wear any armour. However, Magic users please
note: wearing Heavy armour will insulate the body when casting magic, and must be regarded as
drastically reducing the effectiveness of the finished spell and causing more energy to be used in its’
creation. Armour only protects the areas it actually covers but it can also be stacked – i.e. layers of
armour will provide greater protection.

‘Light’ armour - thin leather, quilted cloth or light furs – light armour will stop a couple of Standard
blows before it becomes useless in any location, however, a single good Heavy blow to any location
will probably destroy light armour leaving that location unprotected until repairs can be made.

‘Medium’ armour - quilted, ringed or studded thin leather, medium/boiled leather, heavy furs, any
armour that’s less that 50% metal in any one location, will stop a few Standard blows.

‘Heavy’ armour - Heavy scale/boiled leather, any armour that’s 50 % – 100% metal in any single
location, or good quality replica armour. Will stop a fair number of Standard blows. Remember –
heavy armour and magic rarely make good bedfellows!

‘Battle Armour’ - Full heavy armour including helm and gauntlets. Must be an actual burden to the
wearer (i.e. it’s unlikely that plastic or lightweight replica armour would really qualify) and it should
cover all areas of the body (face may be excluded). May be of metal or heavy leather but must be
impressive! Battle Armour will stop a lot of blows. Battle armour should be considered to be a
major (and possibly insurmountable) hindrance to spell-casting no matter what your Character Class.
You only have Battle Armour status when wearing the entire suit – if you remove your helmet or
gauntlets etc, then you’re reduced to Heavy Armour status until you don them again.

IMPORTANT: Armour will always need ongoing repair after a battle - it’s not infinite and
Players will need to act injured or seek healing according to how they fared in combat.
Despite the ‘relaxed’ nature of the system, Players should never consider themselves to be
immortal - if, in the grand tradition of heroic fantasy, you find yourself up against
insurmountable odds or facing powerful/numerous opponents you will always risk death so
make it an Heroic one if your time has come. Players (or Crew) who are seen to abuse the
Rule 3 system may well find the choice taken from them.

PS: WHEN DO I FALL OVER?


The general simple rule of thumb is - if any location has had it’s armour destroyed, and the location
itself has received more damage than would be reasonable to expect it to take then it’s out of action.
It’ll be bleeding/broken/smashed beyond normal (non-magical) repair depending on just how much of a
pounding it received. Limbs will be unusable below zero, the body will be critically damaged. In either
case urgent medical attention will be required to stop the victim bleeding out and dying.

A SUMMARY OF COMBAT & TAKING DAMAGE:

1: Make it look good and your opponent should respond likewise.


2: React fairly to blows and take damage according to your Character/conscience/armour/opponent.
3: Always remember RULE 3.

6
THE BASICS PART 2 - HEALING WOUNDS:

Magic/Aether in the general environment of the Mythlore world will cause the physical wounds of
Heroes to heal at seemingly miraculous speeds, (we’re obviously not dealing with’ realism’ here
unless you want to role play spending several months in intensive care from the effects of being hit
with a massive iron hammer...). However, poisons and enchantments can affect this adversely and
such wounds will usually require the use of potions or magic to heal them. Always act your injuries
until they’re fully healed.

Severe wounds (i.e. those that cause the Player to become unconscious or even lose limbs) will, if left
untreated, cause death by blood loss/shock. It’s up to the individual to decide how long that should
reasonably take based on just how much punishment they’ve taken, but we’re talking minutes at
most.

Natural Healing: Players can ‘clutch’ a single wound to speed its healing, do this for 30-60
minutes depending on the severity of the wound and consider it fully healed. However, you must
keep the wound held for the duration, if you remove the pressure for much more than a minute or so
before it’s fully healed, bleeding will resume and you’ll have to start again from scratch. Excessive
physical activity such as combat will also impair the healing process. A full night’s sleep will heal all
physical wounds (except severed limbs obviously!)

Bandages/ Field Surgery: Bandages will help staunch blood loss until more permanent healing
can be administered – anyone can bandage a wound in this way. However, a Student or Master of
Field Surgery can bandage a location so that a physical wound will fully heal in a few hours,
depending on how badly that location was damaged They can even perform more extensive suturing
and healing of severe wounds given time and the correct tools. Excessive physical activity is still an
issue, but less so than with a ‘clutched’ wound.

Herblore or potions: Administering a potion/salve etc orally or to an area will fully heal wounds
based purely on how well the potion is concocted/administered. Make it look good and it’ll heal faster
and more effectively!

Magic: As with potions etc, Magic can heal pretty much whatever you like – just so long as you
spend the time & effort to make it look good. However, always be prepared for a Ref to inform you if
there’s something particularly nasty that’s not so simple to cure.

Other means: There’s always the possibility of healing wounds by other means – if you have an
idea please run it past the organisers first.

7
THE BASICS PART 3 – THE MIND & SPELL-CASTING:
WILL: ‘Will’ is a gauge of a Characters’ mental discipline/strength and is mainly used to cast magic.
Aether & Lore are the 2 main types of magic in the Mythlore world: Aether is used by Mages and their
kind and is akin to raw energy, Lore is the more ‘spiritual’ form of magic used by Reeves, Imans and
their kind. However, Will is also used as a guide to an individuals’ ability to resist various mind-
affecting influences/spells & as a measure of a Characters’ ‘Chi’ where appropriate.

‘Will’ is depleted by repeated use (e.g. excessive spell-casting) in which case a Player eventually
becomes mentally exhausted. An ‘Exhausted’ Character should act weakened or shaken for a while,
the use of magic or any special skills will be considerably more difficult for a period until a Character
has rested. Casting spells or using Chi whilst exhausted risks permanent damage to Will &
Endurance!

Will may be recharged partially by a few hours’ rest, fully by a good night’s sleep or by various other
means - see ‘Recharging Will’ in Creative Spell Casting (CSC) below for more details.
All Characters start with at least Average Will.

Will for Magic/Lore-using Characters: See Creative Spell Casting (CSC) below.

Will for ‘Chi’-using Characters: Chi is used in Martial Arts, it’s a perfect fusion between body
and mind perfected by Shangarin, Monks and Fakirs among others - it isn’t magic. However, it does
require intense concentration of Will to use a Chi skill. Each use of Chi should last for around a
count of 15. Based on the strength of a Character’s Will, the following guidelines should apply...
Average – A Character will be able to use a ‘Chi’ ability a couple of times per day, but will be
temporarily exhausted by each effort.
Strong – A Character will be able to use a ‘Chi’ ability a few times per day, but will be temporarily
exhausted by each effort.
Formidable – A Character will be able to use a ‘Chi’ ability roughly once per hour, but will be
temporarily exhausted by each effort.

Iron Will - The use of ‘Will’ to resist mind-affecting influences and spells – usable by any
Character, no special Skill required. For those who are adept at using Magic/Lore, each use of Iron
Will should be equivalent to casting an Average to Powerful spell so ignore the following...
Average – All Characters may be able to resist a single average mind-affecting influence per day with
‘Iron Will’ but will be temporarily exhausted by each effort.
Strong – All Characters may be able to resist a couple of average mind-affecting influences OR
possibly one fairly strong spell per day with ‘Iron Will’ but they’ll be temporarily exhausted by each
effort.
Formidable – All Characters may be able to resist one average mind-affecting influences OR even one
Strong mind-affecting spell per hour but they’ll be temporarily exhausted by each effort.
Please note: A call of ‘Iron Will!’ is required to notify your opponent of it’s use, however, Iron
Will is never a guaranteed defence and a Player should be prepared for a call of ‘No effect’
from the Ref or Crew member if Iron Will’s insufficient to resist a particular influence.

8
CREATIVE SPELL CASTING (CSC):
CSC means there aren’t specific spell lists for any classes, all Magic/Lore-using Characters can create
any spell they like so long as it’s appropriate to their Character class and it doesn’t unbalance the
game, (always remember RULE 3). The success (or failure) of any spell depends on the following:

1: The quality of the casting – the more time, effort & theatricality you invest in casting a spell, the
more effective it should be, don’t scrimp or rush it if you want a good end result to your efforts. Use
your imagination (and a little help from a Ref where necessary) to come up with any spell you can
think of, just so long as it’d be reasonable for your Character Class to cast such a spell. In the case of
particularly ‘adventurous’ spells it’s best to run your idea past a Ref first since you may need a Ref
present to help or the idea may just not be practical within the confines of the game/scenario.

2: How well the target(s) understand the response that’s expected of them – Since CSC means
there’ no longer any Specific Spell = Pre-determined Response it’s obviously important to make your
verbal’s clear and descriptive and ensure the targets know who they are and how they’re expected to
respond. In the heat of battle it’s probably best to keep spells reasonably simple and easy to
understand to avoid confusion or disappointment. At night the use of small LED ‘finger lights’ (such
as those available online from Amazon) can make the process much clearer to all parties involved
(illuminate yourself while casting, and then point the light at your target) and also make the process
more visually entertaining.

3: The reactions of the target – whether Player or Crew, the ultimate success of any spell depends
on the target ‘playing the game’. The target of any spell should do their best to respond
proportionately to the quality of the casting, but in all cases they should respond convincingly. If the
Caster gives an outstanding performance then the target(s) should give an outstanding response
(which will probably usually involve dying dramatically in some way – maybe en-mass). If the Caster
gives a lacklustre performance then the effects of the spell should also be limited.

4: ‘Focused’ casting – in the event that a Player’s in a rush or a particularly tight spot, the time and
effort spent casting some spells can be greatly reduced by using the verbals:

“I Focus The Spell Of...”

…and then the spell’s title – however, it should take a far larger portion of Will to cast. Victims
should react as if the spell casting has been performed really well and give a favorable response.
Obviously Focus works best with the more ‘basic’ spells since there aren’t any descriptive verbals –
‘Stumble’ or ‘Shatter Weapon’ should be pretty obvious, but something like ‘Freeze Air’ may be too
difficult for the victim to interpret quickly. Keep it simple for your own benefit.

It goes without saying that there should be a limit to the size of spell it’s possible to Focus without the
Spell Caster causing themselves serious damage – it’s probably decidedly unwise to attempt a
Focused ‘Teleport’ or ‘Regenerate’ for example... but nobody’s saying you can’t try.
If a Player doesn’t feel confident inventing their own spells, there are sample lists of suggested spells
for each Class in the appendix at the end of these rules - the normal rules of CSC will still apply.

9
How many spells can I cast? The number and scale of spells that a Player can potentially cast is
based on the strength of their Will and the Power of the spell being cast:

Strength of Will:
Average – A Character may be able to cast a limited number of Small* spells per hour without the
need to recharge. Powerful* spells should be exhausting if you attempt them and very limited in
number per day. No Major* spells should be attempted unless you want to risk permanent damage!
Strong – A Character will probably be able to cast a number of Small* spells OR a very limited
number of Powerful* spell per hour without the need to recharge. Major* spells should be exhausting
and very limited in number per day
Formidable – A Character will be able to cast a fair number of Small* spells, OR a few Powerful
spells OR even a very limited number of Major* spell per hour before they need to rest and recharge.

*The Power of Spells: ‘Small’ spell = Minor spells that cause Normal damage or have slight
reality-changing effects. ‘Powerful’ spell = Any spell which causes considerable Heavy damage and
probable death to one (or maybe more) opponents, or which have a marked effect upon reality.
‘Major spell = Any spells which have a remarkable effect on reality, or which are capable of killing a
fair (or even large) number of foes in a single blast.

Rituals: Potentially huge spells can be created using Ritual - such as ripping holes into other
dimensions etc. Ritual involves a number of participants who must each expend at least a fairly
large amount of Will during the process. Ref supervision and prior consultation should always be
sought, since there’s the chance that any Ritual could fail catastrophically if it’s too adventurous or is
poorly executed. Rituals may well involve material components and other special conditions
depending on what’s being attempted, but it would be nice to leave these decisions up to the Players
as much as possible. As with all spells, a Ritual’s success is all about the effort you put in.

What happens if a target fails to respond? Everyone should do his/her best to react
‘proportionately’ to a spell - if someone doesn’t, then the Caster possibly didn’t make the verbals
clear enough or maybe the Target wasn’t quite as impressed as you thought they should have been
with the spell casting. As with all spell systems, someone will inevitably miss a spell at some point
in the game, generally in the heat of battle, & you should try to give them the benefit of the doubt. In
the event of persistently poor responses or excessively powerful spell casting from an individual,
(Player OR Crew), please try to avoid direct confrontation with the offender as it disrupts the
immersion of the game for others. Instead you should have a quiet word with the Ref who will
intervene and tactfully point out the error of their ways.

How does armour and combat affect my spell-casting?


Armour: As previously mentioned; Players can wear any armour and use any weapons they like
for their Character – but Heavy armour and Magic really don’t make good bedfellows. Heavy, thick
or metal armour (including shields and large weapons) will act as a disruptive barrier to the energies
required to manipulate Aether or Lore. Therefore the Player should act accordingly when using magic;
spells should take longer to cast, exhaust the Caster more swiftly and generally be less effective the
more heavy armour that’s worn (Crew will be briefed to this effect).

10
Combat: Likewise combat disrupts concentration and Players (and Crew) should always react to
physical attacks as if they’re a problem. Battle Mages/Reeves are better at resisting the distraction of
combat whilst spell-casting but even they shouldn’t be considered immune to its’ disruptive effect. A
failed Spell will still cost the Caster the same expenditure of Will as if that spell had been successful.

RECHARGING YOUR WILL:

Will can be recharged by a few hours’ rest, or by a good nights’ sleep, (the latter replenishing Will
completely). It can also be replenished by potions or - exclusively for those who wield Magic or Chi
in it’s various forms - by a period of meditation at various ‘sacred’ sites such as ley lines, sacred
groves or ruins indicated in the event landscape or by the use of special ‘Prayer Mats’ or even magic
carpets. Remember an ‘exhausted’ Character should act weakened or shaken for a while, the use of
magic or any special skills will be considerably more difficult for a period until a Character has
properly rested.

A SUMMARY OF SPELL CASTING: A: A poor performance should create a poor result - a


great performance should create a great result B: The spell verbals must be descriptive enough to
allow the target to understand how to react C: It should be reasonable for your Character Class to
cast such a spell And of course don’t forget RULE 3!

THE BASICS PART 4 - CHARACTER CREATION:


Player Races:
Although the main ‘civilised’ races of Humans, Elves, Dwarves (and Dwamori) and Orc-kin were well
known in the lands of Albion, the wider world still holds many mysteries – rumours of Fauns &
Satyrine (part man, part beast), new races of Fey and creatures of magic are all recorded in documents
bought back by Journeymen from far lands. Who knows what fresh races exist to be discovered and
befriended ...or fought in the New Lands? If you have a specific idea then please let us know well in
advance of the event and provided we don’t think it will unbalance the game we’ll do our best to
accommodate your ideas..

We’d really like to keep the benefits of playing any particular race limited – Elvish-types will
probably be a bit better at resisting mind-affecting influences or maybe resisting diseases, Orc and
Dwarf-kin will probably be better at resisting infections or poisons or may be very slightly tougher in
overall Endurance. You may choose a single minor racial benefit per Character. Other races may have
different minor benefits but please check with the organisers prior to the event.

Generating your Character:


The process of generating a Character should be considered in the same way as the approach to
combat and magic. Generally, descriptions of ‘Skills’ & ‘Trades’ are left deliberately vague to be
interpreted in interesting ways by the Player – however, it’s up to the individual to ensure that these
skills are interpreted in a fair and reasonable manner that adds to the game rather than unbalances it
or gives any individual excessive or unreasonable power. If any Players are deemed to be abusing their
skills they will be asked to tone them back. When creating your Character - remember Rule 3.

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All Characters will have one ‘Primary Skill’ – in many ways this defines the style of adventuring
they’ll employ and represents their strongest asset. E.g. – a Warrior’s Primary Skill would be his/her
fighting style; a Mage’s would be their magic speciality etc. Players will also have a choice of a
Previous Trade and 4 Secondary Skills to help flesh-out their Characters. However, Players are
encouraged to create imaginative interpretations of individual Classes - just because you’ve chosen
Berserk as your Primary skill doesn’t mean you have to be Conan.

Essentially the basic steps to creating your Character are: 1: Choose a Primary Skill based
on what sort of general character you want to play 2: Choose a Previous Trade and its starting skill
to add to your Primary Skill. 3: Choose up to 4 additional Secondary Skills to flesh out your
character. 4: Choose a Character race and consider any minor benefit that may be gained from that
race.

Primary Skills:
Where multiple skills are mentioned, you should consider yourself to have at least a working
knowledge of them all, but you should decide upon one that your Character’s specialised in, in which
case you can count yourself already a ‘Student’ of that particular skill. Wherever skills are mentioned
that aren’t described in the ‘Secondary Skills’ list you should interpret them as you see fair & fit.
Choose 1 Primary Skill from the following:

Aether Manipulation: The manipulation of Aether (one of the 2 magic disciplines of Mythlore) is
a lifelong study for those rare individuals born with natural aptitude. It allows the user to shape and
cast magic in miraculous ways. Practitioners of this art wield Aether in many ways; from the
specialised Elementalist through to the more generalised arts of Sorcerers, and even the frivolous
conjurations of the Aetherknaves.

Alchemy: These Mages are specialists and the true scientists and inventors of the world. The
Alchemist strives to understand the ‘Prime Element’ of Aether and transmute its’ power to create
miraculous potions. They’re often to be found tinkering with half finished contraptions and curious
devices of their own design - known as ‘Aetherware’ - since their studies are rarely limited to just
concoctions and salves.

Assassination: Those who choose the trade of assassination are adept students in the arts of
Poison or Backstab - the best Assassins are never even seen at the moment of the kill. Rumours
persist that they’re able to create drugs that enhance their skills to almost supernatural levels. Also
known less kindly as Contract Killers, Cutthroats, Murderers and Hashishin, – they’re feared &
reviled by many.

Augury: The power of augury gives the user the ability to divine information and secrets otherwise
hidden. Specialising in one of a variety of divination techniques from Tarot cards, to the casting of
bones or the use of séance, they can tell personal fortunes, divine the location of lost things and gain
knowledge from the spirit world. Often referred to as Gypsies, Prophets, Sages or Seers depending on
which parts of the world they tread, some are also rumoured to have subtle curses for those who
cross them badly.

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Bardism: Poet, Minstrel, Musician, Troubadour, Storyteller; all practice the art that weaves together
performance and magic to create charms and wonders. The greatest Bards are said to be able to tell a
tale, sing a sonnet or play an instrument with such skill that, to their audience, the real world seems
no longer to exist. They’re also often Students of Disguise or Blag.

Battle Mage: These Mages specialise exclusively in battle magic. The training is said to be long &
brutal since it conditions the practitioner to wield (and survive) the use of larger amounts of heavy
armour and weaponry whilst wielding Aether. Even so, the more armour they use the less effective
their magic will generally be (although it still remains more effective in the presence of heavy armour
than normal). Their spells will be limited and dangerous in nature, and they take more effort of Will to
cast. The training of the Battle Mage will also increase the Characters’ basic Endurance by a few hits
overall. Often known as Wargrims, Battle Mages or Warlocks.

Battle Reeve: A lifetime of specialist training and dedication allows these Reeves to wield the Lore
in limited ways whilst wearing greater amounts of heavy armour or whilst using larger weapons &
shields. However, the more armour they use the less effective their magic will be, (although it still
remains more effective in the presence of heavy armour and weapons than normal). The training of
the Battle Reeve will also increase the Characters’ basic Endurance by a few hits overall. This is
usually the path of the Paladin, Knight or Squire.

Berserk/Dervish: This Warrior skill allows the practitioner to use a Blood Rage or Dervish
Frenzy. By ritually whipping themselves into a near invulnerable state where the rage takes over for a
period of time, they’re capable of dealing massive amounts of damage whilst receiving little. This is an
exhausting state and it can’t be used often during each day or for long periods without risk of
complete collapse. Berserks can also use Woad to apply protective designs to their flesh. It’s a
technique often associated with Barbarians, Berserks or Whirling Dervishes.

Chi: ‘Chi’ is the perfect balance of mind and body used in Martial Arts. With a lifetimes’ training
these Warriors & Rogues can create a physical state within themselves that seems almost magical;
speeding their metabolism in combat for a period so that it appears that time has slowed to a crawl
for all those around them, (requires the call of ‘Slow Time’- see In Game Calls). They can also make
themselves temporarily impervious to damage, resisting physical damage and extremes of
temperature, and they’re rumoured to be capable, with preparation, of delivering single weapon blows
of devastating effect. Only a single ability should be used at a time, and each use should last for an
out-loud count of about 15 – NO UNARMED COMBAT IS PARMITTED – PLAYERS SHOULD
ALWAYS USE A WEAPON OF SOME SORT. Practitioners of Chi are often called Shangarin,
Monks or Fakirs.

Duellist: As a Duellist these Warriors have the ability to Challenge opponents to single combat by
throwing down the gauntlet, when done with expert flourish this is very difficult to refuse without
the opponent losing all face. They can also use the ability of Taunting to attempt the disarming of
their opponents – the better the taunts, the more likely it is that their opponent will allow themselves
to be disarmed. The flamboyant practitioners of this art are often known as Buccaneers or
Swashbucklers.

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Hospitaller/Healer: The purest of the Reeve callings: the Hospitaller or Healer has dedicated him
or herself to the curing of ills and the protection of life. A Hospitaller will never willingly cause harm
unless it’s to protect the greater good. They are generally Students in all manners of healing, including
Herblore or Field Surgery, although their methods differ widely around the world.

Journeyman: A general ‘cover-all’ term (along with Scribes & Explorers) used to describe those
individuals who travel the world in search of knowledge and new discoveries. They’re the chroniclers
and explorers who search hidden corners of the land and their skills vary widely. The common thread
is that they record their discoveries for posterity thus expanding our knowledge of the world. They’re
at least brilliant Students at Documentation, and it’s rumoured that those who have a great Mastery of
Documentation often collaborate with Mages to create scrolls of immense magical power.

Nature Magic: The calling of the Druid (or ‘Hedge Wizard’ as they’re often called), creates the
deepest connection with the Lore of the Land. These Reeves strive to use their powers to
communicate with and manipulate all aspects of the natural world. They’re often Students in
‘Bushcraft’ or Herblore.

Reeve: Lorereeve, Cleric, Priest, Iman - they go by many titles depending upon the belief system
they follow. A Reeve’s path is often guided by belief in a single ‘Myth’, whether it’s Unicorn, Würm
or one of the other legendary Great Beasts. What unites them all is their deep spiritual connection
with the pure Lore - an energy they believe to derive from the residual spiritual radiance of these long-
lost beasts, and one of the 2 magic disciplines of Mythlore. All Reeves possess a unique ability to
weave this energy into healing and spiritual miracles.

Shamanism: Shamanism is a Reeve specialisation that treads a most dangerous path, walking as it
does upon the borders of the spirit world and delving into the Wyrd or ‘dire’ Lore. They’re often the
guardians protecting our world from the lands of the dead, but many have stumbled along that dark
path into madness or evil... Also often known as Wytches, Wytchdoctors or Necromancers...

Thievery: The Thief makes their living from others’ fortunes. These Rogues are opportunists often
skilled in Lock-picking, Disguise or forgery. Also referred to as Stalkers, Insmen & Cutpurses, they
often work within Guilds...although not always.

Soldier: The skill of the soldier is learned in one of the most brutal schools in the world – on the
battlefield, and as such they’ll already start with Strong Endurance and they’ll be students of Armour
Repair or Field Surgery. They’re often the core Soldiers, Mercenaries and Adventurers of the world.

Merchant: These individuals have developed their skills of Blagging, Evaluation and trading
through years of hard graft and cunning in markets and souqs across the world. A skilled Merchant
will always get the best deals whether buying or selling, and they’re often known to coerce/seduce
others into transactions they would never otherwise consider.

Other Primary Skills? We’re happy to hear suggestions for alternative skills – please contact the
organizers well in advance to discuss your suggestions so that we can consider them properly.

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Previous Trades:
Prior to taking up a life of adventure, many Characters will have had a previous trade - in many cases
a Characters’ original trade will have influenced the style of adventuring they adopt later. Having a
trade should also help in fleshing-out the background of your Character.

The following are purely examples of possible trades and the initial benefits they might impart.
Characters can start with a single appropriate skill, meaning that they don’t have to ‘buy’ that as a
Secondary Skill. Where a trade could have a number of possible benefits you may only chose one to
start with. However, you may consider that your previous trade could have additional minor benefits
in particular circumstances – e.g. a Butcher may be able to tell if meat is off, a Scribe may be able to
tell if a parchment is genuine or an Actor could possibly spot someone in disguise etc. Just use your
imagination and remember Rule 3.

Butcher, Blacksmith, Stonemason, Farrier, Farmer, Foundry Man, Charcoal Burner, Swineherd - any
trade that entails heavy labour would probably start with a Strong Endurance.

Scholar, Scribe, Traveller, Merchant, Astrologer - any trade that demands keen observation or a high
intellect would probably already have a Strong Will.

Poacher, Gamekeeper, Gardener, Huntsman, Dairymaid, Guide - any trade that involves the country
life and familiarity with the ways of nature would most likely start as a Student of Herblore or
Bushcraft

Saddler, Cobbler, Artisan, Carpenter, Crofter, Cooper, Weaver, Shipwright, Wheelwright, Blacksmith
– any trade that involves manufacture or craft skills would probably start as a Student of Armour
Repair.

Beggar, Burglar, Poacher, Merchant, Smuggler, Rat catcher, Gambler, Tinker, Locksmith – any trade
that relies on opportunity and cunning or nimble fingers would probably already be a Student of
Lockpick or Blag.

Minstrel, Mummer, Playwright, Actor, Dancer, Vendor – any trade that involves artistry and
performance would probably already have Blag or be a Student of Disguise.

Butcher, Nanny, Squire, Shepherd, Sailor, Huntsman – any trade that involves probable regular injury
to oneself or looking after others would probably be a Student of Field Surgery or Herblore.
Obviously there are many other trades that could be incorporated in similar ways, please just confirm
with the organisers in advance as to the appropriate starting skill for your chosen Trade if it’s not in
the above list.

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Secondary Skills:
Players may acquire 4 Secondary Skills to add to their Primary Skill and Previous Trade.
These Skills are open to reasonable personal interpretation - bearing in mind Rule 3. As with
all things, the success of these skills depends largely on the quality of role-play of the
individual Player.
A ‘Student’ is someone who has a very good understanding of their skill, a ‘Master’ is
someone who’s had lifetime of training in their skill and is capable of teaching that skill to
others – this takes time and money. The work of a Master should always have more effect
than that of a Student, but the results are still all down to the quality of the role-playing.

Each level of a ‘CUMULATIVE’ skill counts as one of your 4, and you must acquire the
Student/Strong skill before you can have Master/Formidable.

Increased Endurance (CUMULATIVE – 1 Point per level: Student – Master)

Increased Will (CUMULATIVE – 1 Point per level: Student – Master)

Armour repair (CUMULATIVE – 1 Point per level: Student – Master)


You can repair armour & weapons in the field, the more skilled you are the better the repair is – even
better repairs can be made back at camp. Tools are always required. Excellent Roleplaying will
always create better results no matter what your level of training.

Backstab
It’s possible that you can kill average opponents with a single ’backstab’ – provided that they’re
unaware of you prior to the blow. Larger opponents may take more damage as a result but might not
be killed outright. (Player must ensure the victim hears the word ‘Backstab’ clearly if it’s to work).

Blag
You have the gift of the gab and others may react more favourably to your suggestions or requests –
use it wisely! Excellent Roleplaying will always create better results.

Bushcraft (CUMULATIVE – 1 Point per level: Student – Master)


You can often interpret tracks or the spoor of creatures within the vicinity and will have a better
general knowledge of the locale than most. You also have a basic understanding of Herblore enough
to identify the properties of plants etc, but not necessarily enough to create more than basic
concoctions. Excellent Roleplaying will always create better results no matter what your level of
training. Ref assistance is often required to get the best from this skill.

Cantrips
Unlike Mages, few people are born naturally adept in the manipulation of Aether, however it’s still
possible to learn minor magic if you possess a small amount of aptitude. Cantrips are Small spells
that take more Will to cast than if you were a Mage. No Powerful or Major spells can ever be cast
using Cantrips, nor should the Character attempt to engage in Rituals without severe risk of harm.
Players should choose a specific area of spell use – see any Mage class in Primary Skills.

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Coercion
With the right tools and enough time you can ‘coerce’ information from unwilling victims. This
obviously won’t make you particularly popular. Excellent Roleplaying will always create better
results.

Disguise
You can adopt basic disguises to fool people – the better you play the role the more likely you are to
succeed. A disguise kit is generally required. Excellent Roleplaying will always create better results.

Documentation (CUMULATIVE – 1 Point per level: Student – Master)


All Characters can read – but you can also write, you can also attempt to create or spot forgeries.
Mages with Mastery of this skill may also attempt to create magical scrolls, although collaboration
with Scribes or Journeymen will generally create better results. Excellent Roleplaying will always
create better results no matter what your level of training.

Evaluate
You can estimate the value of items and sell/trade/haggle them for better prices than anyone else.

Field surgery/First aid (CUMULATIVE – 1 Point per level: Student – Master)


You can patch people up in the field, the more skilled you are the more effective the healing is – even
better surgery can be attempted back at camp. Tools are always required. Excellent Roleplaying will
always create better results no matter what your level of training.

Guild Membership
You are a member of one of the various guilds (e.g. Thieves, Assassins, Merchants etc) and, provided
there are any local representatives around, you’ll benefit from guild support and protection – you
may also be required to assist in small local tasks... A share of your profits may be payable to the
guild but you’ll also be able to sell items you’ve acquired by less ‘reputable’ means.

Herblore (CUMULATIVE – 1 Point per level: Student – Master)


You can create Concoctions, Potions and Salves – the better you are the more effective they’ll be. Tools
and props are required. Excellent Roleplaying will always create better results no matter what your
level of training.

Interpret
You can attempt to converse with Characters & Creatures that don’t speak your language with a
much better chance of success. Excellent Roleplaying will always create better results.

Lockpick (CUMULATIVE – 1 Point per level: Student – Master)


The better you are, the more likely you are to be given additional numbers when attempting to unpick
a combination lock. Traps will also do less damage to you if you happen to trigger them.

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Poison (CUMULATIVE – 1 Point per level: Student – Master) You have the ability to concoct
various poisons. When you reach the level of Master you can learn to resist those same poisons to a
greater degree. Tools and ingredients required. Excellent Roleplaying will always create better
results.

Sniff (CUMULATIVE – 1 Point per level: Student – Master)


You can often smell the presence of various chemicals or poisons – you may even be able to identify
them. It’s also possible that you can detect the scent of other creatures on tracks and pathways or
identify scents/perfumes of individuals on clothing etc – just be imaginative. Excellent Roleplaying
will always create better results no matter what your level of training.

Woad/Flesh Scribing:
You can apply mystic markings to bare flesh that help increase the effective resistance to damage in
that area. These need constant repair to remain effective.

Other skills
If you have suggestions for additional skills then please contact us well in advance of the event to
discuss your ideas – we won’t promise you can have them, but if they’re reasonable and don’t
unbalance the game there’s a good chance we’ll try to accommodate your ideas.

...and finally:
GREAT ACTS OF HEROISM (or The Last Huzzah):
In all classic fantasy there’s always the chance of a last-ditch heroic act to save the day, so why not
here too - it should be suitably over the top and give Players a chance for their final moment of
glory...
When the chips are down and your back’s against the wall, there may be the chance of one last rule-
bending act of heroism - maybe you are able to Focus a Mighty spell on your own when all around
you have fallen, maybe you can hold on a little longer with that Dervish Rage or continue to fight
when your wounds would have felled a lesser man or woman – all things may be possible in the final
act. Just be warned that your heroic deed will probably come with a heavy personal penalty - but
then again, heroes don’t stop to check the price tag first do they?
Crew will be well-briefed, but to ensure everyone knows you’re not just cheating, you’ll have to put
on a good show and make it look like a real effort to achieve, maybe you should cry something classic
like: “Nooo! Not while I still have breath in my body!” or similar – but we’ll probably leave that up to
you. As usual, make it look good and you may just pull it off!
To avoid everyone going into HERO mode at the same time and warping the fabric of reality, (or the
balance of the game), out of all proportion, only one Player may try at a time, if someone’s gone
into HERO mode already then you’ll just have to wait until they’ve had their shot before you try.
Anyone attempting such a heroic act can only do it once per adventure and it’s a pretty safe bet that
you should collapse or swoon afterwards and probably kiss goodbye to some precious aspect of your
character... that’s presuming you actually survive the act.

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Appendix 1:
Sample Spell Lists:
Please use the following lists as inspiration if you’re uncertain what sort of spells you should be
using for your Character. The bold section is suggestive of the general areas of spell-casting the Player
should be looking at for that Class, with the rest arranged in order of suggested power - the first part
of each list being the easiest to cast & the latter ones being far more difficult and draining.
However, it would be preferable (and more fun) if Players came up with their own spells (provided
they’re reasonable for their Characters and the balance of the game) so feel free to use these as a
starting point and use your imagination to create others. In some cases (Gypsy for example) the
spells are only usable if the Player has also learned Cantrips as one of his or her Secondary Skills.
The basic rules of CSC will always apply.
MAGE: Damage, Create, Change, Detect: Flame Bolt, Ice Bolt, Pain Grasp, Light, Fumble, Stumble,
Counter Spell, Detect Aura, Force Wall, Glamour, Fireball, Impervious, Inferno, Teleport
BATTLE MAGE/WARGRIM: Damage, Protect Self: Flame Bolt, Ice Bolt, Pain Grasp, Stumble,
Counter Spell, Fireball, Ice Blast, Iron Skin, Impervious
ALCHEMIST: Heat-Based, Create, Transmute, Detect, Medicinal, Limited Destructive: Ignite,
Light, Slow Poison, Counter Spell, Detect Aura, Heat, Neutralise Poison, Teleport, Transmute
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BARD: Mind Control, Communicate, Limited Destructive: Dumbstrike, Bewilder, Mind Ease, Fear,
Inspire, Impersonate, Detect Glamour, Detect Lie, Talk to Animals, Story Weave
ELEMENTALIST: Any Spell that affects Earth, Air, Fire, Water or Light: Ice Bolt, Flame Bolt,
Mud Foot, Heat, Freeze, Fireball, Inferno, Blizzard, Suffocate, Gaseous Form
REEVE: Healing, Warding, Selectively Destructive (e.g. Evil or Undead): Healing Hand, Slow
Disease, Detect Evil, Ward Undead, Mind Ease, Sanctuary, Remove Curse, Regenerate
BATTLE REEVE: Healing, Warding: Healing Hand, Slow Disease, Detect Evil, Ward Undead,
Mind Ease
SHAMAN: Divination, Minor Healing, Spirit World and the Undead: Healing Hand, Ward
Undead, Speak to Undead, Slow Disease, Sanctuary, Divination, Séance, Ethereal Walk
DRUID: Nature-based, Healing, Selectively Destructive (e.g. not harmful to Nature): Healing
Hand, Slow Disease, Speak to Animals, Entangle, Talk to Plants, Rock Skin, Speak to the Land
HEALER: Healing, Restorative, Protective, Not harmful to others: Healing Hand, Slow
Disease/Poison, Cure Disease, Mind Ease, Remove Paralysis, Flesh Meld, Regenerate, Resurrect (?)
KNIGHT: Light, Small Cures, Inspire: Light, Mind Ease, Inspire Ranks, Heal Wound, Bless
MONK: Close Combat, Protect Self, Meditative: Pain Grasp, Knock Down, Iron skin, Slow
Disease/Poison in Self
GYPSY: Minor Bewilderment, Small Cures, Divination: Bewilderment, Distract, Slow
Disease/Poison, Detect Aura
JOURNEYMAN: Small Cures, Minor Divinations: Slow Disease/Poison, Identify, Detect

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Appendix 2:
Generating a Character - Example:
Player A decides she’d like to be a fighter-type. She looks through the Primary Skills and decides that
Soldier is the best suited to her style. As a Soldier she‘ll start with Strong Endurance and the ability
to maintain her weapons and armour.
She also decides that she wants to play as a Satyrine since she already has the horns and hooves.
After checking with the organisers, it’s agreed that she would probably have some basic skill at
Busfhcraft although not necessarily be a Student of it yet.
She then turns to her Previous Trade - for a moment she thinks about having been a Blacksmith since
that would probably mean she‘d be even better at repairing her armour and weapons, but she realises
that, since she already has Strong Endurance, she won’t really benefit from the same bonus provided
by that trade.
Eventually she decides to opt for a Huntsman and chooses to be a Student of Bushcraft as her bonus.
Since she already has some skill in that from her race choice she’d probably be a very good Student
and, although still not a Master she’d reasonably consider herself as on the way to becoming one.
So far she has: Strong Endurance with a few hits extra overall for being a Warrior-class – Armour
Repair (student level) – Bushcraft (a bit above student level)
She now has 4 additional Secondary skills to choose:
She decides to increase her Endurance to Formidable and since she’s already a Warrior class that
means she can probably now take a fair amount of damage in combat – and once she has her armour
on (which is a really nice piece of kit and therefore will probably be judged as providing her with Awe
too) she’s beginning to look like a truly fearsome opponent.
She also decides to raise her Armour Repair to the level of Master, which she reasons means that she
can affect the best repairs possible in less time provided her roleplaying is good enough and she has
some tools to do the job with.
She has 2 skills left to acquire.
She decides to add the Student level of Herblore to her skills since she’s beginning to see her character
as a bit of a Ranger now and figures that will provide her with the ability to do a bit of in-field healing
and potion concocting.
For her final skill she decides to add a level of Renown since she reasons this will probably give her
more standing in dealings with NPC’s
Her Character’s now complete; all she needs is to flesh out her back-story as a Satyrine Huntsman,
choose a name and consider what props she requires and the sort of things she might reasonably
attempt with her Herblore and Bushcraft skills.
To prepare her Character for the New Lands event she decides that she’ll join with a few other
Players that are planning to go as Satyrines of various sorts. Together they’ll petition the Sultan of
the Sea for safe passage for their tribal trading ships in the coming year, and seek favourable weather
for their crops. They decide they’re going to need some fine gifts indeed to gain his favour above the
other groups and decide to contact the organisers to discuss their ideas further... See you there.

All contents including images are copyright Mark Cordory 2013. This system may be reproduced exclusively for use in
Mythlore events. All other rights reserved.
Special thanks to Burnt is Clean for showing what can be achieved in LRP if you just trust players & crew to ‘play
the game’

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