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Dumnonni Fest

rules
Welcome to the Dumnonni Chronicles.
Here follows a quick start up guide.
These are the abridged rule set often used at our larger ‘fest’ events, they
contain all a new player will need to know to understand and enjoy a regular event too.

What are we about?


about?
We want a role-playing event not a rule-playing one.
The rules have been designed to get in the way of role-playing as little as
possible. We want characters to be special by virtue of how they act not by the amount
of ‘power’ it says they have on a piece of paper. With the exception of the Wyrd rules it
is an ‘If you can do it, you can do it’ system. With very few exceptions any character
can use any weapons and armour suitable to ‘The Look’.

The look and feel.


Dumnonni strives to have a consistent look and feel for the costume, weapons,
props and set dressings. This look is Dark ages with just a smidgen of fantasy. If you
are a history buff, war gamer or re-enacter you will have no trouble understanding, but
if you are used to other more cosmopolitan larp systems or fantasy tabletop you will
need to think carefully to making sure what you wear fits in. A look at our web site will
give you idea. See also our Right/Wrong sketches at the back of this book. In general, if
you are not sure please ask advise and we will happily give it.

Who can I play?


You are going to be someone who fits either Celtic Myth or the
dark ages. Here follows a short list of suggestions but if you have other
ideas please put it by us.
Some Celtic tribes.
Briganti Hardy Warriors from the North, reknowned as
good skirmish raiders.

Catuvellani A spirited Celtic clan, famous for their reckless


bravery and recognised by their large blue shields.

Dalriada Celtic sea raiders and traders famed for their


spear work, their rivalry with the Norse and their hatred of the
Picts.

Dumnonni A tenacious race, generous in peace and a


torrent of spears in war. The
Fort of Cul Haven is in their lands. In battle they wear a
distinctive blue woading which quarters their faces.

Fianna Retaining the values of their legendary leader


Finn Mac Cumhaill, this
proud clan strives, perhaps even more than most for honour and
glory.
They are also known for their smart appearance.

Red Branch Descendants form the famous Warriors of


Ulster, these reckless men carry their reputation into the Fey
lands quick to battle and quick to laugh.

White Bear Once a numerous tribe, this clan has been decimated by war with
Queen Meave and the Fomorians. Unwilling to be consigned to history they are
more willing than most to allow outsiders to join, as long as they are of good
character.

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Some of the elder races.
Changelings These Fae creatures are indigenous to these magical lands and as
such are tuned to earth magic. Cunning and with a dark sense of humour they
follow strange agrenda all their own.

Tuatha de Dannan: Noble Sidhe recognised by the Blue woading across their
eyes. Honour for them is more important than life itself and this often makes
them appear arrogant and lofty.

Craft Tuatha These Tuatha wear red woad and are the keepers of ancient
knowledge, makers of great works and followers of mysterious dooms.

‘Wild’ Tuatha These Sidhe have taken the land to their bosom and cast off
many of the high cultured ways of their brothers. They wear green or brown
woad. Because they are less cultured does not make them any less noble and
honour bound however.

Other peoples.
Picti Northern, cunning and wild warriors. Fond of fast hit and run raids and
elaborate woading.

Norse Vikings, who have settled along the northern coast. There are many
different clans, ranging in size from a small boatload to great Jarldoms.

Sea Wolves Saxon raiders, who have recently come through the mists and
settled. Known derogatively as the Sias, but are more correctly from a number of
different tribes including the Jutes and Angles. They often feud amongst
themselves as well as everybody else and are seldom trusted.

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Rules proper
Ref calls
First and foremost, ALL players must learn and react to the following:

Time Freeze, All players must freeze on the spot and close their eyes.

Time Out, The game has been halted temporarily by a referee, players may relax and talk.

Time In, Players may continue the game and get back into character.

Man Down! Someone has been hurt for real! All playing stops until the injury has been
attended to. All players who are injured or see someone else injured should shout this and
seek assistance from a first aider, don’t wait for someone else to call out.

Combat
Combat should be grim and gritty. Both players and ‘monsters’ should register wounds by
flinching, groaning, falling down etc. to create a realistic feel during combat.

Damage In Combat
All Weapons wielded one handed do one point of damage (including arrows and two
handed spears) and this will take away one point from the location they have struck.
Larger two handed weapons will do two points of damage. Arrow damage goes straight
through armour (of a value less than five) to the appropriate body location, arrows do not
damage armour, however, they will knock the target to the ground as will a large two
handed weapon.

Anyone hit by a two handed weapon or an arrow must stagger backwards or fall over from
the impact regardless of the level of armour worn.

All players have one life point on each limb and two on the body. If any location reaches
zero life points it is wounded sufficiently to be deemed unable to function and thus out of
use (if the body is reduced to zero then the victim is unconscious) If the body location is
reduced to minus life points then the character is dead.

If a wound is not treated within two minutes then it becomes worse ‘bleed’ -1 life points
from that location, causing crippling to limbs and death if on the body. If a location reaches
minus points from ‘bleed’ damage then it can be healed (its life points returned) but will
only function very weakly, this is only be treatable by an advanced healer.

Bandaging wound will stop bleed damage allowing time to seek a healer.

Seven points of damage in total causes death due to blood loss, shock etc. and healing will
not save you (time to eulogise your own death).

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Head Hits
For safety, deliberate head hits are BANNED, except when ‘subduing’ by gently tapping the head
with a latex weapon (blunt side!), which will stun a player for one minute (two ‘subdues’ in close
succession cause one point of damage). If players are accidentally hit on the head in combat then
they should play it as a glancing blow that does no serious damage but causes them to stagger
back momentarily. The victim must be unaware until the last moment for subdue to work and not
be wearing a hard helmet.

To encourage good costume, including headgear, leather helmets will add one point of armour to
the body. Metal helmets will add two points. As head wounds were common we feel that this is
the best way to reflect the protection helms gave without endorsing unsafe blows to the head.

Armour
Without some form of armour combat can be a rather dangerous affair. By donning armour extra
armour points are put on the location covered. Every time that armour is struck by a weapon its
value drops by one or two points (depending on the size of the weapon) when the armour’s points
value drops to zero it is considered useless and subsequent blows on that area will do damage to
the players location life points.

For example; Lodin of the Bristling Spears is wearing a thick leather jerkin (worth three armour
points). In combat it is hit twice with a sword, causing no damage to Lodin but wrecking his
jerkin. The next blow landed on Lodin is thus unchecked by any armour and consequently causes
one point of damage to Lodin – a nasty cut!

Armour Values (any armour not given a value here


can be given a value by a referee)

Fur and Leather 1 armour point (reinforcing with


rings, studs, plates etc. adds another point. Really
thin leather gives no armour points)

Thick (rigid) Leather 3 armour points.

Ringmail 3 armour points.

Scale and Chainmail 4 armour points.

Armour can be stacked, e.g. chainmail over a


leather jerkin will offer 5 armour points of
protection (for head armour see “Head Hits”) – to
a maximum of 7 points.

Armour and Repairs


Players may wish to leave ‘damaged’ armour etc.
with relevant traders or craft workers for repair.
After an agreed period of time (and price) the
armour can be retrieved fully ‘restored’ to its full
armour point value. If game funds or available
time is insufficient, it is possible to just have one
or two points of damage repaired. Both customer
and ‘repairer’ are free to haggle a price and
completion time… preferably loudly (and in game
money of course!).

As a rough guide leather armour repairs should


cost about 25E per point and metal armour 100
eye per point.

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‘Magic’ Use
(All players should read this even if they are not playing a ‘magic user’).

There are five main types of ‘Wyrd Weavers’ in Dumnonni.

Ovate. Channel Wyrd energy to control and talk to the dead.


Shaman. Focus Wyrd energy in order to create physical effects.
Priest. Control the minds of the masses.
Healer. Use the Wyrd to heal wounds.
Wistman. Tease the fickle wyrdlore of the Fay

Wyrd weavers can cast up to five wyrd points per day of spells, before they are drained
and must regain their wyrd energy (see below).
Wyrd users can use the same spell several times if they do not exceed their wyrd point
total.

‘Recharging’ Wyrd Energy

The above classes (including Healers) may recharge wyrd energy that they have used in
casting spells. Focal points for recharging could be standing stones, sacred groves, old
wells etc. Referees can identify such sites.

Meditation at a focal site for approximately fifteen minutes will restore enough wyrd en-
ergy to cast one spell.

When casting spells, the player should point at their indented victim to avoid confusion.
Also make gestures grand and verbose, it looks better and monsters/NPC’s will be
briefed to react better to its effect (so ‘Big it up’)

Note: magic can not be cast by any class if they are wearing large amounts of metal,
especially iron (about two daggers worth including buckles etc) Wyrd energy is dis-
rupted by concentrations of metal, preventing the flow of magic.

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Ovate Spells
Resist,
Cost: 2
Necessary elements:
Effect: Allows caster to resist the effects of any spell cast at them and them alone. (No
jumping in the way for friends is allowed)

Turn cauldron born,


Cost: 1
Necessary elements: A commanding voice and a way with the dead.
Effect: The ovate stands forth and raises their palm to the target calling upon a cultur-
ally suitably deity or dead ancestor, and telling the target to halt in their name (“In the
name of Lugh of the long arm HALT” for example) The target will only be affected if they
are a simple undead creation such as a the cauldron born (zombies) The target will have
a compulsion to walk (shuffle, stumble, ooze) away in the opposite direction for ten sec-
onds.

Command cauldron born,


Cost: 3
Necessary elements: Someone else’s zombie to joy ride.
Effect: The ovate calls upon a culturally suitable deity or dead ancestor, points at the
target and concludes with the phrase “I am your master” and a three word command
such as “ Go away now”, “Eat her hat” or maybe “Catch a fish”. The target will then pro-
ceed to carry out this command to the best of its ability. Bear in mind however that
most low level undead like zombies don’t have anything but the most vestigial of minds
and will struggle with anything but the simplest of commands.

Recall spirit,
Cost: 3+
Necessary elements: Three sensible questions.
Effect: This spell allows the spirit of the recently dead (no more than one hour) to be
briefly recalled to the location they were killed and asked up to three questions. These
questions need not be answered correctly but must be responded to, incentive may be
offered in the form of wyrd points or whatever else the caster has to offer. This is a
dangerous spell to cast as it involves opening the mind to the places of the recently
dead where angry spirits and other predatory things dwell.

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Shaman Spells
Resist,
Cost: 1
Necessary elements:
Effect: Allows caster to resist the effects of any spell cast at them and them alone. (No
jumping in the way for friends is allowed)

Chant trance,
Cost: 1
Necessary elements: Chanting and drumming.
Effect: While the shaman is chanting, drumming and pointing at one victim who must be
a wyrd weaver, that victim may not move speak or think, the enchantment will last as
long as the chant is kept going and the shaman is in sight if the victim, the chant must
be composed of at least four words. Point until the victim gets the idea then back
yourself up with the drumming.. This spell may not be resisted

Woad,
Cost: One Point per location.
Necessary elements: Blue woad (face paints work, and wash off when you want to go
home and look normal again)
Effect: Woaded locations, (arm, leg, body or head) can take one blow of any strength
without taking damage, though strong blows will still cause knockdown. After the woad
(a location) has been used to negate damage, it will need to be re-applied and will not
work again until it has. Woad can only be applied to skin and will be erased by metal
armour etc. being worn over it. For the best effects woad should be applied in long
spiralling patterns sympathetic to body shape. Woad may be dispelled.

Honey foot,
Cost: 1
Necessary elements: A small amount of mead (Phys rep with
water)
Effect: The Shaman, after calling on his spirits and doing whatever
preparation he deems necessary, pours his mead (water) on the
ground, points at a single target and says “Honey foot” after
which the target must act as though their feet (or whatever is
touching the ground) are sticking to the ground and can only be
lifted with great effort. This will last for a duration 30 seconds.

Bite,
Cost: 3
Necessary elements: Spirit mask, small bell (or rattle), invisible
dog.
Effect: The Shaman puts on his spirit mask, then after calling on
his spirits and doing whatever preparation he deems necessary
calls a spirit familiar to himself by ringing a small bell, points at a
single target and says “bite”. After which the target must act as
though they are being mauled in the leg by a dog or other large
predator for one point of (through) damage over the course of
three seconds, in this time the victim will be incapasitated and in
some pain (opponents struck in this manner will bleed from an all
too real physical wound)

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Priest spells
Resist,
Cost: 1
Necessary elements:
Effect: Allows the caster to resist the effects of any spell cast at them and them alone.
(No jumping in the way for friends is allowed)

Command,
Cost: 2
Necessary elements: specific verbals, imagination and good taste.
Effect: The Priest after calling on his gods and doing whatever preparation he deems
necessary, points at a single target and utters the phrase “ I command you….” Followed
by a THREE word command. I.E. Drop your sword, Catch a fish, Leave us now. The
target may NOT be ordered to harm themselves. The spell effect lasts for ten seconds.

Sleep,
Cost: 1
Necessary elements: dry sand.
Effect: After calling on his gods and doing whatever preparation he deems necessary
the priest points at a single target casts sand on the floor (not at people) and says “
Sleep “ This word may need to be said over a couple of times in progressively quieter
tones until the wyrd is coaxed and the target falls gently to sleep wherever they are for
one minute. Shaking etc will slowly wake the victim. (as will hitting with swords)

Dispel,
Cost: 2
Necessary elements: Something that is be-spelled.
Effect: The caster must touch a person or thing that has been effected by a spell and
can then dispel it by saying “dispel” and then finish with a short verbal to ensure that
the spell has been stopped. The caster cannot cast this spell on himself.

Silence,
Cost: 1
Necessary elements: A noisy annoying person?
Effect: The Priest after calling on his gods and doing
whatever preparation he deems necessary points at a single
target and says “Silence” after which the target may not
utter another sound for one minute or as long as the preist
holds one hand over his own mouth and keep silent himself.

Inspire,
Cost: 1
Necessary elements: A rousing speech.
Effect: The speech should have the word inspire worked into
it prominently. Anyone on the side of the caster who hears
the speech is immune to fear for as long as they continue to
advance directly toward the enemy, as indeed they will feel
the urge (not compulsion) to do.

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Wistman spells
Dispel,
Cost: 1
Necessary elements: A spell.
Effect: The caster must touch a person or thing that has been effected by a spell and
can then dispel it by saying “dispel” and then finish with a short verbal to ensure that
the spell has been stopped. The caster cannot cast this spell on himself. Cost: 2
Necessary elements:
Effect: Allows the caster to resist the effects of any spell cast at them and them alone.
(No jumping in the way for friends is allowed)

Writhe,
Cost: 1
Necessary elements: A victim.
Effect: After imploring whatever fairy creatures the wistman believes to be his allies
for aid and calling his power to him, he touches the target with his hand wand or staff
and says “Writhe in pain” The target will be wracked with terrible pain all over and will
be unable to do anything but roll about on the floor clutching at themselves and
making unarticulate sounds for the next five seconds

Goad,
Cost: 1
Necessary elements: A string of
acerbic denunciations (bardic put
downs!)
Effect: Will cause an enemy to
charge the Wistman in anger. It
should be noted that “oi you poo
face” or other such unimaginative
remarks shouted across the battle
field are just not good enough and
should be ignored if heard, likewise
it is important to remember to
insult the character and not the
player. If a little prompting is in
order then after the first couple of
good digs say something like “I
GOAD you and yet you do not
come, are you a warrior or a
farmer, is that a cabbage hoe you
hold, does the smell of stale….etc.”
if your target is just not getting it
carry on at someone else until you
get a result.

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Healers
Healers are skilled in using wyrd energy coupled with herblore and simple surgery.

Healers may start an event with up to three herb-salved bandages. There is no limit to
normal bindings and bandages. Starting Healers may begin with three doses of All Heal
(it is rare and expensive)

Herb lore,
This allows the use of herbs for the curing of poison and disease if the correct ingredi-
ents are available. This also allows the healer to act as a general practitioner for achs
pains and minor maladies.

Healing bandages.
To manufacture healing bandages fresh ingredients must be gathered from the wild and
the process of mixing and blending should begin soon after, (within the hour) or the re-
sults may be lessened. Enough of the bandages may be made to cover five wounds and
will remain effective for one day, for one use only each. Harvesting the ingredients will
take at least fifteen minutes wandering about searching, Mixing and blending will take
at least another fifteen minutes uninterrupted role-play with pots and tools and any-
thing else of use. Metal implements may not be used in the creation of this mixture and
the close proximity (Three feet) of a large amount of metal like a mail shirt or sword at
any time during the procedure will nullify the effects of the bandage which will fall to
bits as the preparation eats away the cloth. A salve bandage will cure a wound (one
point per bandage) in about ten minutes if applied by a healer.

Note: Once bandages are made they can be used near metal but it is important to re-
member that only a healer (or skirmisher) may use one to full effect. To anyone else
they are just usefully prepared bandages.

Inherent Racial Spells


Changelings have only one life point on the body and are allergic to Blood metal (iron),
if struck by it they will be down for a couple of minutes shaking and sweating. They may
use a Resist spell once a day. Allows the caster to resist the effects of any spell cast at
them and them alone. (No jumping in the way for friends is allowed)

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Aethewulf Viking, Celtic or Saxon
swords for the posh
and lucky people only
the Athentic
He has learnt well and wears
all the comfy authentic gear in
NATUAL MATERIALS AND
COLOURS

A drinking horn
Axe in or earthenware
plain Cup
viking or
Celtic Soft spear tip
style. See for thrusting
it isn’t a Cloak
HUGE pin or
double brooch Helm in
header viking style

Wool cloak
of simple
rectangle Celtic
or shield
semicircle
in natural
colours

Brown
leather
belt with A spear,
plain or the first
repro- weapon
duction of choice
buckle for all
warriors

LONG wool
tunic in
natural
colour.

Viking,
Saxon or
Leather shoes or dalriada
boots in a Helm in shield
reproduction style. 12 plain Celtic
Or desert boots style
Damian the Katana.. It is
so cool , but
WRONG All wrong:
Destoyer Cutlass
He hasnot heeded our simple
guidelines; and has got it all
High
wrong, Very WRONG.
mediaeval
sword

+4 Chaos
Axe

Back scabbards; Spiky helm


soo cool but copied from
WRONG Conan. WRONG

Black
leather
modern
waistcoat.
Yes it is
wrong (see Pistol cross
the modern bow, WRONG
pocket.

Pistol
Shiny black Chaos Crossbow,
leather or symbols Morning star,
Pvc with and skull Flanged mace
silver motif. and Medieval
studs. Wrong.
Wrong Hetter Shield.
Wrong,
Wrong
Wrong,
Wrong
Wrong and
Shiny black Wrong
leather or
Pvc Goth/
biker
trousers. Victorian
Wrong vampire
cape.
Wrong
Pewter
tankard.
Wrong

Tinny,
Oh so
Goth boots or Wrong
trainers.
Wrong.

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Game Money
Dumnonni Currency is mainly the ‘eye’ a glass bead of varying colour and value. Coins
are also now being used alongside eyes by some.

Green 1 eye
Clear/T 3 eye
Blue 5 eye
Red 11 eye
Small coin 25 eye
Medium coin 50 eye
Large coin 100 eye

‘In game’ items /services


must be paid for in Phys.Rep.
(Eyes or Coin)

Small torc style bangles that


are given as gifts can also be
used as currency.
Silver—50 eye
Gold—100 eye

A Guide to Dumnonni
Prices

As a rough guide, a large loaf


would cost around 1 eye with
a flagon of ale and
somewhere warm to sleep. A
spear would cost around 50
eyes, a sword 1000 eyes, An
axe around 100 eyes, A plain
leather jerkin around 70
eyes, A mail vest would be a
costly 2000 eyes, a
scramasax/knife 50-200
(depending on size) Shields
are 100, a metal helm 200.
All prices in game goods are
barter-able depending on
size, condition, quality etc.

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Where can I get gear.
For those of you searching out suppliers here is a list of people we have used in the past.:

Tallows FX, Graham Hedley 07854 731402 Latex Weapons, shields, pewter jewellery,
tunics and Leatherwork.

Forge of Lein, Dave Oliver 01392 215441 Celtic and dark-ages Weapons. Shields
and leatherwork.

Kart Shed Crafts, Mark M 01364 644073 Weapons and props, including a range
especially for Dumnonni.

Svelt Costume (Jon F) 01392 430451 Tunics, Trews, Shirts, Hoods and Hats.
Velvet Glove 07796 428235 Good Woollen Tunics and Rus trousers.

Saxon Village Crafts 01424 772351 Jewellery, Cloak broaches, Leather items,
Shoes, Bone Work, Woollen items and tents.

Armchair Armoury 0737 248662 Chain mail, scale mail and DIY kits.

Lamia Leather 01452 760928 Leather Armour, Helms, Belts, Pouches, etc.

Peter Seymour 01366 384316 Costume, Leatherwork, Armour, Jewellery,


Helms and props.

Mercia Sveiter 0121 3234309 Jewellery, Belt Buckles, Fittings, Brooches, etc.

Ben Loder 0773 9734048 Leather, armour, etc.

Saxon Violence saxonviolence.co.uk Weapons, Shields and Armour.

Keith Lyons 01604 717349 Leather

This is by far for an exhaustive list and there are more


links on our website.

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Contact details:
For Crew. For Players.

Dave Oliver Alysa Freeman


54 Maple Road Flat 6
St Thomas Bourne Hall
Exeter Bournmouth
EX4 1BP BH2 6BW
Tel: 01392 215441 Tel: 01202763792
Dumnonnicrew@hotmail.com Dumnonnibookings@hotmail.com

For much more detail, an


extensive gallery of Photos and
lively discussion look at our
website:
WWW.Dumnonni.com

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