Scarred landS - Warwick Larp Society

Transcription

Scarred landS - Warwick Larp Society
Scarred landS
Player Guide
By
Mat Lougher
Jon Hocker
Pictures By
Claire Selley
James Powell
Welcome to scarred lands
you've taken your first steps
on the path to glory
Hello, greetings and welcome to the Scarred Lands Player Guide. This small
booklet is all you need to be able to turn up to one of our adventures and get
stuck in and involved. But what is Scarred Lands?
Scarred Lands is the LARP System run by the Warwick University LARP
Society. It has been running regularly for six years, and is fondly thought of
by students and graduates alike. But what is LARP?
LARP stands for Live Action RolePlay. That may sound serious, but it's little
more than an excuse to don a funky medieval costume, pick up a padded
weapon and head into the woods to beat your friends and acquaintances silly.
Most people also roleplay whilst they do this, literally taking on the role of a
character from the system's setting, but that's less important compared to
being awesome.
If you think you might enjoy this sort of thing, or hell, even if you don't, it's
worth trying out at least once. And the best way to do that is to join Warwick
LARPs one Sunday afternoon. Just turn up with some old boots and a bit of
enthusiasm, and we will kit you out, arm you up and get you ready to bash
some heads in! (Safely, of course).
In this booklet, you will find a small amount of information about the
background of our system, the rules needed to play it, and some sample
characters that you can play as when you turn up.
However, for a much more in-depth explanation of our hobby, system and
rules, you should check out the web links on the back cover of this booklet,
where you can find out website, our forums, our rulebook and our very own
wiki. Knights and maidens may not have had the internet, but none of us are
that in-character, and we're all far too addicted to FaceBook.
A disgustingly Brief
Overview of
the Scarred Lands
The Scarred Lands
The Scarred Lands is a large, temperate continent that has seen
many catastrophes and crises in its short history. Its weathered
inhabitants have fought against necromancers, demon princes,
Beast Plagues, rogue deities, and occasionally each other, and yet
have still managed to survive and prosper. Many great heroes
have been forged in the fires of these conflicts, from Thrond the
Pacifier, Champion of the Judge, to Grim'jaw the Wise, plainsman
and priest. Only the strongest survive on the path to glory,
however, and hundreds more great lives have been lost in the
fight against evil.
Realms of Existence
There are four great realms of existence within the universe. There is the Natural Realm,
the place of the living and where the world of the Scarred Lands exists, and also the
Natural Realm's mirror, the Shadow Realm, the home of the dead. Then there is the
Celestial Realm, the throne of the Gods and their champions, balanced by the Demon
Realm, a hellish kingdom of fire and torture. Beings can occasionally pass from one realm
to another, but when they do, trouble and chaos usually follow.
Races
There is only one truly sentient species in the Scarred Lands, and that is humanity. Myths
abound about the likes of elves and fairies, but none have ever been found. The only other
race that might be considered intelligent is goblins, stunted and vile creatures so stupid
that mind magic rarely affects them.
Magic
Magic exists in the Scarred Lands, but it costs a
terrible price to those who wish to use it. The
First Circle of Magic breaks the minds of others,
and so the mage must break his own mind and
turn insane if he wishes to gain power. The
Second Circle breaks others' bodies, and thus
demands a rite of self-mutilation on behalf of the
caster. The Third Circle is best not spoken of.
NATIONS OF THE SCARRED LANDS
Armelia is the cold, dark nation at the top of the world,
as mysterious as it is deadly. No living being truly knows
what goes on beyond the iron curtain of the northern
mountains, and there are few who dare to find out.
The woodland
nation of Eym has a
bountiful
agriculture industry,
and this has made
it by far the
richest nation. It
has also been
one of the most
peaceful, rarely
involved in the
many cataclysmic
events that wrack
the other nations.
Eymians are
typically
Akamite, and
the High Council of
Akam is indeed
headquartered in
central Eym. Eym's
capitol, Boughton,
hosts the court of the
King, along with the
headquarters of the Physician's
guild.
The military state
of Kia is the most
powerful and
advanced nation in
the Scarred Lands,
its cityfolk enjoying
the security and
comfort of life in
fortress towns
along the border.
Kia is
predominantly
Sirynite, and is ruled
over by military stewards
from within the high
walls of Mitchum on
the northern border.
Kians are a hardy
lot, and have endured
many struggles over the
centuries.
The plainspeople inhabit the
vast plains of central Kia, where
they live as nomads and huntergatherers. They are excellent warriors,
and are fanatically loyal to their tribe. All
plainspeople worship the Fius as a
protector and a guide.
The empty wilderness of Schayelle can be a harsh place to live,
especially for the peasant villagers that make up most of the
populace. These peasants are ruled by a system of soviets, local
governmental councils that manage the affairs of each village. The
Judge is the major religion in Schayelle, with the High Court Temple
situated in the centre of Isengrad, the capitol.
Religion in the Scarred Lands
There are five Gods of the Scarred Lands, all capable of great miracles.
They are worshipped through prayer, by the achievement of great deeds in
their name, and by the blessing of the faithful. Priests of the gods can rise to
become incredibly influential and powerful, eventually ascending to the
celestial realm to coexist with their god for eternity.
Siryn, the Creator
Siryn is the god credited with the creation of the world. His
tenets rule that all peoples of the world must come to
conflict, that the weak might be pruned whilst the strong
survive and grow stronger. Such a state of affairs prevents
stagnation and inaction, sins in the eyes of Siryn's followers.
It is also the teaching of Siryn that everything has its place,
and that the distortion of the natural way of things is unholy,
such as the presence of undead and demons within the
mortal realm.
Akam
Akam is the goddess of life, fertility, and of natural death.
Followers of the light Akam venerate life, conserving it as
best they can. Followers of the dark Akam understand that
death is a necessary part of the great cycle, that some
beings have to perish so that others might flourish.
Akamites are most at home in the woods, the fields and the
rivers, where they can seek a closer bond between
themselves and their god.
The Judge
The Judge oversees all matters of balance and justice. His
disciples follow his divine will to maintain order, to ensure
that all actions have consequences. Light juddites work to
preserve the status quo, prevent injustice from occurring
in the first place, whilst dark juddites act to bring justice
to those who have earned it. Many legal proceedings in
the Scarred Lands are overseen by acolytes of the Judge,
ensuring an objective arbitration.
Fius
The Fius, the fire, the protector and the
ravager. Worshipped almost exclusively by
the plainsfolk, the Fius is the most
aggressive of the gods, and often the most
misunderstood. Light fians worship Fius as
the protector, the campfire that wards
away predators, the violence inherent in
guarding from evil. Dark fians are rather
more intense, revelling in brutality and
aggression. However, Fius is never chaos,
and all violence must occur in the name of
some greater cause.
Eldritch, the Unifier
Eldritch mirrors Siryn in every way. Whilst Siryn
teaches that competition will lead to perfection,
Eldrites believe that only the unification, the
equalising of all beings, can lead to true utopia.
Although his followers exist only as dark cults and
sinister conclaves, Eldritch is quite as powerful as
any of the other gods, and more than capable of
blessing his flock with potent blessings and gifts.
Godfearing
The Scarred Lands pantheon can seem like a disparate, conflicting array of
teachings to some, but others understand that each of the gods has their part to
play in the life of a mortal, and so they choose to respect all of the gods equally.
The majority of the populace, however, simply don't have time to devote
themselves to one particular deity, and instead spend their time in training and
trade, hoping that their deference to all of the gods will protect them in times of
need.
Atheist
Atheism is a dangerous game to play when the gods' wrath can manifest so
easily. But there is always a small group of people who see the spells wielded
by priests as arcane, and not divine, magic. There are others who accept that
the gods exist, but refute their authority and their will, viewing them instead as
elevated demons, or some kind of misunderstood magical entity. This lack of
belief can protect atheists against some divine assaults, but can also deny them
holy healing when they need it most.
The rules of the game
Combat Calls and Hitpoints
Fighting in the Scarred Lands is a gritty, brutal affair
that is easily resolved through a set of simple rules. The
most basic rule is that, as a character, you have a
number of hitpoints. When you are hit with a weapon,
this takes away one of your hitpoints. When you have no
hitpoints left, you you have 5 seconds to stagger about
and cry out for help before you fall unconscious and
begin your deathcount.
As an illustration, Barbara the Bandit has 3 hitpoints.
Pete the Paladin charges Barbara, and hits her 3 times.
Each hit removes a hitpoint, and so Barbara collapses to
the ground and begins bleeding. Pete rejoices, praises
his god and goes home to drink ale.
Combat calls are the exception to these rules. A combat
call is a word or phrase spoken (or shouted) as you
strike a blow. If the blow hits, special effects can occur, such as extra damage, or
knocking your opponent to the ground.
Your hitpoints can also be augmented by certain things. By wearing armour, you can gain
armour points, identical to hitpoints in almost every way. You can also use skills, such as
Steadfastness, to temporarily gain hitpoints, but these will only last for a specific time, or
in specific circumstances.
So, six months later, Barbara has bought light armour and now has 4 hits. However, Pete
has been training and has learned Cleaving Blow! Pete again charges Barbara, and this
time, because Cleaving Blow deals 2 points of damage, he can bring the bandit bitch down
in just 2 hits, leaving him even more time to drink ale.
Deathcounts
When you have all of your hitpoints removed, you
may stagger about for 5 seconds, screaming for a
healer, before you must fall unconscious and start
your deathcount. For most people, a deathcount is
30 seconds long. So, as you hit the ground, you start
counting: if you reach 30 without being healed, then
your character dies, and you get to lie around for a
bit pretending to be a corpse.
Whilst you are on your deathcount, you are unconscious and cannot act, move or speak in
any way. If a healer approaches you, then they can bind your wounds, restoring a single
hitpoint and allowing you to get to your feet. Or, a healer can staunch your wounds by
laying a hand on you. If they do this, then your deathcount is halted for as long as they
continue to staunch you. You must resume counting if they then leave you.
Some skills extend your deathcount, such as Toughness. In this case, you can count for a
little longer before dying, granting more time for healers to staunch and bind you. Pain
Resistance extends your deathcount by 10 seconds, but also grants you consciousness
during this time. So, for the first 15 seconds after losing all of your hitpoints you cannot
fight, but you can call for a healer or crawl out of the way of the combat.
Karma
Karma is unusual in that it has a few different uses. First and
foremost, it counts as an extra hitpoint, lost after armour but before
normal hitpoints. However, it also acts as a source of power for
priests, much like mana does for mages. If a priest has not lost their
Karma during a fight, they can use it to cast priestly spells such as
Lay on Hands or Blessing.
Karma also acts as a signifier of rank or status. Peasants and most
starting characters have no Karma, and thus are not known, by either
the gods or the public. Priests and Lords, however, are recognised,
by either their subjects or their god, and their Karma represents this.
As a rough guide, someone with Karma 1 is known to their own
village, whilst someone with Karma 5 is a world-renowned avatar of
their god.
Magic
Magic does not come cheaply in the Scarred Lands, and has high demands of its users.
Most mages are only First Circle ascendees, and so can only manipulate the minds of
others, although this also costs them their own sanity. Mages only know a few spells at
first, and they cast these by uttering spell verbals, short magical rites related to the spell.
A mages spell verbals are often defined as being “x lines long”. A “line” of a spell verbal
is a short phrase a few syllables long. All lines must be uttered loud and clearly, and
should be relevant in some way to the spell being cast. The final line should contain the
name of the spell. A good example for the 4-line spell verbal for Confusion would be:
“A thousand lights dazzle,
A thousand voices scream.
I call forth madness, Jon,
And I confuse you!”
Here, Jon is the out-of-character name of the target of the spell. By putting his real name
before the final effect, you can call the player's attention to the spell being cast and avoid
him missing it in the clatter of battle.
Priestly spell verbals work in much the same way, but the priest should include words of
praise to their god. Also, priests do not suffer the same insanity as mages (although some
priests are hardly sane by any reasonable definition).
Mages require Mana to cast spells. The only way to retrieve Mana is
to “meditate” for 60 seconds. This meditation should be roleplayed
by indulging your insanity, going even more wild and irrational for the
minute than you would normally be.
The final point about magic is that all mages are insane. This insanity
is in many ways a disability, and should impede the mage in some
way. You could, for instance, be terrified of grass, or you may only
be capable of walking sideways like a crab. In any case, your view of
reality should be so twisted that nobody would mistake you for a
normal, lucid member of society.
Safety
Though nowhere near as exciting as giving heretics a nice big faceful of smite, combat
safety is by far the most important set of rules to remember when playing in any LARP
game. There are only a few basics when it comes to safe combat, but they will ensure that
nobody gets hurt and that everybody can have a good time of things.
The one exception to these rules is that accidents happen, and in a messy, chaotic fight
nobody can be blamed for a bit of bad luck, so don't beat yourself up if you do something
wrong.
Firstly, LARP weapons are not made for stabbing. If you thrust with a latex weapon, the
core is liable to be pushed through the protective foam and into the chest of your
assailant. As such, never stab with a LARP weapon.
Second, always pull your blows. By slowing the speed at which you swing your weapons,
you can lessen the impact and avoid hurting your target. It is incredibly difficult to
seriously injure someone with a padded weapon, but if you don't pull your blows, you
could give someone a nasty bruise.
Avoid sensitive areas such as the head, groin, and anywhere else that might really hurt if
struck. Again, accidents happen, but
deliberately striking at someone's face or
crotch is an absolute no-no.
Don't do stupid things. This includes
charging head-first into a row of enemies,
wrestling or other physical contact, hitting
people with shields, or fighting over
dangerous terrain, such as near a drop or a
stream.
A list of sample characters has been
provided for new players over the
coming pages. These characters already
have all of their skills and background
sorted out, and if you wish to use one
then all you have to do is come up with
a name (see the rear page for example
names).
Anybody can play any of these
characters, regardless of gender.
Pictures of each character have been
provided, but these are to act as
inspiration rather than guidelines to be
adhered to.
You may want to play a character with a
rich back story, ready for some indepth roleplay. Or, you may simply want
to look and feel awesome whilst you're
playing, emulating all the greatest
heroes, from Aragorn to Leonidas.
Alternatively, you might be out to do as
well as possible, selecting the skillset
with the best stats and abilities. All
intentions are perfectly fine, and there
will be something for everyone over the
next few pages.
Note that there are many more
character options available in the main
rulebook, including new skills, different
backgrounds and races, along with a
multitude of other resources for crafting
your perfect character. These sample
characters are simply for those people
who want to get involved and start
playing straight away.
CHARACTER
SHEET
INTRODUCTION
SAMPLE CHARACTER STATS
Character's Nationality and Faith
Total Hitpoints:
The total number of
permanent hitpoints a
character has, including
Karma, armour and woad,
but not including additions
from spells and skills such
as “Steadfastness”.
Karma:
The total number of Karma
points the character has.
Any hitpoints gained from
this are included above.
Combat Calls:
Weapon-based combat
calls that the character may
use.
Mana:
How much mana the
character has. For nonmage characters, this field
is omitted.
Spells:
Priestly or Arcane spells the
character may use, along
with their Mana or Karma
cost, if any.
Any other skills and abilities
the character possesses,
Other Abilities: along with how many times
per adventure they may be
used.
Equipment:
A list of the minimal
equipment in the character's
possession.
Raised since childhood to love the Judge
and hate the impure, a Paladin is a being
of pure devotion and zeal. The Judge's
teaching of justice and balance are the
very essence of a Paladin's motivations,
for so the tenet goes:
Juddite
Paladin
“Innocent blood spilt must be
matched drop-for-drop with the
blood of the guilty.”
PALADIN STATS
The actual definitions of innocence and
guilt are open to interpretation, but
once a Paladin has judged a wrongdoer, only the Gods may turn him back.
Paladins draw their strength from their
faith, and from intense physical training.
Protected by zealous dedication to their
cause, and from heavy armour blessed
by the high priests of the Judge, they
dash into melee without a second
thought for their own safety.
Paladins are less concerned with
protecting the weak as they are with
righting wrongs, and this will lead to a
cold and uncaring attitude to most.
Indeed, there can be little space for
affection in the heart of a divine
avenger.
Scheyellei, devoted to The Judge
Total Hitpoints:
5
Karma:
1
Cleaving Blow: By striking
dramatically against an
Combat Calls: opponent, you inflict 2 points
of damage and stagger them
backwards.
Spells:
Prayer: Pray for 30 seconds
to regain your Karma.
Zeal (once per encounter):
Every time you start a new
combat, you can ignore the
first hit you suffer,
regardless of its effects, as
long as you are charging
forwards.
Other Abilities:
None.
Equipment:
Sword / Hammer
Heavy Armour (boiled
leather / chainmail)
Black and white face paint
“The Judge will illuminate your
path, as a lighthouse amid an
ocean of sin.”
Akam is the Goddess of Life, and so her
subjects work to the benefit of all living
things. The priesthood of Akam
typically devote their lives to healing,
channelling Akam's purity through their
bodies and into the hearts and minds of
the ill and wounded.
In a combat situation, a priest of Akam
will typically be behind the main lines,
tending to the injured and making them
ready to fight again, or at least to
escape should the battle be lost.
They use divine magic to heal those
close to the brink of death, but are also
trained in basic medical techniques for
less severe wounds. They are not
trained in any of the arts of combat, and
so stay well away from all but the most
timid of opponents.
An Akamite healer would feel only
kinship with all but the most bitter of
atheists. However, anyone displaying a
lack of regard or respect for the nature
around them will swiftly find themselves
facing a scolding at best, and outright
assault at worst.
“Let me heal the wounds to your
body, and let Akam heal the
wounds to your soul.”
Akamite
Healer
AKAMITE HEALER STATS
Eymian, devoted to Akam
Total Hitpoints:
3
Karma:
1
Combat Calls:
None
Spells:
Prayer: Pray for thirty
seconds to regain your
Karma and your body hits.
Blessing (1 Karma): Ask
an Akamite three questions
of devotion; if they answer
“yes” to all of them, then the
devotee regains all hitpoints
and Karma.
Lay On Hands (1 Karma):
Lay your hands upon a
dying religious ally, recite a
six-second prayer and
restore the ally to one body
hit, ending their deathcount.
Staunch Bleeding: Lay
your hands on a dying ally
and stop their deathcount
indefinitely, as long as you
retain contact.
Bind Wounds (5 uses per
adventure): Apply a
Other Abilities: bandage to a dying ally to
restore one body hit, ending
the ally's deathcount.
Great Faith (once an
adventure): Cast any one
of your priestly spells
instantly, and for no cost in
Karma.
Equipment:
Priestly robes
Sword / Basic weapon
Bandages
The plainspeople are a proud if simple
race, driven only by the need to
survive, and by their devotion to the
Fius. They are led in worship by the
Shamans, individuals closer to the Gods
than most.
Worship of the Fius can involve many
savage traditions: animal sacrifice,
ritualistic mutilation, drug-induced
frenzies. The practices vary from tribe
to tribe, but all appear outlandish and
barbaric to the Kian cityfolk, who have
low opinions of the plainsmen at the
best of times.
Typically, plainsmen worship the Fius
as the protector and the guardian: the
campfire that keeps away dark spirits
and predators. So, too, does a plains
shaman watch over the tribe, protecting
them spiritually and physically. They
are the healers and the guides, to whom
all plainswarriors turn in times of
danger.
A shaman is by no means helpless in a
fight, and whilst the heavy combat is
carried out by the plainswarriors, most
shamans can still hold their own against
weaker opponents, often using their
agility to escape tougher fights and
attend to where they are most needed.
shaman of
the Plains
SHAMAN STATS
Plainsperson, devoted to The Fius
Total Hitpoints
4
Karma:
1
Combat Calls:
None
Spells:
Prayer: Pray for 30 seconds
to regain your Karma.
Blessing (1 Karma): Ask a
Fian three questions of
devotion; if they answer “yes”
to all of them, then the
devotee regains all hitpoints
and Karma.
Lay On Hands (1 Karma):
Lay your hands upon a dying
religious ally, recite a sixsecond prayer and restore
the ally to one body hit,
ending their deathcount.
Woad: By applying tribal
warpaint to your face and
body, you gain 1 armour hit.
Can also be applied to other
plainspeople.
Runepriest (1 Karma): You
Other Abilities: can spend a minute creating
a rune holding the spell Lay
On Hands, which may be
cast instantly at any point.
Agility: You are immune to
the strikedown effect of
“Sweeping Strike”.
Equipment:
Staff / Spear
Woad paint
Minimal Clothing
“Fius protect. Fius guide. Fius
fight. Fius remember, but Fius
never forgive.”
The Demon. Subversive, abusive,
aggressive and pervasive. For centuries
the Scarred Lands has been stricken by
demons of one form or another, from
the diminutive Harlequins to the hulking
Groms. Only those with fiery courage in
their hearts and cool calculation in their
heads can possibly smite these
abominations before Siryn.
The Realms of Existence were formed
separately for a reason, for Siryn,
above all else, works for balance and
equality. But if the demons leave their
kingdom to conquer the natural realm,
then all balance in the world will be lost,
and everything will turn to dust.
Sirynite
Demonslayer
“I fear no demon. These creatures
of Hell cannot stand before the
righteousness of Siryn.”
DEMONSLAYER STATS
Kian, devoted to Siryn
A demonslayer must never hold back
from a fight, for decisive action and
quick thinking are the only tools a
mortal has against the denizens of Hell.
They will always be at the forefront of
every melee, ready to suffer and die for
their cause.
Few demonslayers find time outside of
training and combat to indulge in
hobbies and careers. Fewer still live to
old age, for the path of a slayer is
paved with lethal danger at every turn.
But for those who are quick enough
with a blade, eternal glory awaits them
beside their God in the celestial realm.
Total Hitpoints:
5
Karma:
1
Combat Calls:
Demonbane: Upon striking
a demon, you deal 2 points
of damage instead of the
usual 1.
Spells:
Prayer: Pray for 30 seconds
to regain your Karma.
Holy Armour (1 Karma):
Utter a 6-line prayer to Syrin
to receive two points of
magical armour.
Other Abilities:
Pain Resistance: You can
ignore the incapacitating
effect of “Venom”. You still
suffer the extra point of
damage. Also extends
deathcount by 10 seconds,
during which consciousness
is retained.
Equipment:
Light Armour
Greatsword
Dark Clothing
Duty and Honour, the watchwords of the
warriors of Kia. Since the Beastplague
decades ago, and all through the Mage
Wars, Kia has suffered the brunt of
aggression facing the Scarred Lands.
But these constant challenges have
sculpted a nation of solid, dependable
citizens, and rock-hard soldiers to boot.
Since Lord B'Stard first fashioned the
blacksnuff pistol it has been the icon of
the Kian military, issued to the best
warriors with the sharpest aim, and it
has seen many battles won. Though
slow to reload, the shock and awe
effect of a pistol is hard to ignore, even
for a well-weathered veteran,.
Kian
Footsoldier
“Right lads, let's give these
bastards a good old lead bukkake.
Open fire!”
FOOTSOLDIER STATS
Kian, devoted to Siryn
Typically, Kian foot-troops operate a
fluid, mobile style of fighting,
unleashing a hail of lead shot before
pulling back, reloading, and repeating.
However, they are well doctrined in
hand-to-hand melee and are no
slouches with a sword.
Any Kian citizen will be straightforward and direct in conversation, and
the military take this to an extreme
bordering on abruptness. However,
despite an often frosty attitude, no
other military force is bound so tightly
by loyalty and brotherhood to one
another.
Total Hitpoints:
5
Karma:
0
Combat Calls:
Pistol Single: Fire a pistol
and deal two points of
damage to the target's
chest. Pistol must be
reloaded between shots.
Spells:
None.
Pain Resistance: You can
ignore the incapacitating
effect of “Venom”. You still
suffer the extra point of
damage. Also extends
deathcount by 10 seconds,
during which consciousness
Other Abilities:
is retained
Steadfastness: You gain
an additional hitpoint when
stood still and receiving a
charge from an enemy.
Pistol Use: Spend 60
seconds to reload a pistol.
Equipment:
Blacksnuff Pistol
Sword
Light Armour
Crimson Sash / Tabard
The Ironbearers are the steel-clad
backbone of the Scheyellei military.
Formed recently to bolster a large but
untrained militia army, the Ironbearers
now hold pride of place at the front
lines of any large engagement,
It is the resilience of the Ironbearers
that sets that apart from other soldiers.
No other warrior can claim to last so
well against enemy attacks, and this is
thanks to exceptional stamina,
exceptional training and die-hard
patriotism.
With such a great reserve of strength
and toughness, an Ironbearer is best
suited to heavy combat right in the
middle of the fight, where cold
Scheyellei steel can wreak its havoc
upon the frail bodies of the enemy.
However, an Ironbearer should not
wade in unsupported: even the hardest
warrior may fall if greatly outnumbered,
and nobody can run very far whilst
wearing such heavy armour.
Ironbearers rely on camaraderie and
unit loyalty to survive on the battlefield,
and will work hard to keep morale high
and spirits lifted. However, they are not
bards by any means, and still retain a
cool air of seriousness when
approaching a fight.
Scheyellei
Ironbearer
IRONBEARER STATS
Scheyellei, Godfearing
Total Hitpoints:
6
Karma:
0
Combat Calls:
Cleaving Blow: By striking
dramatically against an
opponent, you inflict 2
points of damage and
stagger them backwards.
Spells:
None
Pain Resistance: You can
ignore the incapacitating
effect of “Venom”. You still
suffer the extra point of
damage. Also extends
deathcount by 10 seconds,
during which consciousness
Other Abilities:
is retained
Steadfastness: You gain
an additional hitpoint when
stood still and receiving a
charge from an enemy.
Alternatively, you may
ignore the first Shield
Smash against your shield.
Equipment:
Heavy Armour (Platemail)
Shield
Sword / Axe
“Let them come. Let their bodies
break across our shields, let their
skulls split beneath our axes.”
Out on the plains, one can be very far
from home without shelter, food or
water. As it is, only the toughest can
survive long journeys between tribes,
and so only the toughest are chosen for
the role of Runner.
Plainsrunner
PLAINSRUNNER STATS
Plainsrunners carry messages and small
packages between the elders of the
many tribes. Very often, the contents of
these deliveries can be of vital
importance, such as the date of a
planned attack, or an heirloom of great
value. In any case, the bearer must be
of peak fitness, and strong in a fight,
ready to die for the mission.
Prescience and agility are the key
words for a Plainsrunner, or at the very
least they would be if the plainspeople
understood what they meant. But
certainly, a watchful eye kept all
around, and at all times, is the greatest
advantage on the long trek across
empty grassland.
Should a fight occur, a runner is a great
asset on the flanks of the engagement,
darting in and out, dealing heavy
damage, harrying the enemy and pinning
them down. By denying freedom of
movement to an enemy force, the battle
can be controlled and contained to great
effect.
Plainsperson, devoted to The Fius
Total Hitpoints:
4
Karma:
0
Combat Calls:
Sweeping Strike: Strike at
an opponent's legs to deal a
point of damage and knock
them to the ground.
Spells:
None.
Dual Wielding: You can
use a normal-sized weapon
in each hand to full effect.
Pain Resistance: You can
ignore the incapacitating
effect of “Venom”. You still
suffer the extra point of
damage. Also extends
deathcount by 10 seconds,
during which consciousness
is retained
Other Abilities:
Toughness: Your
deathcount is extended by a
further 15 seconds, for a 60
second total deathcount.
Steadfastness: You gain
an additional hitpoint when
stood still and receiving a
charge from an enemy.
Agility: You are immune to
the strikedown effect of
“Sweeping Strike”.
Equipment:
2 Swords / Axes
Woad paint
Minimal Clothing
“Eyes open, run into wind, run
softly. Leave no tracks. Fius
guide you well.”
The woods of Eym are dangerous. Dark
and mysterious perils more sinister than
bandits and far more powerful than
goblins lurk in the darkest shadows of
the forest, and it takes a keen eye to
spot them before they spot you.
Rangers are at home in the wilds. They
meld with their surroundings on an
almost supernatural level, reading the
ground and the trees as a scholar might
read a book of knowledge. Their
woodsmanship is second to none, as is
their aim, which is sharp and true. A
good ranger can pierce a stag through
the eye from three hundred paces,
through undergrowth and low-hanging
branches.
Eymian
Ranger
“The glory of the hunt is addictive.
The silence, the patience, the smell
of fear in the air.”
RANGER STATS
Eymian, devoted to Akam
A ranger should never enter the main
combat zone of a fight, instead waiting
around the flanks and sniping key
targets in the enemy lines. Once the
balance has swung in favour of the
ranger's allies, they can sweep into the
wasted foes to put down any stragglers.
Rangers are the masters of their realm,
and will act with authority within it.
However, they can become nervous and
reclusive when outside the woods,
insecure without the protection of
concealment. However, they value
kinship as much as any hunter might,
and appreciate good company when
times are hard.
Total Hitpoints:
5
Karma:
0
Combat Calls:
Sweeping Strike: Strike at
an opponent's legs to deal a
point of damage and knock
them to the ground.
Spells:
None.
Longbow Use: You inflict
two points of damage to an
enemy upon a successful
arrow strike.
Agility: You are immune to
the strikedown effect of
“Sweeping Strike”.
Other Abilities: Pain Resistance: You can
ignore the incapacitating
effect of “Venom”. You still
suffer the extra point of
damage. Also extends
deathcount by 10 seconds,
during which consciousness
is retained
Equipment:
Light Armour
Long Bow and Arrows
Sword / Axe
The life of an Eymian noble is a gentle
one, with most comforts cared for, and
most cares cast far and away and being
dealt with by the servants.
However, some of the upper class
develop a new-found respect for life,
turning away from their rich upbringing
to do good in the world, helping the
poor or destroying evil. Others simply
tire of the bloated decadence of the rich
life, seeking the excitement of a more
adventurous existence. Some suffer a
great tragedy to their families or their
estates, and so set out for revenge and
justice.
Eymian
Lord
“No obstacle exists that cannot be
overcome with a level head and a
moment's thought.”
LORD STATS
Eymian, devoted to Akam
Lords are often best suited for
leadership roles, where their charisma
can be put to great effect. Though few
are natural born warriors, most can
handle themselves in a fight if need be,
relying on elegant fencing techniques
and refined duelling styles. They are
best placed in the second lines of a
fight, ready to defend healers and
coordinate the frontliners.
They have little reason to be stuck-up
with the peasants around them, for their
lives depend on the competence of the
lower classes. However, any individual
of decency and elegance would refuse
to engage in the coarse and vulgar
paths of discourse held between the
less well-educated of society.
Total Hitpoints:
4
Karma:
1
Combat Calls:
Sweeping Strike: Strike at
an opponent's legs to deal a
point of damage and knock
them to the ground.
Spells:
None.
Dual Wielding: You can
use a normal-sized weapon
in each hand to full effect.
Agility: You are immune to
the strikedown effect of
Other Abilities:
“Sweeping Strike”.
Staunch Bleeding: Lay
your hands on a dying ally
and stop their deathcount
indefinitely, as long as you
retain contact.
Equipment:
Master-crafted Light Armour
2 Swords
Blacksmiths are in high demand across
the Scarred Lands, for a skill with
ironworking can help to create the
armour, weapons and other equipment
needed to fight off hordes of vicious
demons and undead. Amongst travelling
adventurers, armourers are even more
greatly appreciated, since their ability
to rapidly repair armour of all kinds
makes them invaluable following heavy
fighting.
There are some armourers within the
military, but most are civilians,
independent traders looking to seek
their fortune, or on hire by the local
lord.
Blacksmiths possess key knowledge
about most armaments, and so are
ideally suited to dealing with tough
enemy formations with vulnerable
equipment. However, most armourers
are not front-line fighters, and should
remain behind the main lines guarding
the healers until the call comes in to
mend broken armour.
Blacksmiths are tradesmen, and so
typically very professional. They rely
on manners and politeness to gain
customers, and bring these qualities
with them to the battlefield, treating
their comrades with respect and
friendliness.
Kian
Armourer
ARMOURER STATS
Kian, Godfearing
Total Hitpoints:
4
Karma:
0
Combat Calls:
Shield Smash: By striking
dramatically against an
opponent's shield, you
shatter it into pieces,
rendering it useless.
Spells:
None.
Armour Repair: Spend 30
seconds repairing an ally's
armour to restore one
armour point.
Steadfastness: You gain
an additional hitpoint when
stood still and receiving a
charge from an enemy.
Pain Resistance: You can
ignore the incapacitating
Other Abilities: effect of “Venom”. You still
suffer the extra point of
damage. Also extends
deathcount by 10 seconds,
during which consciousness
is retained
Toughness: Your
deathcount is extended by a
further 15 seconds, for a 60
second total deathcount.
Equipment:
Warhammer
Workhammer
Light Armour (Apron)
“Ah, the heat of the forge, the
smoke in the air, the clang of steel
and iron. Life is simple, life is
good.”
In Kia's darkest hours, many warriors
fall victim to the blade, the arrow and
the pox. Tired of seeing so many
crimson soldiers die, the leaders of
noble Kia created the Medical Corps,
and so hoped to see at least a few more
sons return to their mothers.
The Medical Corps train their medics to
do two things : heal and fight. The field
surgeons of old were too often caught
by enemy flankers and put to the sword,
leaving front-line warriors with no
physicians to tend their wounds. Now,
the Corps is capable of defending itself,
though they are still highly trained
physicians capable of extraordinary
feats of healing on the battlefield.
A combat medic is a capable warrior,
but they should rarely find themselves
anywhere beyond the rear lines. When
healing the wounded, they should adopt
military triage practise, treating first
those more likely to survive before
dealing with the heavily injured.
Medicine is a two-fold art of both
physical and mental recovery, and
soldiers' wounds heal fastest when their
spirits are buoyed. As such, it is down
to the combat medics to maintain
morale when the crap hits the fan,
remaining cheerful and supportive in
times of dire need.
Kian
Combat
Medic
COMBAT MEDIC STATS
Kian, devoted to Siryn
Total Hitpoints:
4
Karma:
0
Combat Calls:
Pistol Single: Fire a pistol
and deal two points of
damage to the target's
chest. Pistol must be
reloaded between shots.
Spells:
None.
Staunch Bleeding: Lay
your hands on a dying ally
and stop their deathcount
indefinitely, as long as you
retain contact.
Bind Wounds: Apply a
bandage to a dying ally to
restore one body hit, ending
the ally's deathcount.
Other Abilities:
Journeyman
Pharmacologist (25 uses
per adventure): By
applying herbs and
bandages to a wounded
ally, you may heal one of
their lost Karma or Body
hits.
Pistol Use: Spend 60
seconds to reload a pistol.
Equipment:
Physician's Medkit
Light Armour
Blacksnuff Pistol
Crimson Sash / Tabard
“Looks like your lucky day,
kiddo, I think you're gonna make
it. Besides, girls love scars like
that.”
There are those of the medical
profession who, every day of their lives,
seek to heal and mend the wounds dealt
to others, to use their skill and
knowledge for the betterment of
mankind, to restore to life those who
have fallen.
And, there are those who do not.
A “pragmatist” is someone whose
intimate knowledge of the human
anatomy leads to a key understanding of
what makes it work and, more
importantly, what can happen to make it
stop working entirely.
When not engaged in a spot of
“moonlight doctoring” across the
rooftops and through dark alleys, a
pragmatist is best employed at the
flanks of a combat, where pinpoint
precision and a keen eye for a
vulnerable target can lead to massive
casualties amongst the enemy.
Following a fight, a pragmatist can still
use his medical skills to heal his allies,
but that job is probably best left to
someone with experience actually
healing people.
“Do not fret, young one, for I
promise you this shall not hurt for
long...”
Eymian
Pragmatist
PRAGMATIST STATS
Eymian, Godfearing
Total Hitpoints:
3
Karma:
0
Combat Calls:
Shiv: When using daggers,
you cause two points of
damage to human enemies
pet hit.
Backstab: By approaching
an unaware enemy from
behind, you may
immediately slay them and
put them on a 30-second
deathcount.
Spells:
None.
Staunch Bleeding: Lay
your hands on a dying ally
and stop their deathcount
indefinitely, as long as you
retain contact.
Bind Wounds: Apply a
bandage to a dying ally to
restore one body hit, ending
the ally's deathcount.
Journeyman Physiologist
(15 uses per adventure):
Other Abilities:
By applying herbs and
bandages to a wounded
ally, you may heal one of
their lost Karma or Body
hits.
Agility: You are immune to
the strikedown effect of
“Sweeping Strike”.
Off-hand-weapon Use:
You may use a dagger in
your off-hand to full effect.
Equipment:
Physician's Medkit
2 daggers
Light Armour
The Medikin are the most skilled
healers in all of the Scarred Lands.
Founded in Scheyelle, in direct
competition with the Physicians' Guild,
the Medikin seek nothing less than
perfection in their work, and they are
coming quite close.
A medikin should be able to heal just
about any wound one might suffer on
the field of battle, or elsewhere for that
matter. Brutal gashes, broken bones,
even magical injuries are not beyond
the remit of these dedicated healers,
and warriors are learning to become
quite reassured when they see a
medikin in the lines behind them.
A medikin is not a fighter, and should
make no attempts to prove otherwise.
However, a medikin can mend any
wound they come across, and should
put this ability to good use. However,
they should guard against healing
frivolously, and should retain some
resources for serious injuries.
A medikin is an individual of singular
focus and determination. Whether
ethical or academic, their dedication to
the art of healing cannot be questioned.
“Forget the ignorance of the
priesthood. Any wound can be
healed with skill and dedication.”
Scheyellei
Medikin
MEDIKIN STATS
Scheyellei, Atheist
Total Hitpoints:
3
Karma:
0
Combat Calls:
None.
Spells:
None.
Staunch Bleeding: Lay
your hands on a dying ally
and stop their deathcount
indefinitely, as long as you
retain contact.
Bind Wounds: Apply a
bandage to a dying ally to
restore one body hit, ending
the ally's deathcount. You
may even do this for an ally
suffering from a magical
wound.
Journeyman Arcanologist
(15 uses per adventure):
Other Abilities:
By applying herbs and
bandages to a wounded
ally, you may heal one of
their lost Karma or Body
hits. Alternatively, you may
use Cure Ailments to heal
a single location injury.
Pain Resistance: You can
ignore the incapacitating
effect of “Venom”. You still
suffer the extra point of
damage. Also extends
deathcount by 10 seconds,
during which consciousness
is retained
Equipment:
Physician's Medkit
Sword
“'In cold blood'? Please. Their blood
was quite warm as it splattered
across my face.
Blood. Blood and sweat. Hot and sticky
and vile and all over the place. The way
it should be. The human body never
looked so beautiful as when it was in
several places at once. It's what the
bastards deserve, anyway, they were
holding their swords like amateurs.
Scheyellei
Spellsword
SPELLSWORD STATS
Scheyellei, Atheist
Only the strong deserve life. The Gods?
They give life to the weak and the
unskilled, the stupid and the poor. Much
better to take life from those who don't
need it, who won't do anything with it,
who were never going to achieve what I
will achieve, when the world is mine.
Total Hitpoints:
4
Karma:
0
Combat Calls:
Cleaving Blow: By striking
dramatically against an
opponent, you inflict 2
points of damage and
stagger them backwards.
Mana:
2
Spells:
Hatred (1 mana): By
reciting a 4-line incantation,
your target develops an
irrational hatred of you and
must charge directly
towards you to engage in
melee combat.
Aversion (1 mana): By
reciting a 4-line incantation,
your target finds whichever
object you name entirely
repulsive, and must drop i
immediatelyt and not touch
it for the next 30 seconds.
Mind Tap: By inducing your
psychosis for 1 minute, you
slip further into insanity,
losing lucidity but restoring
all of your mana.
Other Abilities:
None.
Equipment:
Heavy Armour (plate or
chain)
Sword
Shield
So I stay in the front line. If they cannot
hold their weapon, they will not hold it
at all, that can be seen to. And once
they are unarmed, they are easy prey,
especially as they dash towards my
blade like the rabid beasts they are.
The others want to talk, but they have
nothing to share. Their insights are
limited, overshadowed by their
devotions to their gods. But I, I am
devoted to something far more pure. My
faith is the reliability of a good sword
and the stupidity of mere humans.
Battles are scary. Very scary. Very
very scary. Scary indeed. What better
way to survive a battle than never being
in one in the first place? Twist and
break and wither and bend and force
minds to your glorious will, never let
them dominate you. Never! That's the
trick!
Does that sound mad? Surely madness
is to leap into a fight of blood and guts
and blood and blood everywhere, have
your guts torn into out-of-tune violin
strings?
So lead the way! Be at the forefront of
every fight. But not a fight of blades and
spears, oh no! A clash of wills, far more
deadly than mere swords and arrows!
Then we shall see who's mad, yes we
shall, oh yes, my precious.
They shall look at you funny, you can't
escape it, they'll treat you like a lunatic,
but they're the insane ones, there can
be no doubt, oh no, but you mustn't let
them. Trust no one, believe everyone,
treat the wicked and punish the kind,
maybe somehow we can get through
this alive...
“Stop looking at me like that!
Look over there! No, there! I
suggest you go away , RIGHT
NOW.”
Eymian
Equivocator
EQUIVOCATOR STATS
Eymian, devoted to The Judge
Total Hitpoints:
3
Karma:
0
Combat Calls:
None.
Mana:
2
Spells:
Suggestion (1 mana): With
the words “I suggest...” and
a slight hand gesture, your
target is compelled to follow
your command to the best
of their abilities, for 30
seconds. Self-harm may not
be commanded.
Confusion (1 mana): By
reciting a 4-line incantation,
you render your target
dazed and confused, unable
to do anything except
defend themselves halfheartedly. The effect lasts
for thirty seconds, or until
attacked.
Mind Tap: By inducing your
psychosis for 1 minute, you
slip further into insanity,
losing lucidity but restoring
all of your mana.
Other Abilities:
Iron Will: You are
completely immune to all
mind magic.
Off-hand-weapon Use:
You may use a dagger in
your off-hand to full effect.
Equipment:
Sword
Dagger
Light Armour
Some Useful Terms and Phrases
IC - In-Character, anything that
exists or takes place in the game
system, such as roleplaying or
casting spells
OOC - Out-of-Character, anything
that takes place outside of the
game, such as drinking and washing.
Characters - Fictional entities,
whose roles are fulfilled by players
during an adventure.
Players - You and your friends, as
normal human beings and students
at Warwick University.
The Ref - Da Boss, the Big
Guy/Girl. The person responsible
for planning and running the
adventure.
Time In - Used by the Ref to signal
the beginning of an adventure, and
the point at which you should start
roleplaying.
Time Out - End of the Adventure!
Whether your character lived or
died, you as a player now get to go
to the pub.
LARP Safe - Literally “safe for
Larping.” Used to describe a
weapon or a method of fighting that
is not considered dangerous in
combat.
Roleplaying - For some, an in-depth
portrayal of a fictional personality
with motives and background. For
others, responding to a different
name whilst hitting stuff.
Player Party - The Players and
their characters. The victims of the
adventure.
Trial By Larp - Reserved for
cheaters and noobs. Involves
surrounding the offender in a tight
circle and beating them until they
stop bleeding.
Monster Party - Players not playing
their characters, instead playing
“monsters”, to interact with and
fight with the Player Party. They
are at the full disposal of the Ref.
Noob - A veteran player who has
proven their incompetence.
Newbie - A new player who is yet
to prove their incompetence.
Veteran Player - Usually a noob.
FOIP - Find Out In Play. Used to
refer to information that should be
revealed/discovered whilst IC.
Time Freeze - Time has frozen IC used for sudden changes of ingame circumstances.
Phys Rep - Literally, a physical
representation of an object. A
catch-all term for latex weapons,
props, masks, and anything else that
is meant to resemble an object.
Rule 7 - The seventh rule of
Larping: “Don't take the piss”.
Taking the Piss - What all players
do when they Larp,
Larping - The act of taking part in
LARP.
Drinking - What most Larpers do
when not Larping.
PAST HEROES OF THE SCARRED LANDS
(In no particular order)
THE GOOD
THE BAD
THE UGLY
Countess Annabel DeMontford,
Kian Warrior
Captain Angeline Akethrin, Kian
Soldier
Ruby Clearwater, Eymian
Bloodmage
Grim'Jaw the Wise, Plains Shaman
Sil'Sheth, Demonkin and Ravager
Jared, Grand Soldier of the
Sera'phem
Milone PLAINSWARRIOR,
Plainswarrior
Regan of the Many Faces, Herald
of Eldritch
Dmitri, Schayellei Bloodmage
Guy Akramala (formerly de
Glastonbury), Champion of Akam
Guy the Kinslayer (formerly
Akramala), Master of the Blade
Guy de Glastonbury, Kian Warrior
Sergeant Thomas Plunkett, Kian
Sharpshooter
Lord Armel von Woert, Kian Lord
and Mage
Thrond the Pacifier, Schayellei
Champion of the Judge
Lady Luthien, High Priestess of
Akam
Cassandra, Eldritch Sorceress
Basaine, Eymian High Priestess of
Siryn
Owain Castleleigh, Eymian Priest
of Akam
Bethesda, Demonic Queen of Hell
Luther Ignis, Kian Fire Mage
SCARRED LANDS
Originally Conceived and Written By:
JACOB BARLOW
With Contributions By:
Will mitchell
claire bowden
dan waldron
sacha nicholson
isabel mccourt
mat lougher
The Player Guide Written By:
JON HOCKER
With Photos Taken By:
CLARE SELLEY
JAMES POWELL
Models Featured in this Book:
rob lockley
anna norton
James webster
alex stuart
laura ferguson
luke southwell
helen colson
pete steffe
dave williams
aggie zili
ian selley
pete wren
dan kerr
phil richards
glen dorrington
alex campbell
casper stockton
Some Useful Weblinks:
Our Website: www.warwicklarps.co.uk
Our Message Boards: www.warwicklarps.co.uk/forum
Our Wiki: scarredlands.wikispot.org