This game system is by no means complete as a rule system, but relies heavily on you the player/monster. For fairness, general feeling and look of our events this is only a tool to get us doing what we want to do and that is roleplaying and having fun. This booklet contains everything you need to know about the game mechanics. If you want more background information on clothing, clans and the chronicles please check the Dummnoni Chronicles NL website.
Arkeesh (Brown)
~~Open to players~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Menapi - Eastern overseas tribes. Many druids and shaman, defenders of nature. Guardians of the balance of good and chaos.
Briganti (Blue)
Usipeti - Eastern overseas tribes. Dwell in the same region as the Menapians. Cunning folk, mainly traders.
Nervi - Their lands border to the south of Menapian and Usipetian soil. Rude warriors. Many times the Nervi tried to invade the lands of the Catevelanni after travelling the sea for days.
Catevelanni (Brown)
Red Branch - Celtic Heroes banded together not by tribe but by friendship and conviction to protect the land from Formor and other evil creatures.
Norse - Recently at war with the Sea Wolves, brave and cunning. An elite Norse clan the Jorms-Vikin compete in prestige with the Huscarls, often picking quarrels with them. Berserks also swell the Norse ranks - wild and reckless fighters who wear no armour but fight with animal ferocity. (They can go berserk for one minute per day creating a writhing vortex of Wyrd energy that gives them 3 points of armour on all locations and seem oblivious to all wounds until their fury abates).
Connacht (Black)
Dummnoni - Celtic tribe most common in the realm of Dummnoni. Ruled by the wise Queen Athea who is the Ard Ri of all clans.
Arkeesh - The herdsmen. A wandering group of herders/hunters renowned for their forest craft and bowmanship.
Dummnoni (Green)
~~Contact us well in advance for a special briefing if you want to play one of the following:~~
Briganti - Hardy Warriors from the north and renowned as good skirmish raiders.
Sea Wolves - Brave Saxon raiders now settled, their elite heavily armed household troops known as Huscarls.
Menapi (Green)
Catevelanni - Spirited Celtic clan, famous for their reckless bravery and recognised by their large blue shields.
Picti - Northern: cunning wild warriors, fond of fast hit and run raids.
Tuatha De Danaann - A noble Race from Erin. One of the oldest races to settle in Faerie and bitter enemies of the Formor. Recognisable as either forest or craft clan by striking blue or red woad across their eyes.
Usipeti (Green)
~~Closed to players~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Saxons - Easily recognise by their arrogance, special hats and strange accents. They are despised as oath breakers and thieving scoundrels but recognised as a proper Clan nevertheless.
Nervi (Blue)
Firbolg - Extremely tall, strong and somewhat secretive tribe. Honour driven, easily angered and ferocious in battle. All wear special masks which are rumoured to grant them their inhuman strength.
Clan Callis - A clan made up entirely of women. They are very skilled hunters and warriors. It is rumoured that they never lose their quarry.
Norse (Red)
Connacht - Clan led by their Queen Maeve. Noted for their black clothing and armour. Totally loyal to their powerful and ambitious Queen.
Wolf Clan - Fanatical worshippers of the wolf god Fenris. Actively striving to bring Ragnarok come to pass. They are easily recognised by their wolf caps and incessant howling.
Picti (Blue)
~~Open to players~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Man - A versatile race. They have no innate affinity with the magic of the land but have proved to be quick learners. All can trace their ancestry back to the lands of Albion beyond the mist. They strive to maintain their culture and beliefs though the closeness to their Gods has somewhat purified their religions.
Red Branch (Red)
~~Contact us well in advance for a special briefing if you want to play one of the following:~~~~~
Sidhe (Shi) - Elven elite warriors, heavily armed and aloof. Easily recognised by their specific woads and pointed ears. They are sworn to hunt down and kill all Formorians.
Sea Wolves (Black)
Changelings - Magical people tuned to earth magic and indigenous Faerie inhabitants. Good scouts, cunning with a dark sense of humour. They have varying unearthly features that differ between individuals: Horns, long noses, strange colored hair, to name but a few.
Dwarves - A dwindling, dour but brave race, well respected for their better quality arms and armour. (Must be below 5.7'' in height)
Sidhe (Red)
~~Closed to players~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Boar People - A new race, that appeared as prophesised when Domnu awoke from her Eternal Slumber. They seem a cross between man and Boar. They are young, few and still seeking their way in the world.
Formorians - Enemies of Faerie. Spawn of Domnu whom they worship as their Mother. They are led by Balor of the Evil Eye from his Glass Tower on Tory Island.
Tuatha De Danaan
(Red/Blue)
Fae - A wholly magic race and indigenous Faerie inhabitants. The wise and venerable King Oberon leads the Seelie Court by day and the more sinister trickster (King) Puck leads the Unseelie Court by night.
Lords of Ruin - A secret society of thieves and spies, a dangerous brotherhood to belong to as most tribes deal severely with thieves.
Note: Dwarves, Changelings, Boar People, Formorians, Fae and Lords of Ruin have no specific tribal woads.
Clan Callis (White)
"The place where you can make yourself be heard!"
The Mead hall is a place where all clans gather and discuss matters of importance. On special occasions queen Athea will visit the Meadhall. So if you have important information to share with all clans, you can make it public in the Meadhall. All clans should respect each other unless they are looking for a fight. Weapons will be sheated. When drawn, blood must flow. One person only will have the word (speak) at any time. If you speak you will stand up, raise your voice and clearly state your name, clan and make reference to deeds for which you are renowned. Finally say what you want to say to everybody in the Meadhall. It is customary for clans to honor the queen with a gift. The brehan (lorekeeper) will lead all discussions.
Dummnoni Money is the 'Eye', a gem of various colors.
Color of Gem - Value
Green - 1 Eye
Clear/Transparent - 2 Eyes
Blue - 3 Eyes
Clear Purple - 10 Eyes
Red - 12 Eyes
Small Sphere (Any Colour) - 50 Eyes
Large Sphere (Any Colour) - 100 Eyes
A rough idea of an Eyes Worth: 1 Eye will purchase two flagons of Ale or a large Bannock loaf. 10 Eyes will purchase a plain dagger and 50 Eyes will purchase a leather jerkin.
In-character Traders, Armourers, Farmers etc.
We don't enforce any strict rules on these professions. If you want to play an in-character trader, you determine the cost of your service in Eyes or any other form of trade. If you sell an item you created, 10 percent of that price equals the amount of Eyes required to make it. For example, Sven of the Norse makes wooden bowls and sells them for 20 Eyes. This means it took him 2 Eyes of material and effort to create this lovely wooden bowl. After he is paid Sven puts two Eyes for every bowl sold in the "Lost and Found"-boxes (explained in the second part of this booklet). If no real (out of character) money exchange hands for buying the item, ask the trader if he wants the item back after the event or if it is yours to keep.
All referees will be presented at the beginning of the event. The rules should hopefully be simple and quick to use. Any Queries, see a referee but please use common sense. Questioning the ref as to whether the ring pull you have found is the 'arcane sigil of Azur' whilst he is sorting out a case of hypothermia is going to get an unappreciative response. PLEASE Read ALL the sections. This will ensure that you understand what is happening around you and will advise you on how to respond.
First and foremost all players need to Learn and React to the following:
Time Freeze - All players 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 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 the assistance of a first aider who wears a yellow first aid band. DO NOT wait for someone else to call it out. The person shouting 'man down' should stay near the victim and raise his right hand above his head.
There are four main users of wyrd magic: Stonewardens, Shamen, Healers and Priests. Stonewardens focus wyrd energy to control the minds of their victims. Shamen draw Wyrd energy in order to create physical effects. Priests/Druids use a mixture of the above to perform various effects. Shamen, Stonewardens and Healers have enough mental, spiritual and physical strength to cast a maximum of seven spells a day (they may cast seven identical spells if they wish). Priests/Druids can only use four spells a day.
Recharching Wyrd Energy
The above classes (including Healers) may recharge Wyrd energy that they have used in spell casting. Focus points for recharging could be standing stones, sacred groves, old wells etc. Referees can identify such sites. Meditation at a focus site for approximately 5 minutes will restore enough energy to cast one spell. Undisturbed meditation can restore a maximum of seven spells. StoneWardens must have a focus such as a staff or amulet to soak up this Wyrd energy. When casting spells, players should point at their intended victim in order to avoid confusion. Also make gestures and invocations grand and verbose; it looks better and the Crew/NPC's will react better to its effect.
NOTE: Magic cannot be cast by any class wearing large amounts of metal. Wyrd energy is disrupted by concentrations of metal, preventing flow of magic.
StoneWarden Spells
Sleep - The intended victim falls asleep for one minute but can be awoken by shaking or hitting.
I command you… - The victim must obey any three word command for a minute. They will not kill themselves though.
I resist - The caster negates the effect of any StoneWarden spell cast at them.
Throw me that… - The identified item must be thrown (safely and gently) to the spell caster.
Fear Me - One victim will run away in total fear of the caster for 20 seconds.
Detect Magic - By placing a hand over an object or creature the caster can tell whether it is magical and if its Wyrd energy is good or dark.
Windblast - The victim is caught in a psychic wind and will stagger back accordingly for 20 feet (6 m).
Shamanic Spells
Fumble - A force of wyrd energy 'shoves' the victim over, causing all carried items including weapons, to be dropped.
I shatter that… - A named non metallic item the size of a shield or smaller will shatter immediately. Large shields will need two such spells to render them broken.
Woad - The Shaman may mark spirals or magical runes with wyrd energy trapped in them. This can be applied to self, others or items. A woaded area will have one extra point of magical armour protection. Woaded weapons/items can resist one shatter spell. Only one woad is permitted per body location or item. Once a woad is hit or shattered it offers no further protection. NOTE: Woads do not work on metal items.
Detect Magic - As Stonewarden spell.
I resist - As Stonewarden spell.
Lock mind and soften Limb - The victim is held in a surrounding force of Wyrd energy and cannot move or speak for 30 seconds. If a victim is attacked, weapons will break the energy wall and the spell effect but will be shattered from the sudden release of Wyrd power.
Priest and Druidic Spells
When selecting spells, players should use those best reflecting the nature of the deity that they follow. The effects of metal still prevent a Priest's/Druid's magic from working if they are wearing chainmail or carrying a sword etc. Battle priests will have to throw down their weapons to cast magic and are advised to wear leather based armour. Druids have to be chosen by their clan. Their clan has to consist of at least four members. Druids always wear excellent costume and gear (fur, beads, leather etc.). Druids are the only ones who can create All-heal potions. Nescessary for the ritual of brewing All-heal: an impressive kettle, a forked branch, incense and Wyrd energy. The recipe can only be found/obtained time-in.
Woad - As Shamanic spell.
Inspire - By use of example and a rousing speech the caster may negate all fear spells on himself and his comrades in the immediate vicinity for a few minutes. "Don't be Afraid" is not enough for the spell to work!! At the end of the speech all inspired will mark their comrades with a smear of mud or dirt on the face. The smearing of the soil is a direct link to the Mother Earth Goddess.
Halt Dead - By holding aloft the symbol of their deity and showing no fear, the Wyrd energy summoned will frighten and paralyse up to two lesser undead creatures for 60 seconds. Once the spell is cast (good vocals required) the priest need not focus attention on the paralysed undead to keep them enthralled. More powerful undead may break free earlier…
I resist - This spell will only foil the effects of stonewarden spells.
Charm - Using posture, mannerisms, intonation and Wyrd the user can influence a victim to perform any task short of suicide. The effect lasts 60 seconds and leaves the victim bewildered for a short time but not unaware that he has been duped. The main instruction may not exceed four words but much 'working up' to the spell must be done in order for it to work. Wyrd has to be coaxed into use not yanked.
Druidic Heal Spell - (only for Druids) A druid can draw from his own Life Energy (equals two life points) and combined with Wyrd use this energy to heal 1 point of damage instantly by placing his/her hand on the victim's head and calling on the force of nature for a minimum of 15 minutes. After casting this spell the Druid is exhausted for some time. The incantation does not require bandages or potions.
Healers
Healers are skilled in using Wyrd energy coupled with herb lore and simple surgery. Using a bandage soaked in healing salves a healer can bind a wound and heal one point of damage instantly by laying on hands and focusing Wyrd energy into the bandaged wound. Using All-Heal potion, and again laying on hands, all the wounds of the patient are healed within one minute. If treated bandages are used without laying on of hands, they will work but will take up to half an hour to heal a wounded area. Starting healers may have up to three doses of All-Heal (it is rare and expensive) and seven herb salved bandages. There is no limit for normal bindings and bandages. Herb salved bandages can be made by healers. This will always take an hour of finding herbs, crushing them, making salves and preparing the bandages. The recipe for 7 salved bandages is: 7 pieces of grass, 1 piece of moss, 1 branch of fern, 7 drops of dew (morning or evening fresh picked), half a liter of water boiled during the preparation of the bandages and of course Wyrd Energy (requires 1 point of Wyrd Energy for 7 bandages). Healers are restricted to creating a maximum of 14 bandages per day.
Inherent racial spells
Sidhe/Tuatha Characters may use the resist spell twice a day and Half-Sidhe once a day.
Changelings may use each of the following spells once a day:
I resist - As the Stonewarden spell.
Windwhip - The victim is spun around wildly on the spot by invisible fairie hands for 15 seconds causing much dizziness.
Entrance - The victim is put into a dreamlike trance and is quite oblivious to what is happening around him, even if shaken, poked or prodded he will simply adopt whatever position he is placed in. Duration one minute.
Combat should be grim and gritty. Both Players and Crew should register wounds by flinching, groaning, falling down etc. to create a realistic feel during combat. All weapons wielded do one point of damage (including Arrows, two handed spears and staffs) and thus will take away one point from the location they have struck. All other two handed weapons will do two points of damage. For example a Gea Boa (serrated spear) inflicts 2 points of damage. Anyone hit by a two handed weapon or an arrow must stagger back/fall over from the impact - regardless what armour is worn. Please don't shout "Single" or "Double", it kills the atmosphere. Monsters or players will act better if it is done with a war cry instead of "Double".
Lifepoints
Changelings and Sidhe/Tuatha have one point per location.
Humans and Half-Sidhe have two life points on the body and one for each limb.
Dwarves, Formori and Orc types have Three body points and one on each limb.
Any other character that you may be playing will have hits allocated by a referee.
Death
If any location reaches Zero life points it is wounded sufficiently to be deemed unable to function and thus out of use (If body is reduced to zero then the victim is unconscious.) If a wound is not treated within three minutes then it becomes permanent causing crippling to limbs and death if on body. If a location reaches minus points then it is untreatable. Six points of damage total causes death to a character due to shock and blood loss etc. And healing will not save life. Binding wounds will keep them from being permanent for another two minutes allowing time to seek a healer.
Armour
Every time that armour is struck by a weapon its value drops by one or two points (depending on the size of that weapon). When the armour points have dropped to zero it is considered useless and subsequent blows to that area will do damage to the players location life points. For example; Lodin of the Bristeling Spear is wearing a thick leather jerkin worth 2 armour points. In combat he is hit twice with a sword causing no damage to Lodin but wrecking his jerkin. The next blow landed on Lodin is thus unprotected by armour and consequently causes one point of damage to him.
Repairing Armour
If there is a smithy or anyone playing a leather worker etc. You can always ask this person if he is able and willing to repair the damage done to your armour. The craftsmanship of the one repairing your armour determines the cost and the time (basically it's up to the player to tell you when you can come back for your armour, and what the cost will be).
Armour values (Any armour not given value here can be given value by a referee)
Fur & Leather - 1 Armour Point (reinforcing it with rings, studs, plate etc. adds a point)
Thick Leather - 2 Armour Points
Ring Mail - 3 Armour Points
Scale and Chainmail - 4 Armour Points
Armour can be stacked e.g. Chainmail over a leather Jerkin will offer 5 points of protection. (For head armour see 'head hits')
Head Hits
Following the recommendations of 'Paladin' and other bodies, deliberate head hits are BANNED except when 'subduing' by gently tapping the head, which will stun a player for one minute. Subduing involves an element of surprise and skill. Two subdues in close succession cause 1 point of damage. If players are accidentally hit on the head then they should play it as a glancing blow that does no serious damage but causes them to stagger back momentarily. To encourage good costume including headgear, leather helms worn will add one point of armour to the body, metal helms will add two points. As head wounds were common we feel that this is the best way to reflect the protection that helms gave without endorsing unsafe blows to the head.
Battle Banners
Any unit with a magically imbued banner (Any group can bring one banner to the event) is immune to any fear spells if within a 15 foot (approx. 5 meter) radius of the banner.
A clan or unit may choose one of the following extra attributes:
All within fifteen feet are protected from…
Banners use up all their Wyrd energy after being used in battle for three hours and need to absorb Wyrd energy at a focus point for at least one hour and must have a ritual performed over them by a battle priest, Druid or similar figure. Once 'recharged' a banner will hold this energy until used again in combat. Only 'friendly' clans or unit troops will be able to use their banners aura. Foes fighting within its radius of effect do not gain its benefits. Captured banners cannot be used.
Note: Battle Banners should also be safe and checked before being carried into battle! People responsible for the banner should regularly check the banner for safety like one should do with his/her weapons.
Opening locks is a skill that is available for all characters. So if you think it is a skill that suits your character you can give it a try.
In game lock pick sets (including lock) are for sale per set. A DCN lock pick set consists of 6 steel lock picks that can open 300 different types of locks and an official DCN lock that is guaranteed pickable. Note: For Dummnoni event usage only. On event prop locks.
So if you want to pick locks time-in during a DCN event, these are the only sanctioned types of locks and lock picks.
If you want to reserve a DCN lock pick and lock set just phone John on the Dummnoni phone (+31 6 50574439). Advanced orders must be placed at least two months before the next DCN event.
Dummnoni Chronicles NL introduces the 'Traps' rules to the game system. These rules do not apply to the Dummnoni Chronicles (UK). The 'Traps' rules clarify most types of traps and describe how to react to them and recognize the result of a trap.
Important: Every trap set by the organization is checked for safety of the trap itself. Depending on the type of trap and the situation at that time, every trap is potentially unsafe, so caution should be used by all participants. Remember, if a safe trap is tampered with (broken or changed), it can/will become unsafe.
A general description of recognized effects of traps and how to react to them (in no particular order, remember 'you' in the list below is your character):
Advice from a trained professional
Be prepared, candle, gloves, rope, pole, lightly coloured string, scrolls and potions, trap disarming tools (example small pair of scissors, flat piece of metal, lock picks). Don't panic, practice, be patient! Know the Dummnoni Trap rules.
Breaking into tents and in-character stealing
If you want your tent to be a place where in-character thieves or other characters can enter, you must make this clear by hanging a A4-sized piece of paper with the letters IC (In Character) clearly written down on it (preferably in a plastic cover) visible near the entrance of your tent. All tents that you can 'break into' in-character must be closed with an official DCN lock. The only way of breaking into the tent is by picking the lock. This will make it more exciting and difficult for the in-character 'thief'.
So you can't enter a tent by cutting through the tent, crawling underneath the tent, digging holes etc. All items under beds or covers are considered out of game. Everything that looks time-in and is stealable has a number on it. The only exception to this rules are Eyes (money).
If any one is caught stealing for real (out of character) than not only will this person be handed over to the proper authorities, but his/her personal information (name, address etc.) will be sent to all the LRP clubs known to us and it's not for the mailing list.
If you are enveloped by mist with a distinct odour, you immediately drop to the ground and are immobilized for 15 minutes. You can't speak or move any part of your body, but you can still see and hear. At this point we don't know for sure, but there is a chance that we use strobe lights or other special effects.
The Ogham shown in this figure is the most common form of Ogham and is used for writings in general. Don't be surprised if different writings appear on our events.
Red-white ribbon marks persons, areas, objects that are either invisible or not in game.
NOTE: Pregnant women can ask at the weapons check for a red-white ribbon to wear to make clear that they are not be hit when they don't want to. Everybody please respect this rule and do not abuse it.