Beruflich Dokumente
Kultur Dokumente
This book contains parts from the SOLAR Handbook and are copyrighted by the Southern
Organization of Live Action Re-enactments Incorporated (http://solarinc.org). This volume in no
way challenges that copyright and any reproduction of the content of this document has to be
approved by the Authors to ensure that the copyright of the party mentioned above is not violated.
The use of this book requires a copy of the latest version of SOLAR Handbook, available at
http://solarinc.org
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Table of Contents
1. Introduction
2. The World
1. Overview
1. History
2. Culture
2. The Houses
1. House Corvinius
2. Domocile Veneficii
3. House Horgus
4. House Skaven
5. Talo D'Lua
3. Major Independent Organisations
1. The Tribe of the Burning Sands
2. The Archbarony of the Gloom Cliffs
3. Game Basics
1. Safety
2. What to expect
3. What to keep in mind
4. Character Creation
1. Quickstart
2. Races
3. Classes
4. Houses and Organizations
5. Skills
5. Equipping Your Character
1. Costumes
2. Weapons
3. Armour
4. Spell Books
5. Laboratories
6. Magic
1. Basics
2. Celestial Magic
3. Earth Magic
4. Formal Magic
7. Alchemy and Poisons
1. Basics
2. Alchemy
3. Poisons
8. Traps
Appendix I - Starting Spell Lists - Celestial
Appendix II - Starting Spell Lists - Earth
Appendix III - Starting Alchemical Solution Formulae
Appendix IV - Starting Poison Recipes
1. Introduction
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Event
80BV
Daciana and Liviu Da'Lua are cast out from human lands
64BV
43BV
40BV
The human barons give the Talo Da'Lua, five ships to leave their lands
23BV
15BV
14AV
12AV
The Talo Da'Lua defeat the raiders at the Battle of the Enlightened
3BV
0AV
1AV
3AV
4AV
Town of Tangles where the Archbarony of the Gloom Cliffs would develop founded.
6AV
7AV
16AV
18AV
27AV
Rue Skaven retires from politcs and Michael Skaven becomes Duke
28AV
32AV
34AV
37AV
42AV
Gregor the Great kills a Green Cloak and his lands are stripped bare.
Lord Raven "The Mad" takes control of Corvinus
45AV
46AV
The Army of Exiles liberate their families and join the Maricu tribe
48AV
Lord Raven "The mad" dies while trying to invade Domicille Veneficii
49AV
52AV
53AV
The Ten Fold Treason is crushed with the help of the Army of Exiles.
De Exilatii founded
56AV
61AV
62AV
65AV
73AV
74AV
78AV
The Brotherhood of the Hand in founded to protect the peace and hunt down corruption
in Skaven lands
81AV
84AV
Lord Raven "The Shrewd" becomes head of Corvinus, rewards the chancellor with the
title Lord Raven "The Peacemaker"
88AV
Heavensgate founded. Battle for Heavengate. The Duchies make first contact with the
Archbarony of the Gloom Cliffs
89AV
90AV
93AV
Lord Raven "The Shrewd" disappears and his son the current Raven assumes control
Baron Ronarc T' Wister of Duntreidan becomes the New Archbaron of the Gloom
Cliffs.
100AV
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2.1.2. Culture
The lands of Meadal are populated by the humans fleeing the Dragon King, as well as the many
races they displaced when they arrived and raised the Veil. This environment has led to most of the
domains in the land being very tolerant of most other races. The elves, dwarves, fae and sarr are
often found living right next to and amongst the humans who settled. Groups like the dae, wild
races and those gobliniod decent, are treated with a guarded mistrust by some, but accepted by other
groups of humans.
The cosmopolitan nature has also led to the usage of a common language by it's inhabitants, both
written and spoken. Some of the older races still use their own language amongst themselves and
the various regions each have their own dialects, but when dealing with others Common is spoken
almost exclusively.
The humans that settled behind the Veil brought and founded their own bloodlines known as the
Houses. The Houses in turn craved out the most powerful domains for themselves and the leaders
of the Houses claimed the title of Duke. The Dukes in turn formed a council where they attempt to
resolve matters peacefully and have so far kept violence to a minimum. The baronies that make up
the area that used to belong to House Horgus however continuously battle amongst each, as each
warlord tries to unite the fractured domain.
All the duchies use a silver based currency, where ten silver s are equal to one gold coin. It was
decided by Ducal council, that in order to maintain strong trading ties a single currency would be
used and that no lord's face would grace these coins. Instead the coins resemble small, grooved
rods, with gold coins weighing close to an ounce each. The grooved design has made the coins
exceptionally hard to forge for counterfeiters.
The guilds-men who fled the forces of the Dragon King, were granted protection by the various
Houses and were often absorbed into the Houses. This has led to precious few guilds still being in
operation in Meadal, but they are slowly starting to re-merge from the shadow of the Houses and
staking their claim.
The rise of groups such as the Free League, who oppose the rule of the Duchies, have begun to
destabilize the peace in the land. After more than a hundred years behind the Veil, the various
groups are starting to view each other with more and more suspicion and it's only a matter of time
before hostilities break out.
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Subgroups:
The largest subgroups in Domicille Veneficii are the Orders of Magic, divided along the lines of
specialty.
Order of the Star: The largest of the orders, it studies Celestial Magic in all it's forms and also
produces a large number of magical scrolls for sale on the open market. Members of this order also
frequently tutor outsiders in the Art.
Order of the Fang: Harnessing the the elemental forces, most of the career combat mages come
from this order. Often viewed as hotheaded and brash by the other orders, their dedication to Art is
never questioned as they bodies bear the scars of their studies an victories.
Order of the Coil: The Confinists that make up the order specialize in studying the defensive aspect
of the Art. Their skills are in great demand both in the borders of Domicille Veneficii and without,
raising wards and casting protective spells for the right price.
Order of the Viper: The viper is seen as a wise and patient being by the students of Art and those
that study Earth Magic claim it as their patron. Maintaining an open mind to nature in all it's forms,
members of this order are frequently found in rural areas assisting farmers and studying nature in
it's untamed form.
Order of Blood: The Healers of the order are always in high demand and only supply their services
those who can afford them.
Order of the Field: The smallest order, those that practice Druidic Magic are rarely seen in cities
and attempts to steer clear of the politics in the Council.
Order of Bone: Ever since the Night of the Dead, the order of necromancers have had a close eye
kept on them. The order lost allot of research during the purge, but there is never a shortage of
scholars looking for power over death.
Not all the subgroups in Domicille Veneficii lands are magical in nature there is also the Knights of
the Sun an order of knights and templars sworn to House Falcon the ruling family of Domicille
Veneficii. Their honour is above reproach and have served the House since before the Veil,
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History:
The original House Skaven was a small barony on the western coast of the lands now ruled by the
Dragon King, but they were obliterated by their rivals before the Dragon King even rose to power.
The other baronies butchered every member of the House they could find and declared the House
extinct. The House served as a warning to nobles to keep thieves and other scoundrels in check, lest
they tempt "Skaven's fate" themselves.
A group of knights stepped forward at the raising of the Veil and revealed that they had the heir to
House Skaven amongst their number and after much debate, the newly founded ducal council
recognised the House and awarded them their own duchy. They would be tasked to send agents
through the Veil and keep track of the Dragon King and the lands beyond the Veil.
Duke Jacob Skaven ruled until 12AV and during the time he focused on rebuilding House Skaven as
a major player in Meadal. The rise of House Horgus and their plans to overthrow the other
duchies, was originally revealed to the others by agents of House Skaven in 6AV. When House
Horgus finally made it's move in 7AV, the plans to neutralize the threat was already in place and
relative peace was assured. The Horgus Incident proved House Skaven's loyalty and dedication to
the ducal council as well as the ability to maintain the secrets there of.
Lady Rue Skaven succeeded her father in 13 AV and founded the Brotherhood of the Flame, to
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3. Game Basics
3.1. Safety
3.1.1. The Most Important Safety Rule
The action at MEAD can get very heated, people get hurt or are at risk of getting hurt and with that
in mind, there exists the HOLD. As soon as you hear "HOLD", immediately stop what you are
doing and drop to one knee. This will allow the marshals present to attend to quickly attend to the
matter, before calling "LAYING ON ONE... LAYING ON TWO... LAYING ON THREE!" and
allow the action to continue where it left off.
We know this rule is in the SOLAR Handbook, but it is so important we need to mention it again.
Anyone who does not comply with a HOLD will face disciplinary measures, no matter the
circumstances.
3.1.2. Headbands
The following headband colours are reserved for administrative purposes are unavailable for
costuming.
White. Denotes that the player is out of game and cannot be interacted with in any way.
Orange. Players wearing orange headbands are injured or for some other reason, unable to
to praticipate in combat. If such a player becomes involved in combat, both that player and
the attacker, resolve hits and misses through rounds of rock-paper-scissors, with the victor's
attackes being successful and the loser's misses.
Blue. A blue headband denotes that the player is currently a monster or a NPC and unable to
react as their character. Upon seeing a player wearing a blue headband, another player may
ask "What do we see?" and the player wearing the blue headband will describe the monster
or NPC.
3.1.3. Combat
In addition to the hit locations mentioned in the SOLAR Handbook, the lower legs and fore arms of
an opponent does count for the purposes of inflicting damage. Players are requested to take care
when striking at those locations, as they may cause injury.
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4. Character Creation
4.1. Quickstart
So you'd like to quickly get started building your character? Follow these simple steps:
1. Choose a concept
-
Who is your charcter? What do they do to earn a living? What type of person are they?
What is their purpose in life?
2. Choose a race: (Races with (R) are Restricted and require special permission to play)
1. Human: The most numerous of the people of Meadal.
2. Gypsy(R): Nomadic people usually members of the Talo D'lau, with a zest for life
and the curse with their dying breath.
3. Mountain Dwarf: A stocky and sturdy race, known for their skill with
armoursmithing and crossbows.
4. Shadow Dwarf: Darker and brooding cousins of the Mountain Dwarves.
5. Hobling: A small, hardy race favouring thrown weapons, with natural dexterity and
skill at mechanical devices.
6. Gnome(R): A short race known for their skilled craftsmen.
7. Surface Elf: Related to the fae with a frail frame and resistance to charm spells, they
favour bows as weapons.
8. Drae(R): The underground relatives of the Surface Elves are sturdier, but suffer
penalties from daylight.
9. Stone Elf (R): Another variant of the Elven races, they are seen as dispassionate and
cold.
10.
Wild Elf (R): A race of uncivilized elves, tied even closer to nature than any
of their cousins.
11.
Sea Elf(R): Sea dwelling elves resistent to the poisons of the deep and skilled
with a blade.
12.
Sylvan Fae: Related to the elves, they are skilled with bows, resistent to
charm spells and skilled craftsmen.
13.
Faerie(R): A dimunitative, mischievious race with wings, resistant to many
magical effects.
14.
Half-Orc: Strong and brutish, they make exceptional warriors, but struggle to
read and write.
15.
Half-Ogre: Tougher even than Half-Orcs with an affinity for large blunt
weapons.
16.
Sarr: Feline humanoids, who favour edged weapons and disdain elves and
archers.
17.
Wilder Race: A sturdy race with animal feature and skilled with the use of
herbs.
18.
Fendari(R): An incredibly rare race with demonic features, skilled at
elemental magics.
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4.2. Races
Most of the races mentioned in the SOLAR Handbook in Chapter 4 are available for play. As
mentioned in that volume certain races are restricted, they remain restricted in Medieval Adventures
and are only available to play with permission.
4.3. Classes
All of the classes listed in the SOLAR Handbook in Chapter 4 are allowed. Players who wish to
play any of restricted warrior classes, are encouraged to find an in-game teacher to guide them on
their path and to only start out on their own with permission from Metaplot.
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4.5. Skills
Knight/D
ark
Ranger
Knight
Rogue
Scholar
Templar
Prerequisite(s)
Create
Trap
Disarm Trap
Master
Chef
Craftsman (e.g
Baker), Special
Skill
Name:
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6. Magic
6.1. Basics
Spell casters start with a limited number of the spells listed in the SOLAR Handbook. Refer to
Appendix I and II in this volume for more information on the spells available to starting characters.
In order to grow their spell books, characters much research their own spells or learn them from
other spell casters in game and inform a Magic Marshal of any changes.
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7.2. Alchemy
7.2.1. Basics
Any character, may use Ingested, alchemical solutions even if they do not posses the Herbal Lore or
Alchemy skills. They do however still need the the Herbal Lore skill, if they'd like to identify the
solution and confirm what they were given.
Only characters with an Alchemy skill of Level 5 or higher, may apply solvents. Furthermore only
characters possesing an Alchemy skill of Level 10 or higher, may use alchemical gases.
7.2.2. Alchemical Solution Descriptions
The phys-rep for your alchemy book needs to contain the descriptions below for each formulae your
character possesses. While you are allowed to slightly rephrase the description in your book, it
must contain the name, type, cost, duration and ingredients listed below. You are also allowed to
encrypt your formulae if you have the Espionage (Cipher) skill, but you must provide a
Alchemy/Poison Marshal with an unencrypted list on request.
10 Acid
Type: Gas
Cost: 4
Duration: Instant
Description: The 10 Acid gas causes ten (10) points of damage to armor and/or body, upon contact
when the vial is broken. The vial must be thrown at the intended target. This damage may be
blocked by a shield but not by a weapon. This attack will affect most creatures, even those normally
only affected by magic weapons and attacks.
Ingredients: 1 Zincblende, 2 Orpiment, 1 Solanacaea, 3 Aqua Regia, 2 Phlegmatic Base, 3 Nikel
20 Acid
Type: Gas
Cost: 7
Duration: Instant
Description: The 20 Acid gas causes twenty (20) points of damage to armour and/or body, upon
contact when the vial is broken. The vial must be thrown at the intended target. This damage may be
blocked by a shield but not by a weapon. This attack will affect most creatures, even those normally
only affected by magic weapons and attacks.
Ingredients: 1 Zincblende, 2 Orpiment, 1 Solanacaea, 4 Aqua Regia, 2 Phlegmatic Base, 1
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7.3 Poisons
7.3.1. Basics
Any character may attempt to use any poison of the Ingested type, even if they do not posses the
Poison Lore or Create Poison skills. If they should choose to do so however, they have a 50%
chance of failing to apply the poison correctly and poisoning themselves.
All characters using ingested poisons must inform a Rogue Marshal, before using the poison.
A character who does not have the Create Poison skill at least at Level 10, cannot use poisons of the
Gas type without poisoning themselves.
7.3.2. Poison Descriptions
The phys-rep for your poison book needs to contain the descriptions below for each recipe your
character possesses. While you are allowed to slightly rephrase the description in your book, it
must contain the name, type, cost, duration and ingredients listed below. You are also allowed to
encrypt your recipes if you have the Espionage (Cipher) skill, but you must provide a
Alchemy/Poison Marshal with an unencrypted list on request.
Berserk
Type: Ingested
Cost: 6
Duration: 10 minutes
Description: The Berserk poison causes the victim to attack the nearest person or creature, friend or
foe, within sight, to the best of his ability, for ten (10) minutes. Once subdued, the character is no
longer berserk. This poison may be cured by appropriate healing magic (see above) or the proper
antidote being administered.
Ingredients: Castorbean, White Snakeroot, Senecio, Ragwort, Water Hemlock
Berserk
Type: Gas
Cost: 12
Duration: 10 minutes
Description: The Berserk poison causes the victim to attack the nearest person or creature, friend or
foe, within sight, to the best of his ability, for ten (10) minutes. Once subdued, the character is no
longer berserk. This poison may be cured by appropriate healing magic (see above) or the proper
antidote being administered.
Ingredients: Poinsettia, Tansy, Alsike Clover, Jack-in-the-Pulpit, Dutchman's Breeches
Blade Venom
Type: Solvent
Cost: Special
Duration: Until used
Description: Blade Venom is a special type of poison that may only be created by a Master PoisonMaker once per logistical day. This poison may be applied to the Master Poison-Makers
weapon(takes 60 seconds) for later use. Blade Venom will allow the Master Poison-Maker to call
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Forget-Me-Not
Type: Ingested
Cost: 8
Duration: Instant
Description: The Forget-Me-Not poison causes the victim to lose memory of the last fifteen (15)
minutes.
A 1 to 10-word phrase, told to the victim, will be remembered instead (a Plot Marshal must be
notified as soon as possible to record the phrase). The victim will not feel the loss of the last (15)
fifteen minutes as the 1 to 10-word phrase remembered instead fills the gap in the victims memory.
This can only be cured if done so within the first two (2) hours by appropriate healing magic (see
above) or the proper antidote being administered. After that time and up to one year later it can only
be removed with a Cleanse Formal Magic Ritual. After one year has passed it is permanent and
cannot be removed by any means. This poison may not be self-administered.
The Identify formal ritual will not detect this effect.
The victim of this poison will not remember being poisoned with the Forget-Me-Not.
However, the whispered 1 to 10-word phrase to be remembered in its place and the event to be
forgotten are a verbal action that can be overheard by others.
The player must keep the Forget-Me-Not tag on his skill ring at all times.
Ingredients: Dandelion Extract, Buckthorn, Dogstooth Violet, A Pig's Tail, Heart of Wormwood
Hallucinoid
Type: Ingested
Cost: 4
Duration: Instant
Description: The Hallucinoid poison causes the victim to hallucinate for ten (10) minutes. The
victim cannot engage in combat or cast spells. Use imagination with this one, and remember,
whatever you choose to hallucinate about, you have to do it for ten minutes.
This poison may be cured by appropriate healing magic (see above) or the proper antidote being
administered.
Ingredients: Bloodwort, Yarrow, Holly, Marijuana, Wormwood
Instant Death
Type: Ingested
Cost: 8
Duration: Instant
Description: The Instant Death poison kills a living target instantly, as if struck by a Killing Blow.
The only way to save a character killed by this poison is by a Life (E/D, 9) or Revive (H,9) spell. If
a character is Desecrated, swap Life (E/D, 9) for the Death (E/D/N,9) spell.
Ingredients: Southernwood, Woodruff, Black Haw, Lily of the Valley
Love
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8. Traps
8.1. Basics
Any character that has the Create Traps: Level 1 skill can build and set a trap. To build a trap the
player must first have a phys-rep of the appropriate size and function including a trigger for the
trap. Triggers can be any audio device (such as buzzers, snaps, mouse traps, balloons,
etc.) or visual device (such as lights, electric sparklers, brightly colored streamers, etc). No
fireworks of ANY kind may be used for triggers.
Traps are built using the Production Point System. For each level of Create Trap that is bought, the
character has one (1) Production Point to spend on building traps each check-in and Reset. The
number of production points used to create a trap determines its cost in silver and the amount of
damage it does. The cost is one (1) silver per one (1) Production Point, and the damage per
Production Point varies by trap type. Trap Labs double the production points for one person each
reset. They are purchased in play (must be phys repped). At reset, you spend production points to
build your traps and receive your Trap Cards. The Trap Card lists what type of trap it is, how much
damage it does, and any special effects the
trap may have.
Traps can only be used in areas where Marshal Notes are posted or on Modules (with prior approval
of the Module Marshal). The trap card must be placed in the Marshal Notes folder or be attached to
the trap phys-rep.
Traps may hurt characters, but not players. Unsafe traps are prohibited.
8.1.1. Setting Traps
Traps can be set as fast as the player can set it. If the character setting the trap takes any damage
while setting the trap, then the trap is triggered and he/she will also take the full damage of the trap.
Once set, a trap can only be moved after it is disarmed. Also, traps may not be set within five (5)
feet of each other, measured from the center of each trap. Traps within five (5) feet of each other
will fail to have any effect when triggered. However, the radius effect of the traps may overlap to
cause a target to take damage from multiple traps at the same time.
8.1.2. Disarming Traps
If a character without the Disarm Traps skill attempts to disarm a trap, it will trigger it immediately.
Characters attempting to disarm that have the Disarm Trap skill must actually physically disarm the
trap - having the skill does not guarantee success!
The trap may be disarmed in any manner that does not cause permanent damage to the trap physrep. Permanent damage is any damage that the Rogue Marshal cannot repair quickly. Once a trap is
disarmed, it may be moved and used again by anyone with Create Trap level 1 skill, however, the
new owner must make his/her own trap phys-rep, the old phys rep belongs to the traps original
owner. If a trap has not been disarmed then it will trigger if it is moved more than 5 feet from the
location where it was set.
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Celestial Generalist
Level 1
Disarm
Empower
Magic Missile
Shield
Level 2
Lightning Bolt
Repulse
Armour
Level 3
Ice Bolt
Trap
Level 4
Enchanted Blade
Minor Spell Shield
Elementalist
Level 1
Disarm
Empower
Elemental Dart
Shield
Level 2
Lightning Bolt
Elemental Burst
Armor
Level 3
Ice Bolt
Shatter
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Confinist
Level 1
Disarm
Empower
Shield
Level 2
Detect Magic
Repulse
Armor
Level 3
Dispel Lesser Magics
Trap
Level 4
Slow
Snare
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Earth Generalist
Level 1
Bless
Cure / Cause Light Wounds
Fumble
Light
Level 2
Pin
Endow
Repel Undead
Level 3
Greater Bless
Repel Being
Level 4
Weakness
Cure / Cause Serious Wounds
Druid
Level 1
Bless
Cure / Cause Light Wounds
Fumble
Light
Level 2
Speak with Animals
Endow
Pin
Level 3
Entangle
Destroy
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Healer
Level 1
Bless
Heal Light Wounds
Fumble
Light
Level 2
Heal Wounds
Pin
Repel Undead
Level 3
Cleanse Disease
Repel Being
Level 4
Preserve
Spell Protection
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Light
Vorpal Coating +1
Oil of Slipperines
Paste of Stickiness
Vorpal Coating +
10
11
12
10
Vorpal Coating +3
13
11
14
11
15
12
16
13
17
14
18
15
19
16
20
16
30 Acid Gas
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Number of Recipes
known:
Available Recipes:
Slow Poison
Paralysis - Ingested
Forget-Me-Not
10
10
11
11
13
12
14
13
15
Sleep - Gas
14
16
Berserk Gas
15
17
Paralysis Gas
16
19
Death - Gas
17
20
18
21
19
22
20
24
Blade Venom
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