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Medieval Adventures Living Rulebook

Medieval Adventures Living Rulebook


By
Chris Visser and Nicole Abvajee
Based on contributions by:
Jacques Botes
David Braude
Hendrik de Ridder
Karien Ferreira
Christiaan Hattingh
Daniel Oosthuizen
Richard van den Heever
Marie Wessels

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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Medieval Adventures Living Rulebook

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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Medieval Adventures Living Rulebook


Welcome to the Medieval Adventures Living Rulebook, your guide to Meadal and how you can
build your character in it. We know that that's quite a mouthful so we'll break it down.
First off Medieval Adventures (or Mead for short) is a Live Action Roleplaying event held roughly
every two to three months, at various venues in Gauteng, South Africa. You don full armour and
costume and live the life of a hero in a fantastical world for a weekend at a time. You're not even
limited to playing a warrior, you can be a powerful wizard or even a sneaky rogue, the possibilities
are endless.
We use the rules created by an American group called SOLAR (http://solarinc.org/), but we've
added a few modifications to it, hence the need for a book like this. The document you're reading
now is an addendum to the rulebook created by the SOLAR and any rule changes in this book
replaces those in the SOLAR rulebook. Any part copied from the SOLAR rulebook stays their
property, so before you reuse something for another purpose, please check with us so we can
confirm if it's new, reworked or copied from that document.
The "living" part refers to the fact that this document will be updated between games as rules are
tested and found wanting, and when events have a dramatic impact on the world. Always check
before an event which version of this addendum is in use by the organizers, to avoid
disappointment.
Use the background and rule additions in this book along with the rules set out in Chapter three to
five of the SOLAR rulebook to build your character. Join a House or Organization and join us for
adventures in Meadal.

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The World Of Meadal


2.1. Timeline Overview of Events
Year

Event

80BV

Daciana and Liviu Da'Lua are cast out from human lands

64BV

The Talo Da'Lua is officialy recognised

43BV

The forefathers to House Corvinus provide sanctuary to the Gypsies

40BV

The human barons give the Talo Da'Lua, five ships to leave their lands

23BV

The Maricu tribe joins the Talo Da'Lua

15BV

Bain Corvin starts the line of Corvinus


The Talo Da'Lua suffer heavy losess during the Battle of the Bling

14AV

The Scoala are founded

12AV

The Talo Da'Lua defeat the raiders at the Battle of the Enlightened

3BV

The Exodus Begins

0AV

The Veil is raised


House Falcon is founded
House Skaven heir brought forward and the House is reborn

1AV

Duke James Falcon dies


Duke Iduarin Falcon assumes control of House Falcon

3AV

Duke Iduarin Falcon marries Elaine Horgus


Bain Corvin dies and the leaders of Corvinus became known as the Raven
Lord Raven "The Just" in charge of Corvinus

4AV

Town of Tangles where the Archbarony of the Gloom Cliffs would develop founded.

6AV

House Skaven reveal House Horgus' plans

7AV

The Horgus Incident


House Falcon becomes Domicille Veneficii

16AV

Rue Skaven becomes Duchess of Skaven

18AV

Brotherhood of the Flame founded by Rue Skaven

27AV

Rue Skaven retires from politcs and Michael Skaven becomes Duke

28AV

Jacques Horgus attempts to reunite Horgus

32AV

The Talo Da'Lua defeat a kraken and create Guara Neagra

34AV

The Archbarony of the Gloom Cliffs venture into the baronies


The Gloom Cliffs close their borders after banditry

37AV

Duke Iduarin Falcon dies


Genevive Falcon becomes Duchess of Domicille Veneficii
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39AV

The Archbarony reemerges as mercenaries

42AV

Gregor the Great kills a Green Cloak and his lands are stripped bare.
Lord Raven "The Mad" takes control of Corvinus

45AV

The Army of Exiles arrive in Talo Da'Lua Lands

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

The chancellor of Corvinus assumes control

52AV

Victoria Falcon becomes Victor Skaven's concubine

53AV

The Ten Fold Treason is crushed with the help of the Army of Exiles.
De Exilatii founded

56AV

Marie Horgus tries to unite Horgus

61AV

Marie Horgus burned as a witch

62AV

Victor Skaven takes over from Duke Michael Skaven

65AV

Henry Falcon dies during a riding accident

73AV

Victor Skaven is assassinated by his brother Daron

74AV

Lucas Falcon becomes Duke of Domicille Veneficii


Daron Skaven executed by Michael Skaven for treason
Jacob Markus Skaven becomes Duke

78AV

The Brotherhood of the Hand in founded to protect the peace and hunt down corruption
in Skaven lands

81AV

Dark Day and Week of the Dead in Domicille Veneficii


House Corvinus prepares to aid Domicille Veneficii to deal with the Necromancers
Michael Skaven reveal that he salvaged the Brotherhood of the Flame and dies after
they swear fealty to House Skaven

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

Lady Corvac of Corvinius, Duke Lucas Falcon's wife murdered

90AV

Duke Lucas Falcon dies some say due to grief


Lyria Falcon becomes Duchess of Domicille Veneficii

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

The battle of Oathbridge

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2.1.1. A Brief History


Once, long before the Veil was made to fall, the continent of Meadal was open to all.
It was not safe and it was not perfect but if you were brave or smart you could make the long
difficult journey from even the Icetooth Straits in the north to the Korinant Isles in the south. You
could survive the swim in the Rimbow Ocean in the east or experience the untold wonders of the
Hulair Cliffs to the far west. You could do all this and the roads would welcome your passage.
But that was, of course, before the rise of the Dragon King
The humans had claimed the north, their cities great lumbering creatures ever growing and ever
cautious of their neighbors. To their east was the Dwen-Garrog - tribe lands of the Orc Oldfathers
and their offspring - and towering over that were the Midrinacht Mountains, a sparse and
uncompromising territory few but the native ogres could survive. For as long as any could
remember, the boarders between these three were ever changing in their constant battles over
territory, failing to find peace and blinding them to the encroaching threat until it was too late.
Central of the great land were the far more tranquil Greenholm groves, the ancestral home of the
Elves. A place where, it was said, the trees touched the very heavens and the forest itself chose
whether or not to open and let pass those it called friends. To the west, amidst the open sea of
golden grasslands were the moving cities of the Sarr - the Rrombrrodi. A place warmed by climate
and peoples, the great cites halting only when the war-song filled in their veins, calling them to the
borders of grassland and trees to dance once more with their old elven neighbors
East of Greenholms giants of bark and leaf the territory broke way to the twilight peoples, the Fay.
Here was still forest yes but one of thickness and shelter and not the height and might of the
Greenholm. Here the trees here were indifferent to travelers, their fae inhabitants less tolerable
then the elves to strangers. Hidden away, deep with in this unnamed wood was the forbidden
Kingdom of Shen-Anthis a place of secrets and few known truths. This was the self proclaimed
Kingdom of the fey where non-Fay were not welcome and even now, a century past since the great
blight, the Fey keep silent the secrets of their true home and speak not with outsiders of their will
not speak of their once-home.
At last to the South, choosing fair division over war in splitting their land, one once found the
Hoblings and Dwarves, to the south-west and south-east respectively. Two people who, even so long
after the great blight, knowing the suffering of the many peoples of Meadal, still change little
among their own ways. On even smaller offerings of land they keep peace with the other races; the
Dwarves continuing to live now as they did then and the hoblings, still building towns and homes
around their tradition of stories and tale-houses.
It was not perfect and it was not safe but all this changed with the rise of the Dragon king. All lost
their homes, their lands and for far far too many to count, their very lives to his wake.
Some spoke of him as a necromancer of great power, unmatched in the ages. Other called him a
forgotten evil, reborn and adamant in his revenge and control. No one knew where he came from.
No one knew from whence he called his fearsome beasts and armies; but his hordes were endless,
his mercy non-existent and when his war began none were prepared to stand.
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First to fall were the orcs and ogres as he attacked form the north. He added their numbers to his
armies as they gave in to his will and joined them to the giants he brought with him. In twelve short
years, barley the life of a young child, all the human cities had fallen, their lands had been lost and
knowing the North was secured, the disease of the dragon king spread downward over the land of
Meadal.
Most humans who survived where made to join with his army but a faction of the humans fled to
their Elven allies to the south and took refuge in the protected forests of the Elves safe for a time
while they prepared to strike back. The safety did not last however.
The Dragon King and his army reached the forests and was stopped there by the enchantments
woven millennia past by the ancients of the Fay, protecting the Elven forest and the fey kingdom of
Shen-Anthis. Seeing this wall of goodness he turned to his necromancers calling upon them to bring
forth a force far more evil then war. He left them to call upon their arts and bring forth the taint of
corruption to these woods, to weave their rituals and magics to his purpose. As they surrounded
the forest of the Shen-Anthis, their master moved on to conquer the unshielded Rrombrrodi.
The Sarr cared not for his evil, would not submit before his ever growing army and refused to flee
their land or yield their people. The great Worrier Cats stood together to meet the Dragon king on
their home soil and were crushed by his army. The cat-races were almost completely annihilated by
their refusal to retreat but still the Dragon kings armies marched forward.
Southward the Dragon King and his army burned their way through the peaceful hoblings
homeland as if their was no resistance at all form these people of peace and as they reached the
foothills of the Dwarven Neverstone mountains, the Dwarves fortress home, the taint he trusted to
his necromancers had claimed the Fay kingdom and the infection was spreading fast to elven trees
of Greenholm.
The Dragons forces continued the devastation south, easily destroying the lands of the peaceful
Hoblings. After burning all of the Hobbling lands, he reached the foothills of the Neverstone
Mountains - the fortress home of the Dwarfs. To all hold and rising tensions the dwarves held for
almost two years, but after that short time, a blink of an eye to many, even they began to slip, began
to slowly fall. And all races of men so that time was running out for Meadal, their world was
ending.
It seemed that the end of the entire world was upon Meadal. The races came together in
desperation. Together they conceived a plan to save at least a small portion of their world, and with
it themselves.
The elven and human mages had worked in those short few years, researching and preparing a new
magic to strengthen the wards of Greenholm, to try and keep their sanctuary even as it was being
encroached by the taint of corruption. At last they had found a spell of protection, one strong
enough to hold back even the Dragon King, impenetrable to his forces and corruption. The
discovery however came to latte, Greenholm was all but lost to corruptive magics and the ritual
could not be cast on corrupted lands.
The time had come for their last move in the game and with it all the free races joined together
marching through the burned and dying lands of the Hoblings, winning back those lands through
blood and bravery. All joined in that arch save a small detachment of noble volunteers who instead
moved north again, drawing the Dragon Kings eye and luring his forces to them so that all other
peoples may survive.

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The greatest remaining mages of all the races stood then. On the banks of the Whispermere River,
shielded by countless free peoples, using their lives to buy the mages the needed time. The Spell was
cast and the Veil rose. A Great wall of force stood, separating the South Lands from all the rest of
fallen Meadal, cutting this small peninsula from the greater continent, and saving the last of the
peoples lives.
The Dragon king and all his armies and all his men could not shatter the wall, could not even
breach it, his Southlands forces stranded and scattered on the Southern side of the veil among the
displaced and angry free peoples. The Survivors were safe.
In the place where the spell was cast, a site gave birth to a town, Oathbridge, named for the accord
all took up and signed. The humans would take the new western lands of the Peninsula, elves and
Fay would share the middlelands and the Dwarves would hold to their Neverstones mountains as
they had in those last few years, the veil close to their rear a reminder of what they had done, and
what threat still lay beyond the Veil.
The wild races, as they always had asked only for the right to travel and no lands of their own, and
this they were freely given.
The humans divided their land into five portions, imagined borders for the five surviving houses of
men.
House Domicile Veneficii would take the lands in the upper westernmost reaches of the veil, in
order to ensure that the magical barrier always stands.
House Skaven would stand as the watchers of the area to the north of the veil. They took a small
piece of land at the veils edge were it was found that the veil was at its thinnest and it was possible
for people who knew how, to cross and come back.
The Sea and its islands belonged to the people of the Talo Da'Lua, their great navy guarding
against attack from the waves.
House Corvinus took the lands bordering those of the Elves, the Dwarfs and the humans and were
charged to make sure that the lands and their peoples remained unified should threat ever again
arise.
The largest area was given to House Horgus, to build the strength of the human lands to its former
glory, and as the bread basket of the south, later found to be mistake as those with too much land
and wealth sought to remove the boarders and join all humans and houses under their rule. Soon
before the attempt was made however by chance, or perhaps the touch of the other houses, Horgus
itself split further into the warring factions which exist today, the seat of Horgus united imploding
under the weight of its own petty squabbles.
Until today many speculate on how this came to pass, that such a strong nation could simply fall in
on itself. Some say that the scholars of Domicile Veneficii cast spells that clouded the minds of
Horgus. Some say that Skaven crept in and eliminated the leaders that could keep control of the
house. Others talk of Talo Da'Lua giving small factions of Horgus powerful weapons and
whispering to them of power. And there are rumours that the messenger birds of Corvinus were seen
flying overhead, with Corvinus troops helping small dissident factions fight against the house and
win. These, like so many stories in Meadal, were born of course by rumour and whisper words.
Perhaps it is for the best that the truth of the matter never be known.
What is truth however is the War of Blight is 100 years past. After years of failure the Dragon king
gave up his attempts to breach the wall and for now the people of the Southlands of Meadal are
safe. But always we remember the past and always we keep our truth close.
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The Dragon King still lives and as always is still to be feared.

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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2.2. The Houses


2.2.1. House Corvinius
"Honour is our burden and we gladly bear it"
Current Head of House: Duke Raven Corvinus
House symbol: A black raven flying against a blue sky
Colours: Black, Blue and Silver
House Corvinus and it's people are known for their unwavering belief in honour above all things,
even if it would be to their own detriment. They don't back down from a fight, steal or break an
oath. Their commitment to this belief has been proven over and over gain, during the illustrious
history of the House starting well before the rise of the Dragon King.
The reputation of the House has led to the other Houses trusting them with the maintaining and
effective communication network. It is not uncommon to find a minor member of the House, in
another duchy, tending to the messenger ravens that form the backbone of this network.
Furthermore the House and it's people also ensures the delivery of packages quickly and discreetly
all across the Duchies.
In addition to delivering messages, House Corvinus are also called in to settle matters of honour and
justice. Frequently it merely arbitrates disputes, but in cases where more direct action is required,
action is swift and decisive. Those who believe they can escape from justice as decreed by House
Corvinus , find themselves quickly stripped of all such illusions, for the Hounds always catch their
quarry.
The nobles of House Corvinus sees it as their duty to act as an example for their people, treating
their loyal citizens justly and fairly. The leader of the House even takes it further by forsaking his
name and assuming the title Raven, becoming a servant of his people, for as their motto states
"Honour is our burden and we gladly bear it"
Culture:
Honour and loyalty are the cornerstones of House Corvinus and it's subjects. No citizen would
willingly bring dishonour to the House or another citizen. The House treats all it's subjects equally
and fairly, no matter their station or order. The punishment for crimes is however swift, harsh, and
fair, while criminals have proven themselves without honour, whomever has to meet out the
required punishment has to be without reproach themselves.
The House is steeped in tradition and ritual, with many of these rituals forming a part of their daily
life. Many of these rituals seem archaic, but they continue to remind those who practice them of the
traditions of the House. There are rituals for everything, from welcoming a new life to executing a
criminal and receiving a knighthood.
Every citizen knows their place, respecting those who belong to other orders and groups, each a
specialist in their field. It is said that even the Lord Raven himself, listens to council of the farmers
in agricultural matters. The House is so devoted to the belief that each citizen serves their function,
that the noble chosen to be the Lord Raven, forsakes their past and even their name. They become
the Lord Raven, the leader, protector and servant of the House, only receiving a distinguishing title
based on their reign when they step down or pass away.
Often seen as an impartial party, due to their respect of other cultures and race, provided that the
group respects the laws of the land, they find themselves in. The House is frequently called in to
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settle disputes, especially in cases where the dwarves and elves are involved with an outside party,
as the House has buildt a special rapport with the two former races.
Finally, they have the honour bound duty to ensure that all communication proceeds swiftly and
confidentially by means of their crows. Those who handle the crows and the messages they deliver
take oaths that ensure that they keep any information gleaned secret and to their graves, even if it
goes against the House.
Laws:
There are many laws and regulations in the lands ruled by House Corvinus, but the following are
held above all else and are punishable by death. While the laws may seem harsh, those living in
Corvinus lands know them by heart and would never consider breaking them.
Perform your Duty: Each citizen has their duty and abandoning that duty, puts others at risk.
Respect your neighbour, do not steal or take his life: Stealing from another citizen and taking their
life amount to the same thing are a punished equally.
Your word is your bond: When an oath is taken always ensure that it can be kept, for breaking
brings great dishonour upon you.
Honour in all things: You are nothing without honour, don't let though any action or inaction,
dishonour stain your soul.
The dead shall lay in peace: Necromancers and anyone who would defile the dead, is hunted down
and punished without mercy.
Subgroups:
The orders that exist within Corvinus are very specialized and all knowledge of that order is held
secret by it's members. It is completely unheard of for anyone to change orders and due to the
culture of the House and it's people, few ever feel the pull to do so. The only task not performed by
a single order is that of message delivery, all of House Corvinus' people see it as their scared duty to
ensure communication throughout the lands after all: any raven can carry message, the colour
doesn't matter.
Members of the House however frequently assemble groups consisting of a mixture of orders,
depending on the task at hand. These groups may last until the task is resolved, while others
continue on serving together for decades.
The Foxes: Members of this order protect the wilds and border of Corvinus lands. They are often
seen as the most free spirited and friendly of all the orders, unbound by many of the restrictions
placed on others. Along with the Owls they also take care of the rookeries, whose ravens form the
backbone of the House Corvinus message network.
The Owls: Scholars and record keepers, the Owls record the histories Meadal and their own
House. Some of them study the magical arts, others alchemy and even poisons in order to protect
the lands of Meadal.
The Panthers: One of the largest subgroups in the lands of House Corvinus, the order consists of it
noble knights, warrior templars and all of those with a martial bend. The order responds to the
intelligence gathered by the Foxes and protects areas and people in need.
The Hounds: It is said that it better to have a bounty hunter after you than a member of the
Hounds. Motivated by a higher cause, they hunt down those who escaped the arm of the law. They
will cross any border and endure any hardship to bring their quarry to justice.
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History:
The history of House Corvinius began in 43BV, when a small, honourable barony stood against all
others and provided sanctuary to gypsies fleeing prosecution. When the gypsies were The endeared
g given ships during the Gypsy Exodus they gave their own flagship, while other's vessels that were
barely seaworthy. All of these gestures endeared the barony to the gypsy matron and she offered
her daughter's hand in marriage. The two groups grew closer and stronger as they benefitted from
working together.
The prosperity of the barony attracted the notice of a young robber baron, by the name of Bain
Corvin in 15BV, who easily conquered the peaceful people. In a strange turn of events, the robber
baron changed and became more and more like the people he conquered. Justice and honour
gradually replaced the violence and greed, he had known his entire life. He founded House
Corvinus, the barony grew even further, even gaining the title of Duke.
As the armies of the Dragon King spread across the lands in 3BV, the gypsies returned to House
Corvinius, with tales of a land far the south, unsettled by man. Armed with this knowledge and
together with Duke Amriste Horgus, they united those fleeing and led the refugees south to the
promised land.
After the Veil was raised, Lord Raven as he became known, proposed the forming of a council
composed of the dukes of the new land, away from the Dragon King. The dukes saw the wisdom in
the formation of such a council and appointed House Corvinus in charge of maintaining peace and
justice between them. His legacy finally secure, the first Raven passed away in 3AV and the House
took the title of Lord Raven for all it's dukes from then, to honour him for everything he did for his
people.
The next Lord Raven known as "The Just", began strengthening the House from within. He
formalized the orders that his grandfather founded and gave them their current names. In 7AV as
the duchy of Horgus collapsed, the he took in those who craved order over the chaos in Horgus
lands. He improved ties with dwarves after a baron from that lawless region, threatened war over
an imagined slight and sued for peace between them.
Lord Raven "The Mad" assumed control over the House in 42AV. He took offence at the practice of
necromancy in Domicille Veneficii and decided to launch a crusade to bring Domicile Veneficii and
all the other duchies under Corvinus rule in 48AV. Shortly after crossing the border with his amry,
he passed away under mysterious circumstances, leaving no heir.
The then Arch chancellor took over the reigns of the House in 49AV. He endeavoured to repair the
reputation of the House and used diplomacy to resolve disputes with the other duchies, instead of
the blade. Lady Eleanor Corvinius was married to Victor Skaven and Lady Corvac to Duke Lucas
Falcon to cement peace between the various houses.
In 81AV, necromancers raided the graveyards of the towns bordering Domicille Veneficii, to raise
their undead armies and rebel against their own house. The House in response mustered their own
troops and proceeded to pursue the culprits into Domicille Veneficii lands. Duke Lucas Falcon
however requested that they be allowed to handle the matter internally and only after vowing to deal
harshly with the necromancers, did the army fall back to just inside it's own borders. A week later,
they stood down, the House satisfied with how Domicille Veneficii dealt with the situation.
Lord Raven "The Shrewd", came once again from the line of Corvin and took over to the
Archancellor in 84AV and rewarded him with the title of Lord Raven "The Peacemaker", for all he
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did. He continued where his predecessor left of, renewed ties with Talo D'lau and the two groups
made their alliance permanent. Disappearing in 93AV under very, mysterious circumstances, he left
the House in the hands of his son, the current Lord Raven.

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2.2.2. Domicile Veneficii


Knowledge, Power, Protection
All knowledge is worth having
Current Head of House: Duchess Lyria Falcon
House Symbol: A green snake swallowing his own tail around a gold starburst
Colours: Green & Gold
Domicille Veneficii are the undisputed masters of magic in Meadal and fueled by the belief that all
knowledge is worth having, they continue to go push the boundaries of the Magical Arts at every
turn. The duchy was formed when mages fleeing from the Dragon King, banded together under the
banner of Baron James Falcon and raised the Veil that protects the duchies to this day.
The Orders of Magic oversee the study of magic and ensure that their members can study the Art
freely. They do however keep a tight reign on those would threaten the Duchy as they do not wish
for a repeat of the Week of the Dead, when nercomancers attempted to overthrow the House. The
House responded by killing every necromancer in their lands. The Order of Bone now struggles to
recover the research lost during the purge.
Scholars and merchants of all stripes call the lands of Domicille Veneficii home and are encouraged
to prosper by House Falcon, the ruling family in the duchy. Their keen eye focused on the Art and
the protection of the Veil.
Culture:
The acquisition of knowledge forms the core of Domicille Veneficii, from history to the sciences
and the Magical Arts. Domicille Veneficii provides a safe environment for scholars and Mages of
all stripes to study, unimpaired by the restrictions imposed by the other Houses. Scholars are
welcome to study any field from botany to necromancy, with very little interference. All this
freedom however comes with a caveat the sin of the one is the sin of all, scholars are expected to
police themselves and should one member in a specific field threaten the House, all students of that
field are held responsible.
The lands of Domicille Veneficii are also known the exceptional tobacco and textiles it produces
and this has led to a strong merchant class to develop. The Ducal house further encourages trade by
making various concessions to farmers and merchants, such as allowing farmers to own their own
farms if not the land and reimbursing merchants who lose goods to banditry in their lands.
Punishment of crimes is also resolved by economic means and common crimes have set fines that
are paid to the House and the injured party. Anyone incapable of paying the fine is sent to a labour
camp, to work until their debt has been paid.
Domicile Veneficii owns all the land and infrastructure within their borders and leases the use there
of to it's citizens. While the House does not hold itself accountable to it's people, it prefers to leave
them to their lives with minimal interference as long as peace is maintained and the House is not
threatened. All of the holdings of the nobles of Domicille Veneficii are kept in trust by the House
including lands and money. Debts owed to merchants by nobles are paid by the House and if these
become extreme, the House acts against the noble in an appropriate manner. Nobles in turn are
expected to either produce new discoveries in the Magical Arts or large profits from managing their
lands efficiently.
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Next to the Ducal House, the most powerful group in Domicille Veneficii lands is the Council of
Magi, made up of the leaders of the various schools of Magic, the Council oversees the study and
growth of the Art. The individual orders oversee their members and since the Week of the Dead,
bring rogue practitioners into the fold, by force if needed. Members of the orders receive access to
the libraries and facilities of their order to aid in their studies, as well employment on a contract
basis. All practioners of the Art are also required to spend two weeks in a year with a regiment and
practice combat casting, should the House need to draft them in times war.
Laws:
Punishment is always economic and those who cannot pay the price, are shipped to labour camps.
Extreme cases such as treason however, can be subject to the death penalty by the Ducal decree.
Beyond the usual crimes of murder and theft, the following laws also apply in the lands of
Domicille Veneficii:
All Knowledge is Worth Having: A central tenant of Domocille Veneficii, the wanton destruction of
knowledge in any form is punished harshly.
The sin of one is the sin of all: The orders of Magic are held accountable for the actions of their
members and treason is met with death.
Exterminate all vermin: All goblins are to be killed on sight.

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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sacrificing their lives for the line of Falcon if needed.
Rumours also state that all things being equal in Domicille Veneficii there is another, darker order
of knights that perform duties the House would rather not be made public.
History:
Baron James Falcon united the mages fleeing the armies of the Dragon King and lead the ritual that
raised the Veil that to this day protects the Southlands. He was offered the title of Duke in return for
ensuring the integrity of the the Veil and aDomicille Veneficiiising the Ducal Council on all Magical
matters. As the only noble with any knowledge of the Magical Arts, the remaining mages flocked
to his banner, bound together by his belief that all knowledge is worth having. Barely a year after
forming the then House Falcon, the strain from the ritual caught up with him and Duke James
Falcon passed away.
After assuming the mantle of Duke at the tender age of fifteen, James Falcon's eldest son Iduarin
laid the foundation that would cause the House to raise to greatness. He married Elaine Horgus,
daugther of Duke Horgus in order to strengthen bonds between the two fledgling Houses in 3AV.
Duke Horgus however raised his armies in 7AV against the other Houses and Duke Iduarin was
forced to act in what became known as the Horgus Incident. During the aftermath he recoginised
his fellow mages by renaming the house in the language of Magic and from that day, House Falcon
became known as Domicile Veneficii. The family of Falcon would continue on as the ruling family
in the remade House, having earned th respect of their peers.
The house grew from strength to strength until Duchess Genevive rose to power in 38AV. While art
and culture grew under her rule, she had little patience for politicing of the other Mages and her
husband Sir Mark Skaven, a knight, attempted to hold the Council of Magi together. The Mages
however would not listen to a non-spellcaster and the House started to fragment as as each order
hoarded it's Magic, stagnating the Art.
During the period, Genevive Falcon betrothed her daughter Victoria to Lord Skaven's eldest son
Victor in 52AV. Victor however refused to marry her instead keeping her as his favoured
concubine.
Tragedy continued to mark Genevive's rule, when in 65AV, her eldest son Henry died in a riding
accident. House Skaven refused to release Victoria from her bonds to Victor Skaven. The youngest
of her children Lucas thus became the heir to the lands of Domicille Veneficii.
The blow to the political standing of Domicille Veneficii amongst her neighbours who looked her as
the pinnacle of Magical research was devastating and continued until 74AV when the young Lucas
Falcon became Duke. Lucas stepped in and started consolidating power base of Domicile Veneficii
again. He regained the respect of the other Mages, by revealing his dedication to the Art. He also
married Lady Corvac of Corvinius, reforging the ties between the Houses from the days before the
raising of the Veil. Their union blessed with a daughter they called Lyria.
All the Arts are welcome in the Duchy's lands, as stated all those years ago by James Falcon: "All
Knowledge is Worth Having." So it came to pass that in 81AV the dead walked the lands.
Necromancy was practised and studied under tight strictures, a cabal of necromancers rebelled and
raised an army of undead. The day and night that the zombie horde terrorised the people of
Domicille Veneficii called the Dark Day, was followed by the Week of the Dead.
Duke Lucas Falcon brought the full might of the other orders in the Council of Magi to bear and
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obliterated the army. Following that every necromancer from master to apprentice was put to death
in blood and fire. The laws of Domicille Veneficii however didn't change and all the orders were
reminded of the law: The sin of one is the sin of all.
All was quiet in the Duchy after that and the Mages returned to their books. None wanted a repeat
of the bloodbath, especially those that attempted to recover the knowledge that was lost. Not even
when Lady Corvac died at hands of an unknown murderer in 89AV, were any charges pressed. The
Duke it is said was never the same after that and slowly wasted away, leaving his fief to his young
daughter Lyria in 90AV. Lyria inherited a stronger Domicille Veneficii from him, forged in the fires
of betrayal and

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2.2.3. House Horgus


Current Head of House: Currently none.
House Symbol: Lost in pages of history.
Colours: Currently none.
Once the largest and one of the oldest houses in Meadal, they were given the largest parcel of any
duchy after the Veil was raised. Shortly after however the House raised an army and attempted to
bring all the other duchies under their heel. The House however collapsed just as they made their
move to overthrow the others. Chaos erupted in it's ranks and tore the once great apart.
Now there exists around five score Baronies that actively lay claim to lawless lands, but even that
number has only recently, become more or less constant. Every few years a warlord manages to
rise to prominence and unite a few of the baronies, craving his domain out of the chaos, only to
have the fragile alliances collapse upon his death. The only other event that allies the constantly
fighting factions with one another is an external threat. Generals from most of the duchies has
attempted to expand their domains into the old Horgus lands, only to be repelled by the natives
putting their differences aside, long enough to repel the invaders.
House Horgus was known for it martial prowess and was even referred to as the House of Warriors.
Today however that distinction is gone, as those fleeing the duchies for whatever reason brought
their ideas with them. Sorcerers and merchant princes are found alongside noble knights,
barbarians and mercenaries in the shattered duchy.
The noble houses still ruling Meadel as a sign of respect for the memory of House Horgus and what
is did to establish the nation, left a seat available should a new Duke of Horgus arise. Until such a
time, a lodge is set aside at council meetings for any baron, who wishes to petition the council and
make their voice heard.
Culture:
The lands that used to belong to House Horgus, consist of a large number of baronies and city
states, each fighting to expand it's borders. The unclaimed lands in between home to barbarians,
bands of ogres, goblins and worse trying the reclaim the land from the humans who displaced them
a hundred years ago. Long standing feuds between the various groups ensure that none gains
dominance, when rogue barons from the Duchies however try to bring the lands under the heel of
their duchy however they quickly band together to repel the invader before resuming the feud.
Defining a single culture is next to impossible as it many differ from barony to barony and even fief
to fief. Since the fall of Horgus, those within it's old borders have diversified, from baronies ruled
by religeous orders of knights to merchant princes and even a rumoured cabal of necromancers.
The wealth and infrastructure of each barony varies just as much, were some barely scrape by,
others like the Free City of Heavensgate prosper beyond their wildest dreams.
Those travelling in the baronies are encouraged to make sure they have an armed escort and a guide
who is familiar with local customs. While the baronies appear to have calmed down and started
rebuilding trade roads and trade routes amongst each other, most of the land is still wild and
untamed with many of the goblinoid races laying claim.
The baronies seem to favour the current status quo and none of the warlords appear to have any
designs of the Duchies. Should the Sword of Horgus resurface however then a new warlord might
be able to reunite the baronies and lead them on the warpath. The sword however has been lost for
more than half a century and is rumoured to carry with it a terrible curse.
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Laws:
There no laws specific to any barony and travellers are encouraged to check the laws of the baronies
they plan to visit.
Subgroups:
Due to the tumultuous environment few subgroups survive for very long, those that do become
Major Independent Organisations and are detailed later on. That said the is one group that bears
mentioning, The Burned Legion.
Legend states that these were once the most loyal troops of House Horgus, fighting until the bitter
end as their world collapsed around them. They held out in their mountain fort for more than
fifteen years, before they succumbed to madness, when a warlord burned the fort down around
them. The men and women who survived, were scarred beyond reckoning both physically and
mentally. Vengeance burned in their hearts as they regrouped and set out to destroy everything they
saw. The initial assault was broken by a lose alliance and the group scattered into the winds.
Villagers still fear them as small groups from the Legion descend upon towns raiding and burning
as they pass through. No one knows how they continue to exist to this day and the few survive the
cleansing raids are driven mad by what they saw.
History:
Duke Amriste Horgus led the largest contingent of human settlers fleeing the wrath of the Dragon
King. Dozens of Barons and scores of knights added their banners to his and together with the
Duchies they carved out the lands that became Meadal. House Horgus received the largest parcel of
land while dividing up the land between the Duchies, due to the number of his vassals and his
leadership in establishing Meadal. He was seen a wise and just man and the perfect choice to rule
the bread basket of Meadel.
After his close friend James Falcon passed away however, he became increasingly paranoid seeing
hidden plots against him and his House around every corner. He continued to have good relations
with House Falcon, even marrying off his only daughter, Elaine to the strengthen bonds with the
Mages. He continued however down the path of madness and in 6AV along with his barons, he
started amassing an army capable of overthrowing the other duchies.
The army was ready to march in the spring of 7AV, but as quickly as it was assembled, just as
quickly did the army crumble around him. Former banner-men turned on him and each other, some
fueled with dream of glory and others armed with magical blades of great power. Messenger ravens
became lost or delivered their messages to the wrong generals. Key leaders were rumoured to have
fallen under mysterious circumstances, while other had thier minds clouded with dark magic. A
scant few months later the largest duchy in Meadal had collapsed into chaos as the warlords tore at
each other.
It continued until 28AV, when a young lord by the name of Jacques Horgus stepped up to reclaim
his grandfather's title. Armed with an undeniable charisma and his grandfather's sword, he started
uniting the baronies, through diplomacy where possible and by the blade where not. He was well
on his way to resurrecting the once great House, even securing the betrothal of a Corvinius bride
when disaster struck. During a routine inspection of his munitions a barrel of highly caustic acid fell
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on top of him scarring him for life and to compound matters his grandfather's sword disappeared
during his recovery and very soon his generals were at each other's throats again. He spent his
remaining years a landless cripple, relying on the kindness of those still loyal to him.
56AV saw the rise of another warlord once again focussed on reuniting the baronies. Marie Horgus
claimed to be guided by the ghost of her great-great-grandfather spreading a message of unity and
peace amongst the factions, all the while searching for his sword. She failed to do complete her
dream however, when in 61AV she burned at the stake as a witch, before she could conclude her
negotiations with a barony whose name has been lost in the years of war.
In 88AV a group of guild's took the city of Heavensgate bordering the three baronies of Bas-Larog,
Kildanis and the Thornlands and declared the city that had been contested through the years by the
baronies as a Free City. The baronies allied their forces and marched on the city. the merchant
princes responded by hiring mercenaries far and wide going as far as to provide a substantial bonus
to whoever could break the siege. While it's widely recognised that the Archbarony of the Gloom
Cliffs broke the siege, using highly organised troops to break up three poorly organised armies. The
merchants ensured that that soon after the siege, the baronies were at war with each other again,
each blaming the other of allowing the siege to fail.
During the last couple of years however the Horgus baronies appear have calmed down. More and
more prefer trade over war with their neighbours and while there are no signs of unity between
them, things appear to be settling after almost a hundred years of war. Trade with the Duchies has
also resumed, with crops not only being hoarded by each baron for their own use. The Sword of
Horgus has still not been found and the baronies seen all the better for it.

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2.2.4. House Skaven


Overview:
Loyalty is a knife's edge.
Current Head of House: Duke Markus Jacob Skaven
House Symbol: The Dagger on The White Hand on The Red Flame
Colours: Black, red and white
The House of Secrets moves in the shadows and protects Meadal from the forces of the Dragon
King. After producing the sole heir to the line of Skaven, House Skaven rose from the ashes in the
land behind the Veil. The House has been charged by the other Duchies to keep an eye on the lands
beyond the Veil and the schemes of the Dragon King.
People from Skaven lands are frequently seen as spies, thieves and assassins, by the other Duchies.
House Skaven inflicts few laws on it's people, valuing their loyal to the House above all else.
Groups such as the Blades of Skaven rewards those who serve loyally with membership, while the
Brotherhood of the Hand protects those loyal subjects with their lives.
Culture:
Skaven lands are the most cosmopolitan of all the Duchies, accepting anyone no matter their race,
status or past misdeeds. Races such as the Drae, who would be treated with suspicion in other
lands, live openly amongst the populace. House Skaven still remembers the sting of prosecution
that almost decimated thier line completely and welcomes the outcasts of from other lands hoping
to make an honest living.
Laws are few however, so an honest living in Skaven lands might not be seen as such in another
Duchy. Cage fighting and other violent forms of entertainment flourish in the slums, pitting
combatants against each other and even blood thirsty monsters, while bookkeepers make their own
killing on the side. Poisons, drugs and prostitutes are freely available and many a slum lord has
buildt their own little empire preying on the weak. While slavery itself is illegal, those unable to
fend for themselves quickly become indebted those who can, be they a madam, crime lord or worse.
Groups like the the Brotherhood of the Hand maintain justice in the chaos, defending those in need
and providing a voice for those who have none. Orphans are rounded up and taken care of in the
many orphanages maintained by House Skaven, where they are taught a trade, so they may fend for
themselves one day. Rumours abound however that these orphanages are merely recruiting spots for
the more sinister groups in Skaven society.
Loyalty is one of the few virtues prized in Skaven Lands. Once you have the trust and loyalty of a
Skaven, you have an ally for life. Break that trust, however and you have made a dangerous enemy
and gotten involved in a Vendetta. Among those of means the Vendetta is seen as an art form, the
systematic destruction of the betrayer's life, as sublime as a master's work, while for those without
betrayal is dealt with quickly and brutally.
All of these factors contribute to the reputation that those from Skaven lands are an untrustworthy
and cagey lot. Their strong survival instinct, particularly in city dwellers, lead them to trust very
few people and view strangers with a mixture of suspicion and opportunity. While this may alienate
some outsiders, it's has fostered a culture of loyalty and hardiness found rarely outside it's borders.

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Laws:
Compared to the lands of House Corvinius, House Skaven has very few laws.
An eye for an eye: If any freeman in Skaven lands feels that they have been wronged they are
allowed to bring the charges before a member of the Brotherhood of the Hand. The knight will then
determine who the guilty party is and a suitable punishment. Punishment is always relevant to the
crime, murderers tend to be executed and thieves, fined or forced to work of their debts while some
have been known to lose the offending hand.
House Skaven above all: Betraying the House in any form is dealt with swiftly and harshly, no
matter who the perpetrator is. Even lesser crimes against the line of Skaven are seen as treason and
the punishment decreed by the offended noble.
Subgroups:
The Blades of Skaven: Anyone in Skaven lands, no matter their station can become a Blade. They
have to however prove beyond a shadow of a doubt that they are prepared to pay the ultimate price
and go any extreme for House Skaven. The order treats it's members like family and all the
members are expected tolive up to the creed, Loyalty above Honour.
Brotherhood of the Hand: Peace, Justice and Honour, may seem out of place in House Skaven,
but the Brotherhood of the Hand stand for those exact ideals. They were formed by Duke Jacob
Markus Skaven to protect the people of the Duchy and give a voice those who have none.
Oathbound to the Duke and it's people, they form one of the pillars of House Skaven today.
Brotherhood of the Flame: The order was founded during the early days of House Skaven, as it's
most prestigous order, until they assassinated Duke Victor Skaven. After going underground for
almost ten years, the order of Dark Knights were brought back into the fold. The reformed order is
allowed to pursue the darker avenues of power, provided that they swear fealty to House Skaven
and it's Duke and neutralise threats as determined by the House. Finally the order will also exact
vengeance for an unspecified favour, if they find the request worthy of their attention.

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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explore other avenues of power. She retired from politics in 27AV in order to raise her two sons,
Victor and Daron, leaving her brother Micheal in charge of the house. She continued to focus on
building the order, before handing the reigns over to her son Daron on her death bead.
Micheal assumed the role as regent from his sister and ruled the lands of the duchy with an iron fist
for 25 years. He strove to strengthen ties with the other duchies by marrying his youngest brother
Markus to Lady Genevive Falcon of Domicille Veneficii and increasing trade with others. The
saying House Skaven above all else has been credited to him and his reforms to strengthen the
standing of House Skaven.
The Blades of Skaven was founded by Duke Victor Skaven shortly after he took over from his
ageing uncle in 62AV. The order served as a reminder to the people, that the Skaven family rewards
those that serve it loyally. He continued his uncle's reforms until he was assassinated in 73AV and
replaced by his brother Daron. Daron's reign only lasted for 6 months, when it came to light that he
was behind the attempt on his brother's life. The aging Lord Michael Skaven exposed the plot
against his nephew and with the help of the Blades started an inquisition, hunting down all those
who plotted against Victor. He forbade any further prosecution of the Brotherhood of the Flame
after the rogue elements were brought to justice, but the order still disappeared from the public eye.
The leader of their order publicly executed as an example to any potential traitors.
The young Duke Jacob Markus Skaven, Victor's son, inherited a House still shaken from the events
the year before in 74AV. It was during his reign that an old knight of Corvinius came seeking aid in
bringing a fugitive to justice. Impressed by the knight's loyalty and honour, the Duke approached
the knight and his liege, in order to found a new order of knights in Skaven lands. The Brotherhood
of the Hand was thus founded in 78AV and charged with protecting the peace and fighting
corruption. The first threat the fledgeling order faced however, was a plague that spread through
people under House Skaven like wildfire. The panic caused by the disease, bordered on inciting
rebellion in the people, but quick, decisive action by The Hand in conjunction with House
Corvinius healers, brought the epidemic under control and diffused the the situation.
Shortly before passing in 81AV, Lord Michael revealed that he had salvaged the loyal members of
the Brotherhood of the Flame, turning them into an order of Dark Knights loyal the House. It is
said, that Michael Skaven breathed his last breath, once the last dark knight of the order pledged
their life to House Skaven. The Brotherhood of the Flame raised from the ashes, still unwavering
their search for power, but loyal to House Skaven.

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2.2.5. Talo Da'Lua


Blood wipes out dishonour. The sea is thirsty. She will provide.
Current Head of House: Scar, The Justice of the Sea
House Symbol: A skull with a scale resting on top of it.
Colours: Black, White, Indigo
The people of the Talo Da'Lua are frequently seen by outsiders as thieves and pirates. Nothing
could be further from the truth however and calling them that causes great offence. They follow a
strict code of honour where their word is their bond and their loyalty to each other is unmatched
outside the House.
Through the years the gypsy people that make up most of Talo D'Lau have been persecuted
wherever they went, but those who aid them were never forgotten. Those who have earned their
trust, make allies forever and those who betray it, find retribution, swiftly and brutally.
The Talo Da'Lua and its people however do not let the past sour their dealings today. All across
Meadal their caravans bring news and trinkets from afar and their navy keeps the seas safe from the
forces of the Dragon King.
Culture:
Most of the people of the Talo D'Lau hail from gypsy stock and this brings with it a great reverence
for family, honour, life and beauty. The greatest of these is family, even today the various gypsy
families that compose the House remain close knit and prepared to do anything for one another.
Families travel together, share everything and due to intermarriage over the centuries these bonds
extend throughout the Talo D'Lau.
Secondly the Talo D'Lau value honour, they keep their word promises and along with their long
memories, they keep track of those who aid them and those who would betray their trust. Debts are
always repaid, one way or another, as is evidenced in their close relationship with House Corvinus,
who has aided the Talo many times in the past.
Their love of beauty drives the House to into fields such jewel-crafting and music. While their keen
minds lead them to embrace scholarly paths such as the study of alchemy, potions and there are
even rumours of the study of poisons. Many years of study has left the House as unparalleled
masters of these crafts, selling their wares wherever they travel.
They ply their trade across Meadel, travelling in bright caravans and their distinctive purple sailed
ships. Their inborn wanderlust keeps them from settling anywhere for very long. Only members of
the Maricu family are known to break from this tradition and have settled the islands that make up
the Talo D'Lau domain, producing the majority of the lumber and food required by the house.
Brightly decorated ships and caravans announce their arrival and coupled with a welcoming
disposition, ensures that they are greeted warmly when they arrive. This nomadic people look
forward to celebrations, they frequently hold festivals to brighten the day and lighten the pockets of
the citizens of the more serious Houses.
The House also has a more serious side, in their great reference and near worship of sea. Guided by
seers gifted in prophecy and foresight, they are a deeply spiritual people, whose beliefs are shaped
by the sea. The sea provides a rich bounty to her children, but she is also a harsh mistress who can
take it all away at a moment's notice.
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Laws:
Very few formal laws exist among the Talo D'Lau. Minor cases are handled internally by the ship or
caravan. Larger cases, especially those of honour can be brought before the Justice of the Sea.
Judgement is swift and in cases where the accused is found to be without honour, fatal. All the
families of the Talo respect the Justice of the Sea, for her word is law.
Subgroups:
Acadamie Bleumarin: The naval academy of the Talo Da'Lua, also known as the Acadamie
Bleumarin and was founded in 10BV by Ruxandra and Travian Da'Lua. It's main objective, to
protect the Sea from those who would defile her
Scoala: After the Battle of the Enlightened, the seers of Talo Da'Lua became more than simple
fortune tellers and earned a place of honour aboard the vessels of the navy. Their visions guide the
vessels when to strike and when to flee, allowing the Bleumarin to strike fear into the hearts of it's
enemies.
Straluci: Mastering the forces of nature, the mages of Talo Da'Lua aid their crews in harnessing the
power of the wind and seas, while storms destroy the vessels of their enemies. Those Straluci who
travel on land based caravans, provide a similar role as protectors of the caravan.
De Exilatii: The guardians of the people of the Talo Da'Lau, an order of knights sworn to protect the
islands of the Talo.
Maricu: Not all the people of Talo Da'Lua are sailors and the majority of those come from the
Maricu clan. They farm the fertile islands of the archipelago and are a particularly hardy group of
people, prepared to defend their islands to the last man. They are a human tribe.
History:
The first time the Da'Lua family's name occurs in recorded history was in 80BV, when the gypsies
comprising the caravan of Daciana and Liviu Da'Lua were cast out from human lands. The family
and it's caravan thus started their slow migration southwards. They continued to grow and by 64BV
the line of Da'Lua was established and the group started to refer to themselves as Talo Da'Lua
meaning "House Da'Lua" in their native tongue.
In 43BV tensions with the human barons, forced them to seek refuge with the forefathers of House
Corvinus, forging the beginning of a long history of cooperation between the two groups. The
human baronies came to a decision in 40BV on how to to deal with what they called the "Gypsy
Problem" and decided to give the Talo Da'lua with five ships to carry them on their way.
The Talo Da'Lua set sail further southward and discovered the islands that remain their home to this
day. These islands however were inhabited by the fierce Maricu tribe and after a few initial
skirmishes, in 23BV both parties decided to put their differences aside and work together. The
Maricu tribe would farm the fertile islands, providing food for the Talo Da'Lua fleet and the fleet
would protect them from aggressors and share their ocean-borne bounty.
Peace reigned for a short time however, until raiders started attacking the fleet and after a crippling
loss during the Battle of the Blind in 15BV the Talo decided to take stock of what needed to be
done. Ruxandra, who was Justice of the Sea at that time, started training her seers how to focus
their talents and use it to the benefit of the fleet. The first of the Scoala took the seas in 14BV and
the tide of battle started to favour the Talo Da'Lua again. Finally in 12BV, Admiral Travian Da'Lua,
crushed the raiders resolve during the Battle of the Enlightened and was appointed the first
"Shepherd of the Sea" by Ruxandra for his bravery.
Not resting on their laurels they founded the Academie Bleumarin in 10BV, formalising the navy as
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a separate entity from the trading fleet. The newly formed fleet's scouts kept an eye on the Dragon
King as his armies rose and in 6BV, they told their former allies in House Corvinus of a land to the
south where their people would be safe. It was at a Talo Da'Lua settlement where the refugees
gathered, raised the Veil in 0AV, and the settlement became known as Oathbridge.
The fall of House Horgus affected the gypsies of Talo Da'Lua very little and they experienced a
period of peace again during those tumultuous times. The peace was shattered in 32AV when a
kraken terrorised the islands of the Maricu and the beast was only defeated, after a ritual was
performed by the most powerful Straluci. The ritual summoned a powerful, black whirlpool and
imprisoned the beast at its bottom. The whirlpool itself was so powerful that it tore an island to
pieces and into its inky depths. Today it is still there and is called Guara Neagra by the Talo
Da'Lua.
It was in 45AV when a small army was discovered, trespassing on a remote island. They were
knights recovering from a fierce battle with a vile sorcerer, who forced them to abandon their lands.
Initially the two groups responded with violence to one another, but soon they saw how working
together would benefit each other and they came to serve the Talo Da'Lua as "The Army of Exiles".
The sorcerer was no match for their combined might and the knights' families were freed in summer
of 46AV. After their liberation, the knights and their families were absorbed into the Maricu clan
and spread across the islands.
Disaster struck the Talo Da'Lua again in 53AV, when ten of the islands, attempted to seccede and
threathend to delve the Talo into civil war. The civil war however was over over as quickly as it
began, the "Army of Exiles" rose up and proved themselves to their foster family. Crushing the
rebels without mecry in the name of the Justice of the Sea, they were awarded custodianship of the
ten islands who comitted the Tenfold Treason. Furthermore acknowledging their bravery the Talo
Da'Lua founded their only order of knights and named it after the knights, it became known as "De
Exilatii"

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2.3. Major Independent Organisations


2.3.1. The Tribe of the Burning Sands
Our word, Our bond
Current Head of House: The Council
House Symbol: A tent flanked by two torches
Colours: The Tribe has no official colours, although the different Clans tend to favour colour based
on where they hail from.
Culture:
While the Council is thought of as the Tribe's leader, it rarely acts as a governing body, allowing the
Clans to rule themselves. In cases the council however decides to act their word is law and an
individual may either accept their judgement or leave. Those who refuse to accept their judgement
and refuse to leave are killed outright. Envoys of the council travel between the clans, settling
disputes and trade with outsiders on behalf of the Tribe as a whole.
The Tribesmen see their word as their bond and would rather die than be called an oath-breaker.
Their honour is absolute and an individual is held accountable to himself, then to his family, his
clan and finally the Tribe as whole. Against outside threats the Tribe sets aside internal disputes and
forms a united front until the threat as been neutralised.
A foundling is always warmly received by the Tribe and treated as one of the family. Children in
turn are left to their own devices and discover their own path, the elder always ready to lend a
guiding hand or advice when requested. Should the path they venture down threaten the Tribe in
any way however, they are dealt with swiftly, harshly and frequently, fatally.
Another trait amongst the people of the Burning Sands is that of wanderlust. It is not uncommon
for one of it people to venture out in the world on their own, only to return after many years. At this
point however, few rejoin with their birth families and are accepted as into the new family as one of
their own.
Slavery is also common in the Tribe and those who own slaves, are expected to treat them fairly and
with respect. Those who abuse their slaves quickly find then taken away by the rest of Clan, for
slaves are seen as just another resource that must not be squandered away. Slaves are captured
warriors and are released after five years.
Laws:
The Council's Rule is Absolute: Once the council has ruled on a matter there are only two options,
beyond accepting it without reservation: Leave or Die.
A Man's Word is his Bond: A promise that has been made is always honoured and should it be
broken, the oath-breaker is hunted down and killed.
Amongst the Wildings, there is another law they hold in high regard:
Respect Nature and those of it: Causing harm to another fey creature or nature is treated as a serious
offence. The Wildings neither betray or inflict harm on each other, nor do they exploit nature for
profit.

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Subgroups:
The Clans of the Tribe of the Burning Sands are divided amongst the areas they mostly travel and
inhabit.
The Endless: The deserts are their home and the families of this Clan are amongst the oldest in the
Tribe.
The Sons of Plunder: Frequently seen as barbarians by outsiders, because of their face paint and
dress. This deeply spiritual Clan, commonly inhabit the frozen mountain tops of Meadal.
The Lost: The rolling savannah bordering the desert are home to this Clan of hunters. Recently
their numbers were decimated by an army of undead
The Dark: Deep inside the jungles bordering the great sea this Clan makes it's home.
The Walkers: Staying mostly to the roads they travel from city to city, town to town and village to
village, seeking trade and adventure.
The Wildlings: A new addition to the Tribe of the Burning Sands, they joined after their leader
Prince Nuada went missing. They have however not forsaken his teachings and strive to protect
nature and those of fay decent.
History:
Legend states that many centuries ago, the Tribe of the Burning Sands was formed when groups of
nomads travelling the Sea of Dust banded together for mutual protection. The first amongst the
people, sacrificed their names for their Tribe and became known as the Mind, Fist and Heart, the
first council of the Tribe of the Burning Sands.
They travelled the wastes for untold generations, taking in the lost and forgotten, even those
forsaken by their own people. After the Veil was raised and Dragon King unable to turn his gaze
upon other lands, it fell upon the Sea of Dust. The Tribe of the Burning Sands found themselves
facing a threat they could not defeat on their own.
A hardy people, they refused to surrender and managed to prevent the forces of the Dragon King
from destroying their way of life, through cunning use of guerilla tactics and their intimate
knowledge of the terrain. After learning about the Veil, the council moved their people south and
searched for a way through the Veil, while holding the Dragon King's forces at bay.
In 46AV, the last remnants of the Tribe slipped through the Veil and into the western desert. They
travelled in this new land and their numbers started to recover as some of the native people joined
the Tribe, their people accepted into the clans and even forming new ones.
An envoy by the name of Kaldor was sent out in 100AV, to Oathbridge, to attend the ritual to
strengthen the Veil once more and present the Tribe of the Burning Sands to the people of Meadal.
Later that year a group of fay known as the Wildings, who had lost their leader decided to throw
their lot in with the people of the Burning Sands and thus became the sixth clan.

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2.3.2. The Archbarony of the Gloom Cliffs


Coin, Blood, Honour
Current Head: Archbaron Ronarc Torc Wister
House symbol: A striking, argent falcon over a lance on a field of sable.
Colours: Black, Green and Silver
The Archbarony of the Gloom Cliffs is known for it's brutal honestly and complete neutrality both
on the battle field and during negotiations. Neutrality is ensured in that the Archbarony refuses to
ally or declare enmity with any force, all dealings are strictly treated as business dealings. The
Archbarony supplies mercenaries for any size of conflict, from loyal bodyguards to entire legions
and numerous specialist contractors to those who can afford their services. Their reputation for
efficiency on the field of battle has led other forces to request quarter upon seeing the distinctive
black banners and cloaks of the Archbarony.
Negotiations for the Archbarony are conducted by a number of negotiators named after the
distinctive green cloaks they wear. These "Green Cloaks" in addition to negotiating mercenary
contracts, also enter into trade agreements on behalf of the Archbarony, arrange for valuables to be
stored in numerous vaults and provide letters of credit that can be exchanged at any of the House's
trade houses. Due to the widespread nature of the trading houses and the robust communications
network between them, the acquisition of scarce resources can be swiftly be arranged.
Very little is known to outsiders about the Archbaronys internal workings, other than the Archbaron
keeping his own full court and that it is situated on the Southernmost peninsula bordering the
Southern Seas, the distinctive black cliffs of Worlds End mountain range, give the Archbarony it's
name.
Culture:
In the eyes of the Archbarony there are three groups of people, soldiers, clients and potential clients.
Soldiers form the backbone of the Archbarony of the Gloom Cliffs. Units fight together and earn
money together, sharing in each other's bounty and receiving the lion's share of any contract. Race
or gender play no part in the internal politics of the Gloom Cliffs, rank and status is determined by
worth. Soldiers, no matter their rank or standing all eat and sleep together in the same barracks and
share each others trials and tribulations. Even the ability to cast magic does not grant a soldier
additional privileges as magic is treated as any other weapon.
Upon reaching the age of twelve every child in the Archbarony is sent, to train in art of battle and
once they complete their basic training. After completing their training at sixteen they may choose
to continue to serve as soldiers or become craftsmen. A new recruit born outside the Archbarony
may join and is assigned to a unit and accepted as a soldier after four years. Soldiers, traders and
craftsmen who have served for ten years are counted as citizens of the Archbarony of the Gloom
Cliffs and are allowed to own property vote to elect someone into the council of Elders. Finally any
soldier who has served loyally in the field of battle for twenty years receives a plot of land or a
pension and in cases of exceptional service, a title. An exception to this a Knight. They have their
own rules for acceptance and dismissal. Any title, land or privilege may however be stripped away
should a soldier bring dishonour to the Archbarony of the Gloom Cliffs or it's people.
While in field, beyond performing their duty, the only requirement imposed upon the soldiers of the
Archbarony is that they wear their tabards. This assures that all members are easily identified and
should hostilities break out they know where friends can be found. Anyone caught impersonating a
"Blackclad" as the troops of the Archbarony have become known is executed, no mercy shown. A
common saying is "You cut one of us you cut all of us." Members of the same unit would have
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faced countless skirmishes in completely foreign lands, in the time the troops of other factions faced
one or two back home and this reliance on each other breeds almost fanatical loyalty to unit and
regiment. Rivalries exist between various regiments, but swift resolution of any disputes by officers
ensure that they do not get out of hand.
Any "Lowlander", a person not from the mountains the Archbarony of the Gloom Cliffs calls home,
is seen as a potential client. They tend to be treated with the same respect and the blunt honesty that
characterises contract negotiations. Someone who will not hire your regiment in the future means
that your unit and regiment loses out on valuable contracts and advancement opportunities.
Clients are never lied too. A risk assessment is done before any contract is signed to ensure that the
price is fair and the right amount of troops are supplied. If a contract can not be fulfilled then the
Gloom Cliffs will not enter into it. Every contract contains strict terms on the duties, period of
service and any additional clauses required. Clients are accepted once they sign the contract. The
Archbarony will never fight their own troops, if two contracts come into contention then the then
the Archbarony will not partake in the conflict. The Archbarony has to date not failed to complete a
contract.
Laws:
The laws of the Archbarony of the Gloom Cliffs are summed up in their motto:
Coin: Respect another's right to earn a living, pay your subordinates well and ensure that the
Archbarony gets it's due. Failure to abide by these tenants usually find the perpetrator facing some
kind of fiscal punishment.
Blood: Your brothers in arms will give their lives for you and expect the same in return. You are a
unit and if treachery grows in your ranks, inform your superiors or the entire unit will judged.
Treason and desertion are always punished by execution.
Honour:Treat clients fairly and be honest to them, failure to do so usually results in a fine. Treat
your superiors with respect, they have earned their rank through sacrifice to the Archbarony, the
punishment for insubordination is dependant on the nature of the infraction. Respect Each Others
privacy. Living in close quarters when in the field, one's privacy is supported by all.
Sub groups:
Green Cloaks: Traders and merchants, frequently used as diplomats to represent the Archbarony
they have come allong way since their inception more than fifty years ago. They are the face, that
many of their customers associate with the regiments hired from the Gloom Cliffs. Mercenaries are
not the only commodity they provide however and they will frequently trade commodities such a
barley and ore in bulk through the network of trade houses that criss cross the baronies.
The Engineering Corps: Identified by the red trim on their tabards, this group attracts most of the
dwarves in the Archbarony. Masters in the art of seigecraft, they specialise both in keeping walls up
and in cases where they should come down, their destruction.
The Archbaron's own: A special elite unit of soldiers that report to the Arch Baron personally. They
are his personal guard and consists of members of all subgroups. This unit is also used at most
major diplomatic functions that the Arch Baron attends.
The Pathfinders: A Division of the Archbaron's own. Comprising entirely of rangers they provide
vital intelligence to the officers leading the regiments of enemy troop movements and are frequently
deployed to cut off enemy supply lines.
The Healing Corps: Beloved by their fellow soldiers, these men and women keep the forces of the
Arch Barony of the Gloom Cliffs fighting.
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Geography:
History:
Founded approximately a hundred years ago on a natural harbour as a trading port, the town of
Tangles grew rapidly. Scouting parties were sent to find more arable land for the growing populace
and they soon discovered a pass heading deeper into the mountains. The pass lead to a string of
calderas, nestled amongst the mountain peaks and villages began to dot the fertile valleys. The
villages became towns, the towns grew even further and thus were formed the six baronies.
More passes were found deeper into the mountains and eventually contact was made with the
dwarves and gnomes living there. The baronies realising their interdependence decided to band
together and formed the Archbarony of the Gloom Cliffs, named after the basalt cliffs by Tangles.
While there are countless paths down to the plains, none of them could support trade on a large
scale, until 34AV when a route was discovered and the town of Bathgate founded. The same year a
bumper crop of barley convinced the then Archbaron Friedland Wister to venture into the lowlands.
The profits made from exploiting this new route were however quickly end up in the coffers of
bandits and the Archbaron decided to do something about it. Hiring mercenaries from the lowlands,
he began training his guards and soon the guards trained his people. During this period very little
trade occurred with anyone outside the baronies and all non-perishable goods were stock-piled.
Every man and woman over the age of fourteen could wield a blade by the time the baronies opened
their borders again.
Trade houses were established outside the capitals and major towns of the Southlands. Each of these
trading houses were built on land purchased from their original owners and officially from part of
the Archbarony of the Gloom Cliffs. Vast vaults stored silver bullion and trade goods, underneath
these trading houses stimulating trade where ever they stood. Green Cloaks as the trade
representatives became known were a common sight across the human lands. Each sworn to uphold
the Archbarony's rules of neutrality and only draw a blade in self defence, they facilitated trade and
hired mercenaries for every cause.
Baron Gregor the Great, a minor noble lord, served as an example of what happens if these
representatives of the Archbarony are threatened, when he killed one who's brutal honestly
displeased him in 42AV. All the scattered legions mercenaries were drawn together and his barony
swiftly crushed. The conquered barony was then left to be claimed by whichever lord wished, as the
troops returned to their posts, proving once and for all that the Archbarony had no interest in
conquering any land for themselves.
The Battle of Heavensgate in 88AV was the next time the Archbarony of the Gloom Cliffs rose to
prominence. Besieged by the combined forces of the 3 duchies bordering, the independent city state
hired an entire legion from the Archbarony in defence of their city. Already under siege for 3
months, Heavensgate was ready to fall, when the relief force arrived and fought their way through
to the city gates. Baron Ronarc Torc Wister and his troops took to the walls and held the city, until
the fragile alliance between the duchies finally broke down and started fighting amongst
themselves. Having succeeded in liberating the city, the mercenaries left shortly thereafter,
providing soldiers to the duchies they fought scant months before.

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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.

3.2. What to expect


The standard structure of a MEAD weekend is as follows:
After you arrive at the venue, you will be assigned a cabin. This cabin will usually be with
other members of the in-game organisation you belong to. Unpack your equipment and put
on your costume, including any armour your character wears.
If you are a new player:
Ask were to find the tavern and go there to complete your character generation. You
will be handed your starting gold and a collection of tags that describe your
character.
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If you are an existing player:
Go to the tavern, collect your gold and tags.
Proceed to the Armour Marshal, who will examine your costume and provide you with
appropiate armour tags. You will receive armour tags, even if the only armour you are
wearing is a robe.
After everyone has completed their registration, there will be a simple welcoming ceremony
at the tavern and the game will commence.
From this point on, everything you say or do, will interpreted as being in character, unless
expressly stated otherwise.
At exactly 18:00 on Saturday, there is a two hour period called Reset. During this period, go
the Admin Hut and collect the tags of your skills that reset.
After Reset, play resumes and there is normally a feast for all the characters to enjoy. Please
confirm ahead of time, if your event has a feast.
Play continues until 12:00 on Sunday, when it stops and Deregistration begins. Report to the
Admin Hut, where you'll hand in your character's tags and gold and an admin person will
note any changes.
After that you are free to pack up. We would like to request that you assist in cleaning up
and leave the venue as you found it.

3.3. What to keep in mind


Please keep the following things in mind:
Aside from the feast, if any, the events are all self catering. This includes bringing your own
cutlery and crockery.
Drink water and lots of it. You can dehydrate very easily in the African sun, especially
during summer. Should you feel uncomfortable for any reason, take a break and have some
water and recover.
Stay in character. Not just when you need to achieve something. Staying in character at all
times improves your experience, as well as that of those around you. You will become better
at this over time, but only if you put in the effort.

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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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3. Choose a class: (Classes with (R) are Restricted and require special permission to play)
1. Warrior: Skilled in the use of armour and weapons
1. Knight(R): Noble warriors with access to healing or life powers, but follow a
strict code of conduct.
2. Dark Knight(R): Chaos or even necromancy, combined with martial prowess,
tempered with their own code of conduct.
3. Ranger(R): Protectors of nature, skilled trackers and versed in nature magic.
2. Scholar: Students of all lore, but particularly magic, with various specialisations
available.
3. Templar: Warrior-mages skilled in both magic and weapons.
4. Rogue: Jack-of-all-trades and frequent master of alchemy, poison and other more
unsavoury crafts.
4. Choose an noble House or organization:
1. House Corvinus: An honourable House of craftsmen and warriors, with close ties to
the elves, dwarves and gypsies.
2. Domicille Veneficii: Known for it's mages, the House encourages the study of all
forms of magic.
3. House Skaven: Frequently seen as scoundrels and assassins, the House values
loyalty above all else.
4. Talo Da'Lua: Gypsies and sailors, they are known for their alchemy and potions.
5. The Tribe of the Burning Sands: A lose federation of travelling clans, who band
together for mutual protection.
6. The Archbarony of the Gloom Cliffs: An extremely well organized group of
mercenaries and traders.
7. Independant: You can always choose to remain independant, without the benefits of
belonging to a larger group.
5. You begin on level 3 with 35 build points. Spend 35 Build Points on skills for your character
as shown in Chapter 4 in the SOLAR Handbook, keeping in mind any discounts for race or
affiliation.
6. Note your starting Body Points based on your class.
7. Note your 4 Starting lives.
8. Build your gear.
9. Have Fun at the next Medieval Adventures.

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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.

4.4. Houses and Organisations


Aligning your character with one of the noble Houses or major independent organizations, not only
provides you with a support structure, but access to teachers and discounts for certain
skills. Each of the groups listed in this section have specific skills, spells, recipes and
formulae that are provided at a discount to it's members.
Belonging to such a group entitles you to the following benefits when building your character:
If a skill's description mentions that it requires an academy to learn it, the group with the
skill listed can be approached to teach the skill. Skills of this type a refered to as Master
Skills. Master Skills cost members of an organisation that have it listed, 20 gold and others
the gold cost listed in the SOLAR Handbook description.
If a group has any other skill listed members of that group may purchase the skill for one
less build point.
Skills such as Alchemy and Craft Poison that have various recipes and formulae associated
with them may also be researched at discounted rates by member belongs to groups with the
skill.
If a group has a magic specialization mentioned, members of that group, may research spells
of that specialization at a discounted rates.
Should your character join a group after character creation, you may only benefit from the group's
discounts after joining said group.

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4.4.1 The Houses


4.4.1.1. House Corvinius
House Corvinus is known its exquisite craftsmanship across many different fields and encouraging
its people to become masters in their chosen fields. Their close ties with the elves and their concern
with welfare of their people, have allowed them to become masters in their own schools of magic.
Finally their unwavering honour, allow them to more easily to inspire their troops to greatness.
Members of House Corvinus receive the following benefits:
Skills:
Armoursmith: Level 1-20
Jewelcraft
Master skills:
Master Armoursmith
Master Weaponsmith
Master Jeweller
Master Chef
Leadership
Magic specializations:
Earth Generalist
Healer

4.4.1.2. Domicille Veneficii


As the undisputed masters of Celestial magic, Domicille Veneficci share their research with their
members. Their scholarly nature have also made them masters of lore and scrolls.
Members of Domicille Veneficii receive the following benefits:
Skills:
Create Scroll: Level 1-20
Master skills:
Lore (Specific, Knowledge)
Master Scroll-Maker
Magic specializations:
Celestial Generalist
Elementalist
Confinist
Earth Generalist
4.4.1.3. House Horgus
Anyone may from an independent organization, that rose from the ashes of Horgus. Mercenary
bands, holy orders of knights or even warlords are examples of more traditional groups. A caravan
of entertainers, an order of druids, a cabal of Necromancers on the other hand can also thrive within
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the borders that was once Horgus.
To start an organization you need:
At least four members, but aren't limited to how large you can grow.
A recognizable symbol and a banner.
A short summary of the group's history.
As your group grows and gains fame or noteriety, they will be included in this volume. Who knows
maybe you can even unite the lands of Horgus under your own banner.
4.4.1.4. House Skaven
House Skaven allows its people the freedom to persue their own destiny and because of this its
people are known for skills frowned upon in other lands. Its people also travel far across Meadel for
their lords and have taught themselves how to survive in any terrain.
Members of House Skaven receive the following benefits:
Skills:
Create Poison: Level 1-20
Master skills:
Master Poison-Maker
Survival (Specific Region)
Espionage (Specific)

4.4.1.5. Talo Da'Lua


The Talo Da'Lua are sailors first and foremost and have learned to guide their ships by the stars and
the portents therein. Its people have studied the secrets of alchemy and jewel cutting, selling their
wares wherever they travel. Years of prosectution have also made them weary of outsiders and
infiltration.
Members of Talo Da'Lau receive the following benefits:
Skills:
Alchemy: Level 1-20
Astrology
Jewelcraft
Master skills:
Master Alchemist
Master Jeweller
Master Seer
Seamanship
Espionage (Specific)

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4.4.2. Major Independent Organisations


4.4.2.1. The Tribe of the Burning Sands
The clans of the Burning Sands travel through many different types of terrain. This hardy people,
has discovered numerous knacks and know exactly how to use the land to their advantage.
Masters Skills:
Survival
Other:
+5 Max Body
4.4.2.2. The Archbarony of the Gloom Cliffs
Disciplined troops are the the export the Archbarony of the Gloom Cliffs are known for and even
the simplest farmer knows how to use a blade and march in formation. Their martial nature also
ensures that there are teachers capable of training their soldiers in all melee weapons.
Skills:
One-handed Edged Weapon
Shield
Weapons master One-Handed
Weapons master Two-Handed
Master Skills:
Leadership

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4.5. Skills

4.5.1. Basics and Skill Costs


Warrior

Knight/D
ark
Ranger
Knight

Rogue

Scholar

Templar

Prerequisite(s)

Create
Trap

Disarm Trap

Master
Chef

Craftsman (e.g
Baker), Special

Skill
Name:

4.5.2 Skill Descriptions


Create Trap*
Prerequisite(s): Disarm Trap
The Create Trap skill allows a character to create and set traps. You get one production point per
level of Create Traps that you have purchased. See the Traps section for the list of traps and costs to
make each. This skill also allows a character to set any trap, whether they have made it
or only found it.
Master Chef*
Prerequisite(s): Craftsman (Baker), Special
This skill allows the possessor to create a meal so hearty that it will greatly benefit the constitution
of the person who eats it (+5 body for the weekend). The meal may be prepared offsite and out-ofplay but it must be eaten in-play. Each such meal can feed up to five (5) people.
This skill may be purchased up to five (5) times, each allows the skill to be used to create one item
per event.
Special: In order to learn this skill a character must pay a sum of twenty-five (25) gold pieces and
must find and gain permission to access the specific Guild, University, College, or Academy that
teaches this skill. The teacher of this skill may require additional tasks in order to learn this such as
demonstration of cooking ability

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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. Alchemy and Poisons


7.1 Basics
Starting characters possesing the Alchemy or Create Poison skill start with a selection of formulae
or recipies as described in Appendix III and IV of this volume. If the character wants to acquire
additional formulae and recipies, they have to either research or learn them from other characters in
game and inform an Alchemy Marshal of any changes.

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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Manganes
30 Acid
Type: Gas
Cost: 12
Duration: Instant
Description: The 30 Acid gas causes thirty (30) 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, 3 Aqua Regia, 2 Phlegmatic Base, 1
Antimoni
Alchemical Solvent
Type: Solvent
Cost: 4
Duration: Instant
Description: The Alchemical Solvent will negate an Oil of Slipperiness or Paste of Stickiness.
Ingredients: 1 Solanaceae, 2 Zinken, 1 Pitchblende, 1 Choleric Base, 4 Sanguine Base
Antidote
Type: Elixir
Cost: 5
Duration: Instant
Description: The Antidote elixir will neutralize the effects of any ingested or gas poisons that have
not become permanent.
Ingredients: 3 Brimstone, 2 Choleric Base, 1 Sanguine Base, 1 Melancholic Base
Antidote Gas
Type: Gas
Cost: 10
Duration: Instant
Description: The Antidote Gas will neutralize the effects of any ingested or gas poisons that have
not become permanent.
Ingredients: 3 Brimstone, 1 Solanacaea, 1 Sanguine Base, 2 Orpiment, 1 Melancholic Base
Cure +12 Damage
Type: Solvent
Cost: 7
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Duration: Instant
Description: The Cure +12 Damage solvent will restore twelve (12) Body Points and has the ability
to return an Unconscious or Bleeding to Death character to consciousness with twelve (12) Body
Points. This gas/elixir has no affect on a Dead or Slain character. This solvent must be applied to the
wounded character on a three-count. This gas/elixir has no affect on a Dead or Slain character.
Ingredients: 1 White Cinnabar, 2 Nikel, , 1 Choleric Base, 2 Sanguine Base
Cure +2 Damage
Type: Elixir
Cost: 2
Duration: Instant
Description: The Cure +2 Damage elixir or gas will restore two (2) Body Points and has the ability
to restore an Unconscious or Bleeding to Death character to consciousness with two (2) Body
Points. This gas/elixir has no affect on a Dead or Slain character.
Ingredients: 1 Gum, 2 Nikel, 1 Pitchblende, 1 Choleric Base, 2 Sanguine Base
Cure +2 Damage
Type: Gas
Cost: 4
Duration: Instant
Description: The Cure +2 Damage elixir or gas will restore two (2) Body Points and has the ability
to restore an Unconscious or Bleeding to Death character to consciousness with two (2) Body
Points. This gas/elixir has no affect on a Dead or Slain character.
Ingredients: 1 White Cinnabar, 2 Nikel, 1 Pitchblende, 1 Choleric Base, 2 Sanguine Base
Light
Type: Solvent
Cost: 1
Duration: 12 Hours
Description: The Light solvent produces light when the vial is broken over an object to be lit, much
like a Light (E,1) spell. The light produced by a Light solvent is diffuse and may not be used to
blind opponents. This solvent will last until up to twelve hours or until daybreak, whichever comes
first. A Light solvent cannot be applied to weapons. Glow sticks are the preferred phys-rep for a
Light solvent. If a flashlight is used, it must be covered with cloth, tissue paper, etc. to diffuse the
light.
Ingredients: 1 Camomile, 1 Phlegmatic Base, 1 Sanguine Base, 5 Phospor
Love Poison #9 Antidote
Type: Elixir
Cost: 7
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Duration: Instant
Description: The Love Poison #9 Antidote elixir negates the effects of Love Poison #9.
Ingredients: 1 Manganes, 1 White Cinnabar, 1 Aqua Regia, 1 Zinken, 2 Brimstone
Oil of Slipperiness
Type: Solvent
Cost: 5
Duration: 1 Hour
Description: The Oil of Slipperiness solvent, when applied to an item, makes that item unable to be
picked up for one hour. When applied to an area, no one may enter the affected area without
slipping. Each vial, about one ounce, will cover a 12-inch by 12-inch area. It takes one (1) minute to
apply this substance.
Ingredients: 1 East Black Bean, 1 Solanaceae, 1 Camomile, 1 Phlegmatic Base, 1 Sanguine Base
Paste of Stickiness
Type: Solvent
Cost: 5
Duration: 1 Hour
Description: The Paste of Stickiness solvent acts as a glue for one hour. It can also be used to paste
objects to someone so they cannot be removed for one hour. Each vial, about one ounce, will cover
a 12-inch by 12-inch area.
If a player pastes a weapon to his hand and that weapon is destroyed (e.g., a Shatter (C,3) spell or a
Destroy (E,3) spell), he cannot wield a weapon with that hand until the paste wears off or is
removed by Alchemical Solvent or an Unbind (EG/D/H,5) spell. Likewise, if a player is Disarmed
(C,1) or Fumbled (E,1), he cannot use the weapon for the 5-second duration of the spell. It takes
one (1) minute to apply this substance.
Ingredients: 1 Gum, 2 Nikel, 1 Pitchblende, 1 Choleric Base, 2 Sanguine Base
Vorpal Coating +1
Type: Solvent
Cost: 4
Duration: Until used
Description: The Vorpal Coating +1, when applied to any weapon, causes one (1) additional point
of damage for 3 swings upon initial contact with armour or body. This solvent may be applied to
any weapon, after which, the tag should be attached to the weapon. Vorpal Coatings may not be
stacked with other solvents (be they alchemical or poison) and only one Vorpal Coating may be
present on a weapon. It takes one (1) minute to apply this substance.
Ingredients: 1 Solanaceae, 2 Mondragora, 1 Manganes
Vorpal Coating +2
Type: Solvent
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Cost: 8
Duration: Until used
Description: The Vorpal Coating +2, when applied to any weapon, causes two (2) additional point
of damage for 3 swings upon initial contact with armour or body. This solvent may be applied to
any weapon, after which, the tag should be attached to the weapon. Vorpal Coatings may not be
stacked with other solvents (be they alchemical or poison) and only one Vorpal Coating may be
present on a weapon. It takes one (1) minute to apply this substance.
Ingredients: 1 Solanaceae, 3 Mondragora, 1 Phlegmatic Base, 1 Aqua Regia
Vorpal Coating +3
Type: Solvent
Cost: 12
Duration: Until used
Description: The Vorpal Coating +3, when applied to any weapon, causes three (3) additional point
of damage for 3 swings upon initial contact with armour or body. This solvent may be applied to
any weapon, after which, the tag should be attached to the weapon. Vorpal Coatings may not be
stacked with other solvents (be they alchemical or poison) and only one Vorpal Coating may be
present on a weapon. It takes one (1) minute to apply this substance.
Ingredients: 4 Solanaceae, 3 Mondragora, 1 Phlegmatic Base, 1 Zinken

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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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the Poison tagline for his next (3)three consecutive swings. Note that the ability to call the
Poison tagline for (3) three swings will only work for the Master Poison-Maker himself, even
should his weapon be picked up by someone else.
Blade Venom vials produced daily may be saved for later use, sold, or traded; but only a Master
Poison-Maker may apply or use them. Any attempt to apply the poison by a character not
possessing this skill will result in the character accidentally poisoning himself, immediately taking a
Death Poison directly to his bloodstream, bypassing the Toxin Shield (E,5) spell. The Resist Toxin
skill applies normally. Note that Blade Venoms may not be stacked with other solvents (be they
alchemical or poison) and only one Blade Venom may be present on a weapon.
Special: Only a Master Poison-Maker may produce or use this poison.
Ingredients: Lady's Mantle, Snapdragon, Canada Snake Root and/or Ground Ivy, Candelmas
Maiden, Capon's Tail
Cause -2 Damage
Type: Ingested
Cost: 1
Duration: Instant
Description: The Cause -2 Damage poison causes two (2) Body Points of damage.
Ingredients: Nightshades, Buckeye, Horsechestnut, Black Walnut
Cause -2 Damage
Type: Gas
Cost: 2
Duration: Instant
Description: The Cause -2 Damage poison causes two (2) Body Points of damage.
Ingredients: Red Oak, Black Locus, Cocklebur
Cause -4 Damage
Type: Ingested
Cost: 2
Duration: Instant
Description: The Cause -4 Damage poison causes four (4) Body Points of damage.
Ingredients: Poison Hemlock, Cocklebur, Pigweed, Jimsonweed, Johnsongrass
Cause -4 Damage
Type: Gas
Cost: 4
Duration: Instant
Description: The Cause -4 Damage poison causes four (4) Body Points of damage.

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Ingredients: Red Maple, Easter Lily, Lily of the Valley, Mistletoe, Oleander
Cause -12 Damage
Type: Ingested
Cost: 5
Duration: Instant
Description: The Cause -12 Damage poison causes twelve (12) Body Points of damage.
Ingredients: Rosary Pea, Lupine, Rhubarb, Azalea, Camomile, Tamarisk Gall, Bear's Breach
Charm
Type: Ingested
Cost: 4
Duration: Instant
Description: The Charm poison causes the target to treat the attacker as though the attacker is his
best friend in the world. The victim must stay by the attackers side and listen to his suggestions.
Although the attacker is the victims best friend, the victim will not mindlessly follow the attackers
orders, nor will he do anything that he would not normally do, unless the attacker gives him a very
good reason (thats why its called role-playing). If the attackers party attacks the victim, the
attacker must give a convincing reason why he is not helping to defend the victim, or the poison
will be broken immediately.
The charm may be broken by use of appropriate healing magic (see above), administration of the
proper antidote, or the Sylvan Faes Charm Break ability. A character already under the effects of
another charming [Love Poison, Love 9 Poison, Charm (C,6), Friendship (E,7), Influence,
Vampyric Dominate, etc.] effect is not affected by a Charm poison. Incredibly powerful effects,
such as Supercharm will still work as normal on the character.
The charm effect lasts ten (10) minutes.
Ingredients: Rhododendron, Oats, Ergot, Fescue, Yellow Sweetclover
Charm
Type: Gas
Cost: 8
Duration: Instant
Description: The Charm poison causes the target to treat the attacker as though the attacker is his
best friend in the world. The victim must stay by the attackers side and listen to his suggestions.
Although the attacker is the victims best friend, the victim will not mindlessly follow the attackers
orders, nor will he do anything that he would not normally do, unless the attacker gives him a very
good reason (thats why its called role-playing).
If the attackers party attacks the victim, the attacker must give a convincing reason why he is not
helping to defend the victim, or the poison will be broken immediately. The charm may be broken
by use of appropriate healing magic (see above), administration of the proper antidote, or the
Sylvan Faes Charm Break ability.
A character already under the effects of another charming [Love Poison, Love 9 Poison, Charm
(C,6), Friendship (E,7), Influence, Vampyric Dominate, etc.] effect is not affected by a Charm
poison. Incredibly powerful effects, such as Supercharm will still work as normal on the character.
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The charm effect lasts ten (10) minutes.
Ingredients: White Sweetclover, Tobacco, Larkspur, Brackenfern, Green False Hellebore
Death
Type: Ingested
Cost: 5
Duration: Instant
Description: The Death poison contaminates the blood of the victim. The victim will die in one (1)
minute unless appropriate healing magic (see above) or the proper antidote is administered.
While poisoned with a Death poison, a character will be unable to fight, cast spells, or run. He may,
however, produce and imbibe an antidote or curative potion or speak. He must slowly crawl
wherever he wishes to go. The character may not be given a Killing Blow until subdued.
Ingredients: Milkweed, Horsetail, Spurges, Foxtail Barley, Common Burdock
Death
Type: Gas
Cost: 10
Duration: Instant
Description: The Death poison contaminates the blood of the victim. The victim will die in one (1)
minute unless appropriate healing magic (see above) or the proper antidote is administered.
While poisoned with a Death poison, a character will be unable to fight, cast spells, or run. He may,
however, produce and imbibe an antidote or curative potion or speak. He must slowly crawl
wherever he wishes to go. The character may not be given a Killing Blow until subdued.
Ingredients: Catnip, Buttercups, Stinging Nettle, Wild Lettuce, Tongue of a Turnip
Forget-It-Well
Type: Ingested
Cost: 10
Duration: Instant
Description: The Forget-It-Well poison causes the victim to forget one event from the past and
remember a 1 to 10-word phrase in its place (a Plot Marshal must be notified as soon as possible to
record the phrase). 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-It-Well. 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 1 to 10-word phrase remembered in place of the event to be forgotten is also recalled in all
cases in which the event to forget was further mentioned by the poisoned character.
Ingredients: St. Johnswort, Star of Bethlehem, Pokeweed, Bouncing Bet, Zinc Pyrithione
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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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Type: Ingested
Cost: 6
Duration: Instant
Description: The Love poison causes the victim to fall deeply in love with the next person of the
appropriate sex until the next new moon. This poison may be cured by appropriate healing magic or
the proper antidote being administered (see above).
The player of the victim should think very clearly about how his or her character would personally
act if they had just fallen madly in love with someone. It is not necessary to go over-the-top with
this and it should be done in a manner that is most suited to the character that has been poisoned.
Though the victim is essentially charmed to his or her newly beloved, they are not a mindless love
slave and still maintain free will (the character they fell in love with cannot control them) and will
only go so far as the character would normally go for someone they love.
Unless specifically told so, the victim will not believe they have been poisoned and that the love
that they now feel for that certain person is true. As such an, antidote or cure cannot be selfadministered.
Once cured, the character will act as they did to the character which they fell in love as they did
before being poisonedbe this hatred, loathing, friendship, etc. The victim remembers fully what
occurred during the poisoned period and can draw his or her own conclusions as to how or why he
or she acted in that manner.
Note, while under the effects of this poison the character is completely immune to Charm (C,6),
Friendship (E,7), Vampyric Dominate, and Influence
Ingredients: Wild Garlic, Coltsfoot, Elder sap, Wormwood, Passion Flower
Love Poison #9
Type: Ingested
Cost: 12
Duration: Instant
Description: Love Poison #9 is the same as the Love poison (above), but may only be cured by
Love Antidote #9 or if the character is Resurrected. Note, while under the effects of this poison the
character is completely immune to Charm (C,6), Friendship (E,7), Vampyric Dominate, and
Influence. Incredibly powerful effects, such as Supercharm will still work as normal on the
character.
Ingredients: White Dittany, Hawthorne, Lupine, Passion Flower
Nausea
Type: Gas
Cost: 8
Duration: Instant
Description: This Nausea poison causes the victim to be sick, making him call -2 damage
(Strength) in combat as well as making him unable to run or use the Dodge skill for ten (10)
minutes. A Purify Blood (EG/D,5), Cleanse Blood (H,5), Remedy (EG/H,7), Renew (EG/D,8), or
Heal Mortal Wounds (H,8) spell, or using the proper antidote, will cure the victim of Nausea.
Note: Should the character be Desecrated, use the same list as above but swap Purify Blood and
Renew for Poison (EG/D,5) and Waste (EG/D/N,8).

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Ingredients: Betony, Orris Root, Ginseng, Black Haw
Paralysis
Type: Ingested
Cost: 6
Duration: Instant
Description: The Paralysis poison completely immobilizes the target for ten (10) minutes. He may
not move any part of his body. Other characters may move parts of his body to pose him and may
also give the victim a Killing Blow. An Unparalyze (E,8), other appropriate healing magic (see
above), or the proper antidote must be administered to remove the Paralysis.
Ingredients: Purslane, A Mulberry Tree's Milk, Horehound, Vervain Sage, Woodruff
Paralysis
Type: Gas
Cost: 12
Duration: Instant
Description: The Paralysis poison completely immobilizes the target for ten (10) minutes. He may
not move any part of his body. Other characters may move parts of his body to pose him and may
also give the victim a Killing Blow. An Unparalyze (E,8), other appropriate healing magic (see
above), or the proper antidote must be administered to remove the Paralysis.
Ingredients: Purslane, A Mulberry Tree's Milk, Horehound, Pokeweed
Sleep
Type: Ingested
Cost: 4
Duration: Instant
Description: The Sleep poison causes the target to fall into a deep sleep for ten (10) minutes. He
may only be awakened by shaking for ten (10) seconds or by appropriate healing magic (see above)
or the proper antidote being administered.
Ingredients: Figwort, Cranesbill, Plantain, Horehound
Sleep
Type: Gas
Cost: 8
Duration: Instant
Description: The Sleep poison causes the target to fall into a deep sleep for ten (10) minutes. He
may only be awakened by shaking for ten (10) seconds or by appropriate healing magic (see above)
or the proper antidote being administered.
Ingredients: Eye Root, Goldenseal, Houseleek, Ash Weed

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Medieval Adventures Living Rulebook


Slow Poison
Type: Ingested
Cost: 2
Duration: Instant
Description: Causes one (1) Body Point of damage per minute until treated. If not treated, the
character will die within one hour, regardless of the number of Body Points he has left.
Healing spells, potions, and alchemy will not cure the Body Points lost from the victim until the
appropriate healing magic (see above) or the proper antidote has been administered.
Ingredients: Hart's Tongue Fern, Yerba Santa, Hemp Agrimony, Black Haw

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Medieval Adventures Living Rulebook

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.

8.2. Trap Descriptions


Acid Trap
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Min Damage: 20 Acid Damage per Production Point: 4
Max Damage: 120 Acid
Description: Acid traps spray a myriad of toxic acids that affects everyone within 5 feet of the trap.
This corrosive cloud not only eats the flesh from their victim but also destroys any of their most
fragile possessions.
Acid Traps use some sort of audio or visual device to announce the trap has been activated. The
phys-rep for the trap must be at least one-half a cubic foot in volume (12.x 12.x 6.). Once triggered,
an Acid Trap deals full damage to everyone within a five (5) foot radius of the center of the trap.
Any alchemy, poisons, potions, or scrolls on the affected characters are automatically destroyed.
Once triggered or misfired, the trap is destroyed and may not be reset.
Explosive Trap
Min Damage: 20 Explosive Damage per Production Point: 2
Max Damage: 80 Explosive
Description: Explosive traps contain volatile materials bundled with lethal shrapnel. When
triggered, the trap explodes violently, ripping through its victims and destroying most of their nonmagical possessions.
Explosive Traps use some sort of audio or visual device to announce the trap has been activated.
The phys-rep for the trap must be at least one (1) cubic foot in volume: (12.x 12.x12.). Once
triggered, an Explosive Trap deals full damage to everyone within a five (5) foot radius
of the center of the trap. Any item which can be shattered (as per the spell Shatter (C,3) is
destroyed. This includes, but is not limited to, weapons, shields, silver, potions, scrolls, poisons,
formal components, etc. Once triggered or misfired, the trap is destroyed and may not
be reset.
Fire Trap
Min Damage: 20 Flaming Damage per Production Point: 4
Max Damage: 120 Flaming
Description: Fire Traps erupt in a giant fireball, engulfing the victim in an inferno that both melts
flesh and consumes their fragile possessions as well.
Fire Traps use some sort of audio or visual device to announce the trap has been activated. The
phys-rep for the trap must be at least one-half a cubic foot in volume. (12.x 12.x 6.) Once triggered,
a Fire Trap deals full damage to everyone within a five (5) foot radius of the
center of the trap. Any alchemy, poisons, potions, or scrolls on the affected characters are
automatically destroyed. Once triggered or misfired, the trap is destroyed and may not be reset.
The Fire Shield (E,5) or Elemental Shield (E,8) spells will protect against all damage done by a Fire
Trap.
Gas Trap
Damage: Special (Per poison used)
Description: The Production Point cost for a Gas Trap is equal to Production Point cost for the gas
being placed in the trap. The vial holding the gas must be placed in the trap when it is set. Ingested
poisons may not be placed in a gas trap, only gasses. When the trap is triggered, it has a 5'
radius of affect and may not be reset. Double Production Points may be used to increase the radius
affect to 8 radius.
Massive Mechanical
Min Damage: 20 Massive Damage per Production Point: 4
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Medieval Adventures Living Rulebook


Max Damage: 120 Massive Cost is 4 silver per production point
Description: A large crushing-type object, such as a boulder falling from above, a swinging sword,
etc, must represent a Massive Mechanical Trap.
A Massive Mechanical Trap may not have an area of affect larger than eight (8) feet in diameter.
Massive Mechanical Traps may be reset by anyone possessing the Set Traps skill after they are
used.
A Massive Mechanical Slay trap cost 40 production points and 25 gold to create and will call Slay
Massive. for damage.
Mechanical Traps
Min Damage: 10 Normal Damage per Production Point: 2
Max Damage: 80 Normal Cost is 2 silver per production point
Description: Mechanical Traps use some sort of firing device that launches or swings a foam
projectile at their victim. These projectiles should fall under the minimum and maximum sizes for
small weapons and contain no PVC. These projectiles may be blocked by a shield and/or batted
away
by a weapon. Mechanical Traps may be reset by anyone possessing the Set Traps skill after they are
used.
A Mechanical Slay trap costs 20 production points and 10 gold to create and will call Slay Normal.
for damage.With proper approval from a Rogue Marshall special weapons may be incorporated into
this trap to result in a different tag line besides Normal.

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Medieval Adventures Living Rulebook

Appendix I - Starting Spell Books - Celestial


All characters start with the following spells in their starting spell books. Should a character posses
Level 5 spell slots, they are allowed to pick one Level 5 spell per spell slot and add it to their spell
book. Members of Domicille Veneficii are allowed to add an additional 3 spells, chosen from
Levels 1 to 5.

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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Level 4
Flame Bolt
Elemental Blade

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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Medieval Adventures Living Rulebook

Appendix II - Starting Spell Books - Earth


All characters start with the following spells in their starting spell books. Should a character posses
Level 5 spell slots, they are allowed to pick one Level 5 spell per spell slot and add it to their spell
book. Members of Domicille Veneficii are allowed to add an additional 3 spells, chosen from
Levels 1 to 5.

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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Medieval Adventures Living Rulebook


Level 4
Wall of Thorns
Spell Protection

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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Medieval Adventures Living Rulebook

Appendix III - Starting Alchemical Solution Formulae


Characters start with a number formulae as determined by their starting Alchemy skill level. They
are then allowed to pick any formulae listed under Available Formulae of that level or lower and
add it to their formulae book. In order to gain additional formulae, they have to trade with other
characters or research the formulae themselves and infrom a Marshal.
Starting Alchemy Level: Number of Formulae known: Available Formulae:
1

Light

Cure +2 Damage Elixir

Vorpal Coating +1

Alchemical Solvent, Antidote - Elixir

Oil of Slipperines

Paste of Stickiness

Cure +12 Damage

Vorpal Coating +

Love Poison #9 Antidote

10

10 Acid Gas, Cure +2 Damage Gas

11

20 Acid Gas, Antidote Gas

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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Medieval Adventures Living Rulebook

Appendix IV - Starting Poison Recipes


Characters start with a number recipes as determined by their starting Craft Poison skill level. They
are then allowed to pick any recipes listed under Available Recipes of that level or lower and add it
to their recipey book. In order to gain additional recipes, they have to trade with other characters or
research the recipes themselves and infrom a Marshal.
Starting Craft Poison
Level:

Number of Recipes
known:

Available Recipes:

Cause -2 Damage - Ingested

Cause -4 Damage - Ingested

Slow Poison

Charm Ingested, Hallucinoid, Sleep Ingested

Cause -12 Damage, Death - Ingested

Berserk Ingested, Love

Paralysis - Ingested

Forget-Me-Not

10

Instant Death Ingested

10

11

Cause -2 Damage Gas, Charm - Gas

11

13

Cause -4 Damage - Gas

12

14

Forget-It-Well, Love Poison #9

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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