Roleplaying Grimoire

From BelegarthWiki

Jump to: navigation, search

This document is no longer used by Avalon. We have not used this since probably 1996 or 1997. I'm providing here so people can see and understand what Avalon used to be. This document was created around the time of Avalon's beginning in 1992. I don't know who the primary author of it is.

This document was provided by Durdel.


Defining the Grimoire


Arthur had Merlin, Lancelot the Grail and Gawain had the Green Knight. Robin Hood was a thief, and Aragorn a woodsman and a tracker, and Siegfreid had his Dragon. You see, all the great warriors dealt with a world that held more than just warriors. A fairy tale without magic is like a ship without sails. There is only so many times that warriors can fight and die before they crave something more to fight for, around or over. Thus, the need for the Grimoire was born.

With the printing of this Grimoire, Avalon becomes a Live Roleplaying System. However, this Grimoire will not always be used. It only applies to woods battles that are set aside for Roleplaying. Some woods battles, and most field battles, will still be run using the standard rules of the Tome of Combat. Also, when we go to National Events, or visit other Dagorhir Groups, we can not bring the abilities of the Grimoire with us.

Now before we begin - A word to the concerned mundane: Not everyone understands what the Dagorhir Kingdom of Avalon, Battlegaming, or our Live Roleplaying is all about. So for the unenlightened that glance through this Grimoire and find its contents strange, it must be understood that this is all an elaborate game, and as a game, we pretend to do things we couldn't do in real life.

That being said, we as Kingdom must acknowledge that the concept of make believe scares some people.

When we were younger then we are, we all played cops and robbers and similar games. We didn't really rob anyone, or shoot anyone with toy sticks, and our parents didn't mind. So what has changed? These days we are dressing up, swinging high tech pillows and casting spells with Nerf Footballs. The real difference is that now we are the adults, and heck, some of us have kids of our own! Other folks around us are dressing up in Civil War garb or survivalist gear and shooting paint balls at each other, and its considered trendy. One would think that its OK to pretend to be Wizards and Warriors. Well, to some people its not.

Why? Well the story goes that some messed up kids were playing Dungeons and Dragons and taking it too seriously. They dressed up in costumes, made up their own spells and killed each other when the game called for them to die. Obviously the Kids were nuts, but parents being blameless, put the blame on the game. Therefore, some people believe very strongly that all roleplaying games are evil and make you suicidal. If the same logical stupidity applied to TV movies, we'd all be serial killers. If that weren't bad enough, for some reason the Moral Minority has chosen to brand anything strange or medieval as Satanistic. Well, I can believe that God speaks to me in my Fruit Loops, but that doesn't make it true.

We are a game. A safe game. We don't break bones like football players. We don't become gamblers and Alcoholics like Poker players, and we take care of each other, unlike our corporate neighbors. But, we are different, so, we get hassled, that's life. For our own protection, I have to put a few limits on the game, and I apologies to the realm for having to put those limits in. Please don't make it hard on me or the Realm by insisting on being or doing something that we say you can't.

Glossary of the Unique Terms used in the Grimoire:

The Marshal's Edition of the Grimoire
The Marshals edition contains details on the grimoire that the general populace doesn't need to know. At first, the Marshal's Edition and the Grimoire were one book, but it was too long, and too overwhelming in its minutiae of detail so I figured it would be more digestible to take some of it out and put it into a book that can be read on a need to know basis. You can purchase the Marshal's Edition if you'd really like to read it, or you wish to be a full time Herald. Otherwise, it will loaned out, or taught by the Marshal, the Heralds, and the Arcane.
Roleplaying is the acting out of imaginary action. When you roleplay, you try to make your acting as convincing as possible. When Roleplaying, you are someone else (your persona), at someplace else (Avalon), and simulating something else (fighting, casting, etc). Others are roleplaying with you, and together, we create the illusion of adventuring in the fantastical middle ages. To keep the illusion going, references to the mundane (real) world should be avoided when possible. When Roleplaying, we all agree to play by the same rules of simulation and conduct described here in the Grimoire and in the Tome of Combat. The Heralds are the Referees that run the game, and create the scenarios for the game, as such they generally aren't a part of the roleplaying.
Magic is commonly refereed to as Casting in Avalon to take away from the stigma associated with occultism. How the Casting system works is explained later, so I'll explain now what Casting isn't. Casting in Avalon is make believe. It is not a religion, or a way life. It has nothing to do with genuine occult beliefs or disciplines, and if anybody is found to be taking this stuff too seriously, or is trying to make it real will be told to tone their act down or leave. So, as such, anyone interested in casting should put the pentacles and anything that could be considered satanistic back under the rock that you found it under. Make believe symbols or vague symbols are fine, as long as they aren't offensive. No skulls or depictions of death. If you get carried away, we show you the door. I won't let anyone spoil it for the rest of us.
(The Sage will check all personas before they are approved, and anything iffy is given to the King, or ultimately the Viziers to approve or throw out. Err on the side of caution. Nuff said.)
The three Arcane form a council that governs all magic. They are overseen by the Marshal and the King. They have no authority on any subject other than magic.
Your Persona is another name for the character that you portray in Avalon. Since you create your own persona, you can be, and do anything that the rules, and the Avalon society, allow. You can even go beyond the rules with a bit of creativity, and respect for the group as a whole. If you lack the creativity, or need help, details on designing a Persona with a Device, and a History are given in the Avalon Primer. I also strongly suggest reading the History of Avalon. (Included at the end of the Grimoire is an update page for your persona file to include the info you've added to your persona from the Grimoire.)
Player refers to the Person that is acting out a Persona. A Player is defined in the constitution as a paid member, in good standing. A Player is also refereed to in the game as a Citizen of the Kingdom of Avalon.
The setting for Avalon is kind of fuzzy. The mists that surround Avalon are a scattering of the fabric of time. Personas from the first century AD mix with those of the 16th century and with those of myth and fairy tales. Most personas are detailed histories of a personas life before Avalon, a strange occurrence that brought them to Avalon, and their new life once in Avalon. The Black Squirrel Tavern has been known to appear in locations that don't agree with its foundations. The whole land is said to be levitated an inch above the ground. If this sounds strange, it is. Our physical location is south of Pentwyvern, in the new world. In other words, the same place in the real world. (See the map in the Kingdom's History) However, Avalon has been known to be reached alarmingly close to the emerald isle. In other words, as long as the Mists are involved, anything goes.
In the dagorhir, we live in the realm of myth. The valorous dead go to Valhalla, and return to fight the good fight again. In Avalon, the only way to really die is if you declare your persona dead. Everything else is merely an inconvenience. Reality in Avalon is at its most pliable on the subject of life and death. Battles are common, and so are the Undead and resurrections. Make of it what you will.
Assassinations in a game like this makes enemies out of friends. The person hiring the Assassin is a coward, the Assassin an honorless thug, and the victim, humiliated over what was probably a personal grievance. For this reason, I do not discuss Assassins in the Grimoire. They are only fun if your the Assassin, and do not add to the realm. That being said, with poison and mercenaries and thieves, there will be Assassins. All I can say is that this will not be tolerated if it gets personal or out of hand, and an assassination can not kill a persona permanently, unless the player agrees to be "rubbed out".
Typically A crest, Motto, and coat of arms. But any kind of symbol(s) that identify a Persona will do for a Device.
NPC (Not a Persona Character)
NPC's are anyone that's been asked by the Marshal to be a Character other than their Avalon persona. An NPC can be a monster, a shopkeeper, a warrior, whatever. If an NPC is marked by a white armband, they are not fighters, and they are harmless. They can not be struck with weapons. If you feel that you must kill them, just lightly touch them with any weapon and they die. Killing an NPC with a white armbands is to be discouraged.
Legend & Lore
Since the History of Avalon is, well, pliable, any background given in the Grimoire is in the form of Legends and Lore. Which means that it may, or may not be, true, or it might be an exaggeration. Since adventure and story telling is the stuff that Legends are made of, your historic deeds, or your creative additions will be added to the Legends and Lore of the Realm.
Kingdom Property(Objects)
Anything designated as a Kingdom Object may be used by anyone in Avalon during a battle, but it must be returned to the Kingdom at the Battles end. Thus, Kingdom property can be loaned, sold or stolen within the bounds of the game. (Notice, I said Kingdom Objects. Actual stealing, using someone else's stuff without permission, or keeping Kingdom Property and taking it home is a crime. Don't do it.)
Common Kingdom Objects include; Gold, Purses, Rental Weapons, Flags, Magic Items. (If in doubt, ask before taking.)
Thieving is described under the Skill of the same name. However, if someone is dead, they may be searched, and robbed of any Kingdom Objects without the thieving skill. If the Heralds are clearing the dead after a skirmish, they will give the living a chance to search the dead before they return to Valhalla.
Honor is important in the life of the chivalrous, for they believe God rewards the just and the pure. Glory is important in the life of Tribal warriors that believe heaven is only open to the bravest of the brave. Definitions of Honor and Glory with each culture and each individual. In Avalon, Honor is defined as fighting fairly, obeying the rules, being chivalrous and true to ones word. Glory is the warrior without cowardice, whose roleplaying is so intense that it almost seems real.

Character Creation


If you've played allot of paper and dice roleplaying games, then you know there are two methods for creating a Character, a class based system and a skills based system. We use skill based system. Why? A Character Class system, (used by most Fantasy ROLE Playing Games) provides you with a pre-made persona that is very easy to create, but very difficult to customize into a unique persona. A Skill based system (as used in most Heroic and Sci-Fi Role Playing Games) is very good at creating a persona that does exactly what you want, but they can be overwhelming with all of the choices you can make. Well, never fear. I've created a bunch of generic character classes as guides on how to create a character with a Skill system. So now we have the best of both worlds. If you want a standard character, read the character class section first and earn the prerequisite skills. If you want something unique, go to the skills section first and determine which ones suit you.

You aren't limited to the choices given in the Character classes, they are only a reference guide. If you don't like what you've created, you could create an entirely new persona, or you can add or drop Skills to your persona as time goes on. We never stop growing or learning, why should our personas?

My Persona started out in Dagorhir as a Pirate, became a landlocked Baron, then a rich and powerful Count who dabbled with courtly manners and intrigue, he then purified himself on a quest and became a knight, only to get caught up into more politics that got him booted out as an outlaw, as an outlaw drew upon his gypsy heritage of mysticism and thievery to survive. In time he returned to Courtly intrigue, and somehow became a King with wizardly powers.

The Skills

Each of the Primary Skills that you can learn require that you go out and prove to the realm that you have learned that skill before you can use it in a battle. Once you've earned a Skill, it should be added to your Persona file that is kept with the Sage. Finally, as proof of your ability, you must wear the appropriate badge/sash that proves to other Players that you have acquired that skill.

  • The fighting sash that everyone wears is a good place to wear the badges, but they can be worn anywhere that is visible. The Badges can also be incorporated into Devices.
  • Once you have a Skill, you may teach it to someone else, although you can not grant a Skill to someone else, only teach it.
  • Associate members are restricted to the skills defined in the Tome of Combat, which are Healing and Fighting Skills. You must be a full member in good standing to use the abilities provided by the Grimoire.
  • Earning a Skill is as difficult as the powers you gain. A Skill that doesn't do much is easy to get, a Skill that makes you a Demi-God on the field of combat is hard to get. Specific details on earning each skill, and using each skill are in the Marshal's edition. When you train for a Skill, you will be taught these details.
  • You are always free to try and do things not covered by a Skill, as long as people let you get away with it, and it doesn't violate established rules. Simple roleplaying could give you, say, a bartering skill. In time, other skills may be added.
  • Skills are primarily approved by the Marshal, Sage, Weaponsmaster and the Crown, but other officials may assist in this with the Crown's permission.
  • A player may charge gold and profit from the use of his Skilled services.
  • Skills can also be removed if they are abused.

The Primary Skills and their badges are:

  • Thieving-A thieving pass/Card
  • Healing-Healers Symbol
  • Fighting Proficiencies- The Sash stripes
  • Tracking-Silver compass rose
  • Bardic-Silver harp
  • Casting-purple sash instead of a black sash
  • Tinkering-Silver Hammer
  • Woodlore-Silver Maple Leaf
  • Berserker-The Grappling Symbol on top of a red diamond

The Fighting Skills are another name for the Fighting Proficiencies described in the Tome of Combat and so they are not repeated here.

The Healing Skill is another name for the Healing Ability described in the Tome of Combat under Healers and Healing and the Healing Chart. A few additional powers are given here.

  • During Roleplaying Battles, all Healers are automatically granted the ability to resurrect 1 dead player, but at the cost of their own life. This can only be done once per day. (See Healing and Healing Chart in Tome of Combat)
  • The Marshal may grant Healers Free Resurrections from time to time. With Free Resurrections, the healer doesn't trade his life for the fallen.
  • Healers are encouraged to learn Spirit Magic since it applies to the Healing arts.
  • If a Healer should Heal an undead monster, it is destroyed. The monster will try to prevent this. If it leaves the spot where the Healing began, before the Healing is completed, the Healing fails.
  • Healers can hear the dead, but can not see the dead.

The Thieving Skill is useable by anyone that records it into their persona. This Skill allows a thief to rob another player of any Kingdom Objects on their person, but only Kingdom Objects. However, in order to Thieve you must be accepted into, and work through, a Thieve's Guild. Independent thieving is not allowed.

  • To rob someone, you present the victim with a thieving pass granted to you by your Thieve's Guild, and you declare that you are robbing them. Both of you now play the game Rock, Paper, Scissors.
  • If the thief loses, he was caught. The victim has the right to choose a limb for the thief to lose. The victim may waive this right.
  • If the thief wins, he can take one Kingdom object of the thief's choice. The victim has to list the Kingdom objects he's carrying if the thief has asked, and has succeeded in the robbery.
  • If it's a tie, the thief was not caught, and did not get anything. Pretend it never happened.

The Tracking Skill allows you to ask the Marshal and his Heralds general questions about the other teams location and numbers. The details revealed are up to the Herald. It also allows you a chance to find Invisible fighters. (See invisibility spell)

  • To become a Tracker, you must find 2 out 3 flags hidden in the woods by three booted marshals.

The Bardic Skill allows you to find invisible folk, and to be immune to charm casts. You can also ask the Marshal and his Heralds questions about the Legends and Lore surrounding the days battle, what they reveal is up to them. (Bards tend to know things others do not.)

  • To become a Bard, you must be able to do three of the following
    • Know and sing 2 period songs
    • Write 2 original folk songs
    • Tell a five minute story (of appropriate style) in public
    • Play 2 complete songs on a period instrument (Acoustic guitar will count)
    • Know 2 period dances
    • Add something significant to the History or Legends of the land.

The Woodlore Skill allows you to perform general survival feats within the woods, such as starting a campfire. The really useful thing about this skill, is that it allows you cure poisonings, and make poisons. This Skill is mainly included for the outdoorsman types who want recognition for their savvy Knowledge. Details on making and curing poison are available in the Marshals Guide, and is explained to all that obtain this Skill.

  • To obtain this skill, you must correctly identify 10 out of fifteen herbs, and four trees out of five pointed out by the marshal. You also must demonstrate a rudimentary knowledge of herbal medicine.
  • Those with woodlore can not cure poison on themselves.
  • Anything can be poisoned...
  • To make poison
Take the object to be poisoned and bring it into the woods. It takes two minutes to make and apply poison, and it is subject to the same restrictions as healing as described in the Tome of Combat. Once an object is poisoned, it is marked with three X's in chalk.
  • Poison
To cure poison, take the injured to the woods, and lay on hands for 30 seconds like a healing. The same restrictions that apply to healing in the Tome of Combat apply here. A woodlore player that makes a pouch with herbal remedies, or some such thing, may cure poison anywhere, but this pouch is considered a Kingdom Object that can be stolen and used by anyone with woodlore.
  • Poisoning
Poison affects the first person that Touches it, even the person that made it. Anyone that notices someone touching may inform the victim he is poisoned, including a Herald. It is best if the poisoner watches the poisoning take place, and inform the victim of his fate.
  • After a poisoning, the X's are removed. If the X's are rubbed off accidently or wear off, the poison wore off. The Herald has the final say in such a case.
  • A weapon coated in poison only poisons a victim if the blade is handled, or a strike that does damage was made.
  • Gauntlets, not gloves, allow a person to safely touch poison. Poison seeps through garb of all types, except armor.
  • Allot of strangeness will occur with poison. If in doubt, the Herald's word is final. If it is really hard to decide if a poisoning occurred, use Rock, Paper, Scissors with the Poisoner and the victim to resolve it. Only if the Poisoner wins is the victim poisoned.

The Casting Skill is another name for a Caster that has completed his apprenticeship and now has the ability to cast magic from one or more of the three schools of casting. This is explained later in the Grimoire, with many details listed in the Marshals Edition of the Grimoire.

  • Tinkering
Anyone that gains this skill can repair armor and shields during a roleplaying battle.
  • Healers are no longer granted this ability during Roleplaying battles. During regular battles, this ability is returned to the healers. This is a change from the Tome of Combat.
  • Tinkering works the same way as a Healer Healing Armor and Shields in the Tome of Combat.
  • To become a Tinkerer, you must make 4 weapons, 1 Sheila and 2 types of Armor. Only one of the 4 weapons may be a sword.

Berserker: Perhaps the most famous berserkers were the Celtic tribes, whom woaded in blue dye, would charge their Roman invaders naked and without fear or mercy. Since woad is a psychoactive drug, they were high and can feel no pain. Then there were the Vikings who would drink heavily before battle, and while sluggish, were anesthetized to pain, and since they believed heaven was a home for glorious warriors, to die in battle was the greatest honor, so they would fight to the death. Obviously, no one is going naked onto the Battlefield, or cover themselves in woad and get drunk, but the berserker can be duplicated with the Berserker skill.

  • The Berserker skill allows a fighter to ignore the first hit in a melee. In exchange, the Berserker can not wear any Armor during roleplaying battles.
  • Berserkers are well known to attack anyone in their way, and so berserkers are as likely to strike teammates as the enemy.
  • Abandon all armor during Roleplaying battles.
  • You can only fight with one weapon, unless the second weapon is a dagger. The weapon may be a proficiency weapon.
  • You do not get to ignore your first hit if you are carrying a shield.
  • You can not ignore a missile strike to the head.
  • You must agree to grapple at all times and wear the grappling badge.
  • You must write your persona in such a way that being a berserker makes sense and is a part of your background and combat style.
  • A fatal blow will still kill you, but not immediately. You must get a healer to heal your wound before 2 minutes have past or you die.


Classes/Professions are included here as examples of the types of personas commonly created in Avalon. You are not limited to this list. You can mix and match these Classes, and do, or become, whatever you please. This listing is included only as a reference for those who would like one.

This is the most common of the professions. A fighter is easy to create and play, and done well becomes quite famous and respected. Done poorly, and they become sword jocks that only show up in poor garb, without character and only want to fight. If you want to be a warrior, do it well. Roleplay with gusto and bravado. A little confidence, even faked, goes along way on the battlefield.
Suggested Skills: Man-at Arms.

This is the same as a fighter but it is a fighter from whom war is a business. Mercenaries are the soldiers for hire. They lack the idealism of young soldiers, and have the cynicism of veterans. Mercenaries are good to their word, but care little for whom they fight. Their fighting styles tend towards the weapons of institutional war such as polearms and shields, and armor is a must.
Suggested Skills: Man-At-Arms, Armor, Polearm, Florentine, Archery, Tinkering, Siege Engine.

Earning your trade by commerce, these people tend to be hard workers and problem solvers since they are often venturing through the wilds, besieged by bandits. Their fighting styles tend towards the simple and hardy, the short and long sword being the favorite. Sneakiness and double crossing is not unheard of, and the dagger is your best friend.
Suggested Skills: Man-At-Arms, Thieving(?), Tracking (?), Florentine(?), Rapier(?), Archery(?).

The Pirates are the bold, backstabbing braggarts of their world. They live by a crude code of ethics were double-dealing is fair, but a blood oath is never broken. They take no prisoners, and run when danger is high. They live for gold, and occasionally conquest, as long as the booty is easily gotten.
Suggested Skills: Man-At-Arms, Thieving, Rapier, Florentine, Siege Engines (?)

Wandering vagabonds, these tribes of opportunists seek wealth and the better things in life, procured from those that need it least. They are sneaky and clever, bardic and magical and ever the clever thief. Loyal to their own until death, and lovers of life, a gypsy tribe is never crossed.
Suggested Skills: Bard, Thieving, Woodlore, Casting/Mental or Spiritual.

These are the most prestigious of warriors. Bold, Powerful, respected, and well versed in all the forms of warfare. (See Knighted Orders) Their honor and their word is without question, and they know no fear.
Suggested Skills: Tinkering, and All fighting Proficiencies.

A roving fop, seeking fame and adventure. Flamboyant in arms and style. Good to his word, courtly in gesture and cunning in vengeance. Honor is everything, but honor does not mean good to them, it means true to their word, and fairness in combat for those that deserve it.
Suggested Skills: Man-At-Arms, Rapier, Florentine, Bardic(?).

These are the woodsman, the survivalist, at one with nature and deadly to enemies. A tracker and a hunter, they are also steeped in the lore of natural healing.
Suggested Skills: Man-At-Arms, Woodlore, Tracking, Healing, Quarterstaff, Florentine, Archery.
See also Knighted Order-Laymen

This is a savage, tribal fighter, with a harsh lifestyle. They also have a violent attitude and dislike forces beyond their control like science, casters and magic. At night they party with their enemies, and by dawn they attack them unto death. Psyched for battle, they are as likely attack comrades in their way as they are the enemy.
Skills: Man-at-arms, Berserker, Woodlore(?)

These are the entertainers, the traveling rogues, and the minstrels. Well known for their lore, they tend to be jacks of all trades, knowing a little of everything to get by, but masters of nothing save their arts.
Suggested Skills: Bard, Casting Spirit (?), Florentine (?), Rapier (?), Everything else (?)

Bonded by guilds, they are the highway man and the cutpurse that keep our coffers safe from overflowing. They honor only their guilds, and then only if the guild is good to them. Cowards in direct light, they become fierce in packs by night.
Suggested Skills: Thieving, Man-at Arms.

A learned soul, versed in the lore of the human body and the human spirit, these people come in many forms. From quiet contemplative souls, to magical seekers of life's inner truths, to the grizzled surgeons all armies need.
Suggested Skills: Healing, Woodlore(?), Casting spirit

Magical wielders of arcane powers they are both week and mighty, making allies for protection and rewarding them with enchanted wares.
Suggested Skills: Casting Matter, Casting Mental, Man-at-arms (?), Tinkering (?), Quarterstaff (?)

The divine enchanters whose faith guides them to do what they believe must be done. Sometimes armed, sometimes magical, they are seldom without purpose.
Suggested Skills: Casting Spiritual, Casting Mental, Woodlore(?), Healing(?), Man-at-Arms (?)

They earn their living with the skills of their trade. Occasionally these trades have useful purposes such as a warrior needing his armor repaired, or a wizard a sword to enchant.
Suggested Skills: Tinker, Man-at-arms (?)

This is an average everyday person. The only weapons are their farm implements adapted to war.
Suggested Skills: None. Polearm(?), Flail(?), Quarterstaff (?)

This is usually a non-fighter that is stealthy and quick, wise in the ways of men. They report on troops positions, and warn of attack.
Suggested Skills: Tracking

These are normally non-fighters that rely on others for protection. They barter wears and goods to needy adventures and trade in the most valuable commodity, gossip.
Suggested Skills: None, Tinker (?), Healer (?)


In addition to humans in Avalon, there are many demi-human races that you can choose for a persona. Being a non human will not grant you anything special, but it does add another aspect for roleplaying. These demi-humans also tend to form households within Avalon for the promotion of there unique likes and dislikes.

Generally human looking, always very thin. Quick and light footed and very swift. They always have pointed ears with almond shaped eyes. They are given to bardic talents, healing and casting, but some stout types make fierce, graceful warriors. (See Elves/Monsters)
Partial Elves
These are humans with elven blood and slight elven features. They are more common in Avalon than true elves, but less so than humans. (Actually, as of this printing, Partial Elves seem to be more prevalent than humans. Call it a fad.)
Drow (dark elves)
Generally Elven looking with dark skin and vaguely oriental features. Strangely common, they are fierce and boastful, given over to any skill that would forward the self indulgent aims. (See also Drow/Monsters)
Faery (fey,sidhe,the little people,etc)
They are flighty and have no concept of time. Their lands are deep within the mists that pervade avalon, and they tend to be secretive about themselves. They are known for being tricksters, but they bear no relation to the Kender that live up north. Mortbane, Avatar.
Stout and stupid, but congenial with a face only a mother could love. None of them can spell, and usually go by nicknames thought up by others. They make good fighters, that's about it.
They are usually very short of stature while being very stout. They have a very high constitution and a very gruff personality. They tend to be loners and they are usually always bearded that is both male and female of the race. By nature they tend to tinkers and fighters and are loyal to their oath given word. (Unless they are Gully Dwarves)
These creatures are very short but are also very sociable in other words they love parties, food, etc.. They have a short life span like a human but they do not show past the age of 20. Commonly, an under the fighting age member of avalon is called a halfling, even if the term is inaccurate. True Halflings are rare, but they are dexterous and clever, given over to thieving (borrowing) and woodlore.

Something new that has occurred is the rumored appearance of a race of feline beings. Little is known about them, except that is assured that they exist, and by some means, can pass for human.



The Arcane - The Casting system in Avalon is governed by the Arcane. The Arcane are three very powerful magus, each a specialist in one of the three schools of Casting. This is done as a convenience to the Marshal since the Arcane have no royal authority over the game. As such, the Marshal and the Crown may supersede any and all that is written here in.

The Arcane have great mystical power that may or may not have been earned in the proper manner. The Arcane are granted the powers of a full Caster with the equivalent of a full year of study in the appropriate school. If a new Arcane is chosen that has been a Caster for less than a year, they will be raised up to the level of Arcane. If the Caster has had more than a years experience, they will have one years worth of experience added on to their ability. This raise in power only lasts as long as the Caster is an Arcane.

The Arcane's full powers and limits are defined in the Marshal's Edition of the Grimoire.

All wielders of magical/mystical powers are called casters. Casters that fight have restrictions that non-fighting casters do not. Fighting Casters are referred to here as semi-casters. Any reference that does not specifically apply to semi-casters applies to all Casters. One restriction that applies to all casters is that they can not use the Berserker Skill or wear Plate Mail during roleplaying battles.
Full Casters
They may learn Casts from two of the three schools. During Roleplaying battles, (when casting is being used) they are restricted to the proficiencies of herald, man-at-arms and quarterstaff, and they can not wear armor for protection. Leather armor may be worn for decorative purposes only.
They are restricted to learning the Casts of only one school. They may use any weapons that they choose, but they are limited to armor that is not made out of metal. Any of the time requirements for learning Casts, apprenticeship, and training as a Caster, are doubled.
To become a Caster one must seek an existing Caster of the appropriate school to apprentice to, or apprentice to any of the Arcane. The master/student arrangement must then be approved by a majority of the Arcane. Once the Arcane approve, then the six event apprenticeship begins.
During the apprenticeship, either party may cancel the apprenticeship, at any time. With Arcane approval, another Caster may complete the training if this happens. Once this apprenticeship has been completed, the apprentice is brought before the Arcane. If one of the Arcane approves, then the apprentice becomes a Caster and may learn Casts, gain mana, take apprentices, and eventually create magic items.
The details of Apprenticeship are covered in the Marshal's Edition of the Grimoire, and revealed to an Apprentice by the Arcane after one event of an approved apprenticeship has been completed.
Casters in Combat

Casters have two types of Casts that effect combat, Reactive and Active. Active Casts are combat spells that take affect immediately. Reactive Casts are Casts that were done in advance of combat and have enchanted someone or something to behave differently in combat. Reactive casts are marked on the enchanted object in purple, the color of magic. Active casts use purple missile weapons when they must strike an opponent.

Casters can not Cast spells while they are fighting, poisoned, or being healed. They can not Cast a spell within 50' of combat, unless they have first cast the Meditate Cast.

Apprentice Bonus Casts

An apprentice that completes an Apprenticeship for Full Casting, gains two Casts automatically; Meditate and Retributive Strike. These Casts are useable by all schools. Semi-Casters may choose to learn Meditate in place of any Blue Cast, but a Semi-caster can never learn the Retributive Strike Cast.


There are three Schools, Matter, Mind and Spirit. Each School is unique in its approach and philosophy to magic and Casting.

  • Matter Casters alter the physical world, and are very combative. They enchant objects and are powerful on the field of battle.
  • Mind Casters use telepathy and empathy to fool and control their opponents with illusions and charms. Mind Casters can also drive away opponents and make them forget what they know.
  • Spirit Caster hold great powers over life and Death. They are very powerful against the Undead and can even make the Undead serve them.


Cast Table
Color Matter Mind Spirit
Apprentince Meditate
Retributive Strike
Blue Meditate
Mage Strike - Blue
Dispel Casting
Minor Enchantment
Dispel Casting
Dispel Casting
Commune With
Charm Undead
Red Blink
Mage Strike - Red
Charm NPC
Banish Undead
Resurrect (1)
Control Undead
Purple Greater Enchantment
Destroy Item
Create Item
Greater Armor
Charm monster
Death Spell
Remove Charm
Charm NPC
Zombie (1)

(1) Must also be a Healer to use this Cast.

Thrown Castings
Thrown Castings are combat spells. Meditate must be Cast before they can be Cast. The "cast" takes the form of white weapons covered in cloth of the spell color. These "Casts" are marked with purple tape by the Weaponsmaster who checks them as white weapons. Castings take their effect when they strike the target. Spells may be dodged or parried with a weapon, but not deflected by hand. A spell that does damage does damage to the Strike zone that it hits, as per the tome of combat. A spell that effects the whole person takes that effect even if it strikes a weapon or shield or armor. Armor does not protect you from casting, even if its a helm. These "Casts" are returned to the Caster or to the nearest Herald, they can't be thrown back as white weapons.
All duration type casts are done by a count system. ie one thousand one, one thousand two, one thousand three, one thousand four,...

Cast: Meditation

School: Matter, Mind, Spirit

Color: Apprentice Cast/Blue

Prerec: Apprentice

Range: Self

Duration: Lasts until Caster leaves

Mana: 1

Area of effect: Self

Notes: This must be cast before any thrown cast can be made. This Cast makes the Caster calm and able to summon their powers in the midst of chaos and battle. Nothing can disrupt a meditation once it is cast, except for the Confusion is cast.

Cast: Retributive Strike

School: Matter, Mind, Spirit

Color: Apprentice Cast

Prerec: Full Caster

Range: Touch

Duration: Instantaneous

Mana: 5 + all remaining Mana

Area of effect: Person that made the death blow

Notes: During Combat, a full Caster is very limited in what they can do in a full melee. So in defense, they may Cast a Retributive Strike, which forces his killer to join him in a trip to Valhalla. The Caster pays a penalty for doing this, he expends all of his remaining mana, which lengthens his stay in Valhalla getting his mana back. This can only be cast on an opponent that attacked with a melee weapon. To Cast the Retributive Strike, the Caster must have at least five mana on hand.

Cast: SLOW

School: Mind

Color: Blue

Prerec: None

Range: Thrown Cast

Duration: 30 count

Mana: 1

Area of effect: 1 person

Notes: Does no damage but drops the target to their knees

Cast: Dispel Casting

School: Matter, Mind, Spirit

Color: Blue

Prerec: Must know the Cast you are Dispelling

Range: Thrown Cast

Duration: Permanent

Mana: 1 + the mana value of the Cast being removed

Area of effect: 1 enchanted person or object

Notes: It removes the effects of a Cast that did no damage

Cast: Minor Enchantment, Strength

School: Matter, Mind

Color: Blue

Prerec: None

Range: Touch

Duration: One Strike

Mana: 1

Area of effect: 1 Blue Weapon, 1 person

Notes: Raises the damage of a blue to a Red for one strike. Attacker must call "Magic Red" when striking. Does not affect Yellow, Red, Green or White Weapons.

Cast: Protection

School: Matter, Mind

Color: Blue, Purple

Prerec: None

Range: Touch

Duration: Lasts until struck by a hit that would do damage

Mana: 1, 3

Area of effect: 1 person

Notes: Allows the enchanted to ignore the first strike that does damage. Similar to berserker skill.

Cast: Confusion

School: Mind

Color: Blue

Prerec: None

Range: Thrown

Duration: 10 Count

Mana: 1

Area of Effect: One person

Notes: Target is confused. They can not use any Skills or Proficiencies for the duration of the Cast. They may defend themselves with shields or avoid attacks by moving away, but they can not use weapons. Disrupts any Skills, Casts or Healings taking place.

Cast: Invisibility

School:Mind, Spirit

Color: Red

Prerec: None

Range: Touch

Duration: Lasts until person enchanted cancels it

Mana: 2

Area of effect: 1 person

Notes: Recipient is considered Invisible. They can not fight, Cast, or use any skills or proficiencies while Invisible, and they can not pick up any objects including flags and gold. They are immune to all damage and casts unless "Noticed". The Invisible must call "Visible" out loud, count to 2 and then reappear, they can then be attacked.

An Invisible person can be "Noticed" by Bards and Trackers. Rock, Paper, Scissors is played with the Invisible person. If the Invisible person wins, they are noticed and can be attacked (only) by the person that noticed them. Every other result is a failure.

Cast: Mage Strike Blue, Mage Strike Red

School: Matter

Color: Blue, Red

Prerec: None, Mage Strike Blue

Range: Thrown

Duration: One Throw

Mana: 1, 2

Area of effect: One strike zone, no effect on head strike

Notes: This cast does one Blue/Red strike on the strike zone hit, as per the Tome of Combat.

Cast: Silence

School: Mind

Color: Red

Prerec: None

Range: Thrown

Duration: 30 Count

Mana: 2

Area of effect: 1 Person

Notes: The person is unable to vocalize for the duration of the cast. They may count out loud. This spell will prevent all casts or bardic abilities from being used (Even Bardic abilities involving hearing).

Cast: Charm NPC, Charm Undead, Charm Monster

School: Mind/Spirit, Spirit, Mind/Spirit

Color: Red/Purple, Blue, Purple

Prerec: None

Range: Thrown

Duration: As long as the Caster remains Immobile, or until the caster attacks the victim, or casts another spell on the victim, or until dispelled, or the victim killed.

Mana: 2/3, 1, 3

Area of effect: 1 Npc, 1 Undead, 1 Monster (not an undead Monster)

Notes: The target struck is charmed by the Caster. Once charmed, the charmed will not harm the Caster, and will carry out all reasonable requests. They finish out any geas that is reasonable, even after the Cast has ended. The victim determines what is reasonable. Only very stupid victims would carry out an act that would injure themselves, (unless it is something they would do anyway.)

Cast: Tongues

School: Mind

Color: Red

Prerec: None

Range: Touch/Thrown

Duration: 30 Count

Mana: 2

Area of effect: 1 Monster, NPC, Person, (Not an undead)

Notes: Caster can speak any language that the target knows with the target. This is a form of telepathy and will not work on undead or mindless things that somehow speak.

Cast: Greater Enchantment

School: Matter

Color: Purple

Prerec: Minor Enchantment

Range: Touch

Duration: Until 1 Melee has been fought

Mana: 3

Area of effect: 1 Blue Weapon

Notes: This enchants a blue weapon into a red weapon for one melee combat. The weapon must bear a purple sash that is removed once combat has left 50'. Has no effect on Red, White, Yellow or Green Weapons.

Cast: Death spell

School: Spirit

Color: Purple

Prerec: Commune with Spirits, Resurrect

Range: Thrown

Duration: Permanent

Mana: 3

Area of effect: 1 person, NPC, Monster, Undead

Notes: Victim dies as its Spirit is sent to Valhalla without its body. No other spells that affect the dead/undead can be cast on this victim.

Cast: Armor, Greater Armor

School: Matter

Color: Red, Purple

Prerec: None, Armor

Range: Touch

Duration: Until 1 Melee is finished

Mana: 2, 3

Area of effect: 1 Person

Notes: Recipient is effectively covered in Mail or Plate Mail for the duration of one melee. Melee is over when combat has left 50' from the enchanted person. Armor proficiency is not required.

Cast: Create Item


Color: Purple

Prerec: Minor Enchantment, Greater Enchantment

Range: Touch

Duration: Permanent until Destroyed

Mana: 3 + mana for all spells used

Area of effect: 1 object

Notes: Create Item will enchant an object so that it becomes a magic item. This object created is useable by anyone, unless meditate was cast upon it first (in such a case only a mage could use the object). The powers the object has, are those that are cast upon it. These casts may be known by the caster, or under special circumstances, by another caster. Details on this spell are in the Marshal's Edition. In general, the amount of time to make an enchanted object is one month per mana point of enchantment.

Cast: Destroy Item

School: Matter

Color: Purple

Prerec: Minor Enchantment, Dispel Casting

Range: Touch

Duration: Permanent

Mana: 3 + mana for all casts used to create the enchanted item

Area of effect: 1 enchanted object

Notes: This cast can be used to destroy any enchanted object. The Caster does not need to know the casts used to enchant the object but the amount of time to destroy it is the same amount of time used to make it.

Cast: Repair

School: Matter

Color: Red

Prerec: Minor Enchantment

Range: Touch

Duration: permanent

Mana: 2

Area of effect: 1 strike zone, or one shield

Notes: Casting this spell duplicates exactly the effects of the Tinkering Skill. (Guess what, see the Tinkering Skill)

Cast: Blink

School: Mind

Color: Red

Prerec: Invisibility

Range: Touch

Duration: 30 Count

Mana: 2

Area of effect: 1 person

Notes: Casting this Cast allows the Caster to "teleport" away. What happens is the Caster puts his hand above his head and walk/run away in a straight line for up to a 30 count. The Caster is immune to all attacks, and can not be noticed in any way, not even by trackers or bards. This Cast allows the Caster to pass through solid objects (walking around real obstacles or walking though imaginary ones). The cast allows the Caster to cross over pits and canyons as well.


School: Mind

Color: Purple

Prerec:Charm NPC

Range: Thrown

Duration: 10 Count

Mana: 3

Area of effect: 1 Monster, 1 NPC

Notes: The victim can not do anything except run because they are so racked with fear. The victim will not defend themselves, only flee, they may attack anyone that prevents them from fleeing.



Color: Purple

Prerec: Confusion

Range: Thrown

Duration: until victim killed or cast dispelled

Mana: 3

Area of effect: 1 Person

Notes: All skills and proficiencies except Man-at-arms are forgotten.



Color: Blue


Range: Touch

Duration: 3 questions or 30 count whichever comes first

Mana: 1

Area of effect: 1 dead player or monster

Notes: The dead must answer three yes or no questions as truthfully as possible. The dead can not leave for valhalla until the cast has ended.

Cast:Commune With Spirits


Color: Blue


Range: Touch

Duration:30 count

Mana: 1

Area of effect: Self

Notes: Allows Caster to see and speak with the dead, but still can not touch them.

Cast: Banish Undead


Color: Red

Prerec:Commune With Spirits

Range: Thrown

Duration: 30 count

Mana: 2

Area of effect: 1 Undead

Notes: The Undead is driven away. An undead of blue Strength is destroyed. Of red strength, they are under the same effects as the fear spell.

Cast: Resurrect


Color: Red

Prerec: Must be a Healer

Range: Touch

Duration: Permanent

Mana: 2

Area of effect: 1 dead

Notes: Same effects as a free resurrection wielded by a healer.

Cast: Control UnDead


Color: Red

Prerec: Charm Undead

Range: Thrown

Duration: 30 Count

Mana: 2

Area of effect: 1 Blue Strength Undead

Notes: Allows Caster to control an Undead and make them do whatever they want. This Cast, unlike Charm, has no limitations on the Caster or the victim.

Cast: Zombie


Color: Purple

Prerec: Resurrect, Must be a Healer

Range: Touch

Duration: Lasts until Caster or Zombie is killed

Mana: 3

Area of effect: 1 dead Player or NPC or Monster

Notes: A resurrection must first be Cast on the dead, and then the Zombie Cast must be done. The Victim then becomes a Zombie and serves the Caster. The Victim will do whatever the Caster wants, however, as a Zombie the victim is very stupid. The victim is considered an Undead, and is subject to any undead spells cast upon them.


Magic Artifacts:

An Artifact is an enchanted object that can ONLY be TAKEN from the owner under specific circumstances. You can, of course, give away an artifact, or loan it to someone. An Artifact can not be harmed or destroyed by castings. A Caster can not make an Artifact. Not everyone can use or hold an Artifact. The Legends of these objects are long and they are seldom seen, so please reference the Kingdom History for their lore.

Known Artifacts:

Elven Chains of Lordship

Number: 3(?) (7 destroyed)
Useable by: Anyone
Magic: Grants wearer AC2
Change hands: Death of owner..

The Daggers of Death

Number: 5 (All 5 given to Prince in the southern reaches)
Useable by: Anyone
Power: Various. Included teleportation, strength, and invisibility.
Change Hands: May be stolen. Death of owner.

Wand of Babble

Number: 1
Useable by: A caster that knows the command word
Power: Victim babbles nonsense for 30 seconds and can not do anything else until babbling stops
Change Hands: May be stolen. Death of owner.

the Gauntlet of Power

Number: 1 glove (2?)
Useable by: A fighter
Power: Any melee weapon held with the gauntlet does red damage
Change Hands (no pun intended): Death of Owner

The Crown of Culnarith

Number: 1
Useable by: The true appointed Crown of Avalon
Power: Summon a Phoenix, Continual Light, ?
Change Hands: Crown war

The Scepter of Draconar

Number: 1
Useable by: Those of Elven or Partial Elven blood
Power:  ?
Change Hands: Crown War

The Silver Grail

Number: 1
Useable by: Healers
Power: Resurrects if water consumed from grail, and healing done at same time.
Change Hands: Only if given away, or death of a persona

The Shield of Beleggnor

Number: 1 (has not been found)
Useable by: Fighters
Power: Wielder immune to all castings directed at them
Change Hands: Only if given away or death of persona

The Bloodstone

Number: 1 (has not been found)
Useable by: Drow only, drains life of non drow when touched
Power: Resurrect after ten seconds when touched to a corpse
Change Hands; May be stolen. Death of owner (?)

The Black Sword of Zyonoraxxygyrang

Number: 0 (lost when drow king was buried alive)
Useable by: Anyone but elves. Does blue damage if picked up by an elf.
Power: Does red damage to all elves
Change Hands: death of owner

Living in the Fantastical Middle Ages


A city/town is an imaginary setting for a battle that includes the commonly used buildings/stores. A City always includes a Tavern/Inn, a Bank, a Chiurgeon and a variety of supply stores including an Armory and a Supply/Magic Shop.

The town of Irdaneth, which has become the Capital City of Avalon is the most commonly used City. It has a folklore about it and an established format. It is included below as an example of a complete city.

The Kingdom pays for, stocks, and provides the Marshal with the props for any shops run by the Kingdom. These shops are run by voluntary NPC's and they usually have scraps of the story/plot that the Marshal is running.

Independent Shops may be run by members of Avalon at their own expense and at the agreement of the Marshal. Currently there are no independent shops, but if any are set up, the marshal will charge 75% taxes from their profits. At a battles beginning, an independent shop receives 5 gold, and is billed for their imaginary equipment. These costs are determined by the Marshal. I suggest 1 gold per real dollar value of the shop equipment. So 20 dollars of baked goods would be a charge of 20 gold. If this sounds like allot of gold, please realize that the Kingdom shops are set up to take excess gold out of circulation. Kingdom Shops get rich quick, and we don't want to have an abundance of supremely rich merchants. There can be no debtors, if there are, we start a debtors prison, or indentured servitude...


Coinage: In the country, bartering and feudalism are the order of the day, but to make a city work, an artificial monetary system must be used. This currency has no legal tender beyond the roleplaying battle. The currency value is set by the Crown and Marshal, and backed by the imaginary Bank of Avalon. Independent currency such as fake gems and Bartering is allowed, but not formally governed by the Marshal.

The current exchange rate: 1 Gold = 2 Silver/Copper coins = 1 week of serf labor.

Purses: All coins should be kept in a purse with your name or personal symbol on it. This whole purse may be stolen. This purse is turned in at the battles end and held onto by the marshal. The purse is then given back to you at the next battle you attend with 50% of the coinage removed. Taxes bub.

¨If you rob someone and keep their purse, you must turn it in at battles end. However you get only your purse back. I suggest emptying their purse into your purse.

¨If you turn in coinage without a purse, you don't get it back.

¨You may provide your own purse, or put up with what the kingdom provides for you.

The city of Irdaneth

Legend an Lore of the Shire, now Capital City of Irdaneth:

When the Lorde's of Avalon gathered to form a Kingdom from the city‑states of Arkon and the barbarous Southlands of old Pentwyvern they met to discuss their plans in the Black Squirrel Tavern within the Village of Urdanth. From these plans, the Realm of Avalon was born with Urdanth near its middle. The Village grew to become a Shire, and was annexed into the newly formed Barony of Sunhillow. The Tavern was owned by Lorde Darryn of the Moonbae clann that settled Avalon, and frequented by the Crown Prince Thanatos whose castle was not far away. When the Kings Marshal, Dylan Graysky, learned that Lorde Darryn was his half brother, Marshal Dylan and his family settled in the Shire, and Dylan, a former Mayor in Pentwyvern, became Mayor of the Shire. The Lordes and the Barons of the Realm were common visitors in the Tavern discussing politics with the King, and quaffing a few to remove the foul taste. When Thanatos, now King, took ill, the Shire became the focus of both a war between the Barons and Siege by the arcane forces seeking to dominate the young Realm. This chaos brought down the King and burned down the Shire. But like the Phoenix, it rose from the ashes to become Avalon's capital with Dylan as the King and Darryn's parcel of the tavern sold to the Brotherhood of the Unicorn for a Brownie. The Shire, which came under Eirlands Dominion, was given to the Realm, and is now independent of the Barons and is under the King's control. Many wondrous battles and epic stories have flowed from the taps of the Black Squirrel, and many are yet to come. Just ask the Dwarf for a brew, and the fey for the newest gossip.

Royal Bank of Avalon ‑ In the Royal treasury, secure in the Kings Castle (Formally Thanatos's now Dylan's) the Bank holds all of the gold for the Realm, and copies of the Feudal deeds. In the Shire, the Royal Treasury the money for all the citizens of the Shire. The Bank accepts deposits of gold for a fee. The Bank will exchange currency or provide change. The Bank will purchase Gems, if it deems them worthy.

Chiurgeon (Healer's) Shop ‑ The Chiurgeon(sp?) heals wounded fighters and restores the dead to life for a fee. Those that can't afford the Chiurgeon's fee may go to Valhalla. The Chiurgeon may also sell some Healing Enchantments.

Smithy ‑ The Blacksmith repairs armor/shields for a fee. If you can't afford the fee, you may go to Valhalla. The Blacksmith may also rent/pawn weapons, armor and shields.

Valhalla ‑ Staying here will restore life, heal, and repair damaged armaments. When in Valhalla, you should not converse with anyone outside of Valhalla, although you may talk freely to anyone within Valhalla. (Valhalla is considered to be "elsewhere.")

Black Squirrel Tavern ‑ This tavern provides water for free. All other food/beverages must be purchased. The tavern may throw out patrons that are unruly. The tavern may request tips for their service. Personal gear may be left here and watched without charge.

Battle Circle ‑ The Battle Circle is for solving disputes. The two combatants agree to terms that are legally binding to the loser. The Sheriff commonly serves as a referee.

The Sheriff ‑ The Sheriff is THE Law in the Shire. He is Judge, Jury and Executioner, and may at time hire a posse or appoint a deputy. The Sheriff serves the Mayor, but otherwise may do as he pleases, but he can be killed like anyone else.

Fighting ‑ fighting in the Shire, except in the Battle Circle, is illegal by town law, but is allowed by the rules of the game.

Mayor ‑ The Mayor is a Herald for the battle. The Mayor can not be killed or attacked.

The Feudal system in Avalon

In reality, Feudalism is a complex system of government that involves debt and land. In its simplest terms, you owe fealty to whom you are indebted, in exchange, they protect you to recover their debt. Since you start off with nothing, you go into debt borrowing land and equipment. Since land owners lease titles, and title owners lease grants to use the land that they are leasing, and so on, the indebtedness and the fealty owed becomes complex rapidly. The Land owners in turn must protect those using their land from raiders lest they lose their land, and the workers to develop it. So the Landed gentry impress their serfs into soldiers. A great soldier could be Knighted, and free his family of debt, and earn great rewards pillaging the enemy. The Gentry also had to treat their peasants well, if they didn't, they support an ursurpor or rise up on their own. When it worked, it worked well, but the rise of coinage, and the arrogance of the Gentry brought it down.

In Avalon, the feudal system is imagined debt and servitude. The only servitude and "taxes" that can be charged are those set by the constitution. Anyone that abuses this concept of servitude will be reprimanded. I include this feudal system as a means of explaining how the real Avalon works in roleplaying terms for those who wish to roleplay everything. If feudalism is too complex for you to deal with, ignore it. As a paid member of Avalon, the only obligations you have to follow are those set in the constitution.

Feudal Terms:

Title - You do not own the land, you are leasing the Land. The title is proof of the lease.

Deed - Actual owner of the land and all Titles to the land. Owner may lease portions of the land via titles, thus titles of royalty are granted by the owners of the land. Deed is proof of the ownership. In theory, a Deed could be sold outright, or stolen... (Deeds, titles, etc are not considered a Kingdom object to be stolen during roleplaying battles. A deed can actually, only be sold/given/stolen to yourself when you change personas, or passed on when the Count and Crown change hands.)

Serf: Anyone that does not own land, is not declared a freeman, does not own a title, is a serf. Serfs are indebted workers and farmers. The cost of land use and goods and services is so expensive, that it normally takes several generations of serfdom to pay for freeman status for a family. There are even differing levels of serfdom, but that's not necessary for our game.

Freeman: An untitled citizen without contracted debt. You can become a Freeman by declaration of the debt holders, or by paying off your debt. In practice, only the Crown can declare freeman status, and the Crown will only do so for Knights and former Viziers.

Gentry: Anyone that is higher up the pecking order than a Serf. Royal Gentry are titled gentry and do not include freeman.

The Army of Avalon: Any serf, or titled gentry may be called on to serve in the Avalon Army by the King since the King owns all of the Deeds. Only Freeman and Lordes are exempt for this servitude. (However, by a catch clause, Knights are not exempt from the army as they are contracted to serve the realm in exchange for being freeman. They do in fact lead the Army under supervision of the Champion.)

The Recognized Gentry in Avalon:

¨Count Seneschal - They are living on land apportioned by the Barons, but the deed is held under trusteeship by the Count, and given over to the next Count.

(The Crown has no say over this land, and it was originally given over to the Count by the Barons. This land was deliberately held back from Prince Thanatos when he was declared the first King, and given all of the deeds to the Baronial lands.)

¨Vizier - The Viziers live on leased Baronial Lands which by law the Crown can not exercise control over. Furthermore, the Vizier has an option to purchase the deed from the Crown at the end of their reign and become a Lorde.

(Again, this was a concession of power that the Barons and Lordes imposed by law upon the Prince in exchange for making him the King and giving up their power to him. Barons commonly choose good land to give to a Vizier to spite a Crown they dislike, and bad land to a Vizier when they like a Crown since its land they don't get back. Since the plots of land are a mix chosen from the Crowns horde by each Baron, the actual total deed is usually a mix of good and bad land.)

¨Baron - Owns the title to a portion of Kingdom Land, the deed held buy the Crown

¨Mayor - Under contract by a Baron to govern a city in Avalon within the Baronies title.

(The exception is Irdaneth. Irdaneth was given to the Kingdom by Eirland, and so the Mayor of Irdaneth is under contract to the Crown and not a Baron.)

¨Laird - Control a small parcel of land, the title held by a Baron, the deed owned by the King

¨King - Owns all of the deeds to the Kingdom land not held by the Lords, and the land not apportioned to the Viziers or the Count.

(The Crown has the option at the end of their Reign to purchase a portion of this deed outright and become a Lorde. The Crown chooses the portion.)

¨Lord - Owns a deed to land in another Realm.

¨Lorde - Owns deed to land in Avalon.

¨Knight/Laymen - A freeman, released from all debts by the Crown.

¨Viscount - A former Vizier, now declared freeman and released from all debts by the Crown.

¨Duke - Former two term Crown. If not also a Lorde, they gain an honorary title, with the actual title held by current Crown.

¨Archduke - As per Duke, but a three term Crown.

Honor Battles

An Honor Battle is a battle used to settle a dispute, it comes from the concept of Divine Right. Divine Right means that God will only let the just win.

An honor battle can be called at any time, and does not have to be accepted. If it is, the players in dispute fight it out without interference from other players. Actually, others players are allowed to interfere in an Honor Battle if they choose, but this is considered dishonorable and chaotic.

Honor battles are also settled in a Battle Circle, such as the one outside of Irdaneth. (See cities)



A Monster is a voluntary NPC that is fighting for a specific reason and goal and possess abilities beyond or beneath those of an ordinary fighter.

Monsters are created, assigned, marked and appointed by the Marshal. Each Monster wears a badge or sash identifying its armor class, and thereby revealing that it is a monster. This may be waved in the case of a large band of Orcs, Kobolds, etc.

When a monster dies, unlike a player it remains dead for the day, unless the Marshal says otherwise. Generally, a person volunteering to be a monster plays several different monsters in a given battle.

Costuming, makeup, and props are sometimes necessary as a monster. The Marshal provides the necessary tools/instructions for a monster, along with the limits of what can or can't be done. Generally there is little to no costuming at public battle sites to avoid confusion among mundanes.

Many times a persona will be a demi-human or a monster. If so, that persona does not gain the special abilities or limitations of an NPC monster. While some people might think it a neat idea for their persona to be a Vampire for instance, its not fair to give them the super-strength and super-healing and other vampiric powers.

Monsters will behave in specific, predictable ways. Most of them have some kind of weakness that can be discovered during a battle, or by observing their behavior over time. For instance, Orcs are generally dumb and greedy, but for a specific battle, the Marshal may have the Orcs on a quest to get, say a grail. Therefore, fooling the orcs with a fake grail could be possible when regular bribing fails to allay them.

A monsters natural enemies, its strength and armor class are common knowledge, and are included below. However, be fore warned. From time to time, their will be exceptions to the rules. Any information not listed below about a monster must be discovered on your own.

The Monster Tables

Special terms used:

Undead: AN undead monster knows no fear in battle, and often are difficult to permanently defeat. Also, they may be turned away, destroyed or allied with the powers of Spirit magic. All undead can be permanently destroyed if they are healed by a Healer.

Strength: This is the damage a weapon does in a monsters hand, no matter the weapons actual size.

Armor class: This is the number of strikes needed to remove a limb or strike a torso. Armor will occasionally modify this.

AC 1/2: Any good strike, anywhere, destroys the monster.

Touch: Monster does its damage by touch

Catapult Damage: A Rock hurled by the monster does red-white damage.

Monster: Kobold

Armor Class: 1/2

Strength: Blue

Enemies: Orcs, Humans

Frequency: Uncommon

Lore: These beasties are seen mainly on our borders. Very little is known about them.

Monster: Orc

Armor Class: 1

Strength: Normal

Enemies: Elves, Humans

Frequency: Common

Lore: Orcs fill the gaps between the strong forces that would drive them out. Wherever LAW is scarce, Orcs abound. They tend to attack in roving bands, organized like Gypsy tribes. These bands have names and usually bear a fealty to a higher power, commonly Drow or Ogres. Some Tribal names we have faced; Dirty Fist, Red Jaw, Ugly Fellows, and Head Devourers.

Monster: Ogre

Armor Class: 2

Strength: Normal

Enemies: Elves


Lore: Ogres seem to be remnants of a lost society of barbaric beasts. They are larger than orcs, but not quite as wise or large as men and may be a crossbreed of the two, or perhaps an ancestor. They occupy the wild areas of the hill country to the south, and were more numerous before Avalon was founded.

Monster: Giant

Armor Class: 2

Strength: Red

Enemies: Humans

Special: Rocks do Catapult Damage

Frequency: Rare

Lore: Giants dominated our land during the formative years of Avalon's settlement. These mighty beasts had marked territories, and some form of higherarchy that allowed them to boss around the lesser Demi-humans, but pay tributes to the stronger of their kind. They are fierce, but most were hunted down by HRM Thanatos.

Monster: Drow

Armor Class: 1

Strength: Normal

Enemies: Elves, Humans

Special: Magic use

Frequency: Uncommon

Lore: Avalon was once a sylvan realm governed by the Elven Lords. These were slain by their dark elves, the drow, and the land was claimed by the Drow. Most of the beasts that haunt Avalon made their lairs during the Drow's reign since the drow were only active at night and all the good people were subjugated or slain by the drow. However, the founding of Avalon purged the land of Darkness and ultimately the Drow themselves fell before HRM Dylan.

Monster: Ogre Magi

Armor Class: 2

Strength: Normal

Enemies: Elves, Humans

Special: Magic

Frequency: Rare

Lore: Some Ogres, wiser than their brethren, mastered the rudiments of magic. Among their people they were considered powerful shamans.

Monster: Elf

Armor Class: 1

Strength: Normal

Enemies: Drow, Orcs, Ogres

Special: Magic

Frequency: Very Common

Lore: Elves once ruled the lands that Avalon now holds. Their reign ended and they were driven out by the Drow. Most fled north to the protection of the lands of Pentwyvern clinging mostly to the Valley of Fire (called the Grey valley in the north) and within the Emerald Necklace. Many of the learned settled on the eastern edge of the valley in the Barony called Eris. A great citadel of learning was constructed there, Caer O'rr App, and it was governed by mage Gryffyd. Gryffyd fell during a factional war in the Pentwyvern to be replaced by his second Gaffer Angus MacCluinn. The Gaffer determined that time of men had come and that the age of elves has passed. All who studied at Caer O'rr App became inducted into the clann of MacCluinn and passed from there, integrated into the society of men. Today they are few but spread wide amongst the realms, and their power and influence remains strong. Those Elves that stayed to the west formed a small Kingdom within, and beyond, the borders of the Pentwyvern, but this to faded as the Pentwyvernians grew strong and numerous. The last Queen was Vandarra. Most of the elves in Avalon now are secretive, cautious loaners, but a few have sworn allegiance to the Crown of Avalon and live among men. The elves have blessed Avalon with its Crown, and Avalon has honored them by finding the remains of their lost lords.

Monster: Dragon

Armor Class: 2

Strength: Red

Enemies: Dwarves, Humans

Special: Breath Fire, Magic, made up of several fighters

Frequency: Very Rare as far as lairs go, but many fly over our lands, and occasionally one will drop by to visit.

Lore: It is a Laymen tradition of initiation to slay a Dragon, and a common sport for knights is to hunt these great beasts. That's why we have so few Knights. Much is the wealth these great beasts horde in their lairs, but only a few, quick, bold, young dragons dare to live in Avalon. These are usually poor, but interested in our commerce system.

Monster: Death Knight

Armor Class: 3

Strength: Red

Enemies: All

Special: Undead, Enemies killed become Zombies

Frequency: Very Rare

Lore: No one is sure what these things are, only one or two have been seen. They are never alone. usually they travel with other undead, but one was once under the spell of a mighty witch. She was slain, and her Silver Grail taken from her by Sir Rutger, but the Death Knight vanished.

Monster: Incarnation of Death

Armor Class: Invincible

Strength: Red

Enemies: Living

Special: Touch equals Death

Frequency: Unique

Lore: Death is one of several Incarnations that represent the forces of nature. Others Incarnations that have been seen include War, Gaea and the Sandman. Death is usually seen as a cloaked and hooded skeleton bearing a staff or Scythe, and is usually alone. It has never been known to speak, but its guardians have. These guardians are wards of the soft places between our world and the spirit world. The guardians tend to resemble death and share its powers, but they can not be omnipotent as the dead have walked the living and the living have crossed into the spirit world. Lore of Pentwyvern has tell that Death is in fact a mortal and is currently J'avid Kindjal the former Black Knight of Pentwyvern. The stories of the Arch spirit mage Kestrel seem to be woven with Death, since Kestrel once tried to bind Death with the wand of Babble. Avoid Death at all costs.

Monster: Terminator

Armor Class: 5 / Immune to missile Fire

Strength: Red

Enemies: Anything in its way

Special: Does not follow 2‑Limb rule

Frequency: Rare

Lore: These things appear from time to time on a mission to slay someone. Many have been stopped, barely, but the still keep coming, and from where?

Monster: Ghost

Armor Class: Invincible

Strength: Normal

Enemies: Healers

Special: Undead, Touch posses Enemy, can only posses one enemy at a time

Frequency: Uncommon

Lore: Many souls have been disturbed by the Orcs and Drow rummaging through the underworld and in places they should not go. these appear as ghost, and most seen are bitter from being disturbed from their peaceful slumber in the spirit world. It is said that they have a tangible body, but they exist on the border of the spirit and material world. As such, they can and do disrupt lesser magic.

Monster: Skeleton

Armor Class: 1/2

Strength: Blue

Enemies: Anything in its way

Special: Undead, Resurrect

Frequency: Uncommon

Lore: These are lesser zombies walking the land of the living for reasons or purposes unknown. Commonly, a skeleton will be animated by a spirit mage to guard something.

Monster: Zombie

Armor Class: Normal

Strength: Average

Enemies: Living

Special: Undead,Do not follow 2 limb rule, Resurrect, fighter turned into a zombie and then healed becomes a normal fighter again.

Frequency: To common for my liking

Lore: Some of these things are lesser ghosts or beings brought up by spirit magus or drow. But that doesn't account for all of them. They are more common with the fullness of the moon and frequently seen in the mists around Avalon.

Monster: Brigands/Berserkers

Armor Class: 1

Strength: Normal

Enemies: Whomever they choose

Special: Chaotic, ignore first strike

Frequency: Uncommon

Lore: These are raiders that used to pillage the southern borders of Pentwyvern and were driven out by Avalon to bother our borders. They are made up of native barbarians, outcasts and thieves. Many of these bands were formed during the years of Plague in pentwyvern when many fled their homes only to suffer madness in the dangerous wilds governed by the drow. Some seem to come from beyond the mists from Culnarith knows where.

Monster: Lesser Vampire

Armor Class: 2

Strength: Red

Enemies: Living

Special: Undead. Resurrects. Heals all non green wounds by invoking the powers of darkness

Frequency: Rare

Lore: These are the minions of a greater Vampire, they were once mortal but now are slaves to their dark masters.

Monster: Lich

Armor Class: 3

Strength: Blue

Enemies: Living

Special: Undead. Spirit Magic. Heals Undead like a Healer.

Frequency: Very Rare

Lore: Lichs are rumored beings told around large fires. Once great magus or twisted drow, they carry on their evil in emaciated, dead bodies.

Monster: Giant Spider

Armor Class: ?

Strength: Blue

Enemies: ?

Special: Made up of 3 to 6 fighters with single swords. Blades are poisoned.

Frequency: Not Common

Lore: These hideous twist of nature lurk in the trees North of Nottingwood, and south of Eirland. Their poison is caustic, and highly valued on the black market.

Monster: Giant Scorpion

Armor Class: 2

Strength: Blue

Enemies: ?

Special: One Shield man and one florentine fighter. Both have poisoned blades.

Frequency: Very Rare

Lore: These grotesque bugs are found in the badlands that lie at the border between Avalon and Pentwyvern.

Monster: Greater Vampire

Armor Class: 2

Strength: Red

Enemies: Living

Special: Undead. Resurrects. Heals all non green wounds by invoking the powers of darkness. Victims Killed become Lesser Vampires!

Frequency: Very Rare

Lore: Nothing is known about the greater Vampires. The lands of Avalon and Pentwyvern have been plagued for years by Vampirism that seems to have started in Barovia, a Barony of Pentwyvern. It is known that they are organized into a secret society and possibly are the backers of Assassins.

Monster: Trolls

Armor Class: 1

Strength: Red

Enemies: Humans, Elves

Special: Resurrect. Heal after 30 seconds. Hang around bridges and ruins.

Frequency: Rare

Lore: Seen by bridges or caves or other hidey holes, these big lumbering things seem mostly harmless at times, and at other times mean and dangerous. They keep to themselves forging territories that seem in accordance with giants.

Monster: Giant Troll

Armor Class: 2

Strength: Red

Enemies: Humans, Elves

Special: Resurrect. Heal after 30 seconds. Hang around Bridges and ruins. Rocks do catapult damage

Monster: Titan/Giant Lord

Armor Class: 4

Strength: Red

Enemies: None

Special: Rocks do catapult damage

Very Rare

Lore: Only one has ever been seen, and it was wearing an elven chain. The other giants seem to have been subservient to it. I guess there could be others...

Roleplaying Expansions to the Constitution

The rules below do not supersede the Constitution, but instead describe Households, Orders and Knighthood in more detailed, roleplaying terms.


Households are a useful, but little noticed aspect of roleplaying. Households are for players with similar personas. A Household is a generic term that represents a variety of names that can used including; Clangs, Brotherhoods, Tribes, Kinsman, Band, Troupe, Herd, League, etc. Households are usually distinguished by a similar ethnic background, and they commonly wear similar garb as in a Tartan Plaid. By banding together, Households become very noticeable and add a great deal of atmosphere to the group. (One man in a Kilt is weird, a dozen of them is chique)

You may join an order by obeying the hazing rituals of thee Household and adding the Household to your persona.

Orders and Knighthood

An Order in Avalon is a group of members that have achieved excellence in the Realm. You may join an Order by being nominated and appointed by a majority of the populace or you may attain Knighthood and join an Order of Knighthood.

Knighted Orders:

A Knighted Order is started by a Knight to exemplify their opinion of what a Knight should be. These orders have difficult requirements for behavior, and skills. Knighted Orders commonly take Squires and train them to become Knights of their Order. This makes becoming a Knight easier, because you have help. It also implies that once you are Knighted, that you will join that Order and obey its rules.

An associate member can not be Knighted. A Knight from another realm may, on the Crowns decision, be honored as Knight in our realm, even if they are an Associate member. Knights of other realms so honored may join an Order, but can not found an order, or reinstate a fallen order.

A Knighted Order may be retired when all of the Knights within the Order have left, or else have chosen to end it. The Order may later be reinstated by another Knight that wishes to follow that Orders Code. The Knights within the Order are responsible for governing their Order as they see fit, and only the Knights of an Order may add or remove members. The Crown can not interfere in a Knights Order, save to remove a Knight's Chain..

An Order becomes official when a founding Knight submits its guidelines to the Sage. To be accepted, the Order can not oppose the Realm, must have a recognizable symbol or Device, have a name, and written down in a legible form.

The grandest example of an Order is the Order of the Phoenix, the highest ranking Order in the Realm. It is described in our Constitution, and not repeated here. This Order can never be abolished or changed without a revision to the Constitution.

A Knightly Order that is no longer active is the Order of the Knights of St. Michael the Defender. This Order is on file with the Sage, and is not repeated here, but may be reinstated or examined upon request.

The "Knighted" Order of the Layman

Layman are a special case. Layman are a barbarian brotherhood that have established their own code of loyalty and honor. As such they are equivalent to Knights. They take Squires, which they call Swordbrothers. They employ tracking and woodlore to defeat their enemies and aid their allies. They show no mercy to villains and defend the innocent. Because they were established before the current Orders of Knighthood, they exist independently of Knights.

To become a Layman now, one must Squire for Knighthood under a Layman, be Knighted, and then choose instead to become a Layman instead of a Sir, just as a Knight would choose to join the Order of Knighthood they squired under. Layman are equal to Knights in all terms of honor and respect. (Layman is the title used instead of Sir)

Whereas Knights are symbolized by the Knights Chain, Layman have a braided leather headband for Swordbrothers and add a semi-precious stone when they become a Layman.

The Knighted Order of the Grail

Founder: Duke Lord Sir Thanatos Ajax Moonstorm-Mornbringer, of the Yorks of Edinborough

Device: "Per Pale Purpure and Sable, a Cup Or"

Qualifications to Squire:

1. One must be of good mental & Physical health.

2. One must be of good moral Fibre

3. One Must have a well defined persona.

4. One must have good garb.

5. One must be proficient in the art of Foamsmithing

6. One must have a well rehearsed understanding of Avalon rules and structure.

7. One must demonstrate civilized Behavior. This includes knowledge of at least two court dances, or two complete songs on melodic instruments.

Definition of a Knight:

1. One must have Squired under a Knight of the Order.

2. One must be dubbed a Knight by the Crown of Avalon.

3. One must pledge one's Loyalty to Avalon.

4. One must follow the code of the order of the Grail on and off the Battlefield.

5. Knights of the Grail may run for the Crown or fight independently for the candidates of their choice.

6. Knights of the Grail may train squires.

7. Knights of the Grail will assist in the preparation and running of one special event every year.

8. Knights will be team leaders at least once a year

9. Knights will take on a new member for one battle each year.

10. Knights will fight once per year with these weapon styles, Sword, weapon and Sheila; two weapons; polearm; and single use of any of the following: flail, mace, axe, or hammer.

The Code of the Order

1. knights will obey all of the rules in Avalon as dictated by the ratified word of the Crown and the Articles.

2. Knights will uphold the definition of a Knight.

3. Knights will not compromise the code.

4. Knights will be loyal to Avalon and her allies.

5. Knights will not bring harm to Avalon or any of her subjects.

6. Knights will honor Codes of other Orders.

7. Knights will give proper respect to the Court, Viziers, Guilds, Lordes, Ladies, and foreign dignitaries.

8. Knights will be courteous to all fighters unless the one in question proves unworthy.

9. Knights will show courtesy to all mundanes

10. Knights will offer aid to those in need. This can be based on the Knights opinion.

11. Knights will not use foul or abusive language or gestures nor will they instigate the use of the same.

12. Knights will be true to their word, always.

13. Knights will be truthful and honest.

14. Knights will show kindness and compassion, on and off the field.

15. Knights will not strike to kill from behind, but will instead wound, and only if absolutely necessary.

16. Knights will not yield to opponents of three or fewer, nor will Knights display cowardice,

17. Knights will strive to repel enemies and their allies.

18. Knights will be gracious when receiving favors, compliments, gifts.

19. Knights will remain modest on and off the field.

20. Knights will protect their own honor as well as that of whom they are sworn as long as able.

21. Knights will plan one complete days events, each year.

22. Knights of the Grail will support each other in all causes, except for intentional conflicts.

23. Knights of the Grail will always attack enemy Knights before other enemy soldiers.

Appointed Orders

An appointed Order can be created by the Crown, but the Crown can never remove an Order, and can never remove a member from an Order. The Crown announces elections for the Orders at least once a year, usually just after Ragnarock, and the Realm nominates candidates. The member in good standing with the most nominations becomes the newest member of the Order. A ceremony is then held by the Crown to give the out the award.

The Orders that you can be appointed to are:

¨The Order of the Phoenix Guard (For an Excellent Persona)

¨The Order of the Open Palm (For Improving Relations Between the Realms)

¨The Order of the Griffin(Griffin) (For Excellence in Fighting)

¨The Order of the Feathered Cross (For Excellence in the Arts & Sciences)

¨The Order of the Torch (For Excellence in Service to the Realm)

¨The Order of Thunder (For Championing our Realm in Foreign Campaigns)

Personal tools
For Fighters
For Craftsman