Professional Documents
Culture Documents
The society gratefully acknowledges all those who have contributed to the Fools & Heroes system in the
years since its creation, both as writers, referees, officers and players, who have thus helped make it
what it is today. In particular we thank all of those too numerous to mention individually who
contributed to the creation of this updated Players Guide.
Pictures;
Original Art;
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Front Cover Art
Original Concept;
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of the Fools & Heroes Society in the United Kingdom. All Fools & Heroes characters, names, setting and background and the distinctive
likenesses thereof are the property of the Fools & Heroes Society. This material is protected under the copyright law of the United
Kingdom. Any reproduction or unauthorised use of the material or artwork contained herein is prohibited without the express written
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included herein is purely coincidental. Although other fantasy settings, real life historical backgrounds and world views have been called
upon for inspiration there is no to intent to cause offence.
Copyright 2009 Fools & Heroes
Contents
Contents.......................................................................................................................................................................................2
Introduction................................................................................................................................................................................5
Welcome to the Fools & Heroes Society..........................................................................................................................5
What is LARP?............................................................................................................................................................................................................5
A National System.......................................................................................................................................................................................................5
The Branch..................................................................................................................................................................................................................5
Playing the Hero.........................................................................................................................................................................................................5
Playing the Fool..........................................................................................................................................................................................................5
Character Design........................................................................................................................................................................6
Creating a Character.........................................................................................................................................................6
Step One Character Background..............................................................................................................................................................................6
Step Two Character Race.........................................................................................................................................................................................6
Step Three Character Profession.............................................................................................................................................................................6
Step Four Character Religion..................................................................................................................................................................................7
Step Five Outfit Your Character...............................................................................................................................................................................7
Step Six Almost Ready To Adventure........................................................................................................................................................................8
Final Character Creation Checks...............................................................................................................................................................................8
Character Races................................................................................................................................................................9
Humans.......................................................................................................................................................................................................................9
Halflings......................................................................................................................................................................................................................9
Elves............................................................................................................................................................................................................................9
Half Elves....................................................................................................................................................................................................................9
Dwarves......................................................................................................................................................................................................................9
Allowed Professions....................................................................................................................................................................................................9
Character Professions.....................................................................................................................................................10
The Adventuring Guilds of Ithron..............................................................................................................................................................................10
The Guild of Mercenaries..........................................................................................................................................................................................10
The Guild of Scouts...................................................................................................................................................................................................11
The Guilds of Guards & Foresters ..........................................................................................................................................................................11
The Guild of Alchemists............................................................................................................................................................................................12
The Guild of Blacksmiths..........................................................................................................................................................................................12
The Guild of Physicians............................................................................................................................................................................................12
The Guild of Mages...................................................................................................................................................................................................13
Faithful of the Seven..................................................................................................................................................................................................13
The Orders of Knighthood.........................................................................................................................................................................................13
Religious Orders.......................................................................................................................................................................................................16
Special Characters..........................................................................................................................................................18
Type One Special.......................................................................................................................................................................................................18
Type Two Special......................................................................................................................................................................................................18
Religion......................................................................................................................................................................................31
The Pantheon of the Seven ...........................................................................................................................................31
Oaths.........................................................................................................................................................................................................................31
Disrespecting the Gods.............................................................................................................................................................................................31
Holy Days.................................................................................................................................................................................................................31
The Gods.........................................................................................................................................................................32
The Churches............................................................................................................................................................................................................33
The Kindred..............................................................................................................................................................................................................34
The Devoted..............................................................................................................................................................................................................34
The Priesthood..........................................................................................................................................................................................................35
Combat......................................................................................................................................................................................42
Safety.........................................................................................................................................................................................................................42
Combat Etiquette.......................................................................................................................................................................................................42
Hit Locations.............................................................................................................................................................................................................42
Hit Points..................................................................................................................................................................................................................43
Types of Wound.........................................................................................................................................................................................................43
Subsequent Wounds...................................................................................................................................................................................................43
Wounds......................................................................................................................................................................................................................43
Wound Count............................................................................................................................................................................................................43
Protection..................................................................................................................................................................................................................44
Armour Description..................................................................................................................................................................................................44
Weapons....................................................................................................................................................................................................................45
Spells in Combat.......................................................................................................................................................................................................45
Poisons............................................................................................................................................................................45
Healing............................................................................................................................................................................46
Staunching Wounds...................................................................................................................................................................................................46
Rousing Subdued Limbs............................................................................................................................................................................................46
Rousing from Unconsciousness.................................................................................................................................................................................46
Bandages...................................................................................................................................................................................................................46
Spells.........................................................................................................................................................................................................................46
Alchemical Potions....................................................................................................................................................................................................46
Physicians' Medicines...............................................................................................................................................................................................46
Player Information...................................................................................................................................................................47
Game Calls and Signs.....................................................................................................................................................47
Time Freeze .........................................................................................................................................................................................................47
Time Out ..............................................................................................................................................................................................................47
Time In .................................................................................................................................................................................................................47
Hand in the air..........................................................................................................................................................................................................47
Calls..........................................................................................................................................................................................................................47
Ribbons.....................................................................................................................................................................................................................48
Sigils.........................................................................................................................................................................................................................48
Player Guidelines............................................................................................................................................................48
Taboos.......................................................................................................................................................................................................................48
Acting........................................................................................................................................................................................................................48
Respect for the Atmosphere & Environment..............................................................................................................................................................48
Talk...........................................................................................................................................................................................................................48
Respect for the Public...............................................................................................................................................................................................49
Costume....................................................................................................................................................................................................................49
Consistency...............................................................................................................................................................................................................49
Monstering................................................................................................................................................................................................................49
Character Returns...........................................................................................................................................................50
Between Adventures..................................................................................................................................................................................................51
In-Character Writing.................................................................................................................................................................................................51
Fests................................................................................................................................................................................52
The Fest Banquet......................................................................................................................................................................................................53
Elections....................................................................................................................................................................................................................54
The National Executive Council................................................................................................................................................................................54
The Society Constitution............................................................................................................................................................................................54
Introduction
Welcome to the Fools & Heroes Society
This guide aims to provide you with
essential player information for use in
the Fools & Heroes (F&H) national
Live Action Role-Playing (LARP)
system. It will also provide a basic
outline of the way in which the Society
is organised. It is not designed to give
players all of the possible information,
but to outline that information which
any starting character should have.
Hopefully it should encourage both new and existing players
to explore the opportunities afforded by the F&H national
campaign.
F&H is an equal opportunities society any reference to the
male gender is also applied to the female gender.
What is LARP?
So, what exactly is live action role-playing? Essentially it is a
kind of free-form amateur dramatic hobby without scripts or
audience. First of all, you take on a character then it is up
to you to react, as your character, to the events that take
place around you. All of your decisions and actions will
determine the course of your character's life (or death).
Live role-playing (or LARP) takes many forms, from swordand-sorcery fantasy to futuristic science fiction. Fools &
Heroes is set in a fantasy version of our own world (England is
renamed "Ithron"), where knights and warriors clash with
hideous creatures, priests do the bidding of their Gods, mages
wield powerful magics (when they are not running away) and
alchemists and blacksmiths peddle their wares, while
physicians help the injured and infirm. In this kind of world,
the actions of individual adventurers do make a difference.
Within this genre of LARP, there are many different systems
active at the moment; the main differences between them
being the game world and the systems for combat and
advancement. For ease of explanation, Fools & Heroes is
best described as a level based system: your character's skills
are determined by profession and rank combined with
individual ability.
Combat is based around a one hit per location system, which
means that each character (not the player!) will receive an
injury from a single weapon blow always assuming that they
are unarmoured. This represents the painful truth: being hit
with a real sword would hurt lots. Armour complicates
matters but these things are explained later.
The Branch
Each local Fools & Heroes branch is run by a Liaison Officer
(LO) who is your first point of contact for rules, advice,
enquiries etc. Fools & Heroes is a closed book rules system
to both preserve mystery and also to avoid deluging new
players with too much irrelevant information.
A National System
Fools & Heroes is a national society, with local branches in
many locations around the country. Currently there are about
twenty branches, so the chances are high that an adventure
will be running somewhere accessible to you pretty much
every weekend. Each branch runs adventures, usually at set
Character Design
Creating a Character
Step One Character Background
ranger of Te
scouts guild
priestess
of
kharach
may borrow until they can arrange their own ask your
LO, ideally in advance, so they can arrange something
suitable for you. Try to make your character look
distinctive and make sure to include anything that is
required for your character type. You will also need
something to wear whilst monstering, preferably
something different.
See the section on Player
Information, particularly the costume guidelines (p. 49.)
Make sure that your footwear is sensible and safe. It's
great if you can get footwear with a suitably fantasy feel,
such as boots etc., but safety is more important when you
first get started.
Familiarise yourself with this guide. The sections on
campaign background are particularly useful and
designed to give an overview of the information available
to the average Ithronian.
Lastly and most importantly start playing your
character, have fun and remember It is just a game!
Check your choices with your LO and tell him what you
have taken as your 10/- worth of starting equipment.
Know your character abilities. Read the relevant section
for your Guild (p.10-17) and discuss your character with
your LO. Make sure you know your social status (p.27).
Get any permits needed. If you are a Mercenary or a
Scout you will need to get a Weapons Permit from your
LO, otherwise, your character could end up with a hefty
fine (see The Law p.28-30).
Make sure you have physreps for any equipment you
want (see p.23). It's no good buying a sword in-character
if you only own physrep axes out-of-character. You
might well be able to borrow some weapons from other
players, especially when you first start, but don't rely on
this.
Make sure you have costume for your character. Don't
turn up in your normal clothes. Although you won't be
expected to have the most lavish costume straight away,
the important key words are thought and effort. Many
branches hold a stock of costume that beginning players
Character Races
Physreps
Humans
Half Elves
Dirty half-breeds I call em lad. Those HalfElves are the product of mixed parentage
elves and humans see? Well or half elves and
other half elves, and maybe elves and half
elves You get the point!
They can portray the appearance of their
elven or human race to a greater or lesser
degree, but are normally taller and slimmer
than the average human and often have
pointed ears. Due to the dilution of their elven
Restrictions:
May not join certain Guilds. May never
learn non-religious magic.
Special Abilities:
One natural resist a day.
Pointed Ears (Optional)
Physreps
Halflings
Those Halflings are small, jolly creatures who
normally prefer staying at home to travelling:
few venture far from their homes. Never ever
get one to sing lad... I once heard a halfing
lass sing... the pitch was so high, it hurt my
ears! Anyway... they are, however, very fond of
food and constantly seeking new gourmet
Restrictions: May not join certain Guilds. May never study
non-religious magic of any kind. May not
use any two-handed weapon or a shield with
a largest dimension of more than 36", or
learn to double-stack most armour. May
double stack armour (if they learn the skill
from a relevant Guild/Church/Knighthood)
but can only wear up to a maximum of 5AV
(stacked) i.e. Heavy leather (2AV) and
Heavy Studded Leather (3AV).
Two natural resists a day.
Special Abilities:
Physreps
Furry feet.
Dwarves
Now there be a fine race! Anyway now lad
Dwarves are short, stocky and invariably
bearded. Hard as nails fighters from deep
woodlands or mountain caverns, dwarves have
an innate distrust of elves and half-elves, which
is rightly so... they are dirty you know...
anyway them dwarves have a certain fondness
for halflings (perhaps because of their similarity
in height). Due to their fine constitution, they
are immune to diseases and to serpent venom.
Restrictions:
May not join certain Guilds.
Unaffected by physicians' medicines
but affected normally by alchemy.
Special Abilities:
Immunity to disease and venom.
Large beard (both genders)
Physreps
Allowed Professions
Elves
Elf
Half-Elf
Halfling
Dwarf
Mercenary/Scout
Guard/Forester
Blacksmith
Physician
Alchemist
Thieves
Mages general
Mages demonology
Mages necromancy
Mages enchantment
Churches
Human
Character Professions
multiple Guilds & Churches. (The character must pay for all
initial Guild fees from their starting 10 crowns.)
Leaving a Guild:
You may leave a Guild at any time but once you have left you
may only rejoin with the express permission of the head of that
Guild. Many Guilds will require you to hand back Guild
property when you leave, whether you want to or not (this
includes Soulfire and spell-books).
10
Guild of Guards
Guild of Foresters
Officers of the law are always on duty and have certain
powers of arrest. In return full officers receive payment
according to their rank each month (in which they undertake a
mission).
Guild Livery
A Guard/Forester must openly wear his tabard to show his
position as an officer of the law. A Guards tabard is a red
surcoat with a yellow eagles head that looks to the left as the
person looks at the tabard. A Foresters tabard is identical
except that it is green with a brown eagles head.
The head of the Guards is the Marshall, who is entitled to use
the Guild's permanently enchanted longsword. The head of
the Foresters is the Huntsmaster, who is entitled to use the
Guild's permanently enchanted axe.
Guards and Foresters are usually appointed from those
Mercenaries and Scouts of at least Guildsman rank who are
believed to be honest and trustworthy: this is confirmed by an
oath sworn on The Seven.
Guards & Foresters carry a version of the usual Weapons
Permit and are entitled to the same discounts on equipment as
Mercenaries and Scouts. In addition, their armour repairs are
free. Promotion after the rank of Guard is not guaranteed
immediately, as numbers are restricted.
Membership Restrictions
Only humans are permitted to join either of the Law Guilds. A
lawman character should be of good moral standing (even
more than regular PCs) as the dishonest and corrupt will
quickly be weeded out by the rest of the legal profession (i.e.
the referees). They may not be members of the Mages or
Alchemists Guild (or any illegal guild obviously), they may not
be a priest and they may not be a member of the Vleyborian
Church.
Guard/Forester Progression
A guard or forester must be recruited from the mercenary or
scouts Guild respectively. When they join they retain all skills
that they learned from their former Guild.
The many wild areas of Ithron are full of hazards, both natural
and supernatural. The best way to ensure survival is to be
properly prepared, which means knowing where you're going,
what's up ahead and how to deal with it. Though permitted by
law to carry and use any weapons or armour, Scouts tend to
be lightly armoured, avoiding stand-up fights and preferring to
check the pathways ahead so as to lead the adventuring party
along a safer route. Speed and stealth are the main weapons
of a Scout, though bows, spears and blades can be pretty
useful as well.
Scouts are sometimes accused of cowardice and criticised for
working poorly with the rest of the group, however it is usually
the Scout who is expected to risk his neck away from the
safety of his friends and the physicians: a lack of security
compensated for by the skills that Scouts are taught, such as
tracking and signalling.
The Scouts are headed by the Pathfinder who, with the
Undercouncil, appoints the Guild Enforcer.
Membership Restrictions
Anyone can join the Guild and start as an apprentice.
Scout Progression
A scout Apprentice joins the Guild paying -/6 a month.
Membership entitles you to a Weapons Permit don't lose it
(in or out-of-character), a character only ever gets the first one
for free. The replacement cost is -/6 (much less than the fine
levied if an officer of the law catches you carrying restricted
equipment without a permit). The apprentice can also have
their leather armour (3AV or less) repaired for half price.
The subsequent rank of Guildsman carries a higher Guild fee,
but members can then purchase discounted equipment. (See
the equipment list). Scouts may have to do Militia Duty (see
below).
Militia Duty
As for Guild of Mercenaries (See Above)
11
1
12
Mage Progression
All mages join the School of General Magic as an Apprentice.
The apprentice is taught the basic sigils of magic and a
handful of basic spells determined by their master.
Apprentices advance to Journeyman, then Junior
Guildsman. If your master allows your final advancement;
then you must apply to one of the Schools of Magic to be
allowed entry as a Guildsman.
No permission no advancement. The mages are a very
select group.
1
13
1
14
Membership Restrictions
To play a Griffin you must start your male, human character as
a squire: a noble who has been trained from between the ages
of 4 and 7 in warfare, honour and chivalry. You will need to
find a Griffin Knight to squire to, as you are required to
adventure with him in order to progress.
All Griffin Knights are Kindred of Sidhe and Crowa, so tithe
1/12th to each church and half to the Order.
(The restriction on sex is not a player restriction just a
character one)
Griffin Knight Progression
A Squire starts with no money but receives the following
equipment from the order.
A single one-handed weapon of his choice (not a handand-a-half sword)
A blessed holy symbol of Sidhe and Crowa.
4 Bandages, which are replaced at the end of each
adventure/event
When finally knighted a Griffin Knight learns to use the handand-a-half sword (up to 42") one-handed, is immune to fear
and is able to call on Crowa for aid in battle.
The Order of Templar Knights
Devotion and Obedience
The Order was first formed in the year 118 during the first
crusade, when the Lord De Payen and his retinue approached
the High Father of Sidhe in the city of Saleen and requested to
be received into the priesthood. At Sidhe's intervention the
men were instead inspired to become warrior monks the
perfect fusion of Knight and Priest.
During the years 174 to 207, the Church of Sidhe fell under
the control of the Heresiarch Julian the Third. Refusing to cooperate with his abomination of their beliefs, the Knights
turned to the good Church of Vleybor. It was during this brief
period that the Knights first donned formal uniform; a white
surcoat with a red celtic cross upon the left breast, in honour
of the support that the Vleyborian Church gave to the Order
during these troubled times. Even today, the Order continues
to show respect and honour to the Vleyborian Church.
Templar Knights often pledge themselves to the protection of
Vleyborian Priests, especially those who are not able to
defend themselves.
The Temple in Ithron was founded by Sir Boris De Chinobeau,
who arrived on the shores of Ithron from the city of Akra in the
far away Holy Lands. Now, many years later, the Ithronian
Order is thriving, perhaps because it is open to all races,
sexes and nationalities. These things are not deemed as
important as the spirit that dwells within the vessel of flesh.
The head of the Templar Order is the Seneschal, who is
eligible to become the Knight Commander.
This order was formed by Lord Griffin for the protection of the
city of Norham and is perhaps the oldest knightly order in
Ithron. Three of the oldest Griffin Keeps, including the original
Keep of Bruckston, still stand on the outskirts of Norham,
whilst the newer Brisel Keep is the second largest in the
country. Although numbers in the Order are greatly
diminished since the days before the Axirian conquest, when
more than 20,000 brave souls looked to the distinctive black
and green banner, Griffin Knights remain a respected and
integral part of Ithronian strength and heritage.
Strength and Honour is the motto of the Griffins and the
actions of these knights frequently live up to the image which
those simple three words inspire. The Griffin Knight knows no
fear and can call upon the Goddess Crowa for aid in battle,
taking punishment that no ordinary man could take. However,
Griffins disdain the use of any type of missile weapon as the
weapon of a coward and view offensive magic in much the
same way (though divine miracles are greatly appreciated).
The Griffin Order is led by the Head of the Griffins, who may, if
blessed by the Gods, become the wielder of the powerful
magical blade known as the Griffin Blade. He is eligible to
become the Knight Commander.
Livery
The surcoat of the Griffin Order is black edged in green, with a
green griffin's head facing towards the Knight's right arm.
However a starting squire will only require a plain black tabard,
as the character progresses you will be required to add to the
tabard until the full livery is attained.
1
15
Livery
A plain white tabard, those that are Knighted wear a white
tabard with a red Celtic cross over the left breast, although
those who have fought in the Konn have right to wear a red
Maltese Cross instead.
A starting squire will only require a plain white tabard, as the
character progresses you will be required to add to the tabard
until the full livery is attained. Other clothes should be grey
without ostentation.
Membership Restrictions
The Templars will accept a person of any gender or race,
however they must be a kindred of Sidhe and not a member of
any other Church. An established character may decide to
leave their profession and join the Templar Order. This is the
only Knightly Order that allows this.
Templars tithe 1/12th to the Church and two thirds to the order
and may never own more than 10 crowns worth of equipment
other than that provided by the Order.
Templar Knight Progression
The Squire is given the following equipment:
A single one-handed weapon of his choice
A blessed Holy Symbol of Sidhe.
4 Bandages, which are replaced at the end of each
adventure/event.
Once Knighted a Templar is taught various spells that they
may employ.
Religious Orders
The Religious Order of Crowan Roses
a knight of iTron
1
16
The Nighthawks
tools of Te
trade
17
Special Characters
Type One Special
Te foolish do
heroic dEds
18
19
20
21
The Usurper
Late MIV and Early MV saw the return of the
insane enchanter Dr Tachademus and the
disappearance of King Stephen while visiting
Axir, kidnapped by his own champion Drake
Hellmourn who assumed charge of the country,
and allied himself to a strange race of ancient
Elves, the Grynar, Dr Tachademus managed to
plant a powerful staff into the earth at Hadsfield
and block the power of the Gods from their
followers, thus Sidhe came bodily to this plane
to allow the faithful access to Mana through him.
The Grynar, Tachademus and Hellmourn were all
working for a being called The Traveller or
Taracan (actually Seraklan), who planned to
usurp the rulership of Elysium and Sharda from
her brothers. Eventually Hellmourn and
Seraklan were defeated at the battles in
Shielding.
The Neresian Crusade
In Axir shifts of political power brought several
militant groups to the front and rumours of a
resumed war against the Konn started to
circulate and recruiters for the Axirian legions
arrived in Ithron to gather additional strength.
Patches of dead land appeared in limited parts
of Ithron caused by Konnish mages who appear
to be draining the land of its Soulfire directly.
Ithronian forces responded by invading the
Konnish held province of Nerese, but withdrew
leaving the Adventuring community to fight their
way clear after the King abandoned them in
favour of withdrawing more than five thousand
militia. This caused considerable ill-feeling
between certain notable adventurers and the
King.
Subsequently the King attempted to negotiate
with the Konnish forces for peace only to be
undermined by the Knight Commander Sir
Constantine de Bayard who cited that Konnish
agents were already present in Ithron, who were
prosecuting a war against the country and the
Gods already.
A brutal invasion of Nerese in order to release
Ithrons leeched Soulfire and the souls also
stolen from the fallen was successfully executed
by a combined force of Ithronian, Axirian,
Oluthonian and even Nipponese troops. The
campaign was extremely bloody and the knightly
orders bore the brunt of the losses, leaving the
Dark Elves
Foulspawn
Goblins
Undead
`orrible rottin' corpses risen from the dead,
they `ate the livin' an' will try to drag you
down with `em! Sometimes they look almost
`uman but others are just shamblin' bones or
a ghostly shadow. Most of `em can be
delayed with a good bit of steel or the power
of The Seven, but it often takes a
necromancer to do the job properly.
Personally I try to avoid `em an' leave it to the
professionals ...though sometimes the
necromancers and the Kharachians are as
scary as the undead!
Orcs
Dangerous an' ugly customers; tougher
than your average `uman an' more
aggressive too.
Luckily they're not so clever, an' an
organised group with heavy armour,
poisons or magic should be able to deal
with `em pretty quickly. Bloke down tavern
last month reckoned that he'd seen some
who'd started worshipping the Dark Gods...
Demons
Te monsters
of iTron
22
Ithronian Life
The Calendar
The Ithronian calendar is similar to the modern one, except
that the months have different names and the year is 1000
years earlier than our own time, i.e. if the current "real" year is
2009, then the Ithronian year is 1009. The months are as
follows and have the same number of days as the real
calendar (time in the campaign world progresses at the same
rate as "real" time).
January Deepwinter
July Highsummer
February Thawing
August Shielding
March Springsdawn
September Harvesting
April Planting
October Summereve
May Budding
November Drawing
June Shoring
December Midcold
Important Days
There are many important dates in the Ithronian calendar,
such as holy days (see under Religion), local feast days and
national festivals. Different areas observe and celebrate in
different ways.
Check with your LO, Primate or Guildmaster to find out which
dates apply to you, which dates you are obliged to observe
and how you should or could do so.
The Alphabet
The origin of the Ronish runes used by most Ithronians is
steeped in legend, but it is believed that they were first used
by a tribe who called their lands "Rone". If Rone ever existed,
no one knows where it was or what happened to its people.
a
b
c
d
e
f
g
h
i
A
J
K
L
M
N
O
P
Q
R
TH T
EE
A
B
C
D
E
F
G
H
I
j
k
l
m
n
o
p
q
r
E
S
T
U
V
W
X
Y
Z
Full
Stop
Comma
s
t
u
v
w
x
y
z
Money
The national currency is provided by the Bank of Ithron and
consists of gold pieces (crowns) and silver pennies, of which
there are twelve to the crown. All prices are described in
terms of crowns and pennies, e.g. 12 crowns and 6 pennies
would be written 12/6" (or IC as XII/VI). The Bank of Ithron
also produces the most commonly used banknotes which can
be found in almost all areas, but various nobles, cities and
Guilds also have the right to print banknotes of various
denominations, (provided that these are backed by gold in
their possession). Therefore there are many different notes in
use throughout the country and all are legal tender. Even so,
the careful traveller is advised to beware of forgeries most
genuine notes will bear a stamp or seal and forgeries may not
be of the usual quality.
Equipment
Physreps
A "physrep" is a physical representation of an object which is
used in place of the real thing; in other words, a "prop". In
LARP, physreps are used for many items, such as weaponry,
alchemical potions etc.
In order to gain benefit from any piece of equipment that your
character owns, you must own a suitable physrep and be
carrying it or wearing it on the adventure, as appropriate. You
cannot claim on an adventure that you are using your potion of
purge poison, if you didn't remember to bring the correctly
marked physrep bottle along with you. No physrep means no
use of the item. If you forget or lose an item which is required
for your character's abilities, such as a holy symbol or some
important part of priestly garb, you may find that your spells
and/or your abilities are not available to you until the item is
replaced.
Fools & Heroes is a friendly society where players help each
other to promote a fun, fantasy atmosphere environment.
Therefore, if you need something ask. Many players bring
along spare equipment and costume which may be lent to
others who are either new to the game or have forgotten what
they need.
.
,
Numerals
The Ithronian numbering system is identical to our own, save
for the fact that written numbers are represented by Roman
Numerals. Though the system may appear daunting to the
newcomer at first, once the few basic rules are learnt, the
method in the madness becomes clear and numerals become
easy!
23
Weapon Physreps
The maximum weapon lengths set out in the following
equipment list refer to the length of a weapon from base to tip,
not just blade length. In addition to the maximum lengths
stated, no weapon may normally exceed 60 inches in length.
Weapons of up to 78 inches may be allowed (Referee
discretion), but use of weapons of greater length is not
permitted. Always check prior to use and be aware that the
local site referee has final say: she can overrule previous
referee decisions and ban any physrep deemed unsafe.
Large shields can be very dangerous to use and therefore the
maximum size of a shield for a player should be no larger than
from the floor to the waist of the player wielding it.
Important safety note: Never attempt to use an item as a
weapon if it was not designed for LARP, e.g. do not pick up
a piece of wood to use as a stake/subdual weapon. Use of
non-LARP weapons is extremely unsafe and liable to result
in injury.
Equipment Costs
The following list details the equipment usually available in the
appropriate Ithronian shop or merchant house, together with
the standard price for such an item.
When purchasing equipment (other than starting
equipment) you should first approach other player
characters, particularly any Blacksmiths or Alchemists. It
is often cheaper to buy some equipment from them and you
may also find that a broader range is available via this route.
With the exception of starting equipment you should check
with the site referee or LO of the branch you are purchasing
equipment in (your own LO if you are purchasing between
games) as plot may make the local price fluctuate or even
make some items temporarily illicit or unavailable.
Many Guilds (e.g. Mages, Physicians & Alchemists) also
provide a range of equipment at special discounted prices for
members, so remember to check Guild prices before buying
elsewhere.
Special Equipment
If you own a physrep that does not exactly conform to
anything on the equipment list, or would merely like to try
essential equipment
for Te
eager adventurer
24
Equipment List
Weapons not requiring permit
ML
Dagger
18
Hatchet
26
Cudgel (Subdual)
26
Club (Subdual)
36
Staff (2 Handed,
36+
Subdual)
Bow
25lbMP
Arrow
36
Weapons requiring permit
ML
Shortsword
26
Longsword
36
Hand Axe
36
Small Mace (Blunt)
26
Mace (Blunt)
36
Crossbow
25lbMP
Quarrel
Shields
Small Shield
26
Medium Shield
36
Large Shield
36+
Armour not requiring permit
Light Leather (1AP)
Light
Studded
Leather or Heavy
Leather (2AP)
Cost
1/0
3/6
2/0
5/0
7/0
Merc
0/8
3/0
Scout
0/8
2/6
5/0
0/3
4/6
3/0
0/2
Cost
4/6
9/0
7/0
3/4
7/0
5/6
0/3
Merc
3/6
7/0
6/0
2/6
5/6
4/6
0/2
Scout
3/6
7/0
4/6
3/0
6/0
5/0
3/0
5/0
8/0
2/6
4/0
2/6
4/0
Cost
1/0
0/5
0/6
0/7
2/0
1/0
1/0
1/0
Tunic
Sleeves
Trousers
Cap
Tunic
Bracers
Greaves
Helmet
Merc
0/10
0/4
0/5
0/6
1/6
0/9
0/9
0/9
Candle 3
Magical Items
Spell Card
Ritual Scroll
Stick of Incense
Ring-Mail (4AP)
Chainmail or
Scalemail (5AP)
Tunic
Bracers
Greaves
Helmet
Hauberk
Sleeves
Trousers
Helmet
Shirt
Sleeves
Legs
Coif
Cost
3/0
1/6
1/8
2/0
6/0
3/0
3/0
3/0
8/0
5/0
5/0
5/0
Merc
2/0
1/0
1/2
1/6
4/0
2/0
2/0
2/0
5/6
3/0
3/0
3/0
Scout
0/10
0/4
0/5
0/6
1/6
0/9
0/9
0/9
Scout
2/0
1/0
1/2
1/6
4/0
2/0
2/0
2/0
5/6
3/0
3/0
3/0
Religious Items
Holy Water (per vial, not inc. bottle) 1
Holy Water bottle (empty) 1
Holy Symbol (unblessed) 2
Ritual of Absolution or Cleansing
Blessed Stake
Prayer Card 3
Ritual Scroll 3
Stick of Incense
Cost
0/1
0/6
1/0
Alchemical Potions
0/1
Cost
0/7
0/1
1/0
1/0
Free
0/1
0/6
1/0
25
Cost
2/6
3/0
6/0
4/0
4/0
Cost
0/1
0/3
1/0
1/0
1/0
1/0
0/4
2/0
30/0
Te adventurers vault
26
7
6
5
4
3
2
1
0
Church
Knights
Guard/Forester/
Mercenary/
Law
Scout
Mages
Physicians
Alchemists
Blacksmith
Sister Rose
Brother
(P2-3 D3-5)
House Knight
Errant
High Guildsman
Deputy,
Junior Forester
Guildsman
Churl
Foremen
Peasant
Junior Guildsman
Novice
(P1 D1-2)
Kindred
Squire
Journeyman
Apprentice
Excomunicant
Slave
The Nobility
For the most part, the nobles of Ithron are descended from the
conquering Axirians. Those who settled early after the
conquest married relatives of the previous rulers more often
than not, with following generations becoming more Ithronian
than Axirian, but a few of the lower ranking nobles, such as
Barons, are still of true Ithronian blood.
When the country was ruled by the Axirian military governor,
the influence of the nobles remained sizeable, due to their
blood ties with the administration. Later, when the majority of
Axirian forces had been pulled back from Ithron, noble
27
Viscounts:
There will usually be two or three Viscounts in a major area.
They tend to own the land around major towns and villages
other than the largest settlement, or have control of areas of
trade importance (depending on the areas already held by the
Earl). Viscounts swear fealty to their Earl.
Barons:
There are usually four or so Barons in an area and they tend
to own the wilder or more problematic areas. As such, these
nobles tend to be very militarily minded and have a larger
number of soldiers than might normally be expected. Barons
owe fealty to their Viscounts.
Baronets
Baronets are the lowest rank of noble. The title is not
hereditary, but the eldest son of a worthy Baronet can be
created Baron. A Baronet can earn up to 5/0 a month from his
estate, which is usually a fortified manor house in an untamed
area. A Baronet must deliver 10 armed soldiers to his Baron in
times of trouble (i.e. whenever the Baron wants them).
The Dukes' Congress
The Dukes' Congress meets as necessary and is made up of
the Dukes of Norham province, each of whom holds a single
vote. Only the Dukes, the King, the High Primate and the
Mayor of Norham hold a right to attend these meetings,
though the Congress may call any other person to attend.
The Church Council (Council of Light)
It is the responsibility of the Church Council to govern and
administer the Churches of Norham Province. The council
consists of the Primates of Crowa, Kharach, Longstor, Rolbor,
Sidhe, Tralda, Vleybor and the Knight Commander. Only the
above members or their nominated representatives, plus a
representative from the Dukes' Congress and the Mayor of
Norham, have the right to attend, though they may request or
allow other persons to attend. To be quorate, four members
must be in attendance. One Primate is selected as High
Primate of Norham Province.
Each church also has a Council of Elders (the CC), who work
in tandem with the Primate and approve (or refuse!) such
actions as spending funds, ordering new buildings, imposing
stricture and penance-just to name a few. All Primates must
be human and must undertake an examination by a physician
prior to accepting the rank as head of their church.
It is protocol that at the start of the Church Council any
member of the council can ask an Oath to be sworn that no
member of the council is a member of an illegal Guild. All
participants must respond declaring an Oath that they are not.
The Guildscouncil
It is the responsibility of the Guildscouncil to govern and
administer the Guilds. The council consists of the Archmage,
Surgeon General, Guildmaster Alchemist, Forgemaster,
General, Pathfinder, Marshall and the Huntsmaster. Only
those members or their nominated representatives, plus a
representative from the Dukes' Congress and the High
Primate, have the right to attend, though they may request or
allow other persons to attend. To be quorate four members
must be in attendance.
A member of the Guildscouncil is elected Lord Mayor of
Norham Province (usually known as Mayor of Norham).
Each Guild also has its own Undercouncil (the CC) which
works in tandem with the head of Guild and approves (or
refuses!) such actions of the head of the Guild as spending
28
they are on duty and wearing their tabard, but they tend to be
on duty all the time.
Whilst it is the duty of Guards and Foresters to enforce and
uphold the law, it is the duty of all characters to report criminal
activity to them, even if that activity stems from friends or
companions.
Anyone accused of a crime may only be arrested by a Guard
or Forester, unless the crime is breaking Guild Laws (where
the Guild Protector can legally arrest), witchcraft (where the
Witchfinder may arrest) or heresy (where one of the Defenders
of the Faith of the Seven may arrest). An arrest warrant may
also be required, depending on the law at the time and the
circumstances. Once arrested, the person is brought to trial.
The current choices of trial are as follows:
Trial by Truthtell:
The accused is questioned under spells of Truthtell.
Trial by Combat:
For knights, nobles, professional mercenaries, professional
scouts and some Crowans only, as determined by the court.
Only full victory is considered proof of innocence, a defeat or a
draw results in a guilty verdict.
Trial by Judiciary:
A magistrate, Judge or group of legal officers (depending on
the severity of the crime) will ask questions and then
pronounce guilt or innocence.
The Laws
The laws themselves are fairly simple and tend to follow
English law, e.g. there are crimes of theft, murder and
treason. However, there are also laws that are specific to the
setting of Fools & Heroes, e.g. heresy, witchcraft and the
practising of Guild secrets. In addition, new laws may be
passed and branches may have local laws (by-laws), though
these must be passed by the Campaign Co-ordinator. As
cases are heard and appeals lodged, case-law may be formed
and so add to or limit existing definitions of crimes.
It should be noted that, whilst the Guilds and Churches of
Ithron may institute such laws as they see fit in relation to the
members of their own Guilds or Churches (provided that the
law is then ratified by the Chief Justice of Ithron), the law of
Ithron takes precedence over any such Guild/Church taws.
The basic laws are listed below, though the punishments are
left out as these may vary according to the circumstances of
the crime.
Attempted Law Breaking:
An attempt to commit a crime shall be treated as if the crime
had been successfully carried out. Conspiring to commit a
crime is not in itself an offence (unless it is treason as
conspiring to commit treason is also a form of treason).
Assault:
Inflicting non-permanent injuries without due cause upon a
person constitutes assault. This includes kidnapping, false
imprisonment etc.
Bodily Harm:
Inflicting of permanent injury upon a person, where the victim
is not killed constitutes Bodily Harm.
Contempt of Court:
An offender is classed as any individual who, according to the
opinion of the presiding Judge of Magistrate, is behaving in
way which demeans or aggravates the legal process.
Corruption:
An offender is classed as anyone who uses his position as a
member of the administration of the province of Norham, or as
a member of a recognized Guild or Church, to obtain reward of
any sort for himself beyond that which is normally associated
with the position or allowed by law, with little or no thought for
his fellows.
Disrespecting a Noble:
Any individual who disrespects the title or reputation of a
Noble of Ithron without due cause. This may be waived for
high social standing figures of authority.
Heresy:
This offence is defined as the worshipping of anything other
than The Seven (Crowa, Kharach, Longstor, Rolbor, Sidhe,
Tralda and Vleybor) or the intention to undermine the worship
of The Seven.
Interfering with the Law:
An offender is classed as anyone acting so as to stop the legal
process being carried out. This includes interfering with an
arrest or trial, stealing evidence etc.
Magical Assault:
The casting of spells at any individual where that individual
does not consent without due cause.
Membership of the Nighthawks:
This is a serious offence and is punishable by death.
Membership of the Thieves' Guild:
This is not a serious offence.
Murder:
This offence is defined as the wilful causing of the death of a
legal citizen of Ithron by any means other than an agreed duel,
battle or legal process, and without suitable reason.
Ownership of Restricted Weapons:
This offence is defined as the carrying of restricted weapons
and/or armour without a valid Weapons Permit. The following
groups do not require a Weapons Permit and are therefore
exempt from prosecution under this law:
Knights, Crowan Roses, Priests of Crowa, Nobles, Noble
Militia whilst on their Lord's land.
Ownership of Contraband Equipment within City limits:
Ownership or use of Enchanted or Blessed weapons within
City limits.
Practising Guild Secrets:
This offence is defined as the practising of the Guild secrets of
the Alchemists, Mages or Physicians' Guilds without their
leave, where the person is not a member of that Guild.
Removal of a Brand:
This offence is defined as the act of removing a brand from a
person, which was ordered to be so placed by the Courts of
Norham Province.
Theft:
This offence is defined as the act of denying the legal owner
rights to or use of his property.
Treason:
This offence is defined as overthrowing or acting against the
legal administration of Norham Province.
29
30
Religion
not (normally) be making such an oath. Religious characters
should have enough respect for all deities that they will avoid
bandying their names about for anything but a major issue.
Excessive or trivial use of such oaths will result in divine
punishment or a withdrawal of their favour.
Showing disrespect to a God can find a character cursed or in
sin and this can often place the character in a very difficult
situation.
Oaths
I knew a fellow once, swore on the Gods that
he had not cheated his brother ...turned out
that he had. He was wearing nice leather
boots that day ...we had to send them back
later to his wife, poor woman. There wasn't
A character that swears an oath on a God, or all Seven, is
demonstrating that he has total belief or faith in what he is
saying or agreeing to. An oath made on the Gods that is false,
or a pact made under such an oath that is then broken, will
bring serious repercussions on the offending character. Some
such offenders have been reduced to nothing but a smoking
pair of boots. Oaths on the Gods should be rare. Non-religious
characters do not worship a God directly and therefore should
31
Holy Days
Each church has two holy days which are acknowledged by all
followers of the Seven and most of the general populace.
Holy days are either fixed (F), in which case they occur on the
day listed, or variable (V), in which case they fall on the first
Sunday on or after the date given. The highest ranking
member of the church in each area should perform a
ceremony on the holy day. Details of the appropriate
ceremony and how to conduct it should be obtained incharacter via the Primate. The holy days are listed below with
the information on each God and their church.
The Gods
Crowa
Goddess of Battle & Protector of the Weak
Longstor
God of Nature
Lord Longstor mainly concerns himself with
forests and other places, the wild areas where
nature runs free but he overlooks it all...the
earth, seas, seasons, plant life and animals. His
e
followers advocate the primacy of the natural
course of events and the protection of
wilderness and forest areas from interference
and desecration. The natural cycle and the
omens of nature are of great interest to his
followers and they can often seem remote and a
bit wild compared to other people. They despise
anything unnatural, especially that which is
corrupted and will do anything to return them to
the cycle either by killing or by curing. Longstor
is usually patron to Woodsmen, scouts,
ffishermen, hunters and astrologers
A nature symbol, usually an acorn of
Holy Symbol:
leaf.
Green/brown.
Colour:
The Coat of Longstor.
Holy Artefact:
Ploughing of the Sod, 2nd of February
Holy Days:
(F);
Festival of Crops, 15th of August (V).
Rolbor
God of Wealth, Prosperity and Hospitality
Kharach
God of Death
Lord Kharach is the Keeper of the Halls of the
Dead and patron of executioners, and funeral
workers. Kharach is a powerful God and yet a
patient one.He knows when it is someone's time
p
to die, often using his followers as the means to
bring death, yet he does not begrudge us life
either ...everyone will come to him eventually.
He can wait. Kharach is often feared, you know
as are his followers but he is not cruel, evil
nor arbitrary. He and his followers abhor torture
and he is often called the merciful God..
Kharach's priests inspire great respect, for they
are able to set dead souls to rest and thus
prevent them from being called back as undead.
They look after the bodies of the dead as well as
the soul, showing respect in many ways: those
who have passed on deserve to be treated with
w
Holy Symbol:
A skull, usually human.
Colour:
Black and/or dark red.
Holy Artefact:
The Mace of Kharach.
Holy Days:
End of Winter, 1st of March (V)
Night of the Dead, 31st of October (F)
3
32
Sidhe
God of Justice, Equality and Balance
Vleybor
Goddess of Life
Lady Vleybor, also known as The White
Lady, Vleybor is concerned with the
creation, preservation and renewal of life.
Her spheres of influence are primarily
fertility, peace, healing and
l
love.
Vleyborians tend to be great lovers
too. Followers of Vleybor tend to be
welcomed anywhere for their coming is a
sign of prosperity and good health. They
are also healers, who wish to prevent
unnecessary death and conflict ...striving
to live a life full of compassionate acts,
peace, love and understanding. Vleybor's
power extends over all forms of life,
including the cultivation of plants and
A set of scales.
Grey.
The Scales of Sidhe.
Council Day, 15th May (F);
All Saints Day, 1st November (V).
Holy Symbol:
Colour:
Holy Artefact:
Holy Days:
Tralda
Goddess of Luck
The Churches
So, are you thinking of joining a church? You
are ...but you'd like some advice? Well then,
firstly you must consider your choice very
carefully and make sure that it is the right
thing for you. There are many advantages
for the faithful, but it is a lifetime commitment
and very definitely a two-way relationship. If
you think you have a strong calling towards
one particular God, then take every
opportunity to speak to those who already
follow that path of worship. You can even
write to one, if there are none where you live
most priests will be happy to spend time in
Joining a Church
This should not be taken lightly and should not be considered
as a way to gain some spells and power over undead. A
character may be stopped from joining by a Referee if the
character's motives are wrong, as the deity will see through
lies and deceit.
Respect for the Pantheon
It is important to remember that any character who becomes a
member of a church of the Seven should have a high level of
respect for all members of the other churches in the pantheon.
Even though there appear to be differences between the
faiths, the Pantheon is united: all acknowledge the others and
work together as part of the same whole.
Restrictions
There is no racial restriction on joining a religion however only
a human may become a Primate and be in charge of a
3
33
The Kindred
A kindred of a God is a lay worshipper and
there is no requirement for them to openly
announce their membership of the church,
but it should not usually be hidden. Kindred
should listen to the priests of their church on
religious matters and usually, out of respect,
follow the instructions they are given.
However, they are not strictly obliged to do
this unless it breaks a sin or stricture.
Kindred pay 1/12 of all monetary income as
a tithe to their church and gain the following
abilities: they may purchase and wear a holy
symbol of their faith, use their symbol to hold
A character may join up to two churches at Kindred level.
Where a character is a Kindred of two churches they can not
progress in either church, since in order to advance from
Kindred they would need to leave one church. Leaving a
church constitutes turning your back on the God and always
results in excommunication. Excommunication by one deity is
excommunication from them all.
A Kindred must avoid Major and Deadly sins.
The Devoted
Those who have successfully supplicated and
34
The Priesthood
Priests are the ultimate representatives of
their God. They are responsible for looking
after the other members of the church, for
providing spiritual comfort and guidance, for
converting new members to the church and
for dispensing religious advice. They should
always be ready and willing to preach to both
the converted and to those who have yet to
join a church. Priests conduct the rituals on
holy days and tend to the religious shrines and
buildings. Priests demonstrate, by the
example of the lives they lead, the path that
best represents the sphere of influence
managed by their God. As such, they must
avoid a more difficult level of sin in addition to
those which the Devoted and Kindred must
avoid. A Priest must give three quarters of all
monetary income to the church, but does in
turn receive all of the benefits of membership
Sinning
When you join a religion, make sure your LO or Referee
explains the sins and strictures that apply to your character. If
you ever think your character has broken a religious sin or
stricture then tell a Referee straight away.
Major Sins
A character in sin loses all religious powers and abilities.
These lost abilities will return when the character has been
absolved by another character who is a Priest of that church.
In these cases a religious penance will be set by the absolving
priest.
Deadly, Devotional & Ecclesiastical Sins
If a member of a Church commits a sin of this level which his
rank states that they must avoid, then the character is
instantly excommunicated and branded as an excomunicant
by his God. They lose all religious powers and abilities
permanently and are cast out from their church. Any
character that leaves a church is considered to have
renounced their God this also results in instant
excommunication.
35
Excommunication
Excommunication: So Youve Ruined Your
Life
Being cut off from the Gods is a terrible thing
and it is the longest and hardest path to climb
back into their grace. You will almost certainly
fail, but not to try would be the greater evil.
From now you can expect to be mistrusted,
reviled and occasionally feared for the taint that
ordinary Gods-fearing people see in you. Even
your former friends will turn from you, and what
is even worse, they should! Excommunication is
your burden and without constant humility,
penitence and acceptance of your wretched
status you are doomed to being forever
unforgiven. If you encourage others to treat you
with affection or trust when the Gods have
marked you, then your selfishness and hubris
Playing an Excomunicant
Playing a character that has been excommunicated is quite
difficult, so being excommunicated during the game is a
common cause of character retirement. However the road to
redemption can be a very intense role-playing experience and
ultimately can be very rewarding.
If you are excommunicated in the game you can play the
character as penitent or as unrepentant. There is little
difference on how other characters will treat you; the
difference is in how your character acts.
A penitent
excomunicant should be constantly humble and remorseful if
they are to stand any chance of being forgiven.
State Religion
From amongst the Primates of each of the Seven churches a
High Primate is elected. This Primate is the spokesperson for
the Churches on the Kings Council. Depending on the state
of the kingdom at the time this may or may not be chosen as
the current state religion of Ithron at the time.
Depending on the decisions of the Campaign Co-ordinator
and the Senior Referee for Knights and Religion, Ithron may
or may not have a particular state religion at any one time.
The state religion usually reflects the feelings of the whole of
Ithron at the time. Historically the state religion was calculated
by the number of characters of each faith and the ranks that
they held. However this is no longer always the case and
depends wholly on plot. There are no hard and fast rules on
this subject.
The High Primate was historically of the state religion but
again this does not now necessarily follow.
36
Holy Symbols
At whatever level you enter a church, you are entitled to wear
and use the holy symbol of your faith. A Holy Symbol is a
blessed item, normally worn around the neck, which is usually
a small representation of your God's symbol. Each God has a
different one. You need to focus with your holy symbol when
you pray to your God and, if you're a member of the Devoted
or Priesthood, then you also need your symbol in order to
dedicate prayers and perform rituals. Generally speaking, a
member of the faithful should never be without their holy
symbol.
If you wish to own and use a holy symbol which is not of the
recommended shape, check with a Referee and (if possible)
your Primate before you use it. Holy symbols should not
normally be hidden.
Dismissing Undead
Stand with your holy symbol held in your shield hand and
stretched out towards the undead creature. Your other arm
should be held out sideways parallel with the ground, with the
fingers of your hand spread wide and your palm facing
towards the creature. Hold this position for five chants of your
God's name, then swing your arm rapidly, still outstretched,
until your open hand is brought into contact with the back of
the hand holding your holy symbol. At the moment of contact,
shout "leave". One point of active Mana is channelled through
the holy symbol to strike at the undead creature, but it is worth
noting that one point alone may not be sufficient or even
effective, though several in succession may have the desired
effect.
Holy Water
Holy water is used in several ways but only by
the Devoted or the Priesthood. It may be used
against undead creatures by throwing the holy
water over the creature. It is also used by
priests in the services of Absolution and
devotE of
vleybor
37
Other abilities
At the highest ranks priests and devotees may develop other
abilities. The exact nature of the extra abilities reached at
these levels are considered church secrets and should only be
revealed to the character from within the game.
High Fathers/Mothers also have the ability to create blessed
scrolls. These are scrolls containing one of the prayers that
the priest knows. These can then be used by all members of
the faithful of that particular church. However these are not
cheap and cost the priest to make, this charge is often passed
on to the follower of the church who wishes for the scroll.
Ask your LO for more details on this when you reach the
higher ranks within a church. At a basic level any religious
character can attempt to buy a blessed scroll from high
ranking Priest Player Characters of their church.
symbols of Te
light gods
38
Magic
Spell casters are split into two distinct groups: Mages and
Religious followers. The type of magic and costs in power
vary but the mechanics of spell casting are roughly the same
for each. Some creatures/races have a natural ability to cast
magic, again the mechanics remain similar.
All spells need power to be cast. Mages use Soulfire (the
power of the Mortal Plane), whereas religious followers use
Mana (The power of the Gods).
Commands
Number one: the simple command.
This type of magic can actually be very difficult
to master with more complex spells, for unlike
other forms of casting it contains no physical
component and is reliant upon the spoken word
only to activate the magic. However, the major
advantage is that because you use your "active"
Power
Power is power, only the methodology of
acquisition differs. One can dedicate oneself
to a Deity and by conforming to their ideals
you will receive a portion of their might to
wield on their behalf. Otherwise through will,
discipline and rigorous training, you can put
your hands on the Soulfire that seethes unseen
around you now. With dedication you can
learn to use that Soulfire to access the
Resisting spells
To resist a spell, a character raises both hands above their
head and crosses them at the wrist, shouting "I resist that
spell". This costs one point of active. Characters may
normally only resist spells cast directly at them, as opposed to
their equipment or surroundings.
Resisting a spell with active takes great will and
concentration. The player should always call a resist clearly
and loudly while crossing their arms before them and roleplaying the effort of throwing off the effects of the spell.
Enchantments/Prayers
Magic
Magic is a complex art, but with careful
observation we can categorise some of its
behaviour. Firstly, the spells that we Mages
learn are divided up into four orders of magic of
increasing complexity and potency. The first
two orders are that of common magic general
purpose spells such as putting people to sleep
or enchanting a weapon. The third and fourth
orders of magic are divided into each of the
specialist Schools Thaumaturgy, Demonology,
Enchantment and Necromancy and can give
the caster the power to travel to the realm of
invisibility, be immune to all damage, and banish
39
Rituals
"The final form of casting is used in the most
powerful of all magics, but is also often one of
the first you will learn ...the ritual. The ritual is
akin to an Enchantment, since it is cast with prededicated ritual scrolls. Unlike the
enchantment, the ritual as well as its material
and verbal components also involves the mage
performing complex arcane gestures, including
amongst others, walking around the target of
Rituals are the most complicated and time-consuming spells.
The spell must be written out (in Ronish) in full detail onto a
scroll (7" x 21" minimum size about the same as two pieces
of A4 paper with doweling at both ends). The power cost is
dedicated into the scroll when the personal mark is added to
the reverse. To cast the ritual, the magic-user follows the
instructions contained within the spell and calls out the
activating phrase upon completion, at that point ripping the
scroll in two.
Remember: A Referee should oversee all rituals.
The Schools of Magic
Common Spells
On the following page there is a short list of the common
spells encountered in the game and their effects. This list is
only a small part of a much wider and expansive list so do not
be afraid to ask a ref or call time freeze to find out the effect of
a spell.
Spells have different durations but most fall into the following
categories.
Permanent These spells have an instant and
permanent effect. Ironically both wound spells and
healing spells are good examples of this. Once cast
the spell has no further effect (meaning that a wounded
character may be healed or a healed character may be
subsequently wounded.)
Triggered These spells last until a certain effect
happens to the object or person it is cast on. Often the
spell will then revert to a lesser duration. A good
example is an enchanted sword which will last all day
unless the sword is used in combat (first blow or parry
made with the sword.) At that point the spell lasts for
one encounter (detailed below). Triggered spells will
otherwise dissipate at dawn the day after the spell is
cast.
Encounter These spells last for fifteen minutes (or
one encounter whichever is shorter). On a typical
adventure if a fight or interaction ends and the players
walk to the next encounter then encounter duration
effects can be considered to have ended.
Temporary These effects last for 30 seconds and
usually temporarily inconvenience the target (most nonwounding combat spells are of this type).
Understanding Spells
Deducing spell casters
You are able to deduce a caster (both priest and mage) if you
see them performing arcane actions, e.g. ripping a spell card
40
Become
that
Fear
Fear me!
Freeze
Freeze!
Heat Metal
I heat that
Sleep
Writhe
Sleep!
Writhe!
entangled
in
May this
blessed.
armour
be
Bless Weapon
be
Body of
Deaden Blow
Dragonscales
Drop
Heal
(Body/ Limb/ All)
Lift
Obey
Shatter
Strikedown
Stun
Warp Wood
Wound Location
I shatter that
I strike thee down!
I stun your
I warp that
I wound your
Effect
Target must treat caster as a friend for 30 seconds or until the caster is unfriendly
towards him.
Target is entangled in the indicated material for 30 seconds and cannot move other
than to struggle ineffectually. They can still cast command spells and resist spells cast
at them. This spell cannot normally be resisted as it targets the material.
Target is filled with horror and loathing of the caster and are incapable of anything but
either fleeing or cowering for 30 seconds, though they may still resist spells.
Target cannot move or speak for 30 seconds. Any wounds taken in that time have
immediate effect. They may still resist spells.
Indicated metal item rapidly heats and will burn any body location still in contact with it
after 30 seconds (regardless of padding or dousing). The item then cools down after
30 seconds more of heat. If the item is worn the victim can do nothing but attempt to
remove it, though they may still resist spells.
Target falls to the ground as if in slumber and cannot resist further spells.
Target should fall to the ground and writhe as if in great pain for 30 seconds, unable to
do anything except resist further spells.
Effect
Enchants the target weapon. The spell activates when the weapon is first used in
combat, if unused it will expire at dawn. Once activated it will last for 15 minutes or
until the end of combat, whichever is shorter. When striking with an enchanted weapon
call enchanted clearly.
Negates the effect of the first blow received to a target's armoured locations. Spell
remains in effect until a blow is received or until dawn. This spell may be stacked with
Dragonscales and/or a potion of Mighty Strength.
As for Bladesharp (you should still call enchanted).
Causes target to act like the named animal/plant etc. Expires after 15 minutes or the
end of the combat, whichever is shorter.
Once activated (by the first blow received) all blows received by the subject during the
spell duration are treated as subdual hits blade venoms have no effect. Expires after
15 minutes or the end of the combat, whichever is shorter.
Negates the effect of the first blow received to any location, armoured or unarmoured.
This spell may be stacked with Bless Armour and will be the second to activate on
receipt of a blow.
Target drops indicated item to the ground from his hand. If the item is tied to the target
the target must ensure to place as much of the item on the ground as possible before
being allowed to pick it up again.
Heals the wound to the specified location (lethal or subdual) and the location is
returned to full hits. Any bandages on the healed location may now be removed.
Removes the effects of a mind-effecting spell from a target creature. The caster must
state the spell they intend to lift.
Target must obey a single 10 word or less command. The target will perform the action
by the most direct route their character would normally take (this does not apply to a
potion of compulsion), the spell lasts for 15 minutes or one encounter, whichever is
shorter or until the command has been completed. For the spell, if ordered to kill
themselves, they may struggle for 30 seconds before doing themselves in.
The indicated hard, non-wooden item is rendered useless.
Causes a lethal wound to every location, regardless of extra hits, including armour.
Causes a subdual wound to a location, regardless of extra hits, including armour.
Similar to shatter, but effective on a wooden item, such as a shield, bow or spear.
Causes a lethal wound to a location, regardless of extra hits, including armour.
41
Combat
Safety
Safety is of the utmost importance! It is important that
Referees and players check that weapons are in a good state
of repair and are not unsafe, a weapon can still be well kept but
used in a dangerous fashion. In either case Referees have the
power to ban a weapon or to stop combat to remove someone
from play.
Combat is the area where most injuries are likely to occur. It is
therefore important to make sure that it is as safe as possible.
Though a Referee may be running the event it is every players
responsibility to make sure the event is safe. You are
encouraged to call a halt to the game if you perceive that a
situation has become dangerous.
The aim of the game is to have fun, but it must be safe.
Combat Etiquette
Core
Play should be stopped when a non-member of the
society is in close proximity of an encounter or IC activity,
unless permission has been granted by the event
organiser(s) (LO, referee etc).
Members attending Fools & Heroes events and
participating do so at their own risk and the related
activities carries with them risks. Members should become
knowledgeable about the risks involved and assume
personal responsibility for their actions. Referees that are
not convinced about a members health may ask for a
Doctors note before allowing the member to continue
participating in an event.
Fools & Heroes is a non Player versus Player (PvP)
society, it is defined as 'Causing a permanent wound (e.g.
killing) to another Players Character (PC) as your PC' and
is a major breach in the rules and ethos of the game, it is a
sanctionable offence. There are exceptions however;
duels, execution by the law, assassination by a certified
Nighthawk, magical compulsions from an NPC etc.
People playing monsters should not be encouraged to
have win at all costs attitude, they should role-play
monsters (inc. fighting style) to the referees brief, ecology
and situation, if in doubt role-play to make Characters look
good and most importantly; heroic.
General
Player Characters should not normally play dead. If
doing so they should clearly state they are doing so to
anyone investigating them and not attack anyone before
standing up. Monsters should only play dead when
instructed to by the referee.
Monsters should not normally attack opponents who are
unconscious during a fight unless briefed by a referee
otherwise. Once a fight is over opponents may be finished
off.
Hit Locations
These are the areas that a body is divided up in to for combat
purposes.
Each location is separate from the others and takes wounds
independently of the others. The torso includes the front and
back of a person and counts as one location, except for
42
to the limb means that the limb is counted as wounded until the
end of the encounter when the limb recovers automatically.
Subsequent Wounds
A location that is wounded that is struck again is wounded
again. If the damage is lethal and the location had only
suffered a subdual wound then the location is now lethally
wounded. If the location had been treated by a bandage then it
is considered wounded again. Multiple lethal wounds have no
further effect.
Wounds
Head or Torso
Location Wounded
Person is rendered unconscious. They should lie still with their
eyes shut.
Location Permanently Wound
The character dies.
Arm
Location Wounded
The character must drop whatever is held in the affected hand.
The arm may not be used and any shields strapped to the arm
should not be wielded.
Location Permanently Wound
The arm cannot be used again, unless it is regrown. The arm
is also too frail to block the impact of weapons, or to hold
armour, and any strike to the arm should be applied to the
body unless the remnants of the arm were specifically struck in
a manner that would not impact the body.
Leg
Location Wounded
The character should fall over. They may continue to fight
from the ground, but may not use the leg to propel themselves
(i.e. walk) or stand.
Location Permanently Wound
The leg cannot be used again unless it is regrown. In order to
keep the game moving it is acceptable for the character to be
helped around between encounters, but they must remain on
the floor if fighting starts. The leg is also too frail to stop blows
from weapons and damage to the injured location should be
applied to the other leg (unless there is a good reason why the
other leg would not have been hit).
Types of Wound
Wound Count
Hit Points
43
the first time he is struck in the chest that causes a wound the
person will die.
Each piece or armour has an Armour Value set (AV) out in the
armour table. For each hit received on a piece of armour the
Armour Value is reduced by one point, but no damage is taken
to the underlying hit location. When the Armour Value has
been reduced to zero the armour offers no further protection
and any subsequent hits will damage the underlying hit
location in the normal way. Subdual weapons cause damage
to armour in exactly the same way as lethal weapons.
Although the chest and back count as one hit location (the
Torso) armour for the chest and back is treated as two
separate locations for Armour Value. Therefore a hit to the
chest, which reduces the Armour Value, does not reduce the
Armour Value of the back.
Armour obviously gets damaged and it is possible to repair it.
The cost to repair one point of Armour Value is shown in the
following table. Armour cannot be repaired beyond its original
Armour Value and can only be repaired in downtime (i.e. not
on adventures) unless a character has a skill that allows them
to do that.
At their discretion referees may reduce the armour value points
of any armour physrep if it is of poor quality.
Protection
Apart from the intrinsic toughness of a creature (measured by
its HpL) a variety of protections can stop incoming attacks.
They are listed below in order of activation.
There are several spells, effects and potions, which can offer
protection.
These protections can be stacked; dependent on the rules for
each effect, but you may not have two of the same protection in
effect at the same time. E.g. you may have Bless Armour and a
Dragonscales, but not two Dragonscales or two Mighty
Strength potions.
1. Outer Protective Shell
The first strike on the protected creature will usually activate
any effect in this category first.
1.1 Bless Armour
Bless armour activates first, but only if there is at least some
armour on the struck location. (The armour need not have
remaining AV). The effect will negate one blow and be dispelled
(even if the blow is enchanted).
1.2 Dragon Scales
Dragon scales activates after any existing Bless Armour
effect. The effect will negate one blow to any location and be
dispelled (even if the blow is enchanted).
2. Armour
Armour is struck after any outer shell protections. It can resist
one normal hit for every AV. Armour can be stacked with
another different kind if the wearer possesses the appropriate
skill, with points being deducted from the outer layer before the
inner. Armour only counts if the actual Phys-rep is struck.
3. Body
The body location is struck next.
3.1 Floating Hit Points
(e.g. Mighty Strength) When a hit location is struck and damage
would be caused to it (e.g. where an enchanted weapon is
used, or the location is unarmoured) then the blow is negated
and the magical protection has been used.
3.2 Hits per Location
Normally one strike will cause a wound to most PCs (1 HpL).
Certain spells (e.g. Crowan Strength) cause the recipient to
gain enhanced Hit points. These simply increase the effective
HpL of the recipient.
A strike that reaches this level is considered to cause physical
trauma even if the character has multiple HpL, therefore a
weapon coated with poison oil or any effect that requires skin
contact will take place on the first strike regardless of how
many HpL the victim possesses.
Type
AV
Repair
Cost
Light Leather
-/1
Light Studded
Leather
-/2
Heavy Leather
-/2
Heavy Studded
Leather
-/3
Ring Mail
-/4
Scale Mail
-/5
Chain Mail
-/5
Plate
-/6
Description
Thin leather, fur, or padded
armour
Thin leather or padded
armour with studs etc.
Thick leather armour,
leather should be rigid and
inflexible. However leather
trousers are an acceptable
physrep for heavy leather
Thick leather armour
covered with studs, leather
should be rigid and
inflexible
Interwoven metal links in
the Oriental style, usually
where the rings sit at 90
degrees to each other in
the vertical axis
Metal
scales
joined
together or riveted on to
thin leather
Interwoven metal links.
This will be in a traditional
European style. It tends to
be closer knit and heavier
than Ring Mail
Large steel plates covering
locations
AV = Armour Value
Repair Cost = Repair Cost per point of damage taken
Un-Stacked Armour
It is not uncommon to have multiple pieces of armour but not
stacked covering a single location. In this case each piece of
armour needs to be bought separately and only provides
protection for where it actually covers. e.g. a Chain mail tunic
has short sleeves that cover the top of the arms, whilst leather
bracers cover the lower part of the arms. Both the chain
sleeves and bracers will have to be bought and costs can be
found on the equipment list (irrespective of their actual size
and how much arm coverage they provide). The two pieces of
armour would then provide AV protection to the locations they
Armour Description
Armour is used to offer protection in combat. In order to benefit
a character must own such armour and the player must have a
physical representation (a.k.a. physrep) of it. Although armour
is bought to cover a location (e.g. arms) protection is only
gained on the portion of the location that the physrep covers.
E.g. If plate vambraces are purchased in character but the
physrep only covers the forearms then no protection is gained
for the upper arms, even though the full cost is charged for the
armour.
44
Weapons
The normal maximum weapon lengths are set out in the
equipment list and refer to the length of the weapon from the
base of the pommel to the tip of the weapon, not just the blade
length. Whilst some latitude should be allowed for new players
with over length weapons, they should be encouraged to get a
standard length weapon as soon as possible. Other than this
weapon length maximums should be adhered to.
Wielding weapons without the appropriate skill
If a character wields and uses in combat a hand and half
weapon, a two handed weapon in one hand or a throwing
weapon (without an appropriate skill) then they will pull a
muscle. Until the next dawn they will not be able to use that
hand or arm (as if it was permanently wounded). This damage
cannot be healed on adventure and merely requires rest,
before it is healed again (at dawn).
Enchanted Weapons
There are two types of Enchanted Weapons; permanently and
temporarily enchanted weapons. Permanently enchanted
weapons are rare and are considered magic items. The
physrep for a permanently enchanted weapon should be gold in
colour and have various runes carved in. The wielder should
shout Enchanted when striking with such a weapon.
Temporarily enchanted weapons are normal weapons,
enhanced with a spell. They should have a red ribbon tied to
the weapon and the wielder should shout Enchanted when
hitting with the weapon. Both weapons give off a shimmer
when unsheathed. This allows characters and monsters to be
able to identify such weapons.
The damage caused by an enchanted weapon can be lethal or
subdual depending on the type of weapon.
45
Spells in Combat
Magical spells in combat bypass the hits system entirely as
they do not hit the character. Each spell simply causes an
effect (usually a wound) to the character. Stun and sleep spells
effectively cause a subdual wound (stun limb causes a limb
subdual wound while sleep simply causes Unconsciousness)
while wound and strikedown spells cause a lethal wound effect
to one or more locations.
Magical spells are not hits and as such no effect that grants
additional hits protect from the spell (armour, dragonscales
etc.) however this also means that the victims protections are
not activated by the spell. A character that is struck down and
has a mighty strength running still has a floating hit available
below their armour or if they have a trollstrength it is not
activated by the wound.
Poisons
A poisoned blade will last for one combat before losing its
potency. The poisoned weapon should be marked with a
green or black ribbon (according to the type of poison) tied
around the blade and the wielder should call "Venom" or
"Swiftdeath" as appropriate when striking their blow. Blade
poisons must enter the bloodstream to take effect (i.e. the
blow must hit and break the skin).
Blade Venom:
This poison is usually found as an Alchemical oil or as natural
animal venom, represented by a green ribbon tied around the
phys-rep. This poison has a Poison Count of 300 seconds.
Once venom enters his bloodstream, a victim will fall over and
writhe in agony for 30 seconds. After this they fall
Bandages
Anyone can apply a bandage, provided that they are conscious
and able to tie it on this isn't as easy as it sounds if one of
your arms is wounded! Tying a bandage on a location
suspends the effects of a wound. If no further wounds are
taken, the bandage may be removed at the next dawn. If the
bandage falls off before that time, then the wound re-opens
and a fresh bandage will usually be needed. Normally only
one bandage may be used on a location at any time, so
additional wounds to a bandaged location must be treated by
different means, unless a Physician is present who has the
ability to put further bandages on. A bandage suspends the
effects of a wound rather than healing it, so any enhanced
hits or multiple hits per location are not returned.
Bandages are infused with healing properties and must be
specially bought by a character as well as represented by the
appropriate physrep.
A bandage must go around the location at least once in
order to work.
Alchemical Protection
Alchemists are capable of manufacturing many different types
of potion that give aid to the serious adventurer - some that
serve to protect, others that enhance combat abilities or grant
you invisibility! Ask your local alchemist what they can make for
you and how much it costs. Alchemical potions do not come
cheaply
Alchemical Potions
A character that drinks more than two potions which are not
instantaneous in effect will be poisoned as if by venom (even
if they are normally immune to venom) all the potion effects
are neutralised and then combine in the stomach to produce
a noxious mess.
If the potion is identical to a durational one that is already
imbibed (i.e. a Mighty Strength but not a Heal) there is no
further effect except that the character is one step closer to
being poisoned with alchemy.
Spells
Some religions, in particular the Church of Vleybor, have
access to certain healing spells. These spells instantly cure all
wound(s) on the location specified and allow the victim to
remove any bandages that were on the location.
Alchemical Potions
Even an apprentice Alchemist is capable of manufacturing
certain useful healing potions; and the company of a wellstocked Master Alchemist can make the difference between
the life and death of party members. Most of the effects of
alchemical healing potions are identical to those of spells and
the effects are instantaneous.
Physicians' Medicines
Healing
Staunching Wounds
The most basic form of healing is the "simple fuss" (not to be
confused with the Physician's Fuss, available to members of
the appropriate Guild). The simple fuss requires no training
and can be done by anyone. A character who fusses a wound
is working to staunch the flow of blood temporarily; therefore
the Wound Count for that body location is suspended whilst the
fussing takes place. Should the fussing cease before the
wound is healed, the victim resumes their Wound Count from
where they left off.
A character can only fuss one wound at a time, must be fully
conscious to do it and cannot perform any other action whilst
fussing (Though they can fuss with only one hand as long as
the other isnt being actively used.)
46
Player Information
Theres a lot to take in every time you go out and adventure,
but with a bit of common sense and an understanding of some
out-of-character information youll do fine dont worry. The
following section looks at the in and out-of-character calls youll
hear shouted to keep the game running smoothly or to give
those running the game a chance to direct player actions. Well
also look at safety rules and a range of ideas to help foster the
best enjoyment of the game for you and your friends. After that
well look at what can happen between adventures and talk
about how the society is run and what else we get up to after
that first adventure!
Time Freeze
(or one short blast from a whistle)
Stop where you are, close your eyes until "Time In" is called.
Don't chat out-of-character and pay no attention to anything you
hear during this time. This call is used to enable Referees and
spell-casters to set up instantaneous effects, move objects that
have been teleported etc. As far as the characters are
concerned, there is no gap in time.
Time Out
(or one long blast from a whistle)
Stop any in-character actions, but remember where you were
and what you were doing, so that you can pick the action up
again later when "Time In" is called. Be aware that important
instructions may be issued to players in this time.
If you suspect someone has been actually hurt (including
yourself!) make a Time-Out call, you do not need to wait for
an official call from a referee.
Time In
(or two short blasts from a whistle)
Pick up the action from where you stopped when "Time Out" or
"Time Freeze" was called.
47
Calls
Weapon Calls
Blunt
The weapon used is blunt (but delivering lethal damage). This
call is required in case the monster is invulnerable to non-blunt
damage e.g. Mace, Hammer etc.
Cleave
If this is called when striking your shield, the shield is shattered
and you should drop it. If it is strapped on treat the time
removing the shield, as the arm below being shocked and
numb with pain from the force of the blow.
Enchanted
A blow from an enchanted weapon will do a point of damage to
any armour worn, followed by a point of damage to the body
location struck.
Knockback
The sheer force of this blow is so strong that the recipient is
knocked backwards or unbalanced by the force of the blow.
(Remember to take into account the terrain, if in doubt simply
crouch and stagger rather than risk tripping backwards or
throwing yourself into something or someone you did not know
was behind you!)
Silver
The weapon is coated with, or made of, silver. Certain
creatures react badly to silvered weapons.
Subdual
This weapon is delivering non-lethal subdual damage e.g. staff,
cudgel, club etc.
Swiftdeath
This poison has a Poison Count of 120 seconds. If the blow
inflicts a wound, take the effects of the wound but also fall
unconscious immediately. If the poison is not purged before
the victims Poison Count has expired the victim will die.
Venom
This poison has a Poison Count of 300 seconds. If the blow
inflicts a wound, take the effects of the wound. If still
conscious, writhe on the ground in pain for 30 seconds, and
then fall unconscious. If the poison is not purged before the
victims Poison Count has expired the victim will die.
Effect Calls
Choke
If you are choked, you are cut off from all air supply and cannot
take any action apart from struggling for breath and/or falling to
the ground, which may be accompanied by suitable gasps and
wheezes etc. After 2 minutes fall unconscious, if the choking
continues uninterrupted for a further 3 minutes, you will die of
asphyxiation.
Disease
If you contract a disease, you will feel the effects immediately
and should collapse groaning and vomiting etc. You can move
around slightly and talk, but cannot fight or run. You will
recover for the next encounter and then, from this point on,
spend alternate encounters being ill but able to function and
then so ill that you cannot do anything but groan and retch.
You will die if the disease has not been cured by the end of the
day.
Entrance
Target must do anything the caster says for the duration of a
month, can be lifted by a Lift spell.
Paralyse
Usually the result of being touched by a Ghast or a Ghoul. If
you are paralysed, then you must freeze in position for one
minute. The effects of any damage inflicted on you whilst you
were paralysed is taken at the end of the minute, after which
time you may be re-paralysed! Ghouls cannot paralyse through
metal armour.
Possession
Target becomes possessed by a creature and becomes an
NPC whilst possession lasts, this effect may be resisted with
those with active.
Sights of War
Any Character who was looking at the source of the call at the
time it is called may do nothing but retch and vomit at the
stomach churning sight for 30 seconds.
Other Calls
No Effect
The person you are striking is visibly not being harmed by the
blows and/or spells you are directing at him. This may be a
temporary defence or a complete immunity.
Taboos
Fools & Heroes is a diverse society and references to certain
subjects are not allowed.
Abuse References to non-consensual sexual activity
(e.g. Rape) is to be entirely avoided, even as part of
character background.
Children Though children can certainly be at risk in the
dangerous world of Fools & Heroes, references to the
specific abuse or torment of children is to be avoided.
Racism and Xenophobia Though both of these exist in
the game world, players should be aware that it should
only exist between the fantasy races (elves, dwarves etc.)
and not real world ethnicities or countries.
Acting
Ribbons
Ribbons are used to denote certain auras or effects on items or
monsters. Please take care with character kit that you avoid
using ribbons in a manner that may be mistaken for being one
of these indicators.
Ribbon Colour
Black
Green
White/Silver
Visibility
Visible
Visible
Visible
Red
Blue
Gold/Yellow
Brown
Grey
Purple
Visible
Visible
Trained only
Trained only
Trained only
Trained only
Description
Swiftdeath covered weapon.
Venom covered weapon.
Silver weapon or oil of silver
coated weapon.
Enchanted or blessed weapon.
Demonsbane aura.
Magical aura.
Enchantment aura.
Necromantic aura.
Demonological aura.
Sigils
There are a variety of special symbols called sigils that
characters may learn to recognise depending on their Guild or
profession. If your character has not learnt the sigil then they
should ignore it as if they could not see it. Sigils should be
marked in red or drawn within a circle to indicate they are not
visible to those without the appropriate ability.
Player Guidelines
What follows are those official guidelines of Fools & Heroes
with regard to standards of behaviour, costume and roleplaying which are expected of its members and which have
been designed to enhance the flavour and feel of the role-play
experience for all participants. Whilst Referees and Liaison
Officers do have the authority to request a player not to
participate in an event if their costume or role-playing does not
meet the requirements, all members of the society should
endeavour to foster a positive, friendly and enjoyable
Talk
Use of modern day talk, catch-phrases, expletives or speech
can ruin the "medieval/fantasy" atmosphere, so try to avoid this.
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Costume
Members are expected to provide costume for themselves as
detailed below, however branches often have communal kit
which may be loaned to starting players.
Upon attending their 3rd event, if not before, a member should
have prepared for himself a personal weapon and upper body
costume which will conceal any items of modern clothing.
Ideally this should be a jerkin or tunic of suitable design.
Please note that it looks out of place and defeats the object of
the exercise if you wear modern clothing under your costume
(e.g. a collared shirt or T-shirt). The preparation of authentic
style undershirts is advisable.
Upon attending their 5th event, if not before, a member should
have prepared for himself suitable costume for his legs (e.g.
breeches or suitable trousers) and some sort of head-gear (e.g.
hat, hood or helmet).
In their first year of membership, a member is expected to have
prepared a full character costume and to be able to provide his
own physreps for character possessions. The member should
also have prepared a separate costume for monstering (not
including monster masks, which are provided by the branch as
necessary).
Members are required to supply themselves with suitable
banqueting equipment (i.e. a plate or bowl, drinking vessel and
a spoon or eating knife of suitably "fantasy" design) for use at
fests.
Simple patterns for tunics, breeches and hoods are available
from Central ask your LO. Charity shops can be a good bet
for antique-looking clothing that may be subtly altered with
ease. Also, several members of the society are happy to make
(and sell) costume for others ask other people where they got
their costume from! Remember good costume really
enhances the flavour of the game and makes you feel good
too.
Consistency
Players must obey all rules of the game and also respect the
authority of the Referees, obeying their instructions promptly
and without argument. There may be more to the situation than
you are aware of. If you disagree with a Referee's decision,
take the matter up after the adventure. If the matter cannot be
resolved at that time, write to your LO who will take the matter
up with a Senior Referee.
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Monstering
In the excitement of designing, advancing and role-playing your
character, it is sometimes all too easy to forget that there is
another side to LARP which is just as important that of roleplaying the people and creatures that characters will meet
during an adventure.
In Fools & Heroes, the term "monster" is used out-of-character
to denote any Non-Player Character (NPC), whether that
character is a bad guy or a good guy, human or other creature.
Thus the people playing the part of these NPCs are known
collectively as "monsters" or "the monster team" and their
activity is entitled "monstering".
Usually what will happen is that the number of players who turn
up to an event will be split into two groups who alternate
playing and monstering. Therefore, whenever you attend an
event, you should ensure that you bring costume and kit for
monstering as well as for playing. If your character dies during
a normal adventure, you will usually join the monster team until
the adventure finishes.
The tips below are designed to provide you with the basic
information you will need in order to monster well.
Remember good monstering enhances the role-play
experience for the adventuring characters too and,
because of the variety of possible roles available, can
often be even more fun than playing. In any case,
monstering should definitely not be viewed as a secondary
feature of LARP!
The Monster Brief
Before an adventure begins, the monster team will be briefed
by the monster co-ordinator, who is normally, but not
necessarily, a Referee. The monster co-ordinator will outline
the plot for the adventure, give a brief description of each
planned encounter and assign NPC roles, explaining creature
stats and abilities to individuals as necessary. Listen to the
brief carefully and note any information given to you for play of
a specific character or creature: this could be background/plot
information or simply the number of hit points that the NPC has.
Some monster co-ordinators will give each monster a print-out
of the adventure, so that they may refer to it between
encounters in order to remember what they should be doing
next.
If you are given a copy of the monster brief, keep it
carefully and do not place it in a location on your person
where it is likely to be spotted and removed by players. If
a player searches you for treasure and manages to find
your monster brief, tell the player that the sheet is not
physically there and may not be taken.
Monster Costume
Monster costume should be noticeably different from your
player character costume but should also conform to F&H
costume guidelines. Good colours to pick are dark browns and
greens (forest colours) and black. These can be dressed up
Character Returns
Fools & Heroes is a national system, where characters may
end up with a position that places them in control of a church,
Guild or even the whole country! Those funds which heads of
churches and Guilds may oversee and spend come from the
characters: all your Guild fees and tithes are recorded and
collated.
A player must tell his LO certain information at the end of every
month: e.g. how much they earned, spent, paid to the Guild
and/or tithed to the church. This information is called the
character return.
The character return has another important use: it is the
method used to show the LO that you wish to advance.
Without this notification, your character will not advance even
if you are eligible to do so. Only players who hand in regular
returns will be given national positions; indeed, failure to hand
in regular and successive returns could result in character
death. Therefore, all players should hand in a return each
month, even if they did not adventure.
Players should give their character return to their LO within the
week following the end of the month e.g. A return for July
should be given to the LO by the 7th of August. Always contact
your LO if you are unable to get your return to them in time.
Failure to hand in a return is not a quick way to avoid bad
effects of an adventure. Advancements, gains in equipment
and increases in money (anything good that happens to your
character) will only be allowed if recorded on your character
return. Expenditure, loss of abilities/limbs, death, curses etc.
(anything bad that happens to your character) will be upheld
whatever you do.
What Should Be In A Return?
Your name, both real and in-character.
Your branch and membership number.
The month the return relates to.
Details of your membership in any Guilds or Churches and the
rank in each which you believe your character has attained. Do
NOT include details of the Guild of Nighthawks.
The starting balance of cash from the previous month.
The amount of money your character earned (from all sources),
any expenditures (including armour repairs), Guild fees, tithes
and gifts. These should be shown item by item and be followed
by the closing balance for carrying forward to the next month.
If you are an Alchemist, you must provide detailed records on
potion manufacture and sales. If you are a blacksmith youll
need to provide information on what items youve made,
repaired and sold.
The equipment your character owns and what state of repair it
is in.
If your character is a spell caster then the return should include
a list of the new spells which your character has learned, along
with the level of power (Mana/Soulfire) that your character has.
The return is a record of what your character has
achieved/experienced over the month and should outline any
important events that took place even if your LO saw the
event in question.
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Between Adventures
Whilst the adventure may be the high spot of any month, roleplay related activity does not stop there! There are many
different pursuits that players and characters may undertake in
the intervening time the most popular ones are listed here.
For more information on any of the following, contact your LO
Research
Whenever a player character wishes to find out more
information on a subject, or decides to try and create a new
spell by studying the effects of existing spells etc., this falls
under the heading of "research". Possible research activities
are numerous and almost always take place during downtime,
i.e. between adventures. For any type of research, the player
should notify his LO of his intentions.
New Skill/Spell/Potion Research
When a character has advanced to the highest level in a Guild
or church they may attempt to research new skills, potions,
spells or recipes. There may be an IC fee payable to check the
feasibility of the idea before research starts.
Decide what sort of research you will be undertaking (magical,
alchemical etc.) and work out what your preferred goal would
be.
Give the spell/potion a name and write down a brief description
of it.
Write down your character's reason and motivation for
undertaking the research.
Give a description of the effects or abilities expected from the
completed work and indicate how you expect it to fit within the
existing game mechanics.
Give a rough idea of how much money the character will be
spending on the initial stages of research often a monthly
cost is involved and it will most likely be quite expensive to
complete the research. If funds dry up, the research may
always be completed when more money becomes available.
Some Churches and Schools may be willing to assist their
researchers financially speak to your Guild Head or Primate.
Once you have written down all of the above, send it to a
Senior Referee via your LO.
Forms for this kind of research are available from your LO
Senior Referees submit their findings on research to a meeting
of the National Executive Council, when Council members vote
to pass or reject proposals on additions. Not all research will
be passed, but persistence sometimes prevails.
Plot Research
So, your town is being terrorised by a corrupt organisation and
you're desperate to find out more about their strengths and
weaknesses'? Maybe Ithron is being assailed by strange
phenomena and you want to find out if there is a precedent or
what it all means? Try doing a spot of downtime research!
Players whose characters wish to research elements of local or
national plot (e.g. possible weaknesses of the local bad guy,
cure for a strange illness, meaning of strange portents etc.)
should speak to their LO who will contact the CC where
necessary. It is a good idea to have spent some time thinking
about possible avenues of research people to interview,
subjects to look up in the library etc. While both your LO and
the CC might give you some general hints, you're more likely
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In-Character Writing
Letters
There are many reasons for writing in-character letters:
introducing yourself to your Guild Head or Primate, asking
questions of those in your Guild or Church, seeking or providing
information, magical spells or instruction, attempting to
manipulate the political scenario or just generally keeping up
to date with in-character friends.
As a general rule, in-character letters should be written in
Ronish upon a suitable style of paper etc. (i.e. biro and filepaper don't lend themselves well to the feel that an in-character
letter has). Some people like to decorate their letters with
family insignia, church symbols, knotwork and so on these
embellishments certainly add to the flavour and feel of the letter
and don't necessarily have to be complicated.
Remember to enclose a stamped SAE if you're hoping for a
reply from a letter, especially if you have written to a Guild
Head or Primate.
Newsletters
Once upon a time Some Guilds and Churches would produce
a newsletter and aim to distribute it once a month, though this
was obviously dependant on the contributions received from
characters in the organisation as well as a few other factors.
Typical content included articles relevant to the organisation
such as news, poems, stories and debates. A good newsletter
is excellent PR for its organisation and can be widely talked
about for example the renowned Crowan newsletter
"Warpath" has attracted many new followers for that religion.
Given the use of the internet it is easy to collate information
now and some schools, Guilds, churches and in-character
groups do still have such newsletters, and if they dont then
why not try and start one up for the Guild or church or group
your character is a member of. Its a great way to get to know
other players and their characters and is something youll be
able to look back on with pride later on. Several branches also
produce in-character newspapers for their locale, check with
LOs and branch referees to see if they have one or would like
contributions for a new one.
If your church or Guild produces a newsletter, this will be
distributed to you by your LO towards the end of each month. If
you are a member of an organisation that has no newsletter as
yet and you'd like to help construct one (or even just contribute
something), get in touch with your Guild Head or Primate. You
may even get to edit a newsletter yourself.
The Norham Herald
The Norham Herald is a mostly in-character magazine which is
produced by the society and is free to all members. Incharacter articles on anything and everything are welcomed,
such as fest reviews, letters to the editor, challenges,
obituaries, theological debates, songs, maps, interviews etc.
The magazine also includes out-of-character information felt to
Fests
What Is A Fest?
A fest is a national event which is open to all members of the
society, but which has a fixed number of player and monster
places. Often themed around the culmination to an aspect of
local or national plot, a fest will usually consist of several
adventures, a banquet and at least one full battle, as well as
the opportunity to role-play socially as your character inbetween. In order to fit all of this in, the fest is normally set on
woodland with an adjacent camping area (such as a scout site
that has been specially booked for the event) and takes place
over an entire weekend, from Friday evening to Sunday
afternoon. Fests on a bank holiday weekend may be longer,
but the premise is the same.
Each fest is usually hosted and monstered by a specific branch
or group of branches apart from F&H Summerfest, which is
hosted by the society as a whole and takes place on an annual
basis over the 3-4 days of the August bank holiday. Individual
society members may apply to play or monster at a fest, though
most hosting branches will not offer a player place to one of
their own members and, if you are a regular fest player, it is
considered polite to monster at least one fest a year, whether
that fest is hosted by your branch or by another one. There are
usually about 6 8 fests a year, each held in a different
location.
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Elections
For posts at national level (Executive Officers and Rules
Committee) all paid-up full members (junior members may not
stand) of the Society are eligible to stand, provided that any two
other paid-up members are prepared to nominate and second
them (Senior Referee candidates should be trained and
experienced Referees). All paid-up members of the society are
eligible to vote. Elections are managed by the Secretary and a
Returning Officer (who may be the Secretary if that post is
unopposed, does not figure in the election, or if the Secretary is
an outgoing officer).
Liaison Officers are elected internally by each branch.
For further information on elections or any of these posts,
please contact the Secretary via your LO
Executive Officers
The President
The President is responsible for the general running and policy
of the society. The President usually oversees all society
events and contact with outside organisations and is
responsible for the presentation and image of the society.
The Secretary
The Secretary is responsible for the administration of the
society at national level. The Secretary controls membership
lists, fees etc. and is also responsible for the democratic
organisation of the society, the conduct of elections,
organisation of meetings of the Executive Council and
distribution of the Players Guide.
The Treasurer
The Treasurer is responsible for the accounting of the society
at national level. He/she runs the main society account and
oversees the accounts of each branch. In order to do so, the
Treasurer may give notice to see any account held by any
branch. The Treasurer is also responsible for authorising
society expenditure and agreeing charges.
The Campaign Co-ordinator (CC)
The CC is responsible for the live role play side of the society.
The CC has overall responsibility for the implementation of
campaign guidelines and controls the campaign centrally. This
involves processing monthly character returns from every
branch and providing regular information updates to Liaison
Officers.
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