Background

  • morumbrian
    • Morumbria (Shadow of Death)
    • by Mildred of Callenthorn - Shadowbane Adept Evandarr Melorian Guild, April 599

      We now know that the creatures that are invading our plane originate from a nearby plane that has come into conjunction with Tyrra, and which we we have named Morumbria (Shadow of Death). Named so because each time the Plane of Tyrra eclipses the emmanations of the Plane of the Shadowbane, these vile creatures proliferate within the region of the Umbra (eclipsing shadow). They use this Umbra as a bridge to Tyrra where they come to battle The Shadowbane on territory in which they can survive. It takes anywhere from 5 minutes to a day for these creatures to come to full strength on this Plane. The journey is draining and each reacts differently to it. Thus, their abilities can vary widely at first and the information provided below reflects their full capabilities.

    • Treaties
      • A Treaties on Celestial Transforms and the Spirit
      • Circa Evendarr in the year of 610

        Saishen Necoine Evermore

        Of the Bear and Wolf

        Mage of Time

        Loyal citizen to the crown of Evendarr

        All of my research is soundly based in the studies published in the Evendarrian library. Some of my theories are also defined by personal experience through adventuring. To fully understand this work, please read Janos Rigly’s “The Tyrran Cosmology” and the works done by Amaliel Golindreth, specifically his masterwork , “A Treaties on the Planes.” I will also be referencing Malaclypse and the treaties that he penned titled “The Free Road” which is about free choice and enslavement. This work will take a deep look at the nature of Celestial Transforms; how they effect a Spirit, are cast, and power up before and after permanent death.

      • Accords of Avalon
      • PDF Single Pages

        Precepts of a Civilized and Cultured Society

        It is upon the following precepts of etiquette and culture that the Accords of Avalon have been written and proposed. It is by these precepts and etiquettes that all citizens of Avalon shall abide, to demonstrate universal civility and courtesy. These Accords will be the foundation of the society, culture, laws and proscription of how to ensure faire commerce and war, for all nations who agree to membership of the Concordance of Avalon.

      • Elysia
      • /elysia_map.jpg

        Barony of Adron

        Barony of Ebonmarr

        Barony of Simoondale

        Barony of Medddlar

        Barony of Woodhaven


        HELP US FILL THIS SHIT IN

        Bruhn

        Elixer

        Portance

        Locson

        Galvorn - Capitol city of Elysia, a center of commerce and culture In the duchy.

        Zanor

        Tri-Lakes

        Alon

        Midjaunt

        Caulder

        Vindale

        Greymark

        Vindale Keep

        Cromly

        Deaths End - A last stand defensive structure. Has a well that the water that had Life Elemental properties. A drink from the well will cast a life spell on the drinker of the water. Dukes and Nobles have hidden here to hold out against a siege.

      • Fae
      • The NERO Fae and Cursed handbook was written by Noah Mason and Clinton Snyder based off the previous works of Dr. Mathew Sims for Joseph Valenti. It is intended to be used in conjunction with the NERO Rule Book and the Tyrran Cosmology. Please be sure to read these other books in the NERO LARP game world of Tyrra.

        Introduction

        The Faerie are a group of races all originating in a plane which borders directly on the plane of Tyrra and makes numerous direct connections to Tyrra itself. All Fae are immune to sleep and charm, they are all highly susceptible to the touch of cold iron (which are normal weapons), extremely resistant to magic and silver weapons and have no metabalism. All Fae view time as a whole instead of a segmented thing, this unique vision of the past and future makes them all immune to any effects which alter memory. Another thing all of Faerie have in common is the belief that freedom of choice, expression and personal desire are among the paramount matters of existence.

      • Notes and Observations on the Bloody Fist
      • /bloodyfist.svg

        These notes have been collected at great cost by the reformed Black Anvil Mercenary Company. Due to the nature of the Bloody Fist we can only guess at some of the deeper secrets that they hold but the information contained within this document is accurate to the best of our knowledge.

        Motivations for War

        While it is easy to think that the Bloody Fist are only motivated by their brutal nature that is far from the truth. Their driving goal is vengeance for the extinction they faced 20 years ago. From the ashes of this defeat their whole society has formed around resentment and hate. The time to resolve this enmity was while this hatred simmered but now it has become a rolling boil. We have found that surrender is not an option for the Bloody Fist. If they are to die it will be in battle.

      • Rangers of Greyhorn
      • The Rangers of Grayhorn are a organization dedicated to protecting the land. They are a secretive organization and have been in existence for over two thousand years.

        This packet is not complete; It is meant to filled out by input from the ARGO plot committee and the players desiring to play this packet. It details four aspects of the Rangers. The legend of Grayhorn, The legend of Geran Blackoak, a basic organization for the Rangers, and the code of the Watch.

      • The Time War
      • The Need for the Chosen One

        They inform the Chosen One they need a tie here for the Hoyleans might win in the future and come back to this point in time as corrupted Light zealots (this is the reason that Hoyle here was destroyed so easily, the war in the future summoned them all away 3 years ago)

        The Chosen One can accept the Blessing of Murumbria or deny it. If the player denies it, The Dark Ones will forcibly Spirit Mark the Chosen One with unique brand that will fade by morning by allows them to tether to this realm.

      • And in this age Karg Stonefist had a son, Brommir. Who grew to be a mighty hunter. Fast as the stag, strong as the bear, and fierce as the wolf. And he grew to a head taller then the men of his tribe and his father was proud. Brommir, upon coming of age, took his rite of passage. Though he would not hunt a boar, or bear, or other beast as the men of his tribe had done. For story told of a great white stag that dwelt deep in the forest, in the land of the elves. And hearing of this, Brommir proclaimed before his father and all his tribe that he would slay the creature and bring back its hide as a mighty trophy for his tribe. And so Brommir departed from his lands to the east, where story and truth mingled like dirt and leaf amongst the land of the elves.

      • Dragon Poker
        Overview (4+ players)
        Dragon Poker is a simple game that is usually played in a protected area (such as a Circle of Power or Ward) in order to prevent outsiders from interfering. The rules are quite simple and unlike other games, the players are betting against the deck as opposed to the other players. The thrill of loss and the relief of winning big drive this game of chance.
        The Deck
        ⚫ 4 decks of 52 cards each are shuffled together (remove jokers). Each of the decks must have identical design backing to prevent cheating or counting.
        The Rules
        . There are three types of Poker Tables - Silver, Gold and Plat. The type referrers to the value of the common bet. For Example, when someone says “two” or “ten” at a silver table, they mean two or ten silver, not two or ten gold. A Gold-Gold-Gold game is played with no silver on the table; a Plat-Plat-Plat game is played with no silver or gold on the table.
        A game is sometimes referred to with numbers X-Y-Z, where X, Y and Z are the values of the ante, minimum bet and pass values respectively. For Example, a one-two-one game, or a gold-
        gold-gold game At the beginning of each “hand”, all players Ante. Play begins with the person to the left of the dealer (first hand) or the last winner (for successive hands). The dealer turns over the first card. If this card is an ace, the betting player decides whether the ace is high (above King) or low (below two). .
        .
        The dealer turns over the second card. If this card is an ace, it is always high. If the two cards are
        one number away (e.g., a six and a seven), the betting player must pay the Pass value to the pot. If
        the two cards are alike (e.g., a nine and a nine), the player must Double Pass (pay double the Pass
        value to the pot). Otherwise, the betting player may choose to pay the Pass value or declare a bet.
        If the player bets, the dealer turns over the third card. If this third card’s number is between the two numbers, the player wins the value bet. If the number is below the lower number or above the higher number, the player must pay the value bet. If the number is identical to either card’s number, the player must pay Double the value bet.
        Play continues to the next player on the left, until the pot is won and a new hand is declared, at
        which time all players must again Ante. The maximum bet is half the pot until the hand goes around the circle once. After one time around.
        players no longer bet “half” but must announce exact amounts and the maximum bet is the pot.
        Once a hand is begun, no new players may join the game unless they match the value of the pot.
        Advice:
        A game which has a high Ante requires more money to play but less money to win. A game which has high Minimum Bet encourages players to pass more than they normally would.
        A game which has a high Pass Value encourages players to bet minimum when they can, but
        forces those who must pass or double pass to put more in the pot. Most players pass if the difference between the two numbers is two or three. Many will pass if the difference is four or five. A difference of seven is a better chance of winning than losing.
        . Many circles force re-ante if the pot gets below a certain value. Most players declare the first ace low, for if the first ace is high and the second ace is high they must double pass.
        The best range in the game is ace low, ace high. Anything that is not an ace wins; a third-card being an ace is a loss of double the bet. This unfortunate gambit is called a “Hopper split.”
        A low-ace/king or two/high-ace is the next best card combination, but like the ace low/ace high combination, it’s either win the bet or lose double. Ace-low/queen, two/king and three/ace-high are the next best combinations and are pretty good bets, although chances of losing are higher (three in thirteen).
        HBR-2012

      • Overall Background for Grayhorn

        Introduction

        ​ These are my proposals for the background of Grayhorn. They are not complete for all the races and mainly focus on the humans of Grayhorn. Some of this material comes from information put out by national plot and needs to be incorporated into the final background.

        ​ The background I am proposing is designed to serve several purposes. First the PCs are in charge from the get go and will be placed in the role of saviors of the land. Second there is a thread that allows for gritty realistic role-playing. Third there are two high-fantasy threads. Fourth there is a strong barbarian component.

      • Chivalry For Commoners
      • By Dame Anastasia
        County Knight of Dragonshire

        Part One: The Code of Chivalry

        Thou shalt respect the weak, and thou shalt constitute thyself the defender of them.

        Most persons, commoner and noble do work which is helpful to society, whether they be slaying monsters, or staying behind to heal the warriors who do, whether they are protecting our borders, or staying home to make weapons for those who do. One must protect the weak from physical or verbal attack. All persons are deserving of respect until they have earned your disrespect, and even then, all should receive common courtesy.

      • Stonewood Dwarves
      • History of the Stonewood Dwarves

        The Stonewood Dwarves are a subgroup of Dwarves that trace their descent from the line of King Ringold Oakenstone and the Dryad Nephtali Nirealis who together ruled in the forest Kingdom of Shandolar from the year -559 of our calendar until the death of King Ringold 450 years later. Their Kingdom was established in the lands that we now call the Stonewood Forest. These lands were originally part of the Horningwood Forest which surrounded King Ringold’s Lodestone Mountain Kingdom. This Kingdom was destroyed in a backlash of powerful Dragon Magic upon which King Ringold was working. The backlash produced an effect upon the trees of the Horningwood forest that rendered them unshatterable and unable to be affected by a blade. In time, the forest became known by the name Stonewood as is the name of the only town now left in the region. The attached story would be known by all Stonewood Dwarves as it is the basis of their existence.

      • The Tyrran Cosmology
      • It has taken many years to produce the work you are about to read. Many have dedicated their time and even given their lives to produce it. We have performed many experiments, used all evidence available, and even used the formal magic Sands of Time powered by what was possibly the largest gathering of Arch-Wizards ever assembled in order to glance back further than any have before, to the events of the First Elemental War.