TRD Rulebook

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description

A PDF format version of the Live Action RolePlaying Game rulebook. At Last!

Transcript of TRD Rulebook

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Contents

4: Welcome to Caloreimus, The Red Dawn! 5: The Basics of Live Roleplaying

The Basics of the Red Dawn Caloreimus and the history of the Red Dawn

6: Map of Caloreimus

7-12: The Characters 13-14: The Monsters

15: The Empires of Chaos 16: How to Play The Red Dawn

Creating a Character Race and Clothing

17: Character Classes 18: Character Advancement

19-22: Character Skills Grid

23: Classwide Skills Grid 24: Armour Classes 25: Character Card

26-27: Playing the Game

28-29: Prayers for Paladins

30-31: Heraldry

32-34: CLL Scenario List

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Welcome to Caloreimus, The Red Dawn!

What you are about to play, is a Live Roleplaying adventure which propells its players into a feud between Three empires of chaos.

The First Worlders The Armies of Soltar The Thiddian empire

This power-struggle is fought upon the plains of Caloreimus, a once noble land, where governing councils have fallen to the schemes of a deceitful prince. The land is open for an usurper, it s people untrained and afraid. And so the battles begin.

The Red Dawn game (TRD) is a continuation and update of the Castleland Live! Roleplaying system (CLL), but with revised combat rules. Players of the original CLL or any other Live-Roleplay, will probably find this game very different indeed! The combat is designed to be fast and frenetic, with involving plots and recurring characters.

Most scenarios will revolve around the fragile councils and their tenuous efforts to retain order. Others may require players to meet with delegates from the chaos empires, and undertake tasks which may sway the power-struggle. In every game, the player s goal is to ensure that the outcome is just, and that order and righteousness is restored to Caloreimus.

Enjoy the experience!

Rules of conduct. Failure to comply with these rules could result in dismissal from the game.

1: TRD is for players of 15 years and over. 2: Only costumes may be worn during the game (No white Tshirts, Blue jeans etc ) 3: No smoking, drinking alcoholic beverages, or taking of strange substances or curious

concoctions. 4: No dropping of litter or starting fires on Forestry commission land.

5: Inspect your weapons before play for reasons of safety. 6: No head, neck or groin hits, shield charges or use of excessive force. 7: No throwing of weapons unless specifically made for that purpose. 8: Treat all equipment with care and use it accordingly. 9: G.M.s, all players and members of the public should be treated with respect at all

times. No swearing.

10: Players can only role-play characters of their own sex.

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The Basics of Live-Roleplaying

If you are new to the world of Live-Roleplaying, then we had best start with the basics. LRPGs are very similar to their tabletop cousins, where players gather to defeat monsters, complete daring quests and gain experience within a fantasy setting. The difference is, that they are acted-out for real, with the aid of costumes, props and safe weapons. Intellectual puzzles are kept to a minimum, and the emphasis lies on more physical challenges. Most of all, it s about having a damn good time.

The Basics of The Red Dawn

Unlike most LRPGs, The Red Dawn is based on a home-grown tabletop role-playing game which saw light in 1986 and ran until 1994, when it was re-launched as a moderately successful LRPG, Castleland Live! TRD is a direct continuation from that game, and hopefully it will grow bigger and better than ever before. It endeavours to maintain a strong level of continuity with the original games, but also bring something extra, which won t be found anywhere else. So please give it your continued support.

Caloreimus, and the history of The Red Dawn

TRD is set on the continent of Caloreimus, formerly a peaceful realm, and heart of, The One World. It is bordered with the cold, North lands of Zylbour, and is home to the great god, Lothar. After the death of King Tarnis, Caloreimus suffered by the hands of a deceitful prince, Falcon Dan. In his quest for power, Falcon awakened the interests of the sleeping armies, who have patiently waited for the collapse of organized society.

Then there is, The Dawn. This cloud of searing mist has been feeding upon the world s magic for over Two years. In the year of BDKE, the great wizard s council was shattered when the tower of Lore fell to a horde of malevolent creatures (The Chambreed.) With this disaster, no one of significant power was left to fight the Dawn when it came. A few remaining wizards gathered atop the ice mounds of Talis, and made a stand against its onslaught, but the Dawn grew stronger, robbed them of their powers and weakened the world further. Only now, in the second quarter of BDKG, does the Dawn show signs of retreat. Its intentions are still a mystery, but its effects have been devastating.

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The Characters.

In TRD, players will often encounter famous, recurring characters. In order to get to know these people a little better, some brief information on them is included here. Much more can be learnt by talking to these characters, as they will invariably hold important information regarding your quests.

Other characters, those of past history have been included for background information.

Lothar

The great god of Caloreimus. All races of the southern realm see Lothar as their benefactor, and many worship him within Lotharian temples. His emotions are seen through the condition of the land.

The sisterhood of Trissa and the Lotharian druids of Brett are just two of the many religious orders who strive to do his bidding. To them, Lothar is the true sprit and creator of life.

Tarnis Dan (Former King of Caloreimus)

Throughout the Sixty years of his benevolent reign, a harmony was maintained, where there was neither conflict, nor dispute in the land. However, a month before Tarnis mysterious death, the treaty between Caloreimus and the Orc warriors of Kross was broken.

From then, the land fell into a spell of ill fortune, from which it has not yet recovered.

Tarnis Character Traits: Wise, sometimes cryptic. A just and noble King.

(Left: King Tarnis Dan)

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Falcon Dan

The Prince Falcon was Tarnis Dan s ungrateful son. Rumours are abound that Falcon murdered his father in an attempt to gain favour with a dark wizard.

Fleeing to the tower of Lore, the domain of all the great wizards, Falcon eventually fell to the flames of the mysterious, Red Dawn, and also to the malevolent Chambreed. There are rumours however, that Falcon has survived, and is scheming to return with a renewed magical power.

Falcons Character traits: Impetuous, corrupt, untrustworthy

Kelrond Jreymark (The Wize)

Wizards such as Kelrond are a rare breed. He is a kind and wily old man, a Lore Lord, and once councillor to King Tarnis. It was Kelrond who saw the evil spreading its way through Falcon Dan s veins, and as much as he tried, Kelrond was unable to sway Falcon from his eventual fate. Kelrond has been weakened by the flames of the Red Dawn, and he now begins his pilgrimage to the South. There, within Tyr-Chelm, he hopes to find answers to the plight of the land.

Kelrond s Character Traits: Wise. Sometimes scatty or confused, sincere, generous.

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Darakith Taralon

Darakith and his army of Dwarven soldiers form the basis of the southern realm s defence. He also serves as an independent consul, and matters of state are often passed over to him.

Darakith s Character Traits: Reclusive, somber. Prone to fits of temper. Honourable.

Yezan

Kelrond s adversary in the race to become the next Supreme Lore-Lord , is Yezan. Although quite powerful, and eager to help in the quests of travelling adventurers, he is a manipulative wizard, who will use any means possible to attain the title. That is, to become a being second only to Lothar himself.

Yezan s Character Trails: Deceitful, manipulative, untrustworthy.

SoItar

An embittered knight, who once vowed to usurp the king and council of the southern realm. It is said that his life and soul have been stolen by wraith-like minions of an unknown power. Through this possession, his attention has shifted to the conquest of all Caloreimus.

Soltar s Character Trails: Powerful, fanatical, unstoppable.

Paramecius

One of the almighty, Dragon keepers, Paramecius is often described as Soltar s right-hand man. He is a powerful demon knight, unswervingly loyal to Soltar s aim of conquest, and for most people, he is quite simply the perfect example of a true Zylbourian soldier.

Paramecius Character Trails: Fearless, demonic, loyal to Zylbour, loyal to Soltar

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Maydrek (Maydrekk) and the Three Lords

Steeped in the mysteries of ancient legends, Maydrek is said to be the first lord of a place called Necropolin. This hideous, coweled and horned creature is also known to be the great architect of an underground citadel, The First Abode. He has many Firstworlder followers, who venerate his name above all other beings. To these people, Maydrek is a living god, though he seldom shows any proof of magical powers. With him, are the Second and Third lords of Necropolin; Rachlen Tsenamore and Phalgella Morpharie. Even as individuals, they are formidable opponents, but together, they are next to unstoppable. Maydrek has obtained several seats in local councils, and there are many fears as to what his plans might be.

Maydrek s Character Traits: Influential, pitiless, malevolent.

Dolaris

Soon to be Darakith s successor, Dolaris is a high magistrate from Kaylesbridge, who has been appointed by the remnants of the council, to manage the armies of the Southern guard.

Dolaris Charater Traits: Mighty, honourable, loyal to Caloreimus.

Garridon Ramsgate

Widely known as, Mister Ramsgate, Garridon is Rachlen Tsenamore s sly assassin. His job is to gather the renegade Firstworlders who have integrated themselves into Caloreimian society, and bring them to the justice of The First Abode. He is also drawn to the remnants of the worlds magical powers, and claims to have a modicum of influence over the Red Dawn. He is often seen with the elusive Red Elves of Sulaynia, and he is considered to be a very dangerous man.

Mister Ramsgate s Charater Traits: Sly, deceitful, loyal to the lords of Necropolin.

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Drago

Worshiped in the northern lands of Zylbour, Drago is the divine persona of Rhedola Dragon, the vile and corpulent usurper of the ancient Zylbourian throne. In life, Rhedola was a crewel and violent king, who was finally killed by his long-suffering aides. Although twisted with hatred for all mortal beings, Rhedola was reborn as a god. Despite this seemingly disastrous event, it was justly his curse, and the devastating powers he once directed against the realm, were turned towards the greater good and success of his people.

To shun Drago s might is to tempt the resurgence of his evil past, as so very few Zylbourians worship any other deity.

Wayne Rastaghin

After the death of Tarnis and Falcon, the land was left without the name of Dan. Decision to appoint a new sovereignty, fell not to birthright, but to the few council members left in Shaleland. Their decision is to appoint Wayne as a temporary custodian, while the benefits of other candidates are discussed. For now, Wayne calls himself, King, and has thusfar shown little promise for his people.

Wayne s Character Traits: Unknown.

Takis Kamen

A legend, given form. Takis began life as the ranting of a Velconfayre herbalist, who spoke of black-robed cults, long before the Namods arose. At the head of this cult, in the town of Blood, was Father Kamen, a priest of Hados, who drained the life-essence of children to further his own powers. The ruined children of Kamen became his mindless disciples, and who lead their parents to death. Kamen was vanquished Five hundred years ago, but arose again in BDKD, when his sarcophagus was stolen by prize-seekers.

Takis Character Traits: Violent, debased, loathsome.

Mortlan Leegras

Mortlan is the High magistrate from the town of Blood. Together with four council lords, he governs the town, and has much distrust towards Maydrekk and his followers. Away from the influence of Wayne Rastaghin, Blood has the power to stand alone, and has declared that they will fight to retain their independence from Necropolin and the First Abode.

Mortlan s Character Traits: Brooding, determined, distrustful

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Dauntencrook of Bedella Kross

When Krolnok of Kross was slain (for the second and final time) in the orc tower of Hesh, the feuding tribes lay quiet for three years. Then an ancient orc elder from the notorious tribe of Bedella Kel, named Dauntencrook, rallied an army and took residence within caves beneath the ruins of the tower. His clan is renamed, Bedella Kross, and are enemies to the tribes of Bone and Quochala.

Dauntencrook s Character Traits: Treacherous, antagonistic, impulsive.

Dana Parker

A traveller and ambassador to the lands of Zylbour, sent by an ancient race who s descendants are the Red elves of Sulaynia. She is a mysterious character, who has many enemies in the dark realms of Hados. The First worlders of Maydrek s domain are also attracted to her fascination of the North lands. They have hired several mercenaries to track down her movements, and will pay much for information regarding her movements.

Dana s Character Traits: Strong, tenacious, enchanting.

Antreyitus

Having ascended into Lothar s realm, Antreyitus is a Supreme Lore Lord, who now observes and guides the world whenever he can. Occasionally he takes corporeal form, and assists those on quests that nurture the greatness of, the One World.

Antreyitus Character Traits: Wize, pure, a divine being.

N Ghala Chlarr

A cruel Daemonite from the astral realm of Hados. N Ghala is one of many such ancient creatures who have recently crossed over to our world. But their reasons for being here are as yet, unknown.

N Ghala s Character Traits: Decadent, pitiless, powerful.

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The Monsters

There are many varied types of monster living in Caloreimus, and throughout each game you will undoubtedly become more familiar with their individual attributes and characteristics.

Here we have included only the most common, or most popular monsters, which you are likely to encounter.

Orcs

Common name for the ancient, tribal Greltchers (or Greltchorcs). Most of these creatures are Ill mannered, foul-smelling, green skinned savages of the southern region of Caloreimus. Although there are many races of Orc, nearly all of them are hostile. In exception to this are the tribes of Bone and Quochala, who are allied to the warrior-lords, Darakith Taralon and Dolaris.

Famous Orcs include: Grak E, Grunthus E, Krolnok of Kross and Urtok Lorimone. Each having generously bestowed their uniquely vile habits upon our world.

Orgs

A cross between Orcs and Ogres, the Org is a brown skinned humanoid, slightly ape-like in appearance.

They are often employed in mercenary circles and in Zylborian armies, and though their features and mannerisms are similar to those of Orcs, they are socially more organized and less tribal. Orgs prefer a strict military regime, and they seldom tolerate their green-skinned cousins.

Trolls

A freakish race of ugly demi-giants, Trolls are slow, without the facility of language, but are rather powerful. Trolls are few and far between these days, and they seem to seldom venture from their deep, forest habitats. Many have green skin, however the blue cave troll has been known to abandon its dwelling during warmer seasons, and take up residence in the forests where territorial feuds often occur.

Ogres

Muscular humanoids, similar in appearance to the Org, only much larger. They have the stature of a cave troll, and while not as strong as Trolls, they do have a greater capacity for intelligence. A fine addition to any renegade army.

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Beastmen

Unfortunately for village folk, these creatures of chaos are becoming less of a rarity. Their frequent appearances during the recent months, is seen as proof that the land has declined into barbarism.

Beastmen often lie in wait within the fringes of towns such as Blood or Talis. They wait patiently to ambush lone travelers or small parties, acting like intelligent pack animals. Unlike human bandits, Beastmen do not seem interested in stealing valuables from their victims, they are usually too preoccupied with their own appetites.

Gruns

A race of extremely gullible humanoids, usually bred as slaves though occasionally employed within Zylbourian armies to fill up the ranks. Gruns are totally unremarkable creatures, worthless and stupid, capable of rudimentary communication only.

Shapers

Subversive spearhead of the Thiddian empire, Shapers (as their name suggests,) take many forms. They will try to deceive and misinform at any opportunity. And they are much stronger than they look.

The Chambreed.

According to the villagers of Velconfayre, this warped race of demon-creatures has the power to focus in on human fear.

It propagates its race through the release of tiny spores, which either burst from the head of slain Chambreed, are funnelled through it s tubular tongue, or are placed within special, Spore Spheres. These Spores instantly infect any humans within close proximity, and within a few days, dozens of infant Chambreed termites erupt throughout the victim s entire body. Termites enclose themselves within pupae for several more days until fully matured into adult Cham. They are also revered by the Namods, a cult of black-robed priests who inhabit the towns of Blood and Talis.

Special notes: Very dangerous, avoid at all costs.

Demons and Undead.

Luckily, visitations from places such as Drago s Domain and the Astral World of Hados are not common occurrences, although Demons and Undead can be summoned into being through the darker lore s of magic. Necromancers hold the keys to such power, and so the greatest care must be taken when dealing with such adversity. In these circumstances, a spiritual approach is advised over simple brute force.

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The empires of chaos

As was described earlier, there are three main protagonists in this age. These are the characters whom you will have most dealings with, and how you interact with them will have a greater effect on the outcome of your quests.

The First Worlders:

Creatures from the year of creation, born of the earth, now despised by humans and surface dwellers. Their time has come to emerge and rule, and to punish all who once escaped their regime, to serve the impure race of Man.

Firstworlder:

Circle of Sanctuary

The Armies of Soltar

The prophecy states that the demon knight, Soltar, will claim the Southern throne and slaughter the man who is seated there. From his city of Arogeth, he begins his campaign. A piece of land here, a piece of land there, moving ever closer to the heart of Caloreimus The Castleland.

The Thiddian Empire

In the East of Caloreimus, their mysterious towers lay domant for Two hundred years. The moment they awoke, in the year BCXX, they slowly corrupted the minds of village folk, enslaving them to a growing army. Their war is silent and unseen, for they take many guises. The Thiddian, or the Shapers as they are often called, care nothing for the throne, craving only to conquer and spread to every corner of the land.

Armies of Soltar:

Dragon Seal

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How to play, TRD (Creating a character)

The rules of play and combat are very simple. Firstly, you have to create a character to play, and this means deciding a few things like:

His name, and where he comes from. His race, and what he s going to wear. His character class, and what skills he possess.

You will also need to decide what weapon you will want to use, and you will need to print out a character card to record your progress in the game.

Name and Location

The name is the hard bit! If you have already decided his profession (Character class) Then choose something that will suit. Or you can simply stick with, Bob if you like for now. The location is where you character comes from. Look on the map (page6) and pick a district. That will do for now until you are more familiar with the land.

Race and clothing

There are two main races in TRD: Caloreimian and Zylbourian. For your first character, it is advised that you play a Caloreimian, as this allows you to play one of the main sub-races. If you later wish to play a Zylbourian, then check with the other players, as no more than 2 Zylbourians are allowed in a single party.

Main sub-races (Choose one of the following)

Human Elven (Seniad) (Make-up-required: Pointed ears.) Half Elven Karrym (Make-up-required: Ribbed forehead and long black hair.) Dwarf (Make-up required: Dwarf mask and heavy padding.)

Zylbourian sub-races (Choose one of the following)

Human (make-up required: White or pale grey facepaint) Elven (Exxis) (make-up required: Dark blue facepaint and pointed ears)

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Clothing is very important, as this will be your protection from enemy attacks. Remember this small rule, and you can t go wrong: You are what you wear! Armour and clothing are your second skin, but before you start donning full plate armour, you must check to see whether your chosen race or character class will allow this. So first of all, just prepare the basic costume, ie; leather tunic, ringmail or chainmail etc.

Maximum armour class for race:

Human Fullplate

Elven (Seniad) Fullplate

Elven (Exxis) Fullplate

Half-elven Fullplate

Dwarvern Fullplate

Karrym Ringmail

Your chosen race also dictates how many skills you can learn.

Human (Caloreimian) 10 skills

Human (Zylbourian) 12 skills

Elven (Caloremian) 12 skills

Half Elven 11 skills

Elven (Zylbourian Exxis) 13 skills

Dwarvern 10 skills

Karrym 8 skills

Choosing a Character class.

So far, so good. Now you need to choose your characters profession, or Character class. This varies depending on what race you have chosen, but basically the options are

For Human (Caloreimian)

Fighter, Ranger, Paladin, Magic user, Thief.

For Human (Zylbourian)

Fighter, Ranger, Paladin, Magic user, Scout.

For Elven (Caloreimian Seniad)

Fighter, Ranger, Paladin, Magic user, Thief.

For Elven (Zylbourian Exxis)

Fighter, Paladin, Magic user, Scout.

For Half-elven

Fighter, Ranger, Paladin, Magic user, Thief. For Dwarves

Fighter, Ranger, Thief

For Karrym

Fighter, Ranger, Thief.

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Character advancement / gaining experience

It is quite understandable that as you progress through each scenario, you are going to want to build up your character. No matter what race or Character class you have chosen, there are many ways this can be achieved.

After every game, you will be awarded a certain number of experience points, the total of which are then added to your character card. From the current total of points, you will be able to buy up-grades for your character in the form of extra abilities, greater strength, better attacks, magic, and more hit points on your body.

The usual experience for a completed scenario is 1 point, but more can be awarded to players for exceptional feats of combat, bravery and good role-playing.

Completed scenario: 1EXP Completed scenario with honours: 2EXP Completed scenario with exceptional bravery and good role-playing: 3EXP

Experience can also be gained by robbing your enemies! During or after combat, the bodies can be raided for gold or silver coins, or even gems. At the end of the game, these coins/gems are to be handed back to the GM, where he will convert them into experience points at the following rate.

50gp = 1EXP 30 rubies = 1EXP 35 diamonds = 1EXP

When you have earned your experience points, they can be greedily spent on Character advancements. Some levels of advancement enable you a choice of two different skills. Tables for these advancements have been included on the next few pages for each Character class. Also included are maximum armour classes, and additional background information to enrich your character s personal history.

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The following skills can be bought by any character class.

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Now that you ve decided your profession, it is time to work out what you are able to wear. Remember that certain classes have restrictions.

Type of armour Points on location

Skin 1 Cloth 2 Soft Leather 3 Studded / Leather armour 4 Fur 4 Chainmail 5 Ringmail 5 Scalemail 6 Plate armour 7 Heavy plate armour 8

To calculate the Hit-Points for your character, we only take into

account the top two layers of your armour. For instance, a thief

wearing a shirt, soft leather jupon and ringmail vestment will have an

armour score of 8, which can be written on their character card. If

their sleeves are not protected by the ringmail, then a score of 5 will be

written next to the arms section on the card. The same rule applies to

the legs. Sections for initial and current scores are included on the

card, so that the health of the player can be recorded. Every time

the player is hit by a monster, the relevant score is deducted by one

point. These are called, Location strengths.

Wearing a steel helmet will protect against Subdue attacks.

Shields can be only be used by characters who have bought the shield

use skill.

Now it s time to jot some details down onto your Character card (on

the following page.) regarding the things you have chosen.

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Playing the game. Fighting.

Now with your card filled in, you are ready to begin your quests, but first, a word about fighting.

When facing an enemy you wish to fight, all that it required is to allow your weapon to make contact with the opponent s torso, arms or legs. If you are using a skill or spell against the enemy, then you may need to vocalise that skill, ie: Animosity!

Fighting with normal weapons does not usually require such vocalisation, but it is suggested that you yell, growl, or shout as you hit, so that the battlefield at least has some noise. On the rare occasions when your weapon does more than one point of damage, you must call out that amount when your weapon successfully hits, ie: Three!

Take extra care when wielding weapons. They may only be made out of rubber or foam, but a strike in the unmentionables can really hurt, so too can strikes on the hands, neck or face, so be extra careful, and avoid these areas. Also, remember to pull your blows. Do not hit anyone with the full force of your body.

Playing the game. Taking hits.

No matter how good you are at battling monsters, there will be times when you take hits on the arms, legs or chest. The main thing to remember when in combat is this: Any unvocalised hit you take is worth one point of damage, which you MUST deduct from your characters relevant location strength. You should familiarise yourself with the numbers written on your Character card and act accordingly if they should fall too low. Always update your card when the GM calls a, Time-Out.

Remember, if a Location strength falls to Zero, then it is rendered, useless. If this area happens to be the chest, then the player is unconscious and should wait for the help of another player. If the chest location falls to minus Five, then unfortunately, the player is dead, and must remain inert until approached by the GM on the next, Time-Out.

Weapons / items carried must be dropped if their locations are reduced to Zero.

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Playing the game. Role-playing.

Grunting and shouting aren t the only noises you ll be making. You will often have to negotiate with characters and monsters, perhaps to settle disputes between parties, to recruit help, or to wheedle out information from tight-lipped mercenaries. Throughout the entire game, you should remain in character, from Time in to Time out with no mention of soap operas, football, or modern day news. It makes for a much better experience for all involved.

Playing the game. The GMs

The whole game will be governed by the GMs (Games Masters) These are the adjudicators of the game, who will keep a check on your score card and make sure that no cheating occurs (It does happen, believe me!)

GMs will either walk alongside the party, or will integrate themselves into the game as an NPC. (Non player character) They will use certain terminologies which are shouted to the players and monsters, which you must act upon. These are shown on the following page.

Time-in.

The game is on, and you must be in character.

Time-out.

You are allowed to drop out of character. During Time-outs, you should adjust your character cards and record any gains or injuries. During this time, the GMs may check character cards.

Time-freeze.

You must remain motionless, as though you have been petrified. You must also close your eyes! The GM will follow this command with, a Time-in where you can resume play as normal.

Freeze.

As with, Time-freeze, you must remain motionless, although this time you do not have to close your eyes. This command is more than often used when other people are crossing the play area. Again, the GM will follow this command with, a Time-in where play can be resumed.

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Playing the game. Getting the most out of TRD

The more you learn about the world of Caloreimus and its inhabitants, the more rewarding it will be for you. It is a living, breathing world, where your actions can really change the outcome of the game and influence future scenarios. Most of all, have fun with it. Get involved, enjoy it and tell all your friends about it!

Some extra information

To help you feel more comfortable in the world, some extra information has been included on the next few pages, including Prayers for Paladins, heraldic symbols for the main towns and cities, and a full list of all the scenarios that were played in the original 1994 Live-roleplaying game, Castleland Live! (CLL)

Caloreimian prayers for Paladins of Lothar

Caloreimian prayers for Elven (Seniad) Paladins

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Zylbourian prayers for Paladins of Drago

Crescent seal of the

Castleland sovereignty.

Used by the Caloreimian Guard and the Southern Realm. A symbol of respect to Lothar and honour for the land.

The Oxen of Bren

A Dwarvern town of the West, Brenn is famed for its hardy fighters. The shield also possesses the Calo-moon, and is an indication for their respect to Lothar and the Southern realm.

The Reef, and the Goblet of Arrin.

Arrin is a place of healing, where Paladins of Lotharious and Tavalen share their knowledge and skills..

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The Anchor of Blood.

From the Northern town

of Blood, Blood is a harbour town

which has a council independent of the Laws of the Southern realm.

The Cross of

Taqu ualenqua

(Taquelenqua)

Holy symbol of the Elves of Taydren, from the Lotharian warrior who fought in the ancient battles against Soltar.

The Chonarmis Keelbug

A town once plagued by a swarm of flesh-eating insects, imported with fruits from the island of Url-Tyrmad. The incident left the town fervently intolerant towards overseas traders, and they carried the shield as a reminder for when visiting new islands.

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Castleland Live! Scenario Guide

The following list comprises details of all the scenarios played in the 1994 Live action Roleplaying game, Castleland Live! (CLL)

All the information is valid for the Red Dawn environment, so learn from it what you can, as these are events which have helped to shape the land thus far.

Game one The Orc War

Played on: 28/8/1994

After weeks of growing hostilities, news reaches King Tarnis, that the Orcish tribe of Kross have prepared for an assault upon Darakith s fortress, ending over Sixty years of peace. While Prince Falcon travels to the fortress, so a group of mercenaries are hired to intercept the orc s advance party, and so delay Kross main army.

Notes: The final encounters of this first game were played in total darkness, with fantastic battles against orc general, Grak E and the sinister knight, Paramecius.

Game two Fear of the Village (Part one)

Played on: 18/9/1994

The sarcophagus of Takis Kamen, a legendary cultist who supposedly tormented the townsmen of Blood, has been stolen by marauders. While a band of hirelings endeavour to retrieve the artefact, a chaos demon, also from legend, prepares to corrupt the land.

Notes: This scenario takes place within Moonwood, and introduced a blue cave troll, undead beastmen and Chamspores. Kelrond also made two appearances.

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Game three Fear of the Village (Part two)

Played on: 30/10/1994

Now within the Forest of Fern, Kelrond s hirelings are directed to find the sword of Kamen, and use it to protect the man who slew the necromantic priest, over Five hundred years ago. Amid the many forest trolls that hinder their progress, are the Chambreed, and their own deadly band of fanatics.

Notes: Torrential rain continually marred this adventure, but gave an excellent backdrop for the moody story. Only one character (Wendle the Cleric) survived the game intact. It was a physically demanding day, with lots of fighting.

Game five Bloodcults

The inheritance

Played on: 12/8/1995

Rumours concerning the death of King Tarnis spread rapidly as Prince Falcon prepares to take the throne, and a band of warriors are appointed to avenge his fathers death. Falcon claims that a vampyric creature, Dakrys Charr was responsible, but the terrible truth remains hidden.

Notes: This scenario (With the best attendance) introduced the wizard, Yezan, who has employed a mercenary to gain control of a device which is supposed to ensure immortality to its owner. For this game, a new GM was appointed to govern proceedings.

Game four Sword of the Kings

A prelude

Played on: 26/2/1995

Soltar, the demonic lord of Arogeth, is gathering new recruits. Fearing for the safety of the Southern realm, the council of Lords in Shaleland, hire a convoy to escort a former member of Soltar s order, back to King Tarnis, to deliver his plans. But during this campaign, news reaches them that the king has been found, dead.

Notes: An ambitious project which involved a complicated plot, the introduction of Ghasts, the return of Paramecius and the appearance of Soltar himself. Both GM s went without sleep the night before this game, working right up to the last minute.

Game six Bloodcults

The refuge of death

Played on: 21/10/1995

Wizards and druids are undertaking a pilgrimage to an area of Northern Caloreimus, known as, The Ice Mound , where vast amounts of rare herbs have been exposed. While educating students at the Tower of Lore, Kelrond calls upon his colleagues to venture to the mound for him, and obtain a very special ingredient.

Notes: At this time, the power of immortality has spread, and Kelrond s associates discover that all is not as it seems. Again, a different GM was appointed for the game, this time, to allow the usual GM to actually play for a change.

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Game seven Bloodcults The rebirth

Played on: 2/3/1997

Whilst resting within the village of Fern, Kelrond s associates receive a message, proclaiming the arrival of Soltar s forces at the nearby village of Oben. Having been briefed on the incident, the party set forth to repel the attack. But the fanatical Namods, and an Elven amulet, cause complications along the way.

Notes: This scenario was filmed for the HTV documentary, Living Myth, starring David Bowels (Robin Hood, prince of thieves) as Mortlan Leegras. The film was later repeated in it s entirety on Sky television in July of 1999.

Games nine and ten The Red Dawn

Parts one and two

Both these games were planned and partially made, but never ran. The actual scenarios have been revised and will feature as part of the new TRD game which you are about to play.

Game eight Beyond the choir of stones

Played on: 7/6/1998

The outskirts of the decimated village of Passalon hold many dangers, not least of which is an unnatural surge of magical energy, which draws a group of travellers into it s hold. Here it becomes apparent, that the land is changing, that magic is failing, and that sleeping armies are beginning to wake.

Notes: The story which introduced Garridon Ramsgate, and which also mentioned the firstworlder refugees from Necropolin. It was widely regarded as the best game yet.

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Filename: PDF TRD Rulebook Directory: C:\Documents and Settings\Graz\Desktop Template: C:\Documents and Settings\Graz\Application Data\Microsoft\Templates\Normal.dot Title: Welcome to Caloreimus, The Red Dawn Subject: Author: Graz Keywords: Comments: Creation Date: 09/05/2007 12:55:00 Change Number: 2 Last Saved On: 09/05/2007 12:55:00 Last Saved By: Graz Total Editing Time: 5 Minutes Last Printed On: 09/05/2007 13:33:00 As of Last Complete Printing

Number of Pages: 33 Number of Words: 5,539 (approx.) Number of Characters: 31,577 (approx.)

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