
CHAPTER IV
Shaharzahd
INTRODUCTION
The First Age was one of mystery. None can say with certainty what folk ruled then, or what kingdoms rose and fell, for all that remains are ruins and legends. The world was covered in vast and ancient forest, remnants of which still clothe the islands. At the end of the first age came the Shattering, as the land sank and the world became known as Oceanus, a sphere with two polar continents and between them only scattered islands.
The Second Age was one of Empire. Elves multiplied and colonized the islands. They, and their magic flourished, and the Elven court was splendid beyond all knowing in these lesser days. But the elves grew weak and divided, and humans proliferated. At first humans served elves, but soon the warrior race was not content with service. Severa, human general of the Elven armies, swept away the last Elven emperor, and ruled as a usurper. Her lineage did not survive her disappearance, and a new Shattering occurred, as civil war engulfed the Elven isles.
A Third Age dawned, as new powers emerged from the wreckage. Foremost among these was Northumbria, a kingdom born of many peoples, where all races were welcomed. Northumbria became a new center of trade and learning, and guarded by her mighty fleets and legions of Knights, it seemed that she was destined to lead the world to a new era of justice and prosperity. Alas, this was not to be. Northumbria soon came into conflict with Kargad, Citadel of Sorcerers, the brooding, ancient power of the north even the Elves feared. At first, it seemed that Northumbria would triumph, for Kargad could not match the valor of her warriors. But then Kargad struck back with magic on a scale never before seen. The skies above Northumbria darkened, and from the very land itself emerged creatures of nightmare. Folk went mad or were slain by unholy things in the darkness. In less than a month it was apparent that the Horror, as it came to be called, could not be withstood, and the Northumbrians fled their kingdom in small, desperate bands. Those that evaded the forces of Kargad settled where they could, and strove to start new lives.
After the Horror came the Hunters. Terrible constructs of darkness and magic, they pursued the Northumbrians, slaying teachers and leaders, sewing madness and fear. Some seemed to have the power to strip the very minds of their victims of the memories of old Northumbria, as if Kargad’s goal was not just to destroy Northumbria, but to make it as if the kingdom had never existed. Deeds of valor unnumbered were done in those desperate days, and most were futile. But the Exiles, as they came to be known, survived and Kargad’s attacks abated.
Now a century has passed, and the Exiles have rebuilt and grown strong again. Small bands of folk gather for new adventures. Though the scattered Exiles have little in common now, they share an overriding goal- victory and a return to Northumbria. To this end they seek out the magic and lore of old, honing their skills and preparing for the battle that will decide if the Third Age is to be remembered as one of Light or Darkness...

The Exile Saga Thus Far
This is the rulebook for Chapter 4 of the Exile Saga, Shaharazahd: Journey to the Southern Continent. With seven years of adventure to draw on in the past, Exile has a rich history. Here is what a new Northumbrian Adventurer would know about the past.
Exile I - Lanka
Some say the Fourth Age began in the year 995 when the Bellsong Company, some of the bravest adventurers of Northumbria, returned to the lost homeland. What they saw there has been mostly lost, but they retreated to a safe haven in the northern Quan Empire on the island of Lanka, and called on other Northumbrians to join them to unravel the puzzles they discovered. When other adventurers traveled to join them, they arrived to find the Bellsong slain by Kargad Hunters. Despite this the new arrivals, who included such famous companies as the 5 th Column, the Knights of Mawr, the Hand of Kanat, The company of the Wayward Soul and many others, persevered. It was difficult, at best, to live among the Quan, an ordered society that looked upon all outsiders as uncouth barbarians.
In time they were able to learn that the destruction of the Bellsong had been engineered by ancient forces of the Adversary, the dark force behind the Kargad, including hunters who had lain dormant on the isle for centuries. A local Quan Lord, the Prince Abbot Ishido, was found to be the mind behind the forces of evil on the island - and more, it was found that he held the Phoenix, the servant of Dacia and protector of Northumbria, captive. Forging an alliance with the Quan Governor, the northumbrians defeated Ishido and freed the phoenix, though many of the treasures of the Bellsong were never found. The Quan of Lanka came to be grateful to the Northumbrians for they brought new ideas that revitalized the island, though what effect this had on the larger Quan Empire cannot be ascertained for certain.
It was during this time that an expedition to the Mounds of Mawr unearthed ancient histories that made it clear that there was an enemy of the Adversary, a Graven Light that struggled against it, and that the knowledge to defeat the adversary was graven on four great Monoliths - the Vernal Stone, the Summer Stone, the Autumn Stone and the Winter Stone.
Exile II - Borderlands
Many Northumbrians settled on Lanka, but others journeyed to the North, to the lands of the Eight Cities League. A Northumbrian merchant house had struck a bargain with the city of Slipper on the Water - warriors to guard their borders in exchange for timber and supplies to build a new Northumbrian Fleet. The hardy northumbrians battled the barbarians of the North for a full year, led by the resourceful Hoyt's Crew corsairs, and the fleet was built. It was found that the barbarians were descendants of the ancient Quan, and that they had in their keeping pieces of a tablet that carried a rune of terrible power - an Elder Sign. The sign was given into the keeping of Rethrian, the ghost of the Nethramancer of the Bellsong.
In the larger world, the flames of war spread and leapt high. The Reptiledom of Samur, the empire of the lizard folk, moved north, conquering the rogue city of Ilmar and many other lands. Kargad stirred in the north, making war upon Northumbrian outposts and any who stood with them. It seemed that the world might be drowned in a tide of blood by the powers of these two Empires. However, documents found by northumbrians had made it clear that Kargad's aim was nothing less than conquest of the world for their dark Master, and many smaller nations banded together in a loose alliance known as the League to fight for their freedom.
Exile III - Shrouded Sea
Calculations had revealed that the Summer Stone was somewhere in the unknown Mist shrouded seas. Using the newly built ships of the Fleet, a band of adventurers sailed into the Mists, returning two years later after rescue by the Phoenix. They returned with tales of a bizarre land of Artifice and Machines, but most importantly they returned with the text of the Summer Stone, which outlined several ways in which the Adversary might be defeated.
Based on the text of the summer stone, an expedition was planned to Achnar, an isle of ancient ruins inhabited only by spiders, where, it was believed, at least one of the conditions for defeat of the Adversary could be fulfilled. Alas, the expedition was attacked by hordes of spiders and Golumns, and was not able to explore the ruins.
Exile IV - Shaharzahd
New expeditions were planned, most notably to the deep southern Continent, where, it was calculated, the Vernal Stone could be found. The sultan of Al-Cordoba, and the Child Empress of the Quan lent their support, and an outpost has been established deep in the forests of the south, so far south that the climate, instead of being hot as expected on the southern climate, is cooler and more temperate, more woodland than jungle. The only settlement in the area is a Quan Colony - Murasame - believed to have been founded by followers of the evil prince Abbot Ishido, but apparently honoring the decree of the Child Empress to aid the northumbrians - at least as far as transporting them to the outpost. The native inhabitants of the area, known as the Hundred Tribes, have a reputation for mysterious customs and fierce independence. Both the nation of Al-Cordoba and the Reptiledom have attempted to conquer them in the past without success, and they are said to be hostile to all outsiders.
You play a Northumbrian who has decided to journey to Shaharzahd, as the outpost is called. Perhaps you are driven by desire to defeat Kargad and restore your people. Perhaps you seek wealth and fortune, which a Northumbrian can only hope to find in new lands unclaimed by others. Perhaps it is love of adventure, or friendship that drives you, or perhaps you have no other home.
This is your Saga.
Welcome to the Days of High Adventure!
The Journey to the Lands of the Hundred Tribes
For a Northumbrian, travel is not always easy. Funds are short, and those whose lands you must pass through are at best suspicious of you and at worst actively seeking to hunt you down. After deciding to join the expedition, most characters first step is to find a way to reach Al-Cordoba, the gateway to the southern continent. For Corsairs and sea gypsies, this is a simple matter, as their sailing skills make them welcome on most merchant ships. Others must either find the funds for a paid voyage, or locate Northumbrian sailors willing to transport them for the cause.

Arriving in Al-Cordoba, you will see a thriving metropolis, perhaps the largest city you have every visited. Though most inhabitants are Al-Cordoban, veiled and reserved, the harbor teams with folk from across the southern continent. C’Torians, serpent folk, take advantage of the fact that the war between their empire and the rest of the continent is currently on hold to conduct their business. Only their Speakers are allowed to converse with outsiders, but a retinue of servants and scaled legionnaires accompanies each. Feline Crugar mercenaries and tribes folk roar and snarl as they haggle with other races. Sleek furred shalorians slip often unnoticed through the throngs intent on their own business. Teeming slaves of every race labor in the hot sun. Here one can buy a thousand things you’ve probably never seen before – enormous plumes and feathers, bizarre fruits, ivory and scales, mysterious spices and herbs, scrolls and plaques, luminous stones and metals, unknown beasts live and dead.
Along the waterfront you’ll find a few taverns and hostels catering to Northumbrians, where you can hear the familiar accents of your people and feel at ease. There you’re likely to encounter the Janissaries, blue clad northumbrians who are now slaves of Al-Cordoba. Though they seem like foreigners, they are still as helpful as their duties permit. Many of them serve as guards and administrators of the harbor, so you can at least avoid trouble with the law as long as you behave yourself.
The next step is to find other Northumbrians seeking to travel to the Shaharzahd mission, so you can hire a Xebec, one of the small coastal vessels that ply the treacherous marshy and reef infested Jade Coast. After finding a ship traveling into the wilder, less well known parts of the sourthern continent, you will need to purchase supplies for the journey. Then, depending on your social status you might visit the Northumbrian Ambassador or a wealthy merchant house. The more religious will want to call upon one of the many shrines and temples in Al-Cordoba.

The journey by Xebec is no pleasure cruise. The tiny craft has no space for you below deck – you will have to sleep in the open. Sometimes you will come close enough to the shore to be attacked by clouds of insects. Pirates are always a danger – larger vessels sweeping in from the sea and small canoes striking from the land. Huge turtles and sea serpents lurk in the reefs. Other, even stranger perils beset some ships. The xebecs crews of no more than ten are likely a bit rough around the edges, to put it mildly.
Still, the jade coast is very beautiful, mysterious green hills rolling down hill to verdant swamps and brilliant white beaches. After a journey of more than a week, your ship will turn south, sailing into an ever-narrowing bay. Cliffs loom higher and higher on the shore, and the weather turns colder.

The end of your trip is the ruin of the Gates of the World. Here the Elven Empire ended, and they erected an outpost to mark the spot. From an impossible height, a waterfall plunges into the sea. Along side it stands a statue of an elven warrior, now ruined, and hidden structures are carved into the terraces of the cliffs. Crude huts cluster on the beach, but there is no sign of any inhabitant. It is said that inhabitants of the cliffs are one of the Hundred Tribes, but it is impossible to be sure, for no one has ever seen them. Just below the waterfall a net stretches across the water to catch the flotsam and jetsam swept over the falls. The sailors place trade goods on the beach and withdraw and at some point during the night the goods are taken and replaced with random items salvaged from the falls. Though most trades yield little, the occasional treasure that makes a sailor wealthy keeps the custom going.
A ramshackle collection of huts made of driftwood and wreckage built on the shore will shelter you for the night, and in the morning you can climb the stair into the cliff and through the caverns, emerging at last into the forests above.
From there, you travel along the river to where it joins an even mightier waterway. Here stands the Quan settlement of Murasamay, a strong palisade around a cluster of elegant Quan homes on a hill. Though not friendly the quan are scrupulously polite, if you don’t mind being called “barbarian”, and they will guide travelers up the river to their final destination…

Chapter 1 – The MASI Core Rules Page 7
Rules herein pertain to all MASI games)
Chapter 2 – Exile Combat Rules Page 19
How to safely conduct yourself in battl)
Chapter 3 – Hazards of the Course Page 24
Things you will encounter on your adventures.
Chapter 4 – Character Creation Page 30
Who will you be in the Exile Saga?
Chapter 5 – Races, Gifts, and Flaws Page 42
Customizing your character.
Chapter 6 – Skills Page 55
What can you do?
Chapter 7 – Magic Page 66
Things mages might want to read.
Chapter 8 – Advanced Combat Skills Page 96
For those seriously dedicated to the martial arts.
Chapter 9 – Craft Skills Page 108
The Way of the Maker.
Chapter 10 – Religion Page 116
The gods, and those who follow them.
Chapter 11 – Game Bucks and Heroic Feats Page 130
A Hero's Rewards.
Chapter 12 – Character Advancement and Between Events Actions Page 135
Your story continues.
Chapter 13 – People, Places, and Things Page 140
Who's Who and What's What in the world of Exile.
These rules apply to most games sponsored by MASI. However, this specific version applies to the Exile Rules. Always consult the rules for the game you are playing. Exile uses some effects NOT used by other games, and leaves out some effects not used in the Exile world.
Welcome to the Maine Adventure Society Inc.’s Core Rules. These rules are designed for use with a variety of different games and game sessions. With supplements, it is intended that these rules could be used even for science fiction games. Hopefully, players will be able to learn these rules to play several games, rather than having to learn a new set of rules for each game. It should also help to cut down on confusion between two games running at the same time. It is not, however, required that all MASI games use these rules, and games may need to add there own effects, or choose to use less than the full set.
These rules cover only basic things like safety, courtesy, and effects. Individual games will, of course, create their own character creation systems and supplemental rules. These rules should be most of what you need to know to NPC (play monsters) at a MASI game.
No computers. No dice. No movie screen. You're not watching the action; you're in the midst of it. You're not pretending to have an adventure- you are there! Live Role-Playing is the attempt to create virtual reality- you actually get to become a character in a story of heroic adventure! Combat with safe padded weapons. A replica village to inhabit. Chests of treasure you can see, feel, and touch. Everyone around you wears a costume and acts as though they were part of a fantasy movie. Masks create the monsters. Simulated magic. Special effects, sound track, and more- this the Exile experience!
Anyone sixteen years of age or older is welcome to attend an Exile game. Players under sixteen must have the permission of a member of the Exile game staff to participate. Permission will be granted only to those who can show they have the physical, mental, and emotional maturity to participate in a game as demanding as Exile. Of course, those of us who are older have a duty to act our age!
Live Action Roleplaying is exciting, but it is contact sport. You wander the woods, having daring escapes and close calls, delve into ruins, and battle against your foes with padded “nerf” swords. All these things can be dangerous. You must keep real life safety firmly in mind at all times. It is a game, and the most important thing is keeping everyone safe. Common sense must be used at all times no matter how much fun you are having. Don’t hesitate to stop the game or take other steps to protect yourself and others from injury.
Non Combatants
Some players choose not to engage in hand to hand fighting, or are unable to for medical reasons. Such players wear a yellow arm band or yellow/orange glowstick at night, and never carry padded weapons. They should never be struck with weapons. If you are within reach and wish to you may say “I strike you down”, and the non combatant is considered to be reduced to zero hit points. While some non combatants are simply observers, others are full players with skills and game abilities.
Grey Spirits
In exile, staff members in hooded grey robes play a special role in watching over safety during combat. Always heed their words!
No physical contact is allowed without the other player’s permission. No direct physical contact is allowed in combat AT ALL, and if you are within arm’s length during combat YOU ARE TOO CLOSE.
Running at Night
The single greatest safety risk you face in live role-playing is NOT combat. It is running at night over rough terrain, risking falling and bashing your brains out on a rock. Always use extreme caution when running. Avoid pursuing other players at night.
The staff must inspect all weapons before they are used. It is a player’s responsibility to maintain their weapons and keep them in safe condition. Using a weapon that has become unsafe (worn out foam, broken off tip, etc.) is grounds for disinvitation.
Blocking or holding a door with your body or furniture is not allowed. Do not try to physically force doors open.
Unless the person is a close friend of yours and gives you permission to carry them, you may not move another player. The exceptions are if you have some in-game power that allows you to do this (Animate, Feat of Strength, etc.), and for safety. If someone is down in a position where they are likely to be stepped on, you may say something like “I kick your body to the side,” in which case they can move quickly out of the way.
When fighting with padded weapons, you must always pull your blows so as not to strike too hard. No blow should cause real pain. If you are struck by a blow that you think is too forceful, say “Excessive Force.” The hit DOES NOT COUNT! Everyone is different, so you will have to adjust to your opponent’s level of comfort. Blows that some players would hardly notice are quite unpleasant for others. No one should feel uncomfortable about calling “Excessive Force.” It doesn’t mean you are a wimp. You are actually helping the game by keeping things under control.
Do not strike the head or groin. Hits to the hands do not count.
These are NEVER allowed. You will be instantly “disinvited” if you are found with these. This includes coming to an event “under the influence.” You may bring a pocketknife of similar tool for utilitarian purposes. Real swords and the like may be used ONLY by staff as props, and only if there is a good reason.
No unattended flames are allowed at any time. Fire rules may even be stricter depending on the situation and current fire hazard in the woods. No combat may occur within 10 feet of an open flame. Please do not yell “Fire!” unless there is really an out-of-game emergency.
No lights with directed beams may be used, at all. You can modify flashlights and lanterns so that they aren’t “aimed” by adding a diffuser or film. Glow sticks are also safe and useful.
Please do not climb trees or buildings, or jump out of windows. You may be able to pull off such stunts safely, but others less capable might imitate you.
Safety Calls
When you see a safety problem, call “Caution!” This is used for things such as someone about to back over a rock or into a tree. The caution creates a sort of mini-“Hold” during which you should be ignored by others, as should the person at risk.
When you did not hear or do not understand a spell or in-game effect, call “Clarify.” The person should explain what has happened or answer your question. This also creates a mini-“Hold” (see below) during which others should ignore you, as should the person answering you.
In the case of MAJOR safety problems, injuries, lost glasses during combat, and the like, call “Emergency.” ALL action stops within line of sight, and should start again only when the problem is resoled and a “Lay-On” has been called. Do not call “Emergency” for in-game reasons (like someone not noticing the spell you hit them with- this is what “Clarify” is intended for), but do not hesitate to call one when you think it might be needed, such as for real-life injuries. We would rather be safe than sorry!
Rules of Courtesy
Swearing is poor role-playing in most settings and upsetting to some people. If you feel the need for colorful language, practice using suitable in-game phrases.
This should go without saying. The game is nothing if the players are not honorable- no matter how despicable their characters may be!
In-game insults are fine, of course, but we should all respect one another out-of-game. Unpleasant, out-of-game personal remarks, slurs on sex, race, religion, or sexual orientation are not acceptable. Treat members of the opposite sex with courtesy and respect. No one should be made to feel uncomfortable out-of-game by what other people are saying at a MASI event. If you feel another player is violating this policy, please contact a member of the Game Staff as soon as possible.
Everything you bring to the camp should either leave with you or be placed in a suitable receptacle.
MASI understands that you may wish to smoke during the course of the event. However, there are many other players who do not want to smoke with you. Please be courteous to them and smoke only in the designated areas. Take your cigarette butts with you and deposit them in the trash. Do not throw cigarette butts on the ground! If we find that this is happening, smoking may be permanently banned from the game.
MASI is about role-playing. Not everyone likes to role-play every minute of a game, but NO ONE likes to be trying to role-play while someone else is blatantly out of character nearby. Being out-of-character while others are role-playing is rude, and will not be tolerated. Certain areas of the game are “role-playing zones.” It is REQUIRED that you stay in character in these places. Some sort of horrid in-game penalties may be levied, such as curse from the gods, accusations of heresy, etc., on anyone not observing this.
You should try not use modern terms like “OK” in conversation if you can help it. Unless, of course, you are playing a modern game.
You must always role-play the pain of injury in combat.
You should always strive to portray the character you are playing to the best of your ability. You are an actor, your audience is the other players, and they will enjoy it much more if you do your best.
When dead, you should fall and lie still, until everyone leaves, if at all possible. Having people standing around after a fight chatting with the dead TOTALLY ruins the atmosphere of the battle.
Combat must be conducted carefully and deliberately, without wild flailing and “machine-gunning.” You should not fight wildly. Rather, you should carefully aim a few well-placed blows.
In Exile, you are allowed to take up to three SWINGS at DIFFERENT parts of your foe’s body, before you must pause or retreat for at least a few seconds. If someone forgets and strikes at you more than three times, do not count anything after the first three, and call “Disengage” to remind them that they have to back off for a moment.
It is hard to enjoy the game atmosphere when modern things are strewn about. When outside your cabin or encampment, stay in costume and keep the modern necessities out of sight. In your cabin or encampment you may do as you like, but the Cast will react to mundane possessions as though they were the foulest excrement, out-of-costume people as though they were dressed in horrid rags (or not at all), and out of character remarks as though they were the vilest of insults.
In many games you will encounter situations where someone has something you want. In this case you may (once they are dead or helpless), say “I search you.” They may either say “go ahead,” in which case you have permission to look in their pouches and other containers (avoiding personal contact), or they may give you all their game items. If someone says “go ahead”, and you would prefer not to, simply say so, and they must give you all their items.
Searching takes the time it takes the person to get out their stuff in a leisurely fashion (often while doing their best to act like a dead body). Like all out of game conversations, it should be handled as discretely as possible.
Blatantly losing control of you actions or emotions (whether during combat or because you are unhappy with the outcome of an encounter) leads to dangerous situations and out-of-game offensiveness. If you feel like this is happening, just step back from the situation for a moment to settle down and remember it is just a game. You may certainly role-play that your character has lost control, but even in that situation you must always keep safely first, and stay within the boundaries of good taste. Having someone raving and shouting in your face is rarely fun, even if it is “part of the game.” Whenever extreme emotions become involved, you should be a bit theatrical, and try to avoid creation a tense situation between players. The same applies to “Berserk” fighting. When your character is enraged, leap forward, give a great shout, and then FIGHT NORMALLY.
MASI games are run by the staff solely for their enjoyment and that of the players. Everyone who attends a MASI event, be they staff or player, does so by invitation. The invitation is an open one- anyone is welcome! However, if you are not fun to play with, because you are abusive, cheat, are discourteous, etc., you will be issued a “disinvitation.” This may sometimes (but not always) be preceded by a warning. MASI is about fun, and we are not interested in wasting time with people who cause problems.
The MASI rule of reality is quite simple: The game is “real.” What this means is that you can never “say” you are doing something. Well, actually you can, but that just means your character just said something like, “I climb up this wall,” which will get you some odd looks, but won’t save you from pursuing enemies. Unless, of course, they decide you should be spared because you’re insane.
Nor can you ask other players out of game questions, generally. Questions like “Do I recognize you?” “What do I see?” “What happens if I do X?” are irrelevant. There are a few cases where you will need another player to clarify a situation, but they should be rare.
Anything you can do without breaking the rules, endangering another player or yourself, disrupting the flow of the game, going out of game, calling a hold, or damaging other people’s property you can do. Anything else you can’t do, even if, “realistically” your character could do it. These rules are designed to avoid having to stop play.
Imagine how lame this conversation between players would be:
“O.K. I set the hut on fire. You guys must be roasting in there by now. Come on out.”
“Actually, we broke a hole in the back and snuck out.”
“Well, we would have heard that, so we went around to ambush you.”
“We climbed up that tree.”
“Sure, but, now we’re going to shoot you with arrows.”
“You miss because there are too many branches.”
“Did not!”
“Did too!”
This sort of thing quickly becomes ridiculous. “Play On!” is the spirit of MASI.
No cutting off limbs
No breaking down doors
No violation of other’s persons
No burning things
Many are the perils and wonders that you will encounter in Extreme Role-playing. In worlds of fantasy, wizards may hurl spells upon you; cunning blackguards may strike you with poison weapons, and the like. In science fiction worlds there are blaster rays and psychic powers. These things are limited only by the creativity of those running the game.
How do you know what happened to you when that fellow in the odd hat pointed at you and shouted a mystic incantation?
The answer is the “Effects” system. After casting a spell, or using any other kind of special power, the player using the power must say (or shout, if need be) the effect and any traits it has.
Most are pretty self-explanatory. If the wizard had shouted “3 Damage by Fire,” you would know that you had taken 3 points of damage from some sort of fire spell. You would then role-play the effect of being burned and subtract three points from your Hit Point total.
The following are the core Effects for most MASI games. Individual games will add effects of their own that they feel are needed for their setting, or tweak certain aspects of effects, but there should be no new effects that duplicate the ones listed below. A “Paralyze” will always work the same way, whether it occurs due to the spell of a wizard in a fantasy game, a chill of fear as you stare into the eyes of the greatest gun fighter of the Wild West, drugged needles from a science fiction high-tech weapon, or whatever.
Effects can be delivered in a variety of ways, but they must always be called BEFORE the weapon, packet, or whatever strikes the target. You cannot swing a weapon, strike another player, and THEN call “Lethal,” for example. Called effects do only their stated effect, and do no other damage. In most MASI games being hit with a sword (or any padded weapon) does 1 point of damage, but if someone calls “Sever” before they hit you, you DO NOT take a point. You only suffer the “Sever” effect (see below).
Unless otherwise noted, all effects last until you can’t see the person who caused them (or until they fall unconscious) plus 60 seconds. The standard duration of an effect is line of sight if you are actively resisting the effect. In order to break line of sight, you must move to an area where you cannot see the person and role-play breaking the effect for a 60-count. If you use an object to break the line of sight, the object must be larger than you in all dimensions (e.g. the average tree or rock is not sufficient, but a building would do). If you do NOT want the effect to end, (for instance a shield against magic given to you by a mage) it will last 15 minutes unless otherwise stated.
Example: Benharis the soldier is battling a sorcerer and his minions. The evil mage strikes Benharis with a spell that has the “Bind” effect, trapping his arms at his sides. This leaves his feet free, so Benharis runs away, and makes it around the side of a hill and into some undergrowth. He can’t see the mage, so the effect will wear off after he counts to 60. For role-playing though, Benharis needs an excuse as to why he can break the spell, so he tries a bunch of mumbo jumbo spells he’s heard before. What do you know, just at 60, one works, and he’s ready to head back for a rematch.
If the person who caused the effect is cut down, this is considered breaking line of sight, though it still requires a 60 count to end the effect.
Animate
Allows the person calling the effect to cause the recipient to move at a shambling walk within arm’s reach, under the caster’s control. For example, “Animate Wounded” could be used to move a wounded or incapacitated character to a safe place to perform healing. Any damage sustained ends the effect.
Assassinate
Causes you to die. You are also not allowed to make any sound as you do so. In the Exile game, assassination is particularly deadly. Assassination makes you "all dead" as opposed to "mostly dead" (Critical) as happens otherwise. You cannot receive surgery when you are assassinated, you must instead be resurrected by the gods. See "Death and Dying" for more info.
Bind
Your arms are bound to your sides.
Charm
You become favorably inclined toward the person who called the effect. You will not attack the caster unless attacked first by the caster, and will go along with any reasonable suggestion he or she makes. You are NOT a mindless slave and will not give away (important) possessions, attack friends, or betray a trust, etc. The effect is broken if/when the caster or caster’s allies do something unfriendly towards you.
# Crushing
Indicates extra-powerful damage that will still do half-damage (round down) even if blocked with a shield or weapon. Thus a strike that causes “4 Crushing” will do 4 points of damage if it strikes your body and 2 points of damage if it strikes your shield or weapon. Crushing should be role-played. This skill may not be used to damage an opponent by merely tapping their weapon.
# Damage
You take the indicated damage.
Detect <Type or Item>
If you fit the type or possess the item being detected, you must indicate this to the caster. A simple wave or statement of “Here” is sufficient.
Detect Health
A special ability that lets you tell how many hit points the target has. When you are targeted by a “Detect health” you must say how many hits (armor points + life points) you have. Detect health works on only one person at a time.
Disarm
Your weapon or hand-held item falls from your hand. You must drop it and do a silent 3-count after it hits the ground before you can pick it up.
Disengage
You must fall back from the person calling the disengage until a distance of about 10’ separates you, or if you can’t get that far back for whatever reason, as far as you can safely. Note that the person using this effect is usually, but NOT always, required to retreat at the same time. The spirit of this effect is that the person calling it drives their enemies back to get some breathing room, to make a hole in the line, or to escape. Disengage can’t force you into a damaging area, such as an area of Carnivorous grass. Disengage doesn’t work through doorways or narrow gaps either, so you can’t use it to push defenders out of a fortification, though you could use it once you get inside to make room for others to follow.
Doom
You will fall into a “Critical” state after approximately one minute (a 60 count). Most commonly encountered as “Doom by Poison,” to represent a venom that does not take effect instantly. If you receive a cure for the trait of the attack (for example a “purge poison”) within one minute, you will suffer no ill effects. You must role-play the effect of the doom during the minute, but can still fight and use skills normally.
Note that you should keep track of the time as best you can, but in combat you will mostly likely have estimate it.
Enhancement
You call this effect when you use a spell, potion, or magic item that gives you some special ability. This lets other players know you are invoking special powers. Also, you may only have one “Enhancement” on yourself at a time. If you activate another one, the first enhancement is removed. This is to keep players from stacking multiple spells and powers on themselves to become more powerful than chugging locomotives.
Enslave
You are a mindless automaton. You are bound to serve the caster without question. You will even slay your friends or yourself if so ordered.
Frenzy
You are overcome with rage and attack the nearest person in your field of view (i.e. in front of you), even if it is an ally, until rendered unable to do so, or until the effect ends.
Heal
You are restored to full Hit Points (Life Points plus Armor Points); and any Severed limbs are restored. Note that this will not work on a “Critical” character, but will work on a character who has been taken the Lethal effect. Heal followed by a number (e.g. Heal 2) restores only that many Hit Points. Note that your armor points ARE healed along with your life points.
Knockout
You are unconscious for a 300 count (roughly 5 minutes), but do not lose any Hit Points. This is an exception to the usual duration of effects.
Lethal
In order to be effective a “Lethal” attack must strike the torso. In Exile chapter IV magical healing is particularly effective, and thus Lethal is not as severe as in other game settings. Lethal causes you to drop to Zero Hit points, thus a “heal” or tend effect will restore you to action. This is a change from earlier versions of Exile.
Life
Will only affect someone who is “Critical.” Or “dead”. Will restore a character to life, with full HP.
Paralyze
You cannot move any part of your body but you are fully aware of what is going on around you.
Protection
Works just like Enhancement, but indicates you are protecting yourself in some way. You may have once Enhancement, one Protection and one Shield (see below) on yourself at a time.
Purge <trait or effect>
This effect removes ONE effect with the stated trait after a few seconds of role-playing. A “Purge Poison” would remove ONE effect “By Poison.” A “Purge Sever” would remove a sever effect, no matter how it was caused. Note that you do not have any choice about having effects removed- a “Purge Magic” thrown at you would remove one effect caused “By Magic” on you, including a defensive spell caused “By Magic” if that was the only “By Magic” effect on you.
If there are several effects that a Purge could remove, YOU choose which one is cancelled.
A Purge will NOT counter an effect that happens instantly. So if you get smacked by a “Slay Living by Magic” effect, you can't Purge Magic it. You can't Purge “Damage” either.
Two Northumbrians, Daria (a fire mage) and Benharis (a warrior) are battling a Kargad ice mage. First, the ice mage casts a “Paralyze by Ice” spell on Benharis, freezing him solid! Daria casts a warming spell, taps Benharis with a spell packet, and says “Purge Ice!” The paralysis is removed and he is free.
Now the Kargad mage casts an ice bolt, and throws a packet that does “2 Damage by Ice!” It hits Daria. 2 points of damage isn't enough to take her down, fortunately, since she can't do anything about it with her Purge Ice spell.
Benharis attacks the mage, but he has a defensive spell up that causes his sword blows to bounce off (the mage calls “No Effect” (see Defensive Effects). Daria casts her warmth spell one last time, betting that the mage’s defense is an effect caused by “By Ice.” She throws a packet and hits the mage, calling “Purge Ice.” She’s right, and Benharis skewers him.
Repel
You must stay at least 10 feet away from the caster. This effect cannot be used to “drive back” targets; if the caster advances upon the target, the target may hold ground.
Renew #
Restores the specified number of Mana Points. If no number is specified, you regain all Mana Points. Mana is magical energy. For more about Mana, see Chapters Three, Five, Six, and Seven. A full Renew (no number called) also refreshes all “per combat” and “per cycle” skills you have- those that are useable a limited number of times.
Root
Both your feet are stuck to the ground and cannot be moved until the effect ends.
Shatter
The target item is damaged. A Shatter (weapon or object) will damage that item so that it loses any special properties it has (rip any and all tags). If the phys-rep without tags is still good for something (e.g. you have the ability to use a sword without a tag), you may still use it! This is to avoid the problem of items that are “destroyed” yet the physical object is still there. I.E. “Hey-you can’t use that sword, it’s shattered!” If someone swings a weapon at you and calls “Shatter,” it damages whatever weapon is hit, or shatters your armor if it strikes your body.
In game terms, a shattered weapon is damaged, but not crumbled away to dust. A shattered sword might be bent or broken, but would still hurt if you whacked someone with it. On the other hand, its hard to do your best work as a warrior with a broken sword. No called attacks of any sort can be made with shattered sword. If your armor takes the Shatter effect, remove one Metal tag. If your armor has no Metal tags on it, it suffers no other ill effects.
In the Exile world shattered weapons can still be used by anyone with the right skills, but shattered shields are useless until repaired and must be dropped.
Slay
Slay generally kills you, though what that means depends on exactly which game you are using. In Exile, you enter a “Critical” state.
Subdue
Prevents you from doing ANYTHING for a (silent) 10 count. While subdued you can (perhaps) stand, or reel backwards, and can defend yourself (weakly!) with your weapons, but that’s all. It is important to give your foe an advantage by role-playing the effect on your fighting skills.
Sever
You lose the use of the target arm or leg. If delivered by a weapon, it affects the limb struck (no effect on the torso when struck by a weapon). If no target is specified, you may choose which limb suffers the effect. Severed legs are a special case. Hopping is discouraged for safety and silliness reasons. With one crippled leg assume you can drag it around behind you slowly. With two severs to the legs (the same leg or different, it doesn’t matter), you will have to prop yourself up, sit down, or go down on one knee. In any case, you can’t move. With three severs to the legs you must go prone, since they do no support any weight at all.
Sever is PERMANENT until cured by the “heal” or “purge sever” effect.
Tend
If you are this effect will restore you to half your Hit Points (rounded up). This includes Armor Points from physical armor ONLY. . In the Exile game, this effect will NOT work on someone who is in a “Critical” state. The Tend effect represents minor, mundane healing in exile, and thus won’t work repeatedly. The first two “tend “effects you receive restore you to half hit points, the third to only 1 hit point, (you should rolelay exhaustion and weakness) and any more have no effect. After the changing of the Mana Cycle, you can receive tends again.
Trip
You fall to the ground. Either your chest or your back must touch the ground for a 3-count before you can get up again! If you are unable to fall due to physical limitations, or if the ground is unsuitably muddy or unsafe, you are excused from actually falling, but you must role-play being unbalanced and unable to do anything for the same length of time.
Torment
You must scream loudly once, and briefly role-play mental anguish and horror. No physical damage is associated with this effect.
Weakness
You will do one less point of damage with all attacks and spells that have a “called” effect. You should role-play feebleness and lassitude, but you can still fight and strike uncalled blows. Multiple weakness effects do stack, so after two you would be causing two fewer points of damage with all your called attacks. After each weakness you should role-play getting feebler and feebler, and less able to fight, so this effect should give your foe some advantage, even if you have no “called damage.”
Vorpal
Used for weapon blows. This effect counts as a Sever if it strikes a limb, or a Lethal if it hits the torso.
The following effects listed in Italics are less common. You don’t need to worry about them as much, and remember that you can always call “Clarify!” if someone tags you with an effect you don’t remember/understand.
Afflict you with <Affliction>
You have received the indicated affliction. This has no immediate effect. At your earliest convenience, you must travel to the Wall of Woe. This area is generally behind the tavern and contains listings of possible afflictions you may encounter, with descriptions of the effects of each and the required Cures. Read the description of your Affliction. If it is a progressive Affliction, there may be postings for Day 1, Day 2, etc., in which case you should only read the appropriate one.
Most Afflictions will have a Cure or Cures. Your character will not know what Cure is needed, but you as a player must read these so that if the Cure is applied to you in-game, you will know that it has worked.
Unless your character already knew what the Cure was before being Afflicted, you cannot use it on yourself or others until you learn about it in-game.
Afflictions may include horrible wasting diseases, fiendish curses, madness, amnesia, possession, parasitic infestations, allergies, or addictions to obscure potions. Unless the Wall of Woe lists death as a cure, an Affliction will last until cured, even if a character dies and returns to life.
As an alternate system, someone may say “Afflict,” and hand you a card describing the effects. This form of afflictions takes effect as soon as you have read the card (which should be as soon as is practical.)
Compel you to <Instruction>
You are compelled to follow the instruction to the best of your ability. The instruction must be a short, uncomplicated action. If there is no duration given as part of the instruction, the compulsion ends after you have followed the instruction.
Curse you to <Curse>
You suffer from the stated Curse. For example: “I curse you to howl like a wolf,” or “I curse you to take double damage from fire.” Curses last longer than other effects- you must get an appropriate “Purge.” (A “Purge Curse,” or if the effect was “By Magic,” a “Purge Magic” would work.)
Disintegrate
You instantly become a Spirit and all items physically in your possession suffer the Shatter effect
Silence
You are unable to speak or make any vocal noise. You may still call appropriate out of game effects.
Slow
You become unable to run, and can only walk SLOWLY, though you can fight normally.
Speak to (type)
This effect allows you to communicate with a creature that does not speak the common tongue. It both enables the target to speak your language and to understand you.
Stasis
You cannot move or be affected by ANYTHING, except the appropriate Purge.
Defensive effects are called when you are struck by a spell or attack, to let your foe know it didn’t work, because you had some sort of defense against it.
Bladeturn <effect>
Effects delivered “By Weapon” and normal weapon attacks can be “bladeturned.” The attacker suffers the designated effect. A bladeturned effect cannot be bladeturned or reflected back in any way. So if you hit someone with a sword, and they called “Bladeturn Shatter,” that means that you don’t hurt them and your sword is shattered. You CAN use a “parry” against a bladeturn.
Costume
In order to encourage elaborate costumes such as long capes and back banners, some players are allowed to call “Costume” against effects that WOULD NOT have hit them if they weren’t wearing the costume piece.
Dodge
The blow or effect misses as if you had moved out of the way and avoided it.
No Effect
The particular blow or spell did nothing and it never will. For example, if you are not an Undead creature and you were hit with a “Slay Undead” effect, you would announce “No Effect” because it will never work. Once someone has called “No Effect” to something, you may not continue with that attack against them. This is so that the person can accurately keep track of what is happening to them, without being confused by extraneous hits.
Not Taken
The effect was not taken because it did not hit or was not delivered properly. You may role-play this instead of calling “Not Taken.” For example: “Hah! Your blow was mighty- too bad it missed! Is that the best you can do?”
Parry
Effects delivered “By Weapon” or normal weapon blows are negated. This call indicates that the weapon strike did not land, and thus did not cause the designate effect and/or damage. You may only use this on blows affecting yourself.
Resist
The particular blow or spell was ineffective, but it was an effort to ward off, and another one might succeed.
Reflect
The particular effect bounced back and struck the original deliverer. A reflected effect cannot be reflected or bladeturned back again by the attacker.
Shield <Type>
You will resist the FIRST attack of the indicated type that would otherwise have affected you. When the Shield is used you announce “Shield.” You may have only ONE shield on you at a time. A shield lasts for only 15 minutes, so they are best used just before a battle. This is a change from previous editions of Exile.
Spellturn <effect>
As per Bladeturn, but for effects delivered by means other than weapons.
Many effects have Traits, which tell you WHAT caused the effect, HOW it was caused, or HOW LONG it will last. They are called as “Effect by Trait.” For example: “Root by Magic” “Slay living by Poison” or “Disengage by Stench.” Traits do not change the effect in any way, but may determine if you able to resist the effect in some way. For example if you character is immune to poison, you would call “No Effect” to “Paralyze by Poison,” but not to “Paralyze by Magic.”
Traits also help you to know how to role-play the effect. These are referred to as “Flavor Traits.” They are typically everyday, obvious words (ice, fire, fear, etc.) or defined by game rules. For example, consider Paralyze, which states that you cannot move. This effect could be interpreted differently for role-play purposes depending on the trait that caused it:
“Paralyze by Fear” would indicate that your character was frozen in place in panic and horror. You would stand in place quaking or gaping until the effect wore off.
“Paralyze by Magic” would indicate that you were basically frozen in place as a magical statue. You would hold your exact posture from the moment the effect struck you.
“Paralyze by Poison” would be an effect like spider’s venom. You may, for example, curl up into a ball.
“Paralyze by Web” would indicate being snared in bonds that you could not break, though you could role-play struggling against them.
Flavor Traits also tell you if you are affected by something. If an effect is called “To” a certain trait, you take the effect only if you have that trait. For example “Heal to Northumbrians” would work only if you were, in fact, a Northumbrian.
All players have the “Northumbrian” trait, their race as a trait, and their gender. You have the “Lies” trait immediately after telling a falsehood, until you say something that is true. You have the “Oathbreaker” trait if you have ever broken an oath. You have the “Enemy” trait if you consider yourself an enemy of the person calling the effect. You have the “Ally” trait if you consider yourself a friend, (or at least fighting on the same side) as the person calling the effect.
Bladebite
A Bladebite effect is called AFTER someone hits you with a weapon. You suffer the indicated effect automatically. Bladebite simulates things that do NOT need to be called before swinging a weapon, such as poison on the blade.
By Discourse
In order for an effect “By Discourse” to work on you, you must have engaged in conversation with the person calling it. This need not be friendly conversation (insults shouted across the battlefield count), but if you feel that you have not actually conversed in some way, you may say “Not Taken” to the effect.
By Gesture
Effects called “By Gesture” only require that the person point at you to call the effect. If you are fortunate enough to have a “by gesture” effect, be aware that it will not work on enemies who can’t see you - in other words you must have their attention. The best way to get it is to use their game name (you may not use real life names). In fact, many forms of magic require that you know the target’s name.
By Packet
Effect by bean bag packets represent magical assaults that envelope your whole person. They affect you if they strike a weapon or shield. Again, all beanbag attacks are assumed to be “By Packet.” You don’t have to call them.
By Voice
Effects called “By Voice” affect EVERYONE who hears them (or should have- the fact that you were not paying attention doesn’t mean you weren’t affected if everyone around you was). You cannot “stop up your ears” or “talk really loud” to avoid this kind of effect.
By Weapon
Effects by weapon represent a physical attack-a dart, a sword, a knife, a fist, etc. They must strike you in order to take effect, and they CAN be blocked by weapons or shields. If you swing a weapon and call and effect, it is assumed to be “By Weapon”; you do not have to say it every time. If someone throws a packet and calls and effect “By Weapon” you CAN block it with a shield.
Magestrike
Effects that are “Magestrike” are swung with a weapon, but count as though a packet had struck you on the location hit. They WILL go through your armor, weapon or shield.
Weapon Traits
Sometimes it may be important if your weapon is “silver” “wooden” “holy” or whatever. If your weapon has such a trait, you may call it whenever you have another effect. Thus “Lethal Silver” or “3 Damage by Silver,” etc. You may NOT call a weapon trait when you strike an ordinary, uncalled sword blow, lest the atmosphere of combat be ruined by chants of “Silver-wooden-blunt-holy-special-blessed Zarlac-blue,” with every swing.
No Defense
Nothing but “No Effect” will stop a “No Defense” attack. It cannot be dodged, parried, resisted, etc. Note that some very powerful creatures are immune to “No Defense!” You can still use weapons to block or real life quickness (where applicable) to avoid a “No Defense” attack.
By Concentration
When an effect is called “By Concentration,” it indicates that the person (typically a mage) who unleashed it on you must concentrate to maintain it. The effect lasts ONLY as long as s/he remains in a suitable mystic pose, one hand out. If they move (other than a basketball pivot) or are cut down or line of sight is broken, the effect ends immediately.
By Trance
Effects “By Trance” represent a form of mesmerism. They last until you take damage, are tormented, searched, have your wounds tended or are touched in any way. A “Knockout by Trance” for example, would represent falling into a light sleep from which you could easily be awakened. “Paralyze by Trance” would be standing hypnotized.
Permanent
Effects that are called as “Permanent” do not wear off. You must receive a “Purge” of the appropriate type for that effect or trait. For example, “Permanent Weakness by Disease” would last until you receive a “Purge Disease” or “Purge Weakness.” Permanent damage cannot be healed until you receive a cure, but you cannot be reduced below 1 HP by such effects.
Physical
Effects with this trail are typically things like Paralyze, Root, or Bind; and represent physical entanglements-ropes, webs, grasping vegetation, etc. You may “Purge Physical” by role-playing hacking at the bonds with a sharp implement for a silent 30-count.
The following are the standard MASI rules for “Stacking” various things. They are designed to prevent characters from becoming more powerful that chugging locomotives by stacking oodles of “power-ups”: on themselves.
You may only gain Armor Points from one source. Most games will have things that you can use to protect yourself (give you Armor Points that increase your hit points). However, only the one that gives you the most points actually counts.
You may only have one “Shield” effect up at a time.
You may only have one “Enhancement” effect on you at a time.
You may only have one “Protection” effect on you at a time.
Weapons and other equipment may only have one oil, blade poison, etc. on them at a time.
You may have any number of unpleasant/detrimental effects on you at a time, however.

Hand to hand combat is conducted using SAFE padded weapons. For important rules concerning the safe conduct of such combat, see Chapter One. The following are rules specific to Exile:
You are allowed to swing at a foe three times in quick succession before you must “break” and fall back, or, if you cannot fall back for some reason, you may pause for a few seconds, or attack another foe.
This means that no one foe can ever do more than 3 points of damage to you in a single “flurry,” and usually less. If anyone presses on after three swings in the heat of combat, you should say “Break” to remind them, and not count any damage they cause after the third swing. Assume that since they were swinging so quickly, the blows did not have much force behind them.
Judging when you have been hit by a foe is solely your responsibility, but you MUST at all times do so in as fair and scrupulous a manner as possible. You are hit by any blow that, had it been struck full force with a razor sharp weapon, would have drawn blood. Thus most contacts are hits.
Any blow after the first that land on the same body part. This is called “machine gunning.” Before legally scoring another blow on the same part of the body; a foe must strike at another body part, or parry a blow.
A blow that strikes only cloak or a dangling pouch, unless that blow, if it had cut strait though the gear, would have damaged you.
A blow that is too hard.
A blow that overcomes your parry by force.
Blows that strike capes, backpacks and the like, if they would have hit you if the item were not there.
Blows that are very light.
Blows that hit your weapon then hit you.
Every player has a number of Hit Points, depending on the character they are playing at the time. These are reduced when you take damage from magic or combat.
All hits with a melee weapon do one point of damage, UNLESS the foe calls something else when striking you, in which case the damage done is the number called, or you take the effect they call.
Thrown weapons also do 1 point of damage, unless otherwise noted.
Arrows and crossbow bolts do 1 point of damage.
Warriors can do more than inflict mere damage, however. This is where special attacks come in. To use a special attack, you must call the effect BEFORE you hit. The special attack is used up the moment you swing- so if your foe parries or jumps out of the way, the attack is wasted. Any contact with a foe’s weapon uses up the attack, so if a foe calls a special attack then holds back, you can simply tap their weapon to use it up.
Special attacks use the Effects listed in chapter one.
For more on special attacks and the available weaponry, see Weapon Skills in Chapter Six.
Most players will want to make their own weapons. MASI will provide weapons to players for their first event, free of charge, but what you get is luck of the draw from the NPC weapon stockpile. If at all possible, it is better to make or buy your own. For those with the cash, excellent weapons can be purchased on the Internet.
When buying LARP weapons online, it is generally a safe bet to buy weaponry that is approved for the Accelerant/nTeraction or NERO game systems, as these well known games have conservative safety standards that should meet MASI requirements.
Shields
Shields are the only "weapons" that are totally useless and must be dropped if they suffer the "shatter" effect. All shields must have a padded rim and no sharp or otherwise dangerous projections. A shield is also the only weapon that must have a "tag" in order to use it.
It is possible to wear armor for increased protection. Only armor that looks realistic may be used- sports equipment and plastic Halloween armor are not allowed. Armor adds to your Hit Point total. For simplicity’s sake, it doesn’t matter if your foe strikes you in an armored area or not, you still have the extra Hit Points.
Armor is a valuable resource, but it is not enough to simply have armor. In the game world, armor requires considerable maintenance and upkeep from characters with special skills. When you first bring a character into the game you can start with any armor you have that is reasonably realistic.
Metal Armor will add from +1 (a single piece) to +5 (head to foot protection) hit points. This will be awarded at your first check in where you will receive one "metal tag" for each point. However, it will need upkeep. Every time you are reduced to zero hit points, your armor "breaches" and needs repairs. You must rip up one metal tag before returning to combat. This represents broken straps, holes with painful shards of metal sticking out of them, and a general weakening of the armor. In exile, armor has a spirit of its own - it may expend some of that spirit to protect you from great harm, but an armorsmith must restore it.
Light Armor, made of cloth, leather, hides, etc. adds only a single hit point. However, it never "breaches", and its a lot more comfortable. It won't last forever however, and you must rip up the tag at the end of the weekend.
You only get armor points the FIRST time you play your character, so don't get too attached to armor unless you can find an smith to maintain it for you.
It may seem intimidating to come up with safe, decent weaponry and armor for your first LARP. However, MASI has been around long enough that there is a stockpile of weapons, costumes and even (sometimes) armor available to loan out. If you are interested in playing, don't let a lack of supplies stop you! And NPCs have all gear provided. However, you do need to let the game staff know at least 3 days in advance; otherwise they may not be able to help you.
Later you can learn how to make the stuff from other players. Making your own equipment can be very fun and satisfying. Buying it is also an option.
Magic in combat is simulated using the “Effects” of Chapter One. Generally, a magic user calls an effect, such as “3 Damage by Magic” and throws a bean bag called a “spell packet.” If you are hit, you take the effect called. It’s very simple. If you don't understand (or hear) the effect, you call “Clarify!” and the caster will repeat the call. How and how often a mage can use such powers is determined by their mysterious skills and spells- but the average player does not need to know anything about these. Read Chapter Seven if you wish to delve deeper into this area.
Anyone who casts spells will need spell packets, aka “Dysha”, which represent magical orbs of energy that carry spells. They are cheap and easily made from cloth and birdseed.
Death and Dying in the Exile World
So now that you know all about weapons and armor, what happens when they get used?
Death is a frequent hazard for Northumbrians (the PLAYER CHARACTERS). Fortunately, your character is an individual with a heroic destiny, and thus not (very) likely to die PERMANENTLY in any given combat. As long as magical healing is available, your character can be restored from all but the most horrible wounds. Once magical healing is used up however, you will have to rely on surgery, and that carries with it a significant risk of death. Thus a wise player will carefully consider when to keep fighting and when to run away.
When you take enough damage to reduce you to Zero Hit Points, or suffer the Lethal Effect, you become “Unconscious” and are out of the fight until healed. You cannot fight, move beyond staggering a few steps or gesturing weakly, or use any game ability. However, you don’t usually keel over instantly. Take a moment or two to role-play a dramatic death, gasp out a few last words, and more importantly GET OUT OF THE MAIN COMBAT AREA if a battle is ongoing. Getting stepped on is no fun. If you are down dead and it looks like combat is about to move over you, feel free to revive long enough to crawl or stagger out of the way before falling dead again. You can choose to be slightly conscious- or regain consciousness at a dramatic moment. You thus hear everything said around you- if you choose to.
If fifteen minutes passes and you do not receive the "heal" or "tend" effect, you become "Critical". You also become Critical when struck by the Doom or Slay effects. While “Critical" are mortally wounded, or perhaps even Mostly Dead. The Heal or Tend effects do NOT work on you at this point- you need Surgery or the Life Effect.
There is NOTHING that can be done to make a “Critical” state worse, except Assassinate, and Disintegrate (see below). However, if you take a blow to the torso, you should cease all movement and lie still.
Someone with skill in Surgery (see Chapter Six) can attempt to cure your injuries and save you from death. They will role-play tending your injuries and have you draw from a bag containing marbles. If you draw white, you are restored to half your HP, and will live, you should roleplay recovering for a few minutes and then return to the battle.
If you draw black, you are beyond help and the surgeon can do nothing more for you and you are now "ALL DEAD" You also become "All Dead" if you are disintegrated or assassinated. You can linger on for a few minutes if you like (gasp out a few last words), but the surgeon can do nothing more and no other surgeon can help either. However, all is not necessarily lost, for it is here that the Gods of the Exile world may take a hand.
Every Northumbrian receives, at Birth, the Blessing of Dacia, patron goddess of Northumbria. This is a reprieve from death. If you still have your Blessing, you can use it to rise as a spirit (once you are well and truly dead) and travel on a spirit journey to return to the land of the living. The spirit journey takes just long enough for you to go to the NPC building, drop off your Dacia’s Blessing tag, and return to the land of the living, Mana renewed and Hit Points restored to full.
If you use your Blessing of Dacia, you receive a new one at the festival of Wintertide (usually in February or March) IF you are NOT an initiate of any deity (See Chapter 10 on Gods). If you have become a follower of a deity, your first Blessing is the only one you will receive.
However, followers of a Deity will be called to Judgment. You rise up as a spirit and journey in search of a grey spirit (calling to them near the NPC building is highly effective). The grey spirit will administer the Judgment of your deity. If you are judged worthy, you will return to the land of the living, healed and renewed as above. If you fail, your body will reappear in the mortal world, in the location where you died, and you are well and truly dead.
If you have no Blessing of Dacia left, and are not eligible for Judgment, or know you cannot pass it, you are dead and lie where you are.
After dying for good, you are stuck role-playing your body for a while, which is pretty boring. Your friends should have a chance to role-play grief, say nice things about you, or divide up your equipment, as they deem appropriate. However, etiquette requires that they give your body to an undertaker, dump it outside of town, or otherwise dispose of it so you can go make a new character or NPC as you see fit.
If you are forced to move around in front of other players while dead, you should do so as a “Spirit,” a ghost of your former self. You should walk slowly and aimlessly, with head down and weapons hanging. You are not out of game- other players see your ghost. You should say “spirit” in response to anyone who tries to talk to you affect you in any way. You are affected ONLY by things that affect “Dead" or "Spirit".
Special Cases
Assassinate : This effect is greatly to be feared, for you CANNOT receive Healing or surgery after taking an assassinate - you must resurrect through the power of the gods if you can.
Dead in the Woods : Sometimes you are Critical out the woods where no one can find you- or perhaps everyone else is down too! In this case, you can wait a while, then recover enough stagger off into town to try to find a surgeon. As a rule, you always get a chance at surgery unless assassinated or disintegrated.
Disintegrate : If possible, worse than Assassinate. Not only does this Shatter all your belongings, it also turns you INSTANTLY into a spirit. You can use your gift of Dacia, or go to Judgment. Otherwise, you are GONE FOREVER.
Fortunately, this sort of thing isn’t very common.
NOTE: Death is a necessary part of the Exile Game. Without the possibility of character death, combat loses its excitement and the game becomes less “real.”
That being said, your character is a HERO, not some poor schlep likely to get skewered by the first brigand you meet. The chance of your character dying is real, but small.
If the idea of you