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The Five Kingdoms World of Xercia: Welcome to the official world of Xercia and The Five Kingdoms! Five Kingdoms is a L.A.R.P. , or live action role-playing game. You could say we bring the dice rolling into real life. From here you can find chapters in your area and their location in reference to where you are. This forum board also explains the races of Xercia and their related classes. The Five Kingdoms Live Action Role Playing Game is finally back up and running with a new rules system and we hope to help start up a chapter near your area real soon! If you wish to start up a chapter in your area, but aren't quite sure how, please e-mail the proper authority at The5KingdomsGM@hotmail.com Thank you and once again it is well to have you with us today!
Dwarves are perhaps the most aggressive race of xercia. They originated from the great mountains of kilroth. There, they learned to mine for great metals and ore. The Great War caused them to learn to make and use weapons to their advantage. When the great dwarven leader known as louden stole the great earth dragons treasures, the dragon was furious. He called upon all of the forests might to conquer the mountains of kilroth. Louden explained the situation to his fellow dwarves, and since there was more treasure to be had, the dwarves agreed to fight along side each other once again to split the treasure among their entire race. Dwarves fought through the forest and its many enemies with the thought of only glittering gems and gold on their minds. After over one hundred years, the great louden died, and the battle ended. The dwarves had finally given up on their quest for fame, glory, and riches. They soon found that they had a whole world to explore for treasures, and spread throughout the country side. After joining forces with humans and elves to fight off new enemies such as undead, it was also soon found that they were capable of wielding the power of a healer. Despite their height, dwarves are extremely strong. It is not odd to see a dwarf decked out in plate mail running as fast as he can with his short legs to the front of the battlefield. As eager as they are to engage in battle, dwarves prefer a good drink of ale over anything. They are extremely loud in their conversations and can be obnoxious at times, causing others to become irritated and angry. Dwarves almost never pass down a good bar fight, and love to wrestle around with their friends.
Look Requirements: Red face paint on all of face, Beard Size: Small Build: Tough Normal Classes: Warrior Minor Cross-Classes: Rogue Major Cross-Classes: Mage Magic: Light, Earth/Restoration, Earth/Enchantment Additional Skills Permitted on Warrior Class: Appraise: Gems, Disarm Trap, Read/Write: Dwarven, Poison Resistance Required Skills: Blacksmithing Additional Proficiencies: All Axes, All Hammers, Maul
Dwarf, Stone « Result #4 on Sept 1, 2005, 12:12am »
Dwarf, Stone
When the dwarves left the mountains of kilroth, some decided to stay behind and further their knowledge of their own land. These dwarves were soon encountered by a man of great power, a man capable of predicting the future through the use of astrology. He was known to them as Moongaze. This man told the dwarves stories of the past and present, and told them what was to become of the dwarven race. It was believed that soon the dwarves would be conquered by a great evil. These dwarves soon started training with the aid of this great man, and learned to fight better than ever before. Their main focus was defense, and after only a few decades, they had learned to become one with their surrounding. The power of the mountain soon bestowed its’ magic upon them, and they could then turn their flesh into stone. Eventually, the man died, and the dwarves gave him the honorable burial of a dwarf. A group of thirteen of their best warriors took his body to the village where he was born. When dwarves saw these great warriors, they agreed it was time for a celebration. The tavern was packed and stories of the dwarves adventures into the world were told. The stone dwarves became intrigued, and decided that it was time for the dwarves to return home so that their society as an entirety could share with each other what they had shared with each other that night. Upon returning, bodies of both goblin and dwarves were scattered on the trails of the Kilroth Mountains. They hurried to their towns to find that all was fine. The evil had been vanquished from their land and soon the sorrow of brothers who died was no longer a burden. The mountains are still safe today, and dwarves and stone dwarves alike live in harmony together, adventuring for fame, glory, and treasure once again.
Look Requirements: Gray face paint on all of face, Beard Size: Small Build: Tough Normal Classes: Warrior Minor Cross-Classes: Rogue Major Cross-Classes: Mage Magic: Earth/Evocation, Earth/Enchantment, Earth/Restoration Additional Skills Permitted On Warrior Class: Appraise: Gems, Disarm Trap, Stone Skin Required Skills: Stone Working Proficiencies: All Axes, All Hammers, Maul
The strange and reclusive blood elves hail from the far eastern kingdoms. They live lives altered from high elves that are more suitable to their beliefs. The blood elves left the high elven kingdoms to pursue finding absolute magical power. The obsession with magic in the blood elven society is painfully obvious, some going to the extent of killing ones brother to delve even further into its power. However, blood elves are not completely selfish as it may seem on the outside. Their society is very social and organized, each of them for the most part looking to further the greatness of the blood elven race. They are often looked down upon as heretics by their high elven cousins for having left the high elven society in search of the magic that they believe has already been bestowed unto the elven race. It may seem strange that more than just those who had opted to school in the art of magic left the high elven kingdoms to become a blood elf. Those who did and chose to take up arms left to insure the safety of this new eleven race and have been given the title of guardian. The blood elves of today roam all over the world of xercia on their constant adventure and search for the true power of magic. There is however a danger in their never ending search for magic, one which still haunts the moon elves. The most powerful sorcerer known to live is indeed a blood elf, though few speak his name. Even to the blood elven society he is perceived as the penance of evil. Never the less, his knowledge in magic has no match.
Look Requirements: Pointed Ear Extensions, no more than a go tee and Mustache or sideburns for facial hair. Size: Medium Build: Frail Normal Classes: Warrior Minor Cross-Classes: Mage Major Cross-Classes: Rogue Magic: Evocation, Enchantment Additional Skills Permitted On Warrior Class: Charm Resistance, Detect Magic, Read/Write: Elven Required Skills: Read/Write: Elven Proficiencies: All Swords, All Bows
Elf, Forest « Result #6 on Sept 1, 2005, 12:11am »
Elf, Forest
All elves originated from the woodland forest of the northern elven kingdoms. When others chose to leave the forest to build great cities and become high elves, the forest elves refused to leave their gorgeous and plentiful lands. After thousands of years of loyalty, nature gave them the gift of communication with all animals and plants. All was peaceful, until on one fateful day the high elven nobles began expanding their great kingdoms. The forest elves begged their cousins to leave them be, but the high elves began construction on the outskirts of the woodland forest anyways. The forest elves were furious. They could not understand how all could be forgotten of their lands in such little time. They would never do anything to hurt their own race, and the high elves had broken their trust. They went to the great treants, living trees of the forest, for help. The treants agreed, enough was enough. It was time to put an end to the corruption of the forest. The treants marched to the outskirts where the construction had been taking place and had a simple word with the nobles of the land. Within 1 weeks time, the high elven nobles were gone from the forest elven lands. The unfinished ruins of the great buildings that were to be built are still intact and visible from the outskirts of the woodland forest. To the present day, any and all who enter the woodland forest and are not of forest elf descent are questioned by the treants on their reasoning for being there. When the treants returned, the forest elves wondered what they said to scare them away. It turns out it really was only one word. Leave.
Look Requirements: Pointed Ear Extensions, Must wear leaves in hair or around body, no more than a go tee and Mustache or sideburns for facial hair. Size: Medium Build: Frail Normal Classes: Mage Minor Cross-Classes: Warrior Major Cross-Classes: Rogue Magic: Earth, Water, Enchantment, Illusion, Restoration Additional Skills Permitted On Mage Class: Charm Resistance, Tame Animal, Speak Treant: Forest Elves may speak the treant language fluently. Required Skills: Tame Animal Proficiencies: Staff, Short Hammer, All Bows
Half elves are not really of elven descent, yet are not considered to be human either. Outcast by both humans and elves alike, half elves have no real home. They are not allowed in the high elven lands and have trouble getting along with humans in their kingdoms. Though they may lack the ability to fit in, they are capable of what elves and humans alike are not capable of. Half elves are able to train in any form of magic or fighting style they want, and be successful at doing so. They as well retain the ability to resist the clouding of their minds and are fearless in the heat of battle. Half elves are always ready to show both humans and elves that they are indeed a more evolved version of either of them. They are often drifters, adventuring from town to town trying to find a place of acceptance. Often times half elves are mercenaries and travel in a group, seeing as how very rare it is to see a half elf they would gladly watch out for each other on the battlefield, knowing that being backstabbed by their own legendary mixed blood is very unlikely. Along with their mixed blood and capacity to learn comes a mixture of thoughts as well. Confusion on what or who they really are haunts them to their death. Their mind is always thinking of whether or not their decisions, conversations, and all actions favor their human or elven side. Half elves may very well be the most chaotic and difficult race to deal with in the world of Xercia.
Look Requirements: Ear extensions, Facial Hair of some sort Size: Medium Build: Frail Normal Classes: None Minor Cross-Classes: Mage, Rogue, Warrior Major Cross-Classes: None Magic: Pick 3 Schools Additional Skills Permitted On Classes: Fright Resistance, Charm Resistance Required Skills: None Proficiencies: Pick 3 Weapons
High Elves reign supreme in all elven societies. All form of order was created by this proud race of pointy eared humanoids. They are the oldest established race known to Xercia. Once high elves left the woodland forest, they reached areas of great groves and plains. There, built on earth able to withstand the size and weight of their mighty structures, the elves built a town unlike any others. Their buildings glow with the aura of magic and some towers reach to heights higher than the clouds themselves. The town was called Star Grove or Quel Malus in the elven language. But they needed a power source for their great city. They explored the entirety of their land, but nothing was found. Great ships were soon constructed, sailing them to new lands. They found creatures that they had never before seen, and were astonished at how repulsive some of them were. Many wanted to leave the new lands immediately, disgusted with how dark and ugly it was. But a majority of the high elves continued on. They talked to great tinkers throughout the land, but none had found a way to create such a light source, none knew how to power it, nothing would really work. The high elven adventurers were losing hope, and the last party of high elves left on the foreign lands decided to have their last drink of elven wine to end their long quest. They were disturbed later that night by a pixie. They told their failed quest to the pixie. The next day, they were awakened by the screams of hundreds of pixies. The entire forest was being over run by a squad of fire elementals. It would later be told these fire elementals were summoned by a mage seeking tribute from them. The pixies had no choice but to go back with the high elves to their lands. There, the pixies found that together with the high elves they could make the magical source needed to power the high elven city.
Look Requirements: Ear extensions, Glitter of some sort on face, no more than a go tee and Mustache or sideburns for facial hair. Size: Medium Build: Frail Normal Classes: Mage Minor Cross-Classes: Rogue Major Cross-Classes: Warrior Magic: All Additional Skills Permitted On Mage Class: High Elven Charisma: High elves obtain a universal status point every event, Charm Resistance Required Skills: Read/Write: Elven Proficiencies: Staff, Short Hammer, All Bows
Proficiencies: Staff, Short Hammer, All Bows Elf, Moon
Moon Elves are often times loners and don’t make friends with many other races. They also have a nag for people who try to brag about themselves, feeling they need to prove to all races that they are better, unlike most elves where they know they are better and do not need to prove it. However, messing with peoples minds is their style and like to see the expression on different peoples faces when they react to certain actions. Moon elven culture has taught them to blend in with the night. The moon elves were once part of the high elven culture, until they protested the high elven way of life. They believed they were disrupting the stars with their use of magic too far above the clouds. The group of elves were soon known as heretics, and banished for their insubordination. They later learned to fend for themselves, achieving the ability to move without being seen or heard, one with the night. Some, however, chose to pursue their path of magic to better the strength of their few numbers. Soon the moon elven race grew, and hearty treasure hunters, astronomers, and adventurers were born. They became very good with political influence outside the high elven culture and learned much about the outside world. Unlike high elves, moon elves are more accepting to the immoral injustices of Xercia and more understanding when something problematic arises. There are many superstitions about moon elves. People call them cursed, evil. For these reasons, townsfolk often refrain from confrontation with moon elves. When a moon elf walks through a crowed of people, they simply move, hoping not to get cursed themselves. Their settlement is called is known as Candarius.
Look Requirements: Ear extensions, dark blue, purple, or black runes on face Size: Medium Build: Frail Normal Classes: Rogue Minor Cross-Classes: Warrior Major Cross-Classes: Mage Magic: Dark, Water, Air Additional Skills Permitted On Rogue Class: Charm Resistance, Sleep Resistance, Read/Write: Elven Required Skills: Hide Proficiencies: All Throwing Weapons, Dagger, Short Sword, All Bows
These little ones love adventure and are almost never found being serious. Their jokes, pranks, and curiosity are what really get them into mischief. However, when the time comes for battle, their speed and agility give them the upper hand in dodge techniques; also, their magic has often been their ally more than most things in life, and can be very powerful. Gnomes are often found wearing colorful clothes reflecting their child like nature among the world of Xercia. They originated from a large island that they call Lakitoo Land. The gnomish race has always been peaceful; always trying to find ways to become more efficient at their normal every day lives. They soon began constructing tinkering devices. At first, simple mechanical machines such as pulleys and sun dials. Eventually, their imagination grew. They created tinker bots to help them farm and build, eliminating the stress of using their own little strength. Eventually, the airship was born. They explored and mapped the entire world in less than a century. These records, however, were kept secret by the great archeologists of their land. They feared that if they got in the wrong hands something terrible could happen to the world that they love so much. To this day, the records are secretly kept somewhere on Lakitoo Island. Gnomes later felt that it was time to show the world their great creations. Most of the other civilizations, however, did not approve of their machines, and forbid them from coming to their lands. The race of dwarves and humans, however, accepted the genius minds of the little gnomes. Soon the humans taught them the good of the art of healing, and the gnomish race soon began teaching it regularly within their own civilization, believing it could only help the world. Some, however, began to feel insignificant and unnoticed. Those who did soon learned to fend for themselves.
Look Requirements: Red circles on cheeks for rosy red cheeks, big latex gnomish nose (optional). Size: Tiny Build: Weak Normal Classes: Mage Minor Cross-Classes: Rogue Major Cross-Classes: Warrior Magic: All Additional Skills Permitted On Mage Class: Fright Resistance, Toxicology Required Skills: Use Tech Device Proficiencies: Staff, Dagger, All Short Weapons
These retched creations have far since been the menace of Xercia. Most, not all however, are sinister in all ways possible. The goblin race has what is known as the 'Cursed Black Blood'. These fearsome creatures have no respect for races other than their own, and their aggression and numbers is what makes them part of the most feared kingdom of the five. They're considered hideous by all races with their green skin and sharp teeth that seem to make up for their size when intimidating others. Magic was once practiced by few of these creatures but was soon forgotten when orcish hordes became part of their kingdoms main army. Soon after, their magic became nothing compared to their orcish steel, and the goblins had no choice but to join the orcish ranks. Goblins are notorious for betrayal and pay no heed to the feelings or thoughts of others. If it benefits them or their party, they will take action to make it so. The goblin way is extremely chaotic. One does not know if they will take haste actions or wait until they think the time is right. Long after the dwarves began construction on the Kilroth Mountains, the goblins had finally established an army. This army was later split into tribes, after their defeat from the powerful stone dwarves. The goblins later explored their lands, but no common foe was found. After seeing gnomes fly across their lands in great mechanical birds, they soon constructed the zeppelin. The goblin zeppelins were slower and also less armored, but they could transport hundreds of goblins on just one. Towns across the land feared for the coming of these giant blimps, and the goblins were now able to migrate to untainted lands. The race of goblin is indeed a menacing one to be trifled with.
Look Requirements: Ear extensions, Must paint face green Size: Tiny Build: Weak Normal Classes: Rogue Minor Cross-Classes: Warrior Major Cross-Classes: Mage Magic: Earth/Evocation, Fire/Evocation, Dark/Evocation, Earth/Enchantment Additional Skills Permitted On Rogue Class: Goblin paste toxin: Goblins can make paste toxins at the same cost as liquid toxins when using either the skill toxicology or alchemy. Scouting, Tracking Required Skills: Tracking Proficiencies: All Throwing Weapons, All Short Weapons, Long Bow
Halflings are very similar to gnomes; however, magic does not bless their race as it did theirs. Their curiosity is only measured by their endurance in their actions, which are chosen carefully and with logic. The Halflings race often depend on themselves or others closest to them; making new friends is not exactly a choice they are very willing to make, and no one is quite sure where these little guys came from. It is rumored that Halflings are simply a smaller human, but their body structure does not agree with this theory. Halflings are far more agile and limber, their joints do not lock up as a humans’ does, and are as well more swift than an elves grace. Halflings are always useful companions. Though they are very difficult to please due to their constant sense for danger, they are very skilled and quick on their feet when it comes to difficult tasks. You will often see a Halfling avoid confrontation at all costs, for it is better to be on no side than a wrong side. Halflings will often times be the idealists and aerobatics of the party. When it comes to fitting through small spaces, getting through a door or sneaking around and gathering information, Halflings are the perfect candidates. Halflings are often scared of bigger races such as orcs and are very weary about races notorious for their destruction and sinister ways.
Look Requirements: Must paint red on tip of nose Size: Tiny Build: Weak Normal Classes: Rogue Minor Cross-Classes: Mage Major Cross-Classes: Warrior Magic: Air, Water, Dark Additional Skills Permitted On Rogue Class: Sleep Resistance, Halfling Dodge: Your character may use this once every reset and it has the same effect as if you were to use the skill dodge. Required Skills: Hinder Proficiencies: All Throwing Weapons, All Short Weapons, Long Bow
Humans are considered the norm or middle class of all races, considering that they're not nearly as large as Orcs but are much larger than Halflings and Gnomes. If humans would only listen to their conscience every now and then, perhaps they would succeed in becoming the ultimate race; yet their ignorance blinds them from the truth and their minds conscience becomes worthless, it's a great surprise that they actually have magic flowing through even a portion of their blood. Humans range in all shapes and sizes. They hail from the homeland of Taris. No race knew of these beings, until they left their own homelands of Moradin and discovered that there indeed were many settlements of humans across the great seas of Xercia. With their primitive way of life they embraced all races into their lands. The humans were able to be taught everything. Learning quickly, the humans soon became very powerful, forming factions across the land. The gnomes showed them technology, the dwarves how to fight, and the elves how to use great magic. However, as humans learned the power of their numbers, due to their ability to mature and mate quickly, they later contested each other on their ways of life. Some left the civilizations to later become nomads and barbarians. Others stayed and excelled their way of life with their new teachings. As they excelled in their mind and body alike, they also advanced their society. Men soon stood up and spoke their ideals to their people. Villagers who agreed with these men joined their cause. Building great structures and weapons, the humans helped each other to take land and rid of the others not fighting for their region. In the end, one man and his beliefs stood victorious among the land of Moradin. King Banstow appointed his most trusted men to help him control these regions, giving them the noble title of a Duke. These nobles appointed even more nobles, and their government was born.
Look Requirements: None Size: Medium Build: Normal Normal Classes: None Minor Cross-Classes: Mage, Rogue, Warrior Major Cross-Classes: None Magic: Pick 3 Schools Additional Skills Permitted On Classes: Fright Resistance, Favored Skill: Choose two skills. Your character now gains 1 extra use or one extra level in the chosen skills during game play. These two skills cannot be identical and your character must first acquire the skill before making it a favored skill. You may choose your favored skills only at creation. Required Skills: None Proficiencies: Pick 3 Weapons
Kresetarian « Result #14 on Sept 1, 2005, 12:06am »
Kresetarian
The Kresetarian beings were at one point human. A great civilized culture stayed among the woodsmen of the Darkwood forest for many years. Undisturbed for centuries, the people learned how to adapt to the forest. Living among many vicious creatures and animals, these humans built a great civilization in the treetops. They dubbed their great city in the trees, Darkwood. Darkwood would stay peaceful during the times of the wars, even after orcish hordes ravaged the country side, for no one would enter the Darkwood forest due to its great mysterious magic. However, a great many wizards were intrigued by the magic in the Darkwood, wandering if there was some kind of way to harness it to them, or use it to their own advantage. These wise ones were soon known as the seekers. Even now seekers roam the land searching for any unknown magic, hoping to obtain some sort of newly found power. They soon built a great tower overlooking the Darkwood forest, so that they may better study the unknown phenomenon. What they found was that the forest itself was alive. However, it was not alive as the forest elf settlement of woodland was. It was as if the entire forest moved as one. After centuries of research, the seekers found the source of energy of the Darkwood, and entered the forest to capture it. The seekers lost many wizards of that fateful day, and the people who lived there were blamed for not protecting the forest from intrusion. Since then, the dark forest glows with a dark aura on all of its black trees. The Kresetarian society did not know what was to become of them. Less than a year later, a woman giving birth screamed with pain in the midnight hour. The woman had given birth to a child with glowing eyes and a tail, and the Kresetarian race was born. Any children born in the Darkwood since then have also had the same symptoms.
Look Requirements: Beast-like appearance such as fangs, horns, and a tail. Size: Medium Build: Tough Normal Classes: Warrior Minor Cross-Classes: Rogue Major Cross-Classes: Mage Magic: Earth, Dark, Enchantment Additional Skills Permitted On Warrior Class: Kresetarian Beast Ability: As a Kresetarian, your character has full access to one of the following racial skills: charm resistance, fright resistance, poison resistance, or sleep resistance. Required Skills: Chosen Racial Skill Proficiencies: All Swords
Luciterian « Result #15 on Sept 1, 2005, 12:05am »
Luciterian
The Luciterians are actually considered part of the human race. After the nobles had established their government, they soon needed more people to help them build their great empire. Men and women alike around the region were recruited for manual labor. These people were soon known as the lower class as the rank of citizen could be achieved. The nobles began pushing them harder than ever for now they were to be their slaves. As slaves, the peasants worked day in and day out to one day hopefully gain their freedom. They soon learned that if they opted to work in the mines of metosia, a mine in which all status and different regions have access to, they would gain their freedom much sooner. However, during the decade in the mines, the humans were exposed to a new type of virus, one that was deadly and infected all the pores of your skin and soon after seeped through to your blood cells. The virus was called the Luci Madness, after the man who first discovered the Mines of Metosia. The few humans that were able to help soon taught others the art of healing, and, since they were healing people nearly every day, they became more efficient and advanced at it than any other race before them. Since the virus had permanently made their skin blue, the humans found it appropriate to call themselves a new race. Luciterians soon gained their freedom and became citizens. Some stay behind to make sure that everyone who is subjected to Luci Madness stays alive while others simply go out into the world with a peaceful heart and open mind.
Look Requirements: Must paint face light blue Size: Medium Build: Frail Normal Classes: Mage Minor Cross-Classes: Rogue Major Cross-Classes: Warrior Magic: All Additional Skills Permitted On Mage Class: Luciterian Healing Points: Luciterians have an additional 10 magic points only useable with spells related to the restoration school. Luciterian Mine Poison Resistance: Luciterians are immune to poison and virus calls up to level 3 while in a cave or mine. Poison 1 effects do not harm Luciterians at all. Required Skills: Examine Wound Proficiencies: All Wooden Weapons
Ogre, Half « Result #16 on Sept 1, 2005, 12:04am »
Ogre, Half
These half-breeds are often smarter if confused and are twice as cunning as their full ogre brethren are. Half ogres can think quicker in battle and therefore were often used in the front lines of battle by the horde. They are honored by all in the horde for their sick methodical ways of killing. When some left the horde to explore the rest of the world, it was found by many that these half bloods were not to be trifled with. It is said and known by half ogres that there was once a great leader known only by skull crusher that defended an entire town on his own from the horrid attacks of the nobles on peasants. How to best explain the first sighting of half ogres in the orcish hordes is simple. The half-orcs saw a tool and they used it. Not knowing right from wrong, these creatures often do not know what they do. With the help of the other races of the world, however, the half-ogres are slowly, extremely slowly, learning to follow the way of the great Skull Crusher himself. Simple words can often make them squeeze you out of love or anger. One should be careful when speaking with ogres due to their quick and unknowing reactions.
Look Requirements: Ear extensions, Must paint face yellow Size: Large Build: Strong Normal Classes: Warrior Minor Cross-Classes: Rogue Major Cross-Classes: Mage Magic: Evocation, Enchantment Additional Skills Permitted On Classes: Half-Ogre Strength: Half Ogres are extremely strong and therefore retain bonus of 2 strength. Required Skills: Physical Resistance Proficiencies: All Hammers, All Two Handed Weapons
Orcs ravaged the human towns during the ancient wars. The orcish horde with their brute strength and goblin army by their side was not overcome in the beginning by the still primitive minds of the humans. Town after town, the orcs conquered all that stood in their way. However, as time passed and other races explored into the conquered territory, they brought new ways to help the humans and their fight against the orcish hordes. The orcs would soon lose their numbers and withdraw back to their homeland, the Wastelands of grudgetread, forming small settlements ranging all over the continent of Grim Rancig. However, the human women that were taken advantage of during the raids were now in for a horrid surprise. Half-Orcs were born throughout the land. Though most were unhappy with their monstrous children, and about thirty percent of the women who did give birth to these half orc half human babies died, some took the children in as their own. Soon realizing the harsh reality of their childrens disabilities, they brought them to orphanages specially formed to raise and train the children in the way of the warrior. The Half-Orcs soon showed talent in learning the ways of the warrior quickly, and embraced each other as brothers as they became great in their numbers, some even starting families together and training their children to fight as well. As time passed, they were later accepted back to the grudgetread wastelands and are free to come and go as they please. Most orcs, however, will never truly accept them as orcs of their society. Though they were never destined to be as intelligent as humans, the half-orcs show a way of evolution form their orcish ancestors. The courage of humans and the fierceness of orcs will always go with them in their travels.
Look Requirements: Ear extensions, Must paint face green, Must wear tusks Size: Large Build: Strong Normal Classes: Warrior Minor Cross-Classes: Rogue Major Cross-Classes: Mage Additional Skills Permitted On Classes: Half-Orc Weapon Proficiency: Half-Orcs are extremely proficient in melee weapons. You may choose 4 weapons that your character gains automatic proficiencies in. Required Skills: Weapon Skill Proficiencies: All Axes
Kensington-Tyrsis Chapter « Result #18 on Aug 31, 2005, 12:41pm »
Actual Location and directions of the Tyrsis chapter:
Travelling east down I-96, get off at the Kensington Road exit #151. Make a left and go straight through the light and on your left not even a quarter of a mile down you'll see the island lake campground sign on your left. Make a left into the park and a right after seeing the park booths. Go down this road, quite a ways, until you see the sign that says "Rustic Cabins" on your left and turn in to find us!!! Hope to see you all there!!! Oh and all you newcomers the first event is free but for everyone else dont worry 'cause the event cost is still only $20.
In-Game Location:
The subtle town of Tyrsis lies smack dab in the middle of the Maron region on South-West Zanaris Isle. If you wish to visit these forum boards to speak with the members of this chapter please go to the following link:
Cost to attend an event « Result #19 on Aug 31, 2005, 12:07pm »
Fee for Game play: Your first attended event ever at any of The Five Kingdoms chapters is absolutely free. We like to give people a chance to enjoy themselves rather than make them waste their time and money. In other words, if you didn’t like your experience with us, you didn’t really lose any money right? However, event fees of the chapter that you are attending still apply. Generally, all chapters of The Five Kingdoms L.A.R.P. charge no more than $20 a head for a weekend event.
What is a LARP? « Result #20 on Aug 31, 2005, 12:05pm »
Introduction to The Five Kingdoms
How to play: The Five Kingdoms is a fantasy LARP, or Live Action Role-Playing game that was put together by a group of people known as founders. These founders made the rules and regulations for you to better understand how to play The Five Kingdoms. You are known as a PC, or Player-Character and the people whom run the game are known as NPC’s, or Non-Player-Characters. NPC’s symbolize any type of object described, such as a Monster, an Item, a structure, Etc. They are also a key feature to make a plot, or adventure happen. The GM or Game Master is the one who calls all the shots, as in where to make what happen and when to do it. The GM also has assistance from Marshals. Marshals keep the game in regulation according to what duty they are given in and out of game. With all of these features only then can the game be played. In order to play, you must take your first step into knowing how to role-play. Role-playing is sort of like acting, but without a script or a type of direction. It’s what the organization uses to make things more lively. Being PC-driven (to be into the game and becoming a huge participant) is the biggest thing needed of all. NPC’s can only do so much for ones imagination, so there has to be a point where the PC will take over. PC’s can participate at any given time anywhere. For example: If you were a hot tempered Dwarf and saw an orc attacking a fellow Dwarf, you wouldn’t sit there and ask the orc to back off, you would simply attack it as hard and as fast as you can over and over to protect your fellow brethren. With NPC’s running plots and PC’s being PC-driven, only then can you fully understand how to play.
In and Out-of-Game Explanations and Vocabulary: When playing The Five Kingdoms LARP, you are expected to stay In Game as much as possible. To be In-Game means to be as your character, to interact with other Player Characters (PC’s) and Non-Player Characters (NPC’s). To be out of Game means to leave play and talk amongst one another as yourself, not your character in general. When going out of game, you MUST put your hand over your head to symbolize that you are out of game. If this is not done, you are considered in game by the rules. We also understand that not everyone can always stay in game, so there are designated areas for out of game discussion. NPC Camp is always an out of game area that should not be abused. For example, if a human is fighting a group of goblins, he cannot run into NPC Camp from game play. Therefore, if there are other designated out of game areas, we ask that you please do not abuse those as well. All In-Game terms are described on the following page.
Terms of play: The Five Kingdoms has a set of rules, or laws for you to abide by to keep the game going safe and securely at all times. You must obey all Local, State, and National laws at all times. A waiver found in the back of this book can be found to better specifically understand these laws. Any participant who refuses to sign the waiver may not play under ANY circumstances. This Waiver is found on the next page.
Five Kingdoms Waiver of Liability
I the undersigned indicate by my signature below that I have read this waiver and release and hold blameless Five Kingdoms, its staff, participants, and its officers for any injury, physically, emotionally, or mentally, during my participation in activities sponsored by Five Kingdoms. It is understood that inherent to the activities participated in are risks which may or may not be prevented by caution. The terrain of the land we play on can be rough, and I understand there’s no blame to these people stated above as well if I am to get injured at any time.
It is also understood that during my participation and as a requirement of that Participation, I agree to refrain from use and possession of alcohol or narcotics, and follow all laws of the State and County in which it is played in.
I also agree to conduct myself according to the rules and regulations of the game, the shelter and land in which it is played on, and in a civil and peaceful manner, respecting the rights of other participants in the events as well as the rights of residents of the adjacent areas.
All persons under the age of 18 years old must have this release signed by their Parent or legal guardian. All persons under 13 years of age are not permitted to participate in physical activity without a parent or legal guardian present.
IF YOU GET HURT, WE ARE NOT LIABLE. BE CAREFUL, BE SAFE, AND HAVE FUN.
_________________________Participant Date of Birth_________________ Printed Name _________________________ Signature
__________________________________Parent or Legal Guardian
__________________________________Phone Number
Today's Date_________________________
Character Creation: In order to enter the world of Xercia and become a character you must first create one of your choosing. Your character is built the way you want him by choosing a Race, Class, and Skills. The Race is the type of species you want your character to look like, such as a Human, Elf or Dwarf. The Class is the main type of skills your character will be learning and the main way you will be building your character. You will have access to all skills (unless racially related) however, certain skills will be more costly, as well as others will be less costly, depending on the class you choose. The classes are: Mage, Rogue, and Warrior. The more experience dots you gain the further you can progress your characters class levels. Your character obtains experience dots from attending weekend events. Once you reach a certain number of class levels your character can quest to unlock a new list of skills. This is known as a class up, granting your character the ability to level up as his new class and obtaining new and more interesting skills. Skills are what give your character abilities, such as doing more damage, increasing hit points or learning to cast higher level spells. Without skills your character would be useless. All classes cost the same to level up. Each race also has their own access to each class. This means that a High elf is far more attuned to learning mage class levels than learning warrior class levels. This is explained more in the skills and magic section of the rulebook.
How to Fight: The Five Kingdoms is an actual contact sport. This means that there will be physical contact with one another, although the contact is usually mild to moderate. In order to fight one another you must first make a weapon. At your first event you may borrow one from NPC Camp to get an idea of how to make one. You can even ask fellow LARP members to help you make one.
Making a Weapon: Weapons of The Five Kingdoms are NOT REAL, we DO NOT use any type of metal or potentially sharp or harmful material when making a weapon. To substitute this, we use “Foam Boffers”, also known as a Physical Representation (Phys-Rep for short). In order to make a Phys-Rep, you will need to go to your local hardware store and get ľ” CPVC piping (Known as your core) and 5/8” Insulation (Padding) to put around your core. After that , get a roll of Duck Tape, any color of your choice(Silver is most common) and put a minimum of 1 or a maximum of 2 layers up and down the weapon you are going to make. The more you build weapons the better each one is going to look.
Game Creator « Result #21 on Aug 31, 2005, 11:57am »
To contact myself directly, please use my e-mail adress which is The5KingdomsGM@hotmail.com.
Please use this opportunity to contact me about any mishaps going on in your chapter, or perhaps your game master is not doing his job right? Maybe there is an unlisted chapter in your area? Do not hesitate to tell me, PLEASE!!! I'm here to listen. It also helps us keep the balance so official chapters and free lance chapters can be sperated properly. If a free lance chapter allowed a character with ultimate items to come into your chapter, it wouldn't be very fair would it?