
FAQs
Bookings (1)
We currently have a player cap of 50 adult places and 10 under 18 places.
Generalist (1)
The humble roots skill is a unique skill; there is nothing like it in any of the other skill classes. Yes, it does lend itself to being an “innate” skill but the balance of power doesn’t allow it to be so; granting a discount to other skills needs to be countered by making it a bought skill itself. It also allows generalists to choose whether or not they want to tailor their character this way.
Spellsword (1)
Camps (1)
A camp banner is mandatory to signifiy that your in-character camp is a specific camp that has had experience points spent on it. The banner is the central point of the camp and the character camp card (which shows what the camp includes) is attached to it.
Armour (1)
Weapons (1)
A long weapon is defined in the core rules document as anything between 18″ and 42″ long. Blunt long weapons would include maces and hammers; sharp long weapons include swords and axes.
Ritualism (1)
The XP spent on ritualism skills does not count towards your ritualism level, and hence does not count towards the limit per event spent on ritualism.
For example
2XP in to ritualism would make the character a first level ritualist – allowing them to contribute to one ritual per day, but not lead any separate ritual.
Spending 3xp on alchemist would allow tbem to lead two extra potion rituals per day, and whilst leading them they would effectively be a lvl2 ritualist
Net effect – the a character above can create 2 potions per day, as if they were a lvl2 ritualist, and contribute 1 level of ritualism to someone else’s ritual once per day.
As they are independent the XP on ritualism skills does not affect the 5xp limit, so a start up character could spend 8 xp (5 in to ritualism, 3 in to alchemy) – making them a Lvl2 ritualist, able to lead one ritual of any type, contribute to two other rituals, and lead 2 extra potion rituals at an effective ritualst level of 3.
Training (1)
Adventuring (2)
As a general rule no but rewards vs numbers / challenge will be a factor I.e a big party will have less trouble dealing with some pits therefore not gain as much xp per person as a small group in an equivalent pit. General guidance 4-8 makes for a good ‘pit’ group, and having a total group that is larger than this is your choice. However, there may be some pits which do restrict access through needed skills / xp requirements / xp limits.
Priest (2)
There are no mechanical differences in choosing the domains of a deity. The choices purely dictate which spells you can access. Some domains have slight overlaps of spells, so avoid those if you don’t want to compromise your maximum choice of spells.
Whilst there is flexibility about what your call your god & their/your story, there are a fixed set of domains. Your god will be ‘defined’ by up to two of these domains from which the spells of priests will come (in addition to some core spells). When you are creating a priest you will need to submit a paragraph describing your god to the DT, alternatively there will be set pantheon from which you will be able to choose a god from.
Costume Standards (2)
We want Eventyr to be as inclusive & diverse as possible, whilst still being immersive high fantasy. This means that while we want people to wear costumes that evoke the spirit of the magical world in which we are living for the weekend, we also want people not to be physically or financially crippled by the costume standards. Please see costume standards guidelines for more information.
Equipment (2)
Character Creation (4)
Whilst the Eventyr world continues to be open, there will be options as to how you integrate group backgrounds in to the existing world – consultation with DT on the matter is always encouraged (and allows for us to tailor some plot / background to your world) There is a setting document which was published prior to the first event, which adds guidance as to how to integrate your backgrounds in to the game.
The XP spent on ritualism skills does not count towards your ritualism level, and hence does not count towards the limit per event spent on ritualism.
For example
2XP in to ritualism would make the character a first level ritualist – allowing them to contribute to one ritual per day, but not lead any separate ritual.
Spending 3xp on alchemist would allow tbem to lead two extra potion rituals per day, and whilst leading them they would effectively be a lvl2 ritualist
Net effect – the a character above can create 2 potions per day, as if they were a lvl2 ritualist, and contribute 1 level of ritualism to someone else’s ritual once per day.
As they are independent the XP on ritualism skills does not affect the 5xp limit, so a start up character could spend 8 xp (5 in to ritualism, 3 in to alchemy) – making them a Lvl2 ritualist, able to lead one ritual of any type, contribute to two other rituals, and lead 2 extra potion rituals at an effective ritualst level of 3.
Mage (6)
The circle of power for it can be created as soon as the mage is capable (4th level with two different elemental masteries), location is not dependant on elementary abundance.
Only one scroll can be written per event. The higher levels of skill permit the writing of higher circle spells not more lower circle ones.
This is correct, so having mastery in Air, Dark and Water means you can cast the third level Invisibility (Air/Dark) for 1MP and the 5th level Steal Power (Air/Dark/Water) for 2MP.
Writing a scroll will cost the power points necessary to cast that spell.