Marginalia LARP is coming!
Seven Duchies balanced power, trade and conflict swirled in a dance of power.
But one Duchie was dreaming of greater things. They delved into the earth, reached for the stars and began to calmly, insangely, drawing on powers from the void, stealing energy from the very earth.
Beast people, terrible cursed tree folk, void beasts drawn from the horrors of human dreams.
They poured from the 7th duchie controlled by the iron will and Brass Crown of Duke Eltgar.
However, such power was never meant to be channelled through one man, and as that man leant ever further into that power throwing its might against the other six duchies who gave no quater in the defence of their homes, Eltgar was consumed. The whick of his physical body burnt up in the flames of power.
The Brass Crown shattered and the wild magic and earth force that had been held in check spun wildly out of control. Demolishing the 7th Dutchie and leaving it a ravaged ruin, over run by the wild woodland and inhabited by strange creatures, Void Beasts, mad folk and criminals on the run from the law.
And at each Duchies border with the Rogues Forest, there is a shanty town of the desolute, the desperate, knights, and treasure hunters, that delve into the shadows of the trees, or fight back against the strange things that emerge when spring rains and summer sun cause the Forest to attempt to expand.
This is a high RP low rules system.
Character are made by choosing a duchy, which gives you an overview of what the character should look like and a broad idea of the culture that you come from.
You then choose five items or Boons/Banes that Describe your character and may help either define them or give them equipment.
A large item like a two handed sword, or larger than medium shield, plate armour for example would cost two items.
A Boons/Banes defines your RPing, and may for example be:
Tough
Couragos
Lucky
Cowardly
Greedy
Sickly
A Boon or Bane either gives a rp advantage (being tough suggests that you might take a bit more damage than others) a Bane coming up gives you extra rewards at the end of the event should they come up negatively.
Magic
You can at character creation take a spell effect that your character can do.
To cast a spell you need a focus, usually a scroll, but not always.
The spell needs to be heavily RPed (at least five seconds of RP with a prop) and if being done on someone they need to react so it needs to be a simple, easily described command "Fear me", "trip" etc.
If you wish to simply have a magic item, that costs two picks, but must have some negative effect, such as a healing stave, but you cannot take a violent action or a sword that cuts through anything, but will shatter if you run from a fight or lie.
Combat and Healing
This is all about drama, there is no one who is immune from damage, being hit, will always hurt.
However, if it is a stick, pan, or other makeshift weapon hitting armour then it will likely knock you about, but not do more than bruise you.
A sword, dagger, axe, or mace etc. will cause serious damage needing medical aid.
A two handed weapon, is likely to cause massive damage, a hit leaving a person desperatly in need of surgery.
The important thing is make sure that everyone has a chance to shine, if you are not taking any hits, or not giving the healers a chance to do something then the game breaks down, this system relies on everyone rping for everyone else to have fun.
The First Duchie draws its inspiration from the Greeko Roman period.
Sand and Sandals are big insperation. with bronze age styles and weapons being rife.
The are situated on the coast, and sailing and fishing are a huge part of their culture. They take great pride in their universities and engineers, with the position of explorer and/or philosepher being held in particular honour.
Though in terms of war equipment they are less well equiped than some, fighting with spears, javelin, slings, bows and short swords it is said that they are descended from heroes and demigods, so endowed with beyond human abilities.
Their Baron is decided by vote with everyone having a say and a vote in public election.
There symbol is a fish, defined by its scales that represent the armour that surrounds the Duchie, the shoal where all protect each other and work together.
There magic tends to be in the form of aurgeries and alchemy, personal strength and crafting.
This takes insperation from the period of the war of the roses and similar.
Historical films and books are the insperation.
The duchy is known for two things: farming (the crops flow like great golden lakes) and mining brings iron and wealth to the Duchy.
Family and home is vital to them, and they take pride in their craftsment and the apprenticeships that make them. Magic is the purview of outsiders, healers, and travellers who lend their skills to the community and then leave, ranging from palm reading and helping with crafting, to weather working and healing when more traditional healing fails.
Barons run the local areas and form a synod that chooses the Duke and it is the Baron, and lesser nobles duty to raise a force if necersary, archers and polearmed wielders dominating the battle field with the occasional foot knight among them.
Their symbol is the cooking bowl, the sign of the family at the end of the day, that everyone is fed, and everyone is welcome around the fire to say their piece and help with the household.
The symbol of this Duchy is the a Goats head facing forward. A symbol of hardiness, individualism and willingness to defend its herd.
The style is medieval spanish or Georgian.
A Duchy of great grasslands and high crags. The two things that they are known for are cattle, sheep, goats etc. and the drovers and goat herds that travel great distances following the animals and keeping them safe.
Leather, meats, berries and fruit make this Duchy wealthy.
This is a place where self reliance and loyalty are massively esteemed. The land owners depend on the herders and reward them well for loyalty and trustworthyness. The herders in their turn work hard for their employers and defend their interests sharply.
To be Toray is to work hard and play hard, dancing, carnival. cards and dice are all celebrated.
Their armies are a swarm of crossbow and spear wielding landsmen backed by the bright and shinning armour of the knights bedecked in plate and fighting with their famous curved blades.
Their magic is that for fortune tellers, alchemists, healers. Trickery and illusion play a great part.
The Duchy of Snakes
Their symbol is tied Scroll, a symbol for hidden knowledge.
Their style is robed and hooded, with simple colours or for the leaders, bright patterns.
They are known for their universties, their high towers and deep dungeons.
The wealth of the Duchy comes from its mining, pottery, paper and crafting.
Farming and herding, particulary grapes, oranges, etc. are common, with wool and lamb being common.
The society revolves around the universities and places of study, from the underground mortiuries where they study the human body for medical science, to the tall towers that study the birds.
Magic is prollific, to the point that the other Duchys sometimes look at them with concern in case their delving for dark secrets leads them to a dark path.
However, they are clear that a scholars studies are carefully monitered, and it is true, that the Stringen look in fear over their shoulder for the sharp eye of the inquisition.
When marching to war, the universities of war poor out polearm, two handed weapon or bow wielding armoured soldiers and a rough medly of peasent militia.
In the style of the renasionce, half cloaks, large pantaloons, impressive hats.
The symbol of the Duchy is a bottle: it takes craft to make a fine wine, and community to drink it together.
They are known for their exploration and for their craftsmanship, wine flows through the Duchy like water and they have a reputation for oration and partying.
The Duchy revolves and around the schools of philosphy and the guilds, with crafts people taking on apprenctices and journeyfolk to teach a trade to.
There magic is alchemical and revolves around "balancing the worlds elements".
This has also led to the devolpment of the "Gonne" an explosive cannon that is as dangerous to the user as the victim.
Half plate and helms, pole axes, long swords and a variety of range weapons make up the well dressed (both literally and metaphorically) hordes of different mercenaries companies all hungry for reputation and glory.
Based on British Round Table Myths and Robin Hood styles.
The Symbol of the Duchy is a Chalice. The sign of a shared drink between a community from Lord to Vassals.
The wealth of the Duchy sits on its hunting and wood from the great copiced woods that cover it.
Each area has a series of knights and their households, who are charged with justice and defending their people. Hedge Knights travel from place to place, helping where they can and defending the weak. Their money is limited, but their reputation romantic.
The Yeomen and peasentry work hard and play hard, and though the Knights sit in council to decide the Duke, woah betide the knight who doesn't listen to his vassals. A bad Knight may find themselves cornered by their people and reminded by stout stick of their duty.
Their magic is old in form, it is all binding oaths, fearless under their banners, swords that only break when the person does.
In war the Knigths gather their Yeomen and travel to the field in pageantry and force, standing fearce with shield and sword beneath the clouds of arrows from their people.