In game terms all magical effects in Dumnonni are powered by and woven from the great riddle that is the wyrd. The wyrd is the great intertwining pattern of all that has been, is and will be, the pattern changes constantly and is perceived in a hundred different ways by a hundred different people, some say the wyrd has a mind of its own and it is the whims of this identity that cause the currents of fate to flow within the pattern.
Those who wish to alter the world in ways other than the usual have learned to perceive the wyrd (magic) and then tease and cajole it into a slightly different flow thus causing things around them to alter (E,G, they have cast a spell).
On this moment there are new rules being made by the Dumnonni UK refs, so keep in mind that the all around wyrd system is set for a change, but until then we shall use the rules found on our website. Most importantly the change is set upon the casting and spell style. Where at first one would cast a spell and the opponent would receive its content, the new rules strife for acting out a suggested effect and in hoping the act was enough to be granted reaction. This means the following in rule terms. A caster of wyrd must dance, sing, use whatever he seems necessary and act as if it was his or her last day on earth and then, when he/she was convincing enough, the opponent will repay your effort in acting out the suggested effect to the best of his abilities. When the new rules come we will post them asap, thus before that time we use both. The old rules for casting and receiving, and the new in the way we want to see them being cast AND received. If in the game you have the feeling that your opponent is cheating you your reaction, even though you have the feeling that your act and casting was good enough, then go to a ref and do not automatically think someone to be a bad looser. Some of the characters have high resistance to wyrd and although they should make this obvious to you, they might not always be able to do so.
What is written below is a small content of how we, de TNB refs, want to see the wyrd users in their specific area of wyrd us. If you want to be something different, or you have a different idea of how to cast, then you MUST inform the refs (email@example.com) before you begin using it with your character. Only the TNB refs may approve any change in the rules set upon us all. Access the rules of wyrd as basis (found on our website under rules), but try to use what is written below as your guideline.
How does this affect your spell casting? Well simple. In daylight everything Works as normal, in twilight it becomes harder to use wyrd, but in darkness the pain, sickness, and all other afflictions are simply too heavy to use wyrd. Special places such as shrines, old oaks, etc. seem to lessen the dark effect, but also then it is very hard to use.
What happens when you use wyrd at night, well; when you do have the change to use wyrd, then you know instantly that the wyrd you use leaves something dark within you. Some menace which you know can grow into something dark if not act upon. We encourage players to play with these dark feelings.
Priests and Bards can use wyrd as normal in the Night, but they as well feel darkness filling them as soon as they feel the wyrd answering their call.
Last we want to state that no player is immune by this dark wyrd, unless TNB refs say otherwise.
Not every healer is the same. Some heal out of prayer, others from the earth, but that is not the only difference. Some healers have a gentle hand, while others a famed for the pain you suffer before your wounds get healed. The same goes for the time invested in the healing progress. Only the luckiest receive the full grace of wyrd that heals them totally. Most however, must rest, lie down and wait for days and weeks to recover. We hope that all players and crew understand the significance of healing. First you have a wound and then, suddenly, your wound is taken away from you. This must mean something and we encourage all to find reason for such blessing. To take wyrd healing for granted is NOT how we want it to be. Fighting is a great part of our event and as such we expect everyone to understand that the roleplay after those fights are just as important.
To play a Bard is not simple. We expect a Bard to tell tales and witness the events so they can tell them back on other times. We expect you as a Bard to have a way with words, or to be able to sing a song. We see a Bard as a tool for making more atmosphere and for making sure the tales of our events stay alive. Remember well that to name a player in your stories is one of the greatest compliments a player can receive. Because of that we expect you to understand your role correctly and will play it accordingly.
An Ovate is there for a person trapped between two worlds, often unable to choose between them. Should he answer the callings of the ancestors, or should he ignore them as long as possible. A powerful Ovate is indeed a person to be feared, yet many disagree why this is. He is clouded in mystery and few are able to understand the burdens he carries, or the voices he must deny. Overall an Ovate is a feared creature and few clans have them close around, let alone in close council. He might have insights, other has not, but those insights are given beyond the grave and none but he knows who has given them.
In their search for understanding and power Shamans often find beastly spirits from which they extract beastly powers. It is known the shamans can strengthen themselves with powers of the bear, or that they can become cunning as a fox. These powers flow through them as if they were the beasts themselves. Because of their bindings with the spirit world shamans are often feared, for none would have the spirit world being angry with them. Within the clans they live in they are regarded as teachers and advisors, but a smart clan would not level them into leadership. As said before a Shaman tends to live in two worlds and the spirit world is a dangerous world with beings far worse than bears and foxes.
The most "common" fey are the shidhe, who are said to be the most "human" of the fey. Few others have shown enough interest in the World of men and if they did they played by a set of entirely different cards. If you have encountered fey then it was almost certainly a form of shidhe. The sidhi will never outright lie to one another but are adept at twisting the truth, this can be tricky for the Wistman as to keep the respect of the sidhe he must play by their rules, while at the same time not being protected by them. Wistmen tend to end up living on their wits, as they find it extremely hard to find anything that is truly secure. Wistmen can gain the most wyrd points at places of power where the barrier between the lands of the fey and Dumnonni are weakest.
A Wistmans power is always difficult to gain access to. He must trick, promise, or help to gain access to the vast power the fey possess. This means he will have a lifetime of dealings with creatures whom are often very alien to the behaviors of men, but that is exactly what it is to be a wistman. It is a longing of their heart to belong to a World of which they shall never understand completely. Their power is never for free and to understand this a Wistman does not automatically have points when he wakes up, but must perform rituals, make deals, do favors, or trick someone to gain them and even when he has them he shall always understand that is was given. Wistman generally try not to be tied down to promises or geas to the gods as they have enough to contend with, among the sidhi a promise is binding and can be twisted into an effective weapon by plotting and clever manipulation.