Tir Nan Beo
Ethos Setting Rules Wyrd IC Guidelines Tales of a Bard


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 (info@tirnanbeo.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.

Wyrd in Tir Nan Beo

The flow of wyrd in Tir Nan Beo is very different as in the rest of the lands. Something dark has taken hold of the way wyrd flows through the earth. In daylight wyrd seems to work as normal, but at night it becomes dark and aggressive. Those who are sensitive to wyrd know that there something very powerful manipulating the flows of wyrd, but cannot phantom the depths of how this was possible. What all wyrd users do know is that when the light fades into the night, wyrd becomes a terrible thing to withstand. It is frightening dark, and full of horrible thoughts. It is a nightmare broken loose to hunt the minds of those sensitive to it (thus all wyrd users). At night wyrd users may suffer from fever, from nightmares, paranoia, pain, hallucinations, bleeding, sickness and more terrible afflictions. We expect all wyrd users to play with this and act accordingly. We leave it to the individual to choose how.

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.

Wyrd Users:


A healer has no power of his own, but must conduct rites and rituals to channel it through his or her own body. To be a healer is there for the opposite of being a warrior. The power a healer receives can simply NOT be both ways. Or you heal people with the grace of whatever you believe grants you power, or you are not a healer. If you wound and kill too many others, your powers will lessen and ultimately fail. To Heal someone is more that the simple prayer and the laying on hands. Healing with wyrd is a hazardous feat and stories are known that the powers granting the healing refused to help one in desperate need. As a healer you must understand that it is not your conviction that heals someone, but your devotion that does. Prayers, rites, respect, offerings, deals and promises grand you power and you better be sure to keep the end of the bargain. Besides the using of wyrd a Healer is more a field surgeon then a spell caster. With needle, twigs, bandages and a great knowledge of herbs and anatomy a Healer is a specialist who understands the nature of wounds and fevers and has made it his live to study it, and make him or her a better healer. As we expect wounds to be roleplayed, we also expect healers to roleplay their healings and handling of wounds.

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.


All clans in "Cursed Lands" should have at least one bard. A bard is someone who is able to tell a tale, be it through music, song or story. These bards are paramount in the way these clans live. They are the keepers of the stories and the memories; they are the guardians of honour and respect. From their mouths heroes and champions emerge, from their mouth clans are known for being hospitable, or as being oath breakers. They are the rulers of the tales; they are the judges of a warrior's fate. Without them all valour is lost, all betrayal is forgotten and because of this, all lessons are wasted and all warnings ignored. Bards are respected by all clans, even when they are from other clans, but bards do have a competitive nature among themselves. When more than one Bard is present then Bards are expected to have a Bard dual, where tale and song is told to an audience who is supposed to point out the better bard in the end. A bard's honour is based on his ability to exaggerate a story without lying, or making things up. This line of creative freedom is very thin, and for that most Bards stick to the basic facts of the original story, rather than to boast a story with the consequents of perhaps lying. A good Bard travels often so he can hear as much stories and tales possible. To witness an event is the best way to tell a story afterwards and so the younger bards travel with famous parties and warbands to events hopeful to see some amazing feats worthy of telling. To deny a Bard hospitality is a capital crime, but to not tell a story or to perform when given hospitality is seen as dishonourful. A bard is also quite often used as judge in honour fights as Bards are often seen as neutral.

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.


Understand that a Priest is not simply a warrior with a God breathing fire from his neck. A priest is a man or a woman that has been given a task. A God found him (or her) and decided that this human was perfect (or less than perfect) for the task he had in mind. If the task is being performed a God might grant some wyrd from his own mighty power, but if ignored curses can be the least of your problems. A priest in this game is a person who serves a God by performing a task he has been given. What that task is, is between the priest and his God, but we encourage making it common knowledge so others can play with it as well. A priest with a known task can be a mighty asset to the games dynamics and can offer the Refs more opportunity to bring wonder and horror when the moment deserves it. The most common task is simply spreading his word and making sure his will is being met. A priest should be a person who is a symbol of his God. By his performance or the way he looks, a priest must make sure that his Gods demands are met and his laws obeyed. Famous Priests are known to have had the ears of mighty leaders and quested to change everything for the good of their God. A priest should built places of worship, but should also be loyal to the flock around them and should guide and support them where ever they are. Priests are known to inspire armies and to set challenges in name of their Gods, but they are also known for their tunnel visions as they tend to have only their Gods way of thinking in their heads. Sometimes a God reaches out to someone who does not follow him, or has no ambition to become his priest. Why this is, few know, but those who do say that it is the way they try to manipulate ( for better or for worse ) our realm. Especially in the lands of Tir Nan Beo powers from the Gods are few, as the cursed lands seem to devour them. From all the wyrd users the lands of Tir Nan Beo seem to hate the priests and priestess the most.


The Ovates are responsible for understanding the mysteries of death and rebirth. For transcending time, divining the future and conversing with the ancestors. For travelling beyond the grave to bring augury and council to those still alive. This task is not without consequences and many an Ovate has gone mad, fled in solitude, hoping never to be found again by the living or have killed themselves. The wyrd which gives Ovates their powers is strange indeed, as it uses the powers of live, death and time in such way, that none can fully understand what will be the consequents. Beyond the grave lie many a realm and in those realms there are things that bring horror and nightmares beyond anyone's dreams. Most Ovates are loathed and feared as most believe them to be dangerous. People believe them to call for the dead when it suites them and to have made pacts with those on the other side. Those who deal with death invite them.

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.


A shaman walks hand in hand with the spirits of the lands. He involves himself with them through rituals and rites to see them en converse with them. They are bestial in their ways so their being is closest to the realms around them. Shamans tend to slip balance between the spirits and the normal world, becoming stranger and more beastly as they grow older. They get father away from the humanoid culture with every ritual they perform and every mushroom the eat. It is because of this that Shamans lack the stability that is needed for leadership and only the more primal clans have the intuition the cope with 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.


A beserker is a man in trance. A man intoxicated with rage and strength, unable to control the rage running through his veins. They cannot wear any armour, because that sickness them (metal sickness) and because it holds them back. The power they receive is said to be so great, that they cannot control it. Their rage is legendary, as is their total lack of self-preservation and blindness for all danger surrounding them. To go beserk is said to change form. Their wear pelts of mighty beasts, such as bears, wolves and even trolls to frighten their opponents and when the rage fills them their power turns them into something between a man and beast, killing indiscriminately and regard of loyalty. In their beserker state they are said to feel no pain and have great strength. To be a beserker means you have slaughtered a great beast and have accepted the rage burning in your veins. Beserkers are known to kill friends when they have the change and should be avoided when the enemies are dead. Only time and solitude can bring them back to mind and even then it is said that every time a man goes beserk, his animal powers take over some of his humanity.


Those who are touched by the wild magic of the fey, by accident or by birth come into a wild and capricious power. Wistmen are often shunned as troubles seem to flock after them like crows to a battlefield. When you are a Wistman then fey will be drawn towards you for both helping and hindering, but a Wistman is never left alone. The price for a glimpse of power from the fey is laid in by a path walked strictly on games, promises, trickery and twisting truths. Be warned that a Wistman is a character most promising to be misused by all sorts of creatures walking the dark forests of TNB. To be even straighter forward it must be said that a Wistman in TNB is prone to encounters with warped creatures that have become mad by the dark wyrd surrounding them. If any, then it would be the Wistman who is most likely to break first on the effects of the nights in TNB.

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.

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