SERIM RAL RULEBOOK
V8.7 - Last Updated, 7th May 2008.
(Click here to view changes)



SECTION 1 - INTRODUCTION TO THE WORLD OF SERIM RAL

SECTION 2 - STARTING TO PLAY
2.1 - CHOOSING YOUR INITIAL RACE
2.2 - THE GODS
2.3 - NAMING YOUR LEADERS AND CASTLES
2.4 - CHOOSING YOUR CHARACTER CLASSES
2.5 - ALIASES and TITLES
2.6 - SENDING US YOUR START-UP SHEET
2.7 - THE GAME TURN

SECTION 3 - GENERAL INFORMATION
3.1 - TIME and WEATHER
3.2 - SERIM RAL GEOGRAPHY
3.3 - EXPERIENCE and HEALTH
3.4 - FEEDING YOUR TROOPS
3.5 - ENCUMBRANCE
3.6 - ALIGNMENT
3.8 - WINNING THE GAME

SECTION 4 - MISCELLANEOUS ORDERS
4.0.4 - ALIAS
4.1 - PLACING BOUNTIES
4.2 - CONTACTING OTHER EMPIRES
4.3 - DESTROYING ITEMS
4.4 - DISBANDING TROOPS
4.4 - EMAIL TURNSHEET COPIES
4.5 - FINDING NEW LEADERS
4.6 - FOLLOWING
4.7 - FORAGING FOR FOOD
4.8 - LEAVING YOUR ITEMS
4.9 - MOVEMENT
4.92 - GOING TO COORDINATES
4.95 - TRAVELLING TO KNOWN PLACES
4.10 - PATROLLING YOUR LANDS
4.11 - PROFILING MONSTERS
4.12 - RENAMING LEADERS AND CASTLES
4.13 - SLAUGHTERING FOR FOOD
4.14 - RECRUITING TROOPS & TAKING ITEMS
4.15 - FINDING AND TAKING ARTEFACTS
4.16 - TRANSFERS
4.17 - VISITING TAVERNS
4.18 - SPECIAL LOCATIONS
4.19 - REALM NAMES
4.20 - MAIN LEADER
4.21 - EMAILCOPY

SECTION 5 - CASTLES
5.1 - CASTLE PRODUCTION
5.2 - CASTLE RELATED ORDERS
5.3 - BUILDING NEW CASTLES
5.4 - CITADELS
5.5 - CREATING EXTENSIONS
5.6 - DELIVERING
5.7 - DEMOLISHING CASTLES
5.8 - FORTIFICATIONS
5.9 - MANUFACTURING
5.10 - PURCHASING GOODS
5.11 - SURVEYING THE LAND
SECTION 7 - THIEF / ROGUE ABILITIES
7.3 - HIDING
7.4 - SABOTAGE
7.45 - SKULKING
7.5 - SMUGGLING
7.6 - SPYING ON THE ENEMY
7.7 - STEALING
7.8 - VISITING TAVERNS

SECTION 8 - RANGERS / HUNTERS
8.1 - FORAGING
8.2 - HUNTING
8.3 - MAPPING THE TERRAIN
8.4 - MUSTERING TROOPS

SECTION 9 - MAGIC
9.1 - CASTING SPELLS
9.2 - UNEARTHING NEW SPELLS
9.3 - BREWING POTIONS
9.4 - DRINKING POTIONS
9.45 - BEFOG
9.5 - SCRYING
9.6 - WINGED BOOTS

SECTION 10 - COMBAT
10.1 - TRAINING YOUR TROOPS
10.2 - ATTACK
10.2.5 - RETREAT
10.3 - CAPTURING ENEMIES
10.4 - DEFENDING
10.5 - PILLAGE
10.6 - DEALING WITH PRISONERS
10.7 - ARMOUR WEAPONS & BOWS
10.8 - SIEGING ENEMY CASTLES
10.9 - FRIENDS & FOES
10.10 -BASIC COMBAT GUIDE

SECTION 11 - REPEAT ORDERS
11.1 - REPEAT ORDERS
11.2 - CANCELLING REPEAT ORDERS
11.3 - DEFERRING REPEAT ORDERS

SECTION 12 - RELIGIONS
12.1 - CHANGING YOUR RELIGION
12.2 - LISTING FELLOW WORSHIPPERS
12.3 - SACRIFICING TO YOUR GOD
12.4 - HEAD PRIESTS
12.5 - HEAD PRIEST ABILITIES

SECTION 13 - ADVANCED CLASSES
13.1 - CHANGING CLASS

Appendices
Command summary
Order of events
Order sheets and costs
Helpful handy hints
Gm policies
Example order sheet


*The rulebook is currently undergoing a rewrite to accommodate recent rule changes. Until this is complete please check these links to view the changes for each game.

Click to View Deep Dominions Changes


DEEP DOMIONS - GAME SPECIFIC RULES



All Deep Dominions rules have now been added to the standard rulebook (Versions 8.4.12 onwards)


Click to View Keltica Changes

In general, when reading the rulebook, please keep in mind the following class changes. Fighters are now Warriors, Priests are now Druids and can now only command 200 troops per level. Wizards are now Bards and can now command 600 troops per level. They also 'sing songs' rather than cast spells. Thieves are now Rogues, Rangers are now Hunters, Paladins are now Berserkers, Sheriffs are now Trackers and Castles are now Settlements and will always be prefixed with 'Caer' on your turnsheets. Leaders can now only command as many mounts as they can troops. Any excess will be subject to overtrooping rules. 

Many thanks to Arren Elsey and Tim Russell for their help with our research into the game, although all historical and geographical inaccuracies are our own work.

If anyone has any queries or problems, please don't hesitate to get in touch. We’re more than happy to try and help out.

Good luck and Happy Gaming.


Click to View Renaissance Changes

All Renaissance Rule Changes have now been incorporated into the main rulebook, versions 8.4.12 onwards. The Online Rulebook can be found here , you can download the latest version from here or contact us via any of the usual methods with your postal address for a free paper copy.


Click to View Ocean Lords Changes

All Ocean Lords Rule Changes have now been incorporated into the main rulebook, versions 8.4.12 onwards. The Online Rulebook can be found here , you can download the latest version from here or contact us via any of the usual methods with your postal address for a free paper copy.


Script:92ms

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The Rule Book
Introduction
Starting to play
Choosing your race
The gods
Naming your leaders and castles
Choosing your character classes
Aliases and titles
Sending us your start-up sheet
General Information
Time and Weather
Serim Ral geography
Experience and health
Feeding your troops
Encumbrance
Alignment
Winning the game
Miscellaneous Orders
Placing bounties
Contacting other empiress
Destroying items
Disbanding troops
Finding new leaders
Following
Foraging for food
Leaving your items
Movement
Patrolling your lands
Profiling monsters
Renaming leaders and castles
Slaughtering for food
Recruiting and taking items
Finding & taking artefacts
transfers
visiting taverns
special locations
realm names
Castles
Castle production
Castle related orders
Building new castles
Citadels
Creating extensions
Delivering
Demolishing castles
fortifications
manufacturing
purchasing
surveying the land
Thief / Rogue abilities
hiding
sabotage
smuggling
spying on the enemy
stealing
visiting taverns
Rangers / Hunters
foraging
hunting
mapping the terrain
mustering troops
Magic
casting spells
unearthing new spells
brewing potions
drinking potions
scrying
Combat
training your troops
attack and retreat
capturing enemies
defending
pillaging
dealing with prisoners
armour, weapons & bows
sieging enemy castles
friends & foes
Repeat Orders
remembered orders
cancelling remembered orders
deferring remembered orders
Religions
changing your religion
listing fellow worshippers
sacrificing to your god
head priests
head priest abilities
section 13 - advanced classes
changing class
Appendices
Command summary
Order of events
Order sheets and costs
Helpful handy hints
Gm policies
Example order sheet
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