RULEBOOK CONTENTS
SECTION 1 - INTRODUCTION
section 2 - Starting to play Serim Ral
section 3 - General Information
section 4 - Miscellaneous Orders
section 5 - Castles
section 7 - Thief / Rogue Abilities
section 8 - Rangers / Hunters
section 9 - Magic
section 10 - Combat
section 11 - Repeat Orders
section 12 - Religions
section 13 - Advanced Classes
Appendices

Welcome to Serim Ral

Serim Ral is a fantasy Play-By-Mail/Play-By-Email system involving up to 100 players who each control a seperate kingdom within a large fantasy world. Your kingdom is managed by a variety of leaders, each of whom can command your loyal troops to glorious victory or devastating defeat. Diplomacy, economics, strategy and magic, together with mass-bloodshed, all play an important part. Alliances of religion, race and region can all be forged in an effort to survive the harsh realities of living in a fantasy world of Demons, Dragons and hidden death. Serim Ral has been played for nearly twenty years now, a testament to its popular appeal, and the game is still evolving. If you've never tried it, give it a go - you wont be disappointed.

You can establish a world-spanning empire by erecting huge castles, building fleets of mighty warships, and crushing your enemy on the bloody road to ultimate conquest. The final aim is to secure dominion over the realm for your people or alliance, by collecting bringing the very Gods themselves down from the heavens to wage war on your behalf or simply crushing all resistance within the vast and varied lands.

Discover, steal and research thousands of different magic spells, build mighty fortresses, castle destroying catapults and huge ocean-going long ships. Recruit and breed legions of mythical creatures to maim and destroy those that cause you displeasure. The heavens also play their part in the proceedings. There are many powerful Gods who smile upon their followers. As their following increases so do the powers that they bestow upon their earthbound priesthood.

Mount your troops and characters on Horses, Eagles or even Dragons! Each player may elect to control one of the existing fantasy races including Dwarves, Elves, Goblins and Halflings. As the game progresses many other strange creatures will be recruited or summoned to swell your ranks, from mild-mannered Spriggans to soul-rending Liches. Different themes of Serim Ral introduce different creatures for you to master, each creature has differing strengths, weaknesses and abilities. Knowledge of theses strange inhabitants and thus knowing when to strike and when to flee will be vital to your cause. .

Build farms, quarries, mines and timber yards to aid you in harvesting the natural resources of your domain. Taverns can be opened, providing your men with the necessary alcoholic refreshments after a hard days pillage. Tales of treasures, wandering monsters, recent skirmishes, and the lost artefacts of the gods are often to be heard in these places. Forges can be built to manufacture weapons and armour. Libraries can be founded to aid in Wizardly research. Erect stables to train your mounts for war, Temples to increase the power of your clerics, and Guard posts to protect against thieves. Shipyards and Infirmaries may be established, Trading Posts at which you may barter with wandering merchants, and many others.

Hard fought experience will see your characters increase in skill, confidence and notoriety. Rangers will find greater success in patrolling the land and persuading wandering creatures to join your cause. Thieves become more adept as they spy on and steal from the strongholds of neighbouring kingdoms. Wizards will find ever greater power, enabling them to weave ever more deadly enchantments from their personal collection of arcane lore. Fighters will find their ability to both train and command vast numbers of troops greatly increased, enabling them to lead their armies onto dazzling victories. Priests will attain increasing recognition from their God and gain even more powers from their respective spheres of influence as they rise in their Priesthood.

This is just a taste of what Serim Ral has to offer.If you have any questions, please don't hesitate to contact us.

Script:14ms

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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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