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
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

In order to begin playing Serim Ral, please click one of the icons on the right side of the main page here. The races available will depend upon your choice of game. Not all games accept start-ups at the same time, however we try and keep a choice of at least 2 open at all times. The last icon on the chain marked TakeOver Positions allows you to sign up to join an established position in an existing game.


2.1 - CHOOSING YOUR INITIAL RACE

When selecting your chosen race, one factor to take into consideration is alignment. Alignment can vary between ABSOLUTE EVIL and ABSOLUTE GOOD, these being the opposite ends of the spectrum. In Serim Ral, alignment is how other people see you, not how you react. You could play the kindest, most generous Goblin the world has ever seen, but you are still a Goblin and prejudice is such that your actions cannot change your alignment.

Also, the troops which your leaders command can considerably affect the overall alignment of their armies. i.e. - If the majority of your army is made up of High Elves your alignment would be heading towards GOOD. Alternatively an army consisting of a broad cross-section of all races would probably give you a NEUTRAL alignment. In this way alignment is used to determine monster reaction to your army when you try and recruit them. The nearer the alignment of your army is to theirs, the more chance you have of persuading them to join you. Your selection of God will also have an effect towards your alignment. There is nothing stopping you choosing a Good race and an Evil God, but be warned that this could severely affect your armies in combat, and also the usefulness of your Priests.

Click to View Deep Dominions Starting Races

Deep Dominions Races



Starting Terrain:
Near
Alignment:Neutral Evil
Starting Amount:1440

Aboleth

The Aboleth is an amphibious creature that dwells near the underground lakes. An Aboleth has a slime covered fish-like body with a large fluke-like tail which propels it through the water. Set in its head are 3 long slitty purple eyes, one above the other. This coupled with a prodigious amount of tentacles makes the Aboleth a most disagreeable and disgusting race. They are coldly ruthless and will systematically destroy any creatures that will not serve as useful slaves.


Starting Terrain:
Alignment:Evil
Starting Amount:1991

Dark Elves

The Dark Elves are perhaps the most widely spread of the cultures of the Deep Dominions, cast out by their Elven cousins in ages past they have built mighty underground fortresses in the forests of fungi to firmly entrench themselves in deep society.


Starting Terrain:
Alignment:Neutral
Starting Amount:3061

Deep Gnomes

The Deep Gnomes are one of the few underground cultures with tendencies towards good alignment. Preferring to prosper as peacefully as possible, these creatures try and stay on good terms with the most disagreeable of neighbours.


Starting Terrain:
Alignment:Neutral
Starting Amount:6293

Derro

The Derro are a degenerate race of dwarf-like stature, possibly a cross between evil humans and dwarves. These savage creatures are found in many places throughout the Deep Dominions. Derro society is very chaotic and interracial violence is commonplace. Occasionally the Derro enter into an uneasy alliance with the Grey Dwarves or Dark Elves, but these pacts are usually short lived and end in violence


Starting Terrain:
Alignment:Evil
Starting Amount:1939

Grey Dwarves

The Grey Dwarves are evil relatives of their mountain and hill kin. They are inclined much more to evil which they practice in a disciplined and orderly fashion. This has allowed them to prosper and dominate areas where other, more numerous creatures have failed to thrive.


Starting Terrain:
Near
Alignment:Neutral Good
Starting Amount:3082

Mao-toans

The ancient Mao-toans once inhabited the shores and islands of the upper world. Continuous warfare upon these good honest and decent goggle-eyed fish-like creatures led them to seek refuge in the subterranean caverns and lakes. Undisciplined and numerous, the Mao-toans have become somewhat unstable by their change in habitat and insanity is common. They also smell.


Starting Terrain:
Alignment:Neutral Good
Starting Amount:874

Minotaurs

These huge bull-headed creatures have achieved an excellent reputation in mapping out some dark underground labyrinths. Minotaurs, though short-tempered are an intrinsically good race who delight in stomping on the other sunless societies in the name of peace and justice. Especially the ugly fishy ones, but no-one likes them.


Starting Terrain:
Alignment:Good
Starting Amount:1470

Myconids

The Myconids, or Fungus-men, have branches in most of the deeper areas of the underground. Basically peaceful and preferring to spend their time farming fungus crops, the Myconids are nonetheless capable of defending themselves against the depredations of the evil races. They resemble walking toadstools in humanoid form. Their flesh is bloated and spongy and varies in colour from purple to grey.


Starting Terrain:
Alignment:Evil
Starting Amount:3180

Orcs

Orcs are a race of fierce humanoids found throughout the wildest places of the deep dominions. They are violent, quick-tempered, and belligerent, and hold an ancient hatred for the races of elves and dwarves. Although orcs are disorganized and prone to infighting, warbands under a strong leader can cut bloody inroads into the boundaries where civilization meets wilderness.


Starting Terrain:
Alignment:Neutral Evil
Starting Amount:6382

Goblins

Goblins have an pathalogical hatred of all other races. And are pathalogically hated by all other races. Why does everyone always pick on goblins?


Starting Terrain:
Alignment:Neutral Good
Starting Amount:6040

Halflings

Halflings are quite amiable to most races though jumped on quite alot as they're regarded as easy pickings. They are short and fat with big feet. Halflings are expert slingshots, and are rarely seen without one.


Starting Terrain:
Alignment:Neutral
Starting Amount:3180

Humans

Humans are generally harrassed by all other races but fanatically believe in their own eventual superiority. This has yet to occur though as they`re usually regarded as easy pickings and hacked apart straight away.


Starting Terrain:
Alignment:Neutral Good
Starting Amount:1836

Dwarves

Dwarves have an intense dislike of Elves and despise all Giants.


Race Comparison Table

We dont like to give out stats for the creatures before a game begins, but to give you some indication of what you'll be playing this chart puts all the races against each other and gives each a score out of 10 for each category. 10 is best. 1 is worst. 1 Health will mean you're troops will have the least health amongst all starting races, 10 health will mean that race has the best health. 10 food consumption will mean that race has the best, in this case lowest, food consumption amongst all the races. 1 food consumption means that race eats like a horse. Probably more than a horse.

NameHlthWghtStrBrd RtFrst MvFrst AttHll MvHll AttPln MvPlns AttS MvS AttFd RqAmnt
Aboleth692554331310855
Dark Elf410159753431277
Deep Gnome210153293521298
Derro11015818171121010
Grey Dwarf4102513107731277
Mao-toan2101562524210598
Minotaur1011053981071011011
Myconid6845101013441555
Orc2101532531031399
Goblin1101531101101111010
Halfling11015518241111010
Human29156353431499
Dwarf410253299521376

Key

Name The name of the creature
Hlth The creatures relative health
Wght Creature Weight. A low weight (so a high score) is a good advantage. Low weight means easy to transport and doesnt overcrowd your settlements.
Str Creature carrying strength. The more they can carry the better
Brd Rt How quickly that race multiplies.
Frst Mv Speed through forest
Frst Att Attack in forest
Mn Mv Movement through Mines.
Mn Att Attack strength in Mines
Sd Mv Movement through solid rock. This is tricky for all starting races.
Sd Att Attack strength in solid rock also known as 'the boundaries'.
Pln Mv Movement across plains ie the vast rocky ground in the massive carverns. Usually quite flat.
Plns Att Attack in above terrain
S Mv Speed travelling across seas or any bodies of water
S Att Attack in water. Coastal regions may also provide this sea attack see the rulebook for further details
Fd Rq How much Food they require each week.
Amnt  How many your kingdom begins with. Numerous is good for income. The more you have garrisoning a castle the more gold you will earn each week.

Remember: In the above chart all higher numbers are better. Lower is worse



Click to View Renaissance Starting Creatures

Renaissance Races



Starting Terrain:
Alignment:Evil
Starting Amount:3000

Dark Elves

DARK ELVES: The proud evil-hearted cousins of the Elves. This race was corrupted long ago and banished by the 'Good' Elves. For centuries they hid in dark, secret places; normally only venturing out at night. Though they have lost some of their forest lore, they are still to be greatly feared there more than in other terrain and are especially dangerous at night.


Starting Terrain:
Alignment:Neutral Good
Starting Amount:3000

Centaurs

CENTAURS: Are a race of half man, half horse who inhabit the expansive plains of Serim Ral. They are fierce fighters and can travel at incredible speeds across plains, although mountains slow them down abominably. They have an excellent toughness, but, due to their bulk, they eat twice as much as most other races. Due to their obvious physical limitations Centaurs make appalling sailors. They have a Neutral Good alignment.


Starting Terrain:
Alignment:Neutral
Starting Amount:3000

Dwarves

DWARVES: Are a race of tough but short-tempered people who have an excellent constitution and make brilliant fighters in mountainous territories. Their only problems are that their short and stocky physique does not lend itself well to forest conflict and for some unknown reason, they tend to make poor sailors, Dwarves have a Neutral alignment.


Starting Terrain:
Near
Alignment:Neutral
Starting Amount:3000

Humans

HUMANS: They are one of the oldest of the races that inhabit Serim Ral and although their movement rate is not as good as some of the more exotic species of the world, they are superb warriors and make extremely versatile characters who are able to adapt quickly and easily to changing conditions, these characteristics are reflected in their Neutral alignment.


Starting Terrain:
Alignment:Good
Starting Amount:3000

Elves

ELVES: This is a race of shy, forest dwelling people of a normally Good alignment who look similar to Humans in most respects except that they are slightly taller and more slender in build. Apart from being natural forest dwellers, Elves also make excellent sailors and have an excellent movement over all terrain, except mountains where they are hindered. Elves dislike wintery conditions.


Starting Terrain:
Near
Alignment:Neutral Evil
Starting Amount:3000

Goblins

GOBLINS: This disgusting race is the scourge of Serim Ral. They breed like maggots and, although they are regularly slaughtered in droves, they keep coming back. They move silently and quickly through all terrain, often going unnoticed in the heart of enemy territory. Goblins are sneaky, so they choose their victims with surprising care and have almost fanatical courage in battle. They have as Neutral Evil alignment.


Starting Terrain:
Alignment:Evil
Starting Amount:3000

Orcs

ORCS: They are an old and Evil race who have existed alongside humanity since before the legends were written. Orcs are slightly tougher than Humans but are slower to adapt to change, having a live-fast, die-young attitude to life scorning diplomacy. Orcs are good fighters in all terrain, but forest tribes are uncommon and it is thought that they find fighting in forest uncomfortable.


Starting Terrain:
Alignment:Good
Starting Amount:3000

Gnomes

GNOMES: These small, reticent, mountain people always seem to be of a cheerful disposition, even when dismembering their foe. They live generally within the oldest mountains and hills of the land and move with swiftness across some diverse terrain. Though not the greatest fighters in the world Gnomes can protect their own. Many a tale is told of huge armies mysteriously disappearing when trespassing into the ancient tribal lands of the Gnomes. Gnomes are a Good race who try to maintain diplomatic relations with their Dwarvish cousins.


Starting Terrain:
Alignment:Neutral Good
Starting Amount:3000

Halflings

HALFLINGS: These are a race of small, overfed folk who prefer eating and raising their livestock to pursuing military careers and have a Neutral-Good alignment. Halflings don't excel in any particular type of terrain although they do seem to fight better in hilly or mountainous territory, this being their natural homeland. Halflings are much under-rated folk and are looked upon with scorn by many of the more numerous races. These generally mild-mannered people can be extremely vicious when their homes are threatened, as many a would-be invader has found out to his cost....


Starting Terrain:
Alignment:Evil
Starting Amount:3000

Phagor

PHAGOR: The Phagor are a race of large, yeti-like, creatures who possess legendary strength and are notoriously difficult to slay. They generally spend summer months building up their strength for when the snow falls, when they are at their best. They tend to plod along at a leisurely pace, crushing all who attempt to stand in their way. The Phagor are perhaps the most ancient of Serim Rals inhabitants and are an Evil and egotistical race who think that all are beneath them.


Race Comparison Table

We dont like to give out stats for the creatures before a game begins, but to give you some indication of what you'll be playing this chart puts all the races against each other and gives each a score out of 10 for each category. 10 is best. 1 is worst. 1 Health will mean you're troops will have the least health amongst all starting races, 10 health will mean that race has the best health. 10 food consumption will mean that race has the best, in this case lowest, food consumption amongst all the races. 1 food consumption means that race eats like a horse. Probably more than a horse. They maybe eat horses. If there are any in the deep dominions. They've probably all been eaten.

NameHlthWghtStrBrd RtFrst MvFrst AttHll MvHll AttMtn MvMtn AttPln MvPlns AttS MvS AttFd RqAmnt
Dark Elf38238632655567106
Centaur815984923210106116
Dwarf78311110610101162106
Human58363464255667106
Elf38231010111151610106
Goblin1101101031021045365106
Orc68371213651566106
Gnome49366467871666106
Halfling11024341010671667106
Phagor106106626264136316

Key

Name The name of the creature
Hlth The creatures relative health
Wght Creature Weight. A low weight (so a high score) is a good advantage. Low weight means easy to transport and doesnt overcrowd your settlements.
Str Creature carrying strength. The more they can carry the better
Brd Rt How quickly that race multiplies.
Frst Mv Speed through forest
Frst Att Attack in forest
Hll Mv Movement through hills.
Hll Att Attack strength in hills
Mnt Mv Movement through mountains.
Mnt Att Attack strength in mountains.
Pln Mv Movement across plains.
Plns Att Attack in above terrain
S Mv Speed travelling across seas or any bodies of water
S Att Attack in water. Coastal regions may also provide this sea attack see the rulebook for further details
Fd Rq How much Food they require each week.
Amnt  How many your kingdom begins with. Numerous is good for income. The more you have garrisoning a castle the more gold you will earn each week.

Remember: In the above chart all higher numbers are better. Lower is worse



Click to View Ocean Lords Starting Creatures

Oceanlords Races



Starting Terrain:
Alignment:Absolute Good
Starting Amount:642

High Elves

High elves are one of the oldest races, and are engaged in a bitter war against their Dark Elven cousins.


Starting Terrain:
Alignment:Extremely Good
Starting Amount:900

Forest Elves

Forest Elves are not as tough and strong as their High Elf relatives, they have a distinctive green hue to their skin, and their long flowing hair may be silver, brown or green.


Starting Terrain:
Alignment:Extremely Good
Starting Amount:900

Sea Elves

Sea Elves are renowned as traders throughout the known world. They have a bluish tinge to their skin, and have white or silver hair.


Starting Terrain:
Alignment:Good
Starting Amount:562

Lizardmen

Lizardmen are much more heavily built than a man usually reaching around 7 feet high. Being cold blooded, Lizardmen slow down in cooler conditions.


Starting Terrain:
Alignment:Neutral
Starting Amount:450

Dwarves

Dwarves are short, stocky and strong. Dwarves hate Goblins and Orc and see it as their duty to rid the world of them.


Starting Terrain:
Alignment:Neutral
Starting Amount:1125

Barbarians

Barbarians are around six feet tall and stockily built.


Starting Terrain:
Alignment:Evil
Starting Amount:2250

Orcs

Orcs rarely get on well with their neighbors for long, especially and nearby Dwarven empires.


Starting Terrain:
Alignment:Extremely Evil
Starting Amount:900

Ghouls

Ghouls are humans that have achieved undead status by feasting on rotting corpses.


Starting Terrain:
Alignment:Extremely Evil
Starting Amount:1800

Skaven

This rat-like race are only around four feet high, they are extremely aggressive and move swiftly, rarely slowed down by inclement weather.


Starting Terrain:
Alignment:Absolute Evil
Starting Amount:450

Dark Elves

Dark Elves are descended from the High Elven culture from which they were cast out. Dark Elves dislike Sea Elves and Forest Elves, but they hate and loathe High Elves.


Race Comparison Table

We dont like to give out stats for the creatures before a game begins, but to give you some indication of what you'll be playing this chart puts all the races against each other and gives each a score out of 10 for each category. 10 is best. 1 is worst. 1 Health will mean you're troops will have the least health amongst all starting races, 10 health will mean that race has the best health. 10 food consumption will mean that race has the best, in this case lowest, food consumption amongst all the races. 1 food consumption means that race eats like a horse. Probably more than a horse. They maybe eat horses. If there are any in the deep dominions. They've probably all been eaten.

NameHlthWghtStrBrd RtFrst MvFrst AttHll MvHll AttMtn MvMtn AttPln MvPlns AttS MvS AttFd RqAmnt
High Elf67319106432846864
Forest Elf56351085311536567
Sea Elf455106615328761067
Lizardman10195493105781061013
Dwarf975144610910576361
Barbarian546104282621036468
Orc272541819110162610
Ghoul67101131463136117
Skaven110110711021011016169
Dark Elf67319106432846861

Key

Name The name of the creature
Hlth The creatures relative health
Wght Creature Weight. A low weight (so a high score) is a good advantage. Low weight means easy to transport and doesnt overcrowd your settlements.
Str Creature carrying strength. The more they can carry the better
Brd Rt How quickly that race multiplies.
Frst Mv Speed through forest
Frst Att Attack in forest
Mn Mv Movement through hills.
Mn Att Attack strength in Mines
Sd Mv Movement through solid rock. This is tricky for all starting races.
Sd Att Attack strength in solid rock also known as 'the boundaries'.
Pln Mv Movement across plains ie the vast rocky ground in the massive carverns. Usually quite flat.
Plns Att Attack in above terrain
S Mv Speed travelling across seas or any bodies of water
S Att Attack in water. Coastal regions may also provide this sea attack see the rulebook for further details
Fd Rq How much Food they require each week.
Amnt  How many your kingdom begins with. Numerous is good for income. The more you have garrisoning a castle the more gold you will earn each week.

Remember: In the above chart all higher numbers are better. Lower is worse



Click to View Keltica Starting Creatures

Keltica Tribes

Brigantes - North England

Brigantes: Large confederacy stretching across northern England from the Irish Sea to the North Sea. Their name means 'upland people' or 'hill dwellers'. This name is very appropriate as the Pennines forms the heart of their territory. Powerful, wealthy and numerous - the Brigantes are a force to be reckoned with.


Iceni - Eastern England

A wealthy and powerful group of tribes that control the Eastern area of England. They boast of the finest hoards of treasure in Britain and are famed for their marvellous gilded chariots. A deeply religious people, the Iceni shun contacts with the outside lands.


Atrebates - Southern England

The Atrebates form a large dynasty in southern Britain easily rivaling the other kingdoms of Keltica. They build formidable forts and settlements and are especially suited to the rolling downs predominant in the area. It is believed that these recent arrivals to these shores have news of a new, devastating foe that could cause the downfall of all the Celtic realms.


Dubunni - Western England

This large tribe live in what is now known as the Severn Valley and Cotswolds area in the West of England. Skilled diplomats and expert traders, the Dubunni folk are keen to retain good relations with the neighbouring tribes, who are understandably envious of their fertile lands.


Dumnonii - Southwest England

The much feared mountain folk of the south-western peninsula have for years ruled over their rich mineral lands. A notoriously brave put politically backward tribe, the Dumnonii would always seek utter destruction rather than submission every time. However, in times of hardship and invasion they have found it impossible to unite with each other in the past.


Trinovantes - Central England

Constantly involved with power-struggles with the neighbouring tribes the Trinovantes pride themselves on being more civilised than their neighbours. They have grown rich on trade with the outside world, acquiring objects and commodities unseen by other tribes.


Ulaid - Northern Ireland

The Ulaid presently rule over the ancient province of Northeast Ireland, Ulster. A proud and noble tribe, the Ulaid encompass the Red Branch Warriors and can justly claim to spawn some of the mightiest heroes of Keltica.


Ebdani - Eastern Ireland

In the eastern provinces of Ireland the Ebdani tribes hold council. Their shipwrights are famed throughout Keltica, and it is rumoured that a fleet of unsurpassed scale is being prepared for an invasion.


Erainn- Southern Ireland

The Erainn is a large group of dynasties who rule in Munster. Ancient enemies of the Ulaid, the heroes of Erainn often venture north to test their mettle against the boasting champions of Ulster.


Firbolg - Western Ireland

One of the oldest surviving tribes in Ireland, The Firbolg despite being hugely tall and uncommonly strong have steadily lost ground due to constant invasion by the newer tribes. However, they have been slowly building up their numbers and some feel that times might be a changing...


Gangani - Central Ireland

The Gangani rule over the region of central Ireland, acting as a reluctant buffer between their coastal neighbours. In their lands tis said the giants still walk the valleys, and the faery folk hold great sway.


Caledones - North West Scotland

'The Hard ones'. Red haired and large of limb. The Caledones of the Scottish Highlands and Islands are renown for their ability to endure cold, hunger and hardship.


Taezeli - North East Scotland

Little is known of this tribe which occupy the low lying and fertile parts of eastern Scotland. Rarely bothering with fortifications, the Taezeli are a mysterious people who have somehow held their much more infamous neighbour at bay.


Selgovae - Southern Scotland

A tribe of fantastic hunters from southern Scotland, often the cause of much dismay for their Brigante neighbours.

"The whole race is ...madly fond of war, high -spirited and quick to battle... and on whatever pretext you stir them up, you will have them ready to face danger, even if they have nothing on their side but their own strength and courage."

(Strabo, IV,4,2; 1 st century BC .)

Venicones - Central Scotland

The Venicones claim they have never been conquered, and form the centre of the Scottish Tribes. It is their fervent ambition to unite as many of the local tribes as possible and sweep down south, casting all asunder.


Epidii - West Scotland

An ancient tribe which make their dwellings on the western and islands of Scotland. The Epidii are loud, boastful, bloodthirsty and make very dangerous enemies. Preferring to fight naked in battle, they paint their bodies with holy symbols in to protect themselves from harm.


"And when someone accepts their challenge to battle they proudly recite the deeds of valour of their ancestors and proclaim their own valorous quality at the same time abusing and making little of their opponent and generally attempting to rob him beforehand of his fighting spirit." (Diodorus Siculus, V,29,3; 1 st century BC)

Deceangli - North Wales

The Deceangli rule the mountains of northern Wales with an iron fist. Fiercely protective of the holy areas which form part of their dominion, the Deceangli will stomach no trespassers. It is said that the isle of Mona (Anglesey) is where the druidic power is at is greatest.


Cornovii - Eastern Wales

The Cornovii are a surprisingly obscure tribe living in the fertile Eastern regions of Wales. Their name means `People of the Horn'. Make of them what you will, no more is known.


Silures - Southern Wales

The Silures are a strong and warlike tribe, stubborn, with swarthy faces and curly hair. They inhabit the wooded uplands of south-eastern Wales and make most determined opponents.


Demetae - South Western Wales

This friendly tribe occupy the fertile lands of Southwest Wales. They share many features of their lives with their neighbours across the Bristol Channel, the Dumnonii, with whom they are great friends. Unlike their more warlike and scattered neighbours in the mountains the Demetae are renowned for their friendliness. At the moment they have an uneasy truce with the hostile Silures, but this is not expected to last.





2.2 - THE GODS

After having decided upon a race for your people, the next task is to choose a God for them to follow. There are many Gods who dwell in the heavens above Serim Ral. Each have power and influence over certain laws of creation and each offer their Priests differing spells which can affect those laws. Each week the Gods may bestow divine gifts upon worthy followers. 

Click to View Deep Dominions Gods

Gods in the Deep Dominions

GOOD GODS:


LENTHINIA, GODDESS OF LOVE, PEACE AND BEAUTY

The loyal priesthood of Lenthinia believe that all races can live together happily, that war is not needed to prosper and expansion can be achieved through careful diplomacy and without the shedding of blood. Lenthinia gives spells to her Priests of a defensive and creative rather than offensive and destructive nature, though she will not stand and see her children slain in the defense of their homes. The Angels of Lenthinia's realm are often sent to protect her folk.


GANRAGNAS, THE SUN GOD

Ganragnas has had a small but devoted following throughout the ages and he bestows Angels upon his most devoted followers so they can pursue their ancestral enemies, the evil followers of Rimfaril, God of Winter.


PISHTAR THE BENEVOLENT, GOD OF LAW AND JUSTICE

Followers of Pishtar believe in total truth and trust, using diplomacy before open warfare and assisting those who fall foul of warmongers. Many an evil commander who has crossed their path have found to their cost that the followers of Pishtar can be fanatical in their pursuit of justice.


YITHANDUR, GOD OF NATURE

The Priests of Yithandur are the protectors and defenders of the land and most animals heed their summons. Yithandur is a good God and one of the abilities he bestows upon his followers is the power to animate trees to protect their homelands.

NEUTRAL GODS:


ELDIBAR, GODDESS OF THE ELEMENTS

Eldibar is an unpredictable, quick-tempered goddess. Though this isn't to say she is evil in any way, just a trifle chaotic. Many a demonic minion of Azgaroth has fallen before the destructive power of the angelic creatures she bestows upon her priesthood.


CALAMOS, KEEPER OF THE SCALES

Calamos is the God of absolute neutrality. Followers of Calamos usually take the losing side in any battle for they believe that to halt the destruction of the world the balance must be kept and no one God or alliance should prevail. To help his followers in ancient times Calamos forged the Emerald Scales, magic relics of surpassing power. Understandably his priesthood spend much of their time attempting to regain these lost treasures.


BURJARAK, THE WATCHER IN THE VOID

The Priesthood of Burjarak remains in many respects a mystery to the outside world and little is known of their powers or practices.


DOTH NARAG THE THREE HEADED, GOD OF WAR AND SKILL IN BATTLE

Not unsurprising Doth Narag has a huge following, uniting all of the races, with Goblins pledging to rid the world of Elves, and Elves pledging to rid the world of Goblins. Throughout history the God of War's Priesthood has been severely damaged through violent internal struggles. Doth Narag gets on well with Hethan.


FALGRIM THE WISE, PATRON DEITY OF SCHOLARS AND MAGES

It is said that Falgrim was once a mortal Wizard who ascended to the ranks of the immortals by way of his unequalled mystic arts. He now attracts a fair following from all over the educated world, his minions preach that the spell is mightier than the sword, although this has yet to be proved.


FURGADANE, THE GOD OF MOUNTAINS AND TIME

Furgadane is often regarded, quite rightly, as the Gnome and Dwarf God. He has little patience with other races and cares little for the activities of other Gods.

EVIL GODS:


HETHAN THE UNLIVING, GOD OF DEATH

Followers of Hethan have a somewhat gloomy view on life. To them there is no after-life, just an eternity of unlife. Followers of Hethan are generally cautious people as becoming undead is not really looked upon with much excitement. However being granted power to summon vast hordes of these undead creatures does entice many converts to Hethan's way of thinking. The Priesthood of the God of Death are frowned upon by the good worshippers of other Gods as they tend to have rather too many links with the Azgaroth fanatics.


HRAK KROM, GOD OF PAIN, PESTILENCE AND DECAY

Hrak Krom has a small but fanatical following. He often sends huge demons to help his followers in their campaigns. Hrak Krom worshippers wield a wide range of offensive spells and, though a minor Priesthood, their power is much respected.


AZGAROTH, GREATER DEITY OF ABSOLUTE EVIL

Azgaroth is an extremely powerful entity. Evil races flock to him and he is, perhaps, the most powerful God in the Serim Ral pantheon. Azgaroth sends forth Demons from his realm to aid his Priests in their countless battles against the lesser Gods. Only Hethan and Hrak Krom are tolerated by Azgaroth and then only as long as they stay out of his path.


RIMFARIL THE WHITE, THE GOD OF WINTER

Rimfaril is the traditional God of the Duergar race, though some have now switched to Gods of more evil intent. Followers of Rimfaril believe that they must preserve their racial purity and only mix with other races if it will further the cause of the Duergar race. Rimfaril is an ancient God who chooses the spells he bestows upon his priesthood with great care and great effect.


Click to View Renaissance Gods

Gods in Serim Ral Renaissance

GOOD GODS:


LENTHINIA, GODDESS OF LOVE, PEACE AND BEAUTY

The loyal priesthood of Lenthinia believe that all races can live together happily, that war is not needed to prosper and expansion can be achieved through careful diplomacy and without the shedding of blood. Lenthinia gives spells to her Priests of a defensive and creative rather than offensive and destructive nature, though she will not stand and see her children slain in the defense of their homes. The Angels of Lenthinia's realm are often sent to protect her folk.


GANRAGNAS, THE SUN GOD

Ganragnas has had a small but devoted following throughout the ages and he bestows Angels upon his most devoted followers so they can pursue their ancestral enemies, the evil followers of Rimfaril, God of Winter.


PISHTAR THE BENEVOLENT, GOD OF LAW AND JUSTICE

Followers of Pishtar believe in total truth and trust, using diplomacy before open warfare and assisting those who fall foul of warmongers. Many an evil commander who has crossed their path have found to their cost that the followers of Pishtar can be fanatical in their pursuit of justice.


YITHANDUR, GOD OF NATURE

The Priests of Yithandur are the protectors and defenders of the land and most animals heed their summons. Yithandur is a good God and one of the abilities he bestows upon his followers is the power to animate trees to protect their homelands.

NEUTRAL GODS:


ELDIBAR, GODDESS OF THE ELEMENTS

Eldibar is an unpredictable, quick-tempered goddess. Though this isn't to say she is evil in any way, just a trifle chaotic. Many a demonic minion of Azgaroth has fallen before the destructive power of the angelic creatures she bestows upon her priesthood.


CALAMOS, KEEPER OF THE SCALES

Calamos is the God of absolute neutrality. Followers of Calamos usually take the losing side in any battle for they believe that to halt the destruction of the world the balance must be kept and no one God or alliance should prevail. To help his followers in ancient times Calamos forged the Emerald Scales, magic relics of surpassing power. Understandably his priesthood spend much of their time attempting to regain these lost treasures.


BURJARAK, THE WATCHER IN THE VOID

The Priesthood of Burjarak remains in many respects a mystery to the outside world and little is known of their powers or practices.


DOTH NARAG THE THREE HEADED, GOD OF WAR AND SKILL IN BATTLE

Not unsurprising Doth Narag has a huge following, uniting all of the races, with Goblins pledging to rid the world of Elves, and Elves pledging to rid the world of Goblins. Throughout history the God of War's Priesthood has been severely damaged through violent internal struggles. Doth Narag gets on well with Hethan.


FALGRIM THE WISE, PATRON DEITY OF SCHOLARS AND MAGES

It is said that Falgrim was once a mortal Wizard who ascended to the ranks of the immortals by way of his unequalled mystic arts. He now attracts a fair following from all over the educated world, his minions preach that the spell is mightier than the sword, although this has yet to be proved.


FURGADANE, THE GOD OF MOUNTAINS AND TIME

Furgadane is often regarded, quite rightly, as the Gnome and Dwarf God. He has little patience with other races and cares little for the activities of other Gods.

EVIL GODS:


HETHAN THE UNLIVING, GOD OF DEATH

Followers of Hethan have a somewhat gloomy view on life. To them there is no after-life, just an eternity of unlife. Followers of Hethan are generally cautious people as becoming undead is not really looked upon with much excitement. However being granted power to summon vast hordes of these undead creatures does entice many converts to Hethan's way of thinking. The Priesthood of the God of Death are frowned upon by the good worshippers of other Gods as they tend to have rather too many links with the Azgaroth fanatics.


HRAK KROM, GOD OF PAIN, PESTILENCE AND DECAY

Hrak Krom has a small but fanatical following. He often sends huge demons to help his followers in their campaigns. Hrak Krom worshippers wield a wide range of offensive spells and, though a minor Priesthood, their power is much respected.


AZGAROTH, GREATER DEITY OF ABSOLUTE EVIL

Azgaroth is an extremely powerful entity. Evil races flock to him and he is, perhaps, the most powerful God in the Serim Ral pantheon. Azgaroth sends forth Demons from his realm to aid his Priests in their countless battles against the lesser Gods. Only Hethan and Hrak Krom are tolerated by Azgaroth and then only as long as they stay out of his path.


RIMFARIL THE WHITE, THE GOD OF WINTER

Rimfaril is the traditional God of the Duergar race, though some have now switched to Gods of more evil intent. Followers of Rimfaril believe that they must preserve their racial purity and only mix with other races if it will further the cause of the Duergar race. Rimfaril is an ancient God who chooses the spells he bestows upon his priesthood with great care and great effect.


Click to View Ocean Lords Gods

The Gods in Ocean Lords


Pishtar the Righteous

Pishtar is an intolerant God, He has an Absolutely Good alignment and takes a dislike to any creatures not of the  same alignment. Traditionally the God of High Elves, He rewards His followers with gifts of Justice Swords to assist the High Elves in their task of destroying evil creatures, these weapons are particularly effective against their hated Dark Elf cousins. His loyal High Elf followers tend to hunt down any non-High Elf worshipper of Pishtar with the kind of ferocity that they normally reserve for Dark Elves. Pishtar`s spells are a mixture of creative spells summoning Elves and their allies, and destructive spells against Dark Elves and their kind.


Lenthinia

Lenthinia is an extremely tolerant Goddess, and all are welcome to the priesthood, although Forest Elves tend to  make up most of Her followers. She sends Faeries to assist Her priesthood, and Her spells are almost without exception creative rather than destructive. Lenthinia has a Good alignment.


Ganragnas

The Dragon God has a a Good alignment and sends Green Dragons to assist His folllowers. He gives out a mixture  of creative and destructive spells with probably slightly more destructive spells than creative ones. Followers of Ganragnas will find that the majority of the destructive spells target creatures and items that are flammable. Ganragnas atracts a variety of followers, although High Elves are the most numerous.


Yithandur

Yithandur is a Good God who sends Treants to defend the forests. Yithandur, unsurprisingly, as protector of the forests tends to attract a lot of Elves amoungst those who revere Him. Most of Yithandur`s spells are creative in nature, and priests of Yithandur will find they are able to summon a wide vareity of creatures, although a few destructive spells are given out, generally targetting Dark Elves.


Eldibar

Eldibar has a Neutral-Good alignment and sends Elementals to assist Her followers. Eldibar has a vast number of carefully chosen destructive spells, and tends to attract a predominantly Sea Elf following.


Burjarak

Burjarak has a Neutral-Good alignment and sends Terradons to assist the predominantly Lizardmen priesthood. Little is known about Burjarak`s spells.


Calamos

Calamos has a Neutral alignment, and rewards his priesthood with Golems. Calamos`s priests will have a wide range of spells of a mainly destructive nature. Calamos particularly favours spells that destroy war equipment. Calamos has a small, constantly changing, priesthood. All races are welcomed with open arms by Calamos.


Furgadane

God of Mountains and Time. The priesthood rarely contain any race other than Dwarves. Furgadane rewards His followers with gifts of Enchanted Axes that are inscribed with runes that are deadly to Goblins. Furgadane`s spells are designed to summon creatures that Dwarves will find useful, they will also be blesssed with a wide variety of spells that destroy Orcs, Goblins, Trolls and Wyverns. Furgadane has a Neutral alignment.


Falgrim

Followers of Falgrim tend to have few Priests, tending to favour Wizards. Falgrim tends to be a small priesthood who will find that their loyalty is rewarded with gifts of Voidstones. Due to the number of necromantic priest spells Falgrim tends to be shunned by those of a Good alignment. Flagrim requires only lip service from His followers and has a  Neutal-Evil alignment.


Doth Narag

The God of War`s history is puncuated by violent internal struggles, which Doth Narag encourages. Doth Narag gives out few destructive spells, preferring to see the enemy cut down by sword rather than by spell. Heroes are sent to assist followers. The priesthood is large and contains representatives of most races although Goblins and Barbarians tend to predominate. Doth Narag has a Neutral-Evil alignment and sends Heroes to assist His worshippers.


Rimfaril

Rimfaril has an Evil alignment and attracts few worshippers, although the size of the religion often doubles in the  winter months. Icebreaking Ships are given to worshippers to enable them to wage war even in the midst of winter. Rimfaril`s spells are mainly creative in nature, although He does give out quite a few Green Dragon dispellers to encourage His followers to fight worshippers of His hated foe Ganragnas the sun God.


Hethan

Hethan the unliving is God of death and the underworld. He has an Evil alignment and sends hordes of Skeletons to bolster the armies of His worshippers. Hethan`s spells are a mixture of creating and destroying spells, a large number of which summon and destroy undead. All races are welcomed into the loyal, co-operative, priesthood. The bulk of Hethan`s worshippers tend to be Ghouls, and it is rare for a Ghoul to not worship Hethan.


Hrak Krom

The spreader of disease is a Skaven god, and it is rare, but not unknown, for Hrak Krom to attract the loyalties of other races. Hrak Krom has a small but devoted following and His wide range of destructive spells are chosen with great care.  Hrak Krom`s range of offensive spells are widely respected on the battlefield. Plague Monks are sent to assist His  followers in the spreading of disease. Hrak Krom has an Evil alignment. 


Azgaroth

This Extremely-Evil deity attracts a large, predominantly Dark Elf following. Most Evil creatures respond to Azgaroth`s  range of summoning spells, destructive spells are few and far between. Azgaroth rewards His worshippers with  Dreadlances, made out of molten Voidstone these lances channel hatred, and are favoured by Dark Elves due to their  extremely destructive capabilities when used against Elves, particularly High Elves. 



Click to View Keltica Gods

The Gods

Abarta, God of Mischief

'Doer of Deeds' one of the Tuatha de Danaan.  Abarta is never to be trusted, as he delights in deceiving and playing tricks on anyone gullible enough to believe him.  Rogues and Hunters are often heard muttering a quick prayer to Abarta before embarking on a mission..


Amatheon, God of Agriculture

'Labourer' or 'Ploughman'. Amatheon and his worshippers are in constant conflict with Arawn of the Otherworld,  after Amatheon stole Arawns prize possessions - A hound, a boar and a bird. 


Arawn, God of the Otherworld

The Celtic 'Otherworld' (known as Annwn in Wales) is a place of peace and beauty.  Arawn oversees this paradise and is responsible for guiding the souls of dead warriors to their final resting place.


Arianrhod, Goddess of Creation

'The Weaver'. Her main abilities are the control of interactions of human lives and of the matter of creation itself. Sister of Gwydion, Mother to Dylan and Llew. 


Cernunnos The Horned One, God of Wild Animals and the Forest

Often appears to worshippers sitting cross-legged and wearing a sleeveless tunic and bead necklace, however, his impressive pair of antlers are his most prominent feature. Cernunnos controls the forests and wild animals.


Epona, Horse Goddess

Appears as either a white mare, or as a young maiden riding a fast steed, cloak billowing behind her.  Worshipped by tribes favouring mounted combat.


Govannon, God of Steel and Smithing

Creator of Nuada's silver hand, Govannon was a smith of great prowess. Mortal smiths throughout the land pray for their blades to be blessed by Govannon.


Llyr, God of the Sea

Father of Manannan Mac Lir, magician and God of healing.  Worshipped by many coastal villages and towns, patronage of Llyr is believed to ensure the safety of fishermen and to aid sea-bound war parties.


Lugh, The Sun God

'Of the Long Arm'. Also known as Lleu in Wales and Lugos in France. Always appears as a young and handsome warrior, Lugh is part Formorii and detests the Tuatha De Danaan, whom he battles for control of the land.


Morrigan, Goddess of Death on the Battlefield

Sometimes known as Morrigu. This Irish Goddess is oft associated with the crow, a form she adopts on a regular basis as she scours the corpse ridden battlefields of the land.  Warriors have more than a little respect for this Goddess, as invoking her wrath would be foolhardy indeed.


Nuada, God of Healing

'Of the Silver Hand'. Known in Britain as Nodens or Llud, Nuada in Ireland and Nudd in Wales. Married to Nemain. He acquired his name after losing his hand at the first battle of Magh Tuireadh - A silver replacement was fashioned by Govannon the Divine Smith. As well as being a great warrior, Nuada has great powers of healing. His magic hounds are also able to cure the sick and injured.


Ogma, God of Eloquence and Wisdom

Inventor of Ogham, one of the earliest forms of writing. A great poet and scholar, many a Bard has devoted his life to the worship of Ogma.


Taranis, God of Thunder

'Thunderer'. One of the few Celtic Gods with whom the Romans identified and is often equated with Jupiter. Monuments to Taranis are found all over the Celtic world.  Any hero embarking on a long journey would do well to gain the favour of Taranis as his control of the elements is unmatched.


The Dagda, The Good God

Wielder of a massive club which he drags along the ground on wheels.  With one end of his club he can slay his enemies and with the other restore the dead to life.  The Dagda is wise and well versed in the magic arts. Worthy followers are kept well fed from his Cauldron of Plenty, which provides an inexhaustible supply of food. 




2.3 - NAMING YOUR LEADERS AND CASTLES

Once you have selected a God you must choose different names and classes for your army leaders, and names for your initial castles. When you begin the game some of your leaders will begin inside your main castles, others will be in a suitable place to build a new castle. All leaders and castles will be situated in terrain most suited to your selected race.

The maximum name length of any leader or castle in Serim Ral is 20 letters and each name must be unique. PLEASE try to think of some ORIGINAL fantasy type names, i.e. no GANDALFs or MERLINs! Having two similar names, i.e. SIR JEREMY LONGBOW and SIR JEREMY LONEBOW is strictly speaking allowed, but please remember we're only human and some typing mistakes may occur, so if possible make the first five letters different.

The names of leaders are always printed with their title afterwards, e.g. - SIR FREDRICK LONGBOW THE HUMAN FIGHTER. Try not to fall in the trap of naming someone `THE' something, as RICHARD THE LIONHEART THE HUMAN FIGHTER doesn't sound too hot. The first leader is your COMMANDER and he is the absolute ruler of your armies and castles. Should the worst happen and your commander perishes, a new monarch will be elected from the leaders you have left. The one with the most experience will usually get the post. WHEN YOUR COMMANDER DIES THERE IS A CHANCE THAT SOME OF YOUR LEADERS OR CASTLES MAY DEFECT TO THE OBVIOUSLY SUPERIOR ENEMY. DEFECTIONS MAY ALSO OCCUR SHOULD YOUR HEAD PRIEST DIE OR YOU ALLOW YOUR CITADEL TO FALL INTO ENEMY HANDS. THESE ARE ALL THINGS TO BE AVOIDED.

When choosing names for your castles, please bear in mind that their names always appear on the turnsheet with the word 'CASTLE' before them.


2.4 - CHOOSING YOUR CHARACTER CLASSES

The character class (or profession) of each of your leaders now needs to be chosen from the following possibilities (In some of these descriptions reference is made to commands that will be explained later in the rulebook). Available classes and their abilities may differ from game to game - Check with the GM if you're unsure.

The number of troops in the class descriptions quoted below, denotes the size of the army each class can control in battle. Any leader can travel around with thousands of troops, but in battle any excess would wander aimlessly and will severely reduce the effectiveness of the army.

These are not the only professions that your characters can undertake. When they have attained a certain level of experience in their initial class, they may be given the opportunity to switch to a different profession such as Paladin, Sheriff or even Demigod - See the section 13 - Advanced Classes later in this rulebook.

Standard Character Classes.

WIZARDS (BARDS in Keltica):

Wizards are the wielders of magic in Serim Ral - unlike the Priests, theirs is not a gift from heaven but a potentially more powerful force, a force which originates from the very Void which spawned the first of the Gods. Void magic is more versatile than spiritual energy. With it Wizards can alter any form, destroy and create, summon Demons, Devils and thousands of other magical creatures from the void. When a Wizard reaches the dizzy heights of 6th level, the Guild of the Magi present them with a Crystal Ball - enabling them to SCRY distant lands from the comfort of their favourite armchair. Potentially Wizards are the most powerful of all classes. It is said that in the mists of time some of the Gods of today were once mere mortal Wizards...

On the negative side, Wizards are generally physically weak due to the demands of their skill and are ill-suited to the rigours of combat. Wizards are also loners, spending weeks at a time researching and perfecting their Words of Power. Wizards can command a bodyguard of 100 Troops and 100 Mounts per experience level.

FIGHTERS (WARRIORS in Keltica):

The Fighters are the military leaders of your troops. They can command 500 Troops and 500 Mounts per experience level. In addition to this only a Fighter has the ability to TRAIN troops under his command. Fighters are generally used in major campaigns and to block trade routes and shipping lanes by building fortifications. At higher levels the fighter is able to instil his troops with such discipline that they only need half rations to survive.

RANGERS (HUNTERS in Keltica):

Though not quite as good in combat as Fighters, due to their lack of military training, they are the best at FOLLOWing enemy armies and can HUNT and PATROL the land. They also excel at cartography, and once skilled, they will be able to produce maps which show other kingdoms boundaries, large castles and major armies. Rangers can also use their knowledge of the land to FORAGE for food and other items, possibly making them self-sufficient. Rangers can command 400 Troops and 400 Mounts per experience level.

Script:546ms

Welcome
Login
Welcome
Register
Join a Game
My Account
Login
Change Password
Download Turns
Edit my Address
Edit Start-up Form
Edit Avatar
Payments
Log out
Forums
Resources
FAQS
Charts
Hall of Fame
Downloads
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
About
First Time Here?
Contact Us