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Trackers
Realms of Cascadia
Rulebook for Overnight Camps 2018
Welcome Heroes! This Summer you shall choose the path of the Warrior,
Druid or Scout in the Realms of Cascadia at Trackers Earth.
In this Live Action Role Playing Camp you will take part in creating
a world where Heroes run beside herds of deer on the edges of forests,
dragons soar with Redtailed Hawks on wild winds, and Orkish hordes
travel lush, cool waterways in search of new food sources. The story
that unfolds each week takes place hand in hand with the lives of the
beasts and flowers that most people take for granted.
Heroes come from all walks of life and cultures, called to this wild path on a
quest to Remember what is important and prevent another Forgetting. This
path isn’t for everyone. It take courage, endurance, and an indomitable spirit
to face the challenges that await. As we take up this charge, it is our duty to
always Remember, so that others will not forget.
Welcome to Realms.
A History of The Realms Universe
Realms of Cascadia takes place during the future time of The Remembering. This is a time
when change, Darkness and Light are in dynamic process of becoming accepted and valued as
complex living parts of a churning, animate universe once again.
Before the Remembering, we lived in a long apocalyptic period referred to now as The
Forgetting. We saw Chaos as darkness and darkness as evil, often referring to the harbinger of
such chaos as the Dark Winds. People lived in fear of change and temporary discomfort and so
they built hulking wasteful world around them to buffer it. Their Arrow traveled in one
direction as they marched towards consumption of the Earth.
In those times, Mems, or forest spirits, were not welcome in our gardens or alongside us as we
journeyed through the forest. Their helpful riddles and reminders to pay attention and stay
resilient were spoken only in storybooks, regulated to an underworld of myth or, even worse,
forgotten altogether. At that point, there seemed to be no possibility to turn the Arrow of the
their direction back around. The tide was too great. The consumptive spell of Forgetting tore
across the planet.
Some say that our present period of Remembering started when a sparrow with white crown
flapped its wings, stirring the old Winds of Chaos in the Marmot Valley. The Old Ones who
held onto the ways of Remembering fed words to the wind and seeds to the water from all
cardinal directions. And these ways have spread throughout the land but not entirely reaching
everyone yet.
As the winds passed through the Cascade Mountains, they fanned flames long thought dead.
The internal hearth of each Dragon was sparked. And as the seeds found the baked riverbeds,
they dug in and overnight grew lush, cool forest. Rivers burst forth from trunks of great trees,
salmon and lamprey emerged with determination to bring new life to our ocean.
Chaos broke the march. The Winds turned the Arrow. The cycle of Magicks and Mems were
renewed in the land.
Our Summer Ceremony
The renewal of Magicks and Mems is upon us, but not everyone has welcomed the
transition. Some are still learning to Remember. They are still developing their Magicks
and their wild skills. Many have trouble hearing or even seeing Mems in the world
around them. Mems, the magical beings that are living breathing memories of the old
world, have been in hiding within or just beyond the plants and animals we encounter
every day. As we forgot to need them, appreciate them, and make space for them, they
too withdrew and waited for the day when the relationships would be restored. Most of
us forgot they exist. Once we started to remember, we needed to learn how to rebuild
the relationships.
Five years ago, Our first group of heroes gathered in the Marmot Valley, brought
together by The Old Ones whom helped restore Magicks to the land. It has become an
essential ceremony that the Realm’s Heroes come together each summer to gather
strength and focus, train in wild skills and awareness, heal our relationships with Mems
and continue to Remember. It is this ceremony that brings us back to our villages to
continue the work of restoring the land and keeping our people from Forgetting again.
Those that have trouble Remembering, who became the the most illformed when
consumed by the greed and rigidity of the Empty Stranger, are also drawn to this valley.
They will try and make us forget and they are the ones who need the most healing,
sometimes at great cost. You never know when you will encounter one, but the Mems
always know. We must learn to speak to them Mems.
Stay vigilant, stay strong and remember that Chaos teaches us to find our place of
balance, breath and the resiliency to survive. Chaos is not darkness and darkness is not
evil. Darkness blends with light to become something else and my friend, this is where
the best adventures lie. Welcome to Realms.
Mechanics of The Realms Universe
Rules to Guide Not to Rule!
Realms rules are meant to be a guiding force in your day to day experience, providing a
structure and common language. Rules, however, can become a force that can restrain
creativity and kill common sense if we let them rule us when better options are available.
Realms Masters will shift or alter them when it is safe and makes sense, especially when it
allows better stories and experiences to flow.
What is LARPing and how do I do it?
Live Action Role Playing. This is adopting a persona other than your own and playing as this
character through quests and adventures. You simultaneously explore its life and your life as
you go. It is a chance to be someone else and to gain a new perspective of the world around
you. It is also a way to experience magic and battles, and battles with magical things, all without
the fear of actually dying. It is an unscripted play that you play a character in, and make up the
script as you go. Improvisation!
This means you’ll be acting out most of the things on your quests! But how do you act out
magical things in a magical world you say? Good question! It might be hard to decide when to
mime and when to magic; a good rule of thumb is if you can do it in the real world you can act it
out. If you can’t, ask an RM!
Example: Thorune, the dwarven warrior finds a bowl with some rocks and bones in it and would
like to investigate. They then proceed to poke around in the bowl to see if they can find anything
neat. Their comrade Varren sees something shiny at the top of the tree and would like to try and
jump to the top of the tree. Ask a RM!
Costuming
All players are encouraged to build their costume ahead of time. Our costume chest is limited in
its resources, although we won’t let you go without. Costumes also help bridge that gap
between real world and fantastic story time. There is a description of each race in their sections,
please check those out and have fun creating your costume. This is your chance to get creative
and bring your character to life so feel free to come to camp with costumes. There are many
resources online to help give you inspiration. Check with your parents before going online.
Tools*
Often times in Realms it is necessary to have a means of accomplishing a task by using a
Random Challenge Method. This can be done with rock/paper/scissors, dice and more.
Camp instructors may also carry a bag of runes (substitutions of dice or cards can be used). We
use these to create the random numbers for challenges, we use them to create/interpret magical
effects when casting, they also serve to offer story bits as we move through quests.
Challenge numbers are set by the Realms Masters(RM). An average task (assuming we are
using the Rune method) would be a 3 or better to succeed, something very hard would be 11 or
better.
As a challenge number every rune has a numeric value assigned to them. It is a number from 1
12 which repeats, (because of 24 runes). This allows the RM to set a target number for
accomplishing something and giving the group a chance to work together or perform a more
esoteric task.
Example; Barracus and Murdock are trying to free Countenens from a fallen tree trap sprung by
Barracus. Since we can’t really put the camper under a tree to see if two others can save him
we need another method, so the RM decides it will be a target number of 11 for the two to be
able to lift the tree off their friend. Reaching into the rune bag Murdock pulls out Agiz, a 3. It is
also the protection rune so RM decides if this goes bad he will be protected from the outcome.
Barracus steps up to reach into the bag but before he does he reminds the RM that he has
advantage strength. This allows him to pull twice and take the better rune. He pulls forth from
the bag Ur/2 and Nauthiz/10 which allows them to combine their pulls for a 13 and save
Hannibal from the tree.
Advantage , if a character has an applicable advantage to the current situation and they need to
make a challenge, that character can pull twice and take the better result.
* Every Realms Master is different, check with them about which random number generation
method they will be using.
Characters in The Realms Universe
Making a character
The first step is to get a copy of the character sheet. There is a copy at the end of this
document, so feel free to copy as needed. Look over the sheet and then begin to fill it out. Most
of the info will come from your own imagination and story you are building for yourself. There
are some basic rules you will have to adhere to, but for the most part we want this character to
be someone you want to explore and play. Think about the little things that make us who we are
and prepare yourself to be someone else. This is the ultimate fun of role playing, being
someone else and reacting to a world around them based on their character’s point of view.
The Character Sheet
The sheet tells a story, quite literally. Instead of it being all about numbers, skills, levels and
such it is a look at the lives of each character. Where they come from, where they are going,
likes/dislikes, relations, quirks and so on. It is designed to help the players develop their
character and really get to know them. It is designed to create a story for players to grow and
follow, not just get the next level of power. Our aim is to have the story be the focus of
advancement instead of just completing skills.
Life and Death of a Character
Life is good in the Marmot Valley. Food is prepared, skills are taught and learned, and hey,
safety in numbers right? But what happens when our Heroes are sent on Quests? They may
risk life and limb to better the world we live in. Each character has three lives before their form
can be regenerated. RM’s will also allow you three death saving challenges before the death is
finalized.
Playable Character Races
Humans dwellers of the plains, foothills, waterfronts and many other places. Most prevalent
race throughout the land. Humans have proven adept at all classes(see Character Classes).
Appearance: Humans appear as we know them to look.
Advantage water
Elves dwellers of the primal forests of the realms. Living in the forests elves often find
themselves on the frontline of the battle with the dark winds. As the creators of archery Elves
are undeniable masters of the bow.
Appearance Elves average 56 feet tall and typically weigh just over 100 pounds. They live on
fruits and grains, though they occasionally hunt for fresh meat. Elves prefer colorful clothes,
usually with a greenandgray cloak that blends well with the colors of the forest.
Advantage air.
Dwarves dwellers within the heart of the land deep below the mountains. They used to believe
that if they lived inside of a mountain where the wind didn’t blow that they would be safe from
the Dark Winds, sadly this is not the case and the dwarves find themselves just as vulnerable as
everyone else in the realm.
Appearance Dwarves favor earth tones in their clothing and prefer simple and functional garb.
The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black,
gray, or brown.Dwarves take great pride in their beards and consider them a status symbol
amongst themselves. Dwarves average 4 feet tall and weigh as much as adult humans.
Advantage earth
Orks dwellers typically of the rougher more hostile areas within the Realms, Orks have become
one of the tougher races. They have learned to survive by being able to eat almost anything and
gain nutrients from it. Orks don’t have a culture like most races, they tend to not live as long and
they are a race divided, with many of them dwelling on the darker side of civilization.
Appearance: An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer
wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard
yellow, yellowgreen, and plaid (they love plaid). An adult orc is a little over 6 feet tall and weighs
about 210 pounds.
Advantage fire
Animal Kin Dwellers of….everywhere. Many animals petitioned the fairies centuries ago for the
gift of sentience. The fairies saw the benefit and a bargain was struck, as long as they never lost
their connection with the animals they were and the wild around them they would be allowed to
keep this gift. So anthropomorphic beings beings abound within the realms. Any mammal can
become an animal kin. So far no reptiles or fish species have been encountered. Check with
Realms master if you have questions about the animal you want to play.
Reminder Animal Kin are not half animal half something else. They are full blooded animals
that have the ability to walk on two legs and speak (Teenage Mutant Turtle style). They possess
opposable thumbs and can use magic.
Appearance: Animal kin are an anthropomorphic representation of their chosen base animal
(fox, bunny, etc.). Generally walking on two legs some have the ability to run on all fours.
Advantage instinct
Animal Traits (choose 1 for your character) Consult your RM if you want to create one that
isn’t on the list.
Acute vision. 2 difficulty on challenges
Acute hearing. 2 difficulty on challenges
Acute smelling. 2 difficulty on challenges
Tracking scent, if the targets scent is known the user can attempt to track the location of the
target.
Tough Hide: 1/enc. may declare “tough” and ignore 1 hit. (this counts as 2 traits)
Slick fur, target can get through tight places easier and has a bonus to escaping from a grab or
grapple (2 difficulty). This also lessens swimming challenges by 2.
Call of the Wild (1 a day per rank). Summon a swarm of small woodland creatures to inflict 1
damage on an opponent. A target may only be affected by one Call of the Wild per day.
Natural weaponry, tiny foam dagger that does 1 hit worth of damage. (foam weapon physrep)
Shadowblend (1 a day per rank), User gets to call a 5 second blind hold for the purposes of
retreat only.
Escape Artist: Experience at escaping from traps and other similar situations reduces the
challenge rating of escaping from mundane or magical constriction or immobilization by 2.
Battlecry (1 a day per rank), a fierce roar or hissing warning. A scary sound your critter makes.
You and 1 ally/rank gain 1 armor point for current encounter.
Mountainborn, reduces the challenge rating for all tasks pertaining to survival in the mountains.
Jungleborn, reduces the challenge rating for all tasks pertaining to survival in the jungle
Forestkinder, reduces the challenge rating for all tasks pertaining to survival in the forest.
Plainswalker, reduces the challenge rating for all tasks pertaining to survival in the plains and
steppes.
Iceborn, reduces the challenge rating for all tasks pertaining to survival in the arctic tundras
and frigid cold.
Child of the Sea, reduces the challenge rating for all tasks pertaining to survival in the seas,
rivers and coastal regions.
Venomous, the critter has a level 1 poison that can be transmitted 1/day per rank.
Pheromone cloud (1 a day per rank), critter may release a stinking cloud that covers a 10x10
area. All victims must make a poison save or be incapacitated for 5 sec.
Night vision, critter may see normally in twilight/moonlight conditions.
Natural swimmer
Strength +3 to pulls using str
Stalwart +1 hit point
Halflings This jovial race of demihumans can be found living a peaceful agrarian lifestyle in
the plains and foothills. Most comfortable around a feasting table or in the garden these folk
rarely take up the mantle of hero but when they do none can compare to the stalwart devotion of
the halfling. Small of size yet big of heart no one really knows where halflings came from. Some
speculate it was a human and dwarf tribe others tell a tale of a village struck by the dark winds.
No matter how they came to be the world is a better place because they are in it.
Appearance: Halflings stand 34 feet tall and usually weigh between 40 and 50 pounds. They
have brown or black eyes. Halfling men often have long sideburns, but beards are rare among
them and mustaches almost unseen. Halflings prefer simple, comfortable, and practical clothes.
Halflings reach adulthood in their early twenties and generally live into the middle of their
second century.
Advantage homestead
Gnomes Assumed to be related to Dwarves Gnomes are quite similar to the halflings in that
they share a mysterious background. No one knows where they came from they were just there.
They are small of stature like the dwarves but nowhere near as hearty or heavy. Comparing a
gnome to a dwarf is like comparing a ferret to a badger.
Appearance: Gnomes stand 3 to 3½ feet tall and weigh 40 to 45 pounds. Their skin color
ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of
blue.Gnomes generally wear leather or earth tones, though they decorate their clothes with
intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about
350 years.
Advantage tech tinker
The Fringe Races
Over the years, the races have come together to stave off The Forgetting. An increasing amount
of races, usually seen as villainous and monstrous, have come together to stave off The
Forgetting. Orks (they play both sides), the Children of the Pale Moon tribe, just to name a
couple. They have seen the need to work with the others and help the world they call home,
despite the old fears and discrimination that sometimes play against them. All the races are
realizing that indomitable spirit, empathy building and love for the earth is what will bind them
and keep all from Forgetting.
Children of the Pale Moon dwellers of the badlands and the riverways, CPM have learned
how to survive minimally. They would raid from those that had plenty and sometimes help those
that had nothing, although this is an unconfirmed fact. One of the most notable facets of the
Dead Moon tribe is their tattoos. They remember their story by putting it on their skin. Rites of
passage, big happenings, milestones, kills, they all go on the skin to be remembered. Nomadic
by nature, they have found more and more of their staysites ravaged by the forgetting and have
come to realize that it is time to reunite with their past and join in the fight for Cascadia.
Appearance: They appear as typical humans but with a more sun cooked look. The main
difference is the art on their skin.
Advantage Story
Tambuuli War Elves Found on the eastern edge of the Cascades bordering the Badlands the
Tambuuli are probably the most ruthless and subversive group in the realm. Like the Orks, their
nature is apparent and they are true to it. Tambuuli forsook the ways of their nature loving
brethren and chose the way of Taking, or to be Takers. They believe that the world was created
for them. For years they have only been spoken of in whispers for fear of incurring their wrath.
You can count the number of survivors of Tambuuli raids on one hand. They are thorough. So
when a small band of them showed up to the Wildcat Hero Camp, tensions were high. It
seemed like bloodshed could be the only answer with both sides in arms and no one
understanding. War chief Ozric, was able to communicate the Tambuuli intentions to Xon, who
together deescalated the situation and a new and mighty ally was made to the hero camps that
day. While many still hold judgment on the Tambuuli, it seems that a shared goal is there and
they are quite adept at traversing and exploring unruly terrain.
Appearance: Their hair color ranges from dark brown to light brown, lightening to silvery white
with age. They dress in simple clothing of animal skins and basic plant weaves.
Advantage Stealth
Goblins What needs to be said about these little blighters. For all intents and purposes they
are the counterpart to the Halflings, flip side of the coin if you will. Relegated to living on the
lands that even the Orks do not want, the goblins have found ways to grow and thrive in some of
the most inhospitable areas the realms has to offer. They tend to be small dirty creatures
earthen toned skin and sharp little teeth. They breed in litters and try to do nothing by
themselves. The concept of hero doesn’t really have a place in their culture or vocabulary which
is why it seemed so contrary when the goblin lords made the decision to send troops to the hero
camps to help. Maybe it’s a ploy to one day get better land, maybe they want some respect or
maybe they have been saving up heroes for this purpose no one really knows. They have
arrived and seem to want to help in the subservient role they know so well. Goblins have lowlite
vision.
Appearance: A goblin stands 3 to 3½ feet tall and weigh 40 to 45 pounds. Its eyes are usually
dull and glazed, varying in color from red to yellow. A goblin’s skin color ranges from yellow
through any shade of orange to a deep red; usually all members of a single tribe are about the
same color. Goblins wear clothing of dark leather, tending toward drab, soiledlooking colors.
Advantage foraging
Character Classes
There are 3 classes playable in Realms. They are Warrior, Druid and Scout. The chosen class
of the character will determine their starting gear and abilities.
Warriors
These are the fighters of the Realm. They have chosen the path of the blade and the discipline
contained therein. Honing their skills to a razors edge and gaining the mental fortitude to look
adventure in the eye, not much scares these figures. Warriors use the biggest weapons and can
wear the most armor. Starting the game you have a sword. Warriors begin with +1 HP.
Advantage: Tactics
Druids
There are many forms of magic in the realms and even more folk who use it. Unlike the wizards
from the School of Magick, the Druids of the Hero camp utilize the elements around them to
create magic and aid them in their adventures. Using their very will to tap into the raw magic of
the land and use it to heal, grow, destroy, locate and create. If you have the imagination and the
gift you will find that the Realm is ripe for those casters to prosper and explore.
Druids specialize in one physical element and their magic shows that.
For example: Lotor the Child of the Pale Moon Druid chose the element of wood and was able to
grow a small bridge for their teammates to cross a body of water.
Their friend Camille's attempt, the fire druid, went less than successfully says their third party
member Ilzerg, whose trousers are now singed up to his knees.
Advantage Elemental Lore or Nature Lore
Scouts : Some like the thrill of combat or the flashiness of spell casting, while others prefer the
snap of a bowstring, the calmness of the unseen.
The way of the bow or speed of a dagger is your way. You are one with shadows and favor
moving unseen through the dappled corridors of the wyld. When one can master his gait and
balance, secrets begin to reveal themselves to those that can listen. You are adept in the
curriculum of shadows, traps and quite often serve as the eyes and ears that keep people alive.
Start the game with a scout blade or a bow. Advantage: Traps
Advancing your Character
There are different ways to play the game and advance your character. In the past, RM’s and
Heros focused mainly on class progression sheets(see below) as the way to advance.
The tides are changing , however, and characters may choose to engage in more complex or in
depth study of certain areas in order to level up. RM’s will listen to ideas brought to the circle as
well as offer opportunities to break out of the usual Marketplace routines. This will keep the spirit
of creativity and allow us to ensure that rules don’t rule us in the game!
Tide Change Example RM offers an opportunity to weave a basket, small bag or work on a
leather journal to study Mems. It may take 3 days to accomplish together. Points are awarded
for the time and focus spent that may substitute for other ranking requirements. Extra power
may be imbued in the relic as a result and more powerful when used in quests. Plus you have
something cool to take home!
Class Rank Example Murdock is a scout and he is setting about his task list. After completing
3 of the challenges, the stealth task, throwing task and the illusion task he can add the extra
ammo perk to his character and carry more knives.
Boon points are rewarded by the Realm Masters and can be used to assist in the
advancement process. These points are rewarded for excellence in role playing and innovative
storytelling or plot advancement or being truly helpful to others learning skills. They should
represent role playing and helpful behavior above and beyond the norm that makes the story
and experience more compelling and enjoyable by all. Three boon points can sub for one
Rank Skill.
Warrior Advancement List & Perks
Rank 1 Perks ;
Toughness allows warrior to ignore 1 hit taken in melee. R1 1/day, R2 3/day, R3 5/day.
Arcane toughness allows warrior to ignore 1 point of magic damage R1 1/day, R2 3/day, R3
5/day.
Fortitude gives warrior advantage when making poison saves.
Florentine can use 2 weapons, R1 dagger in offhand, R2 two swords.
Quiet Calm when blinded you gain a parry vs. arrows and melee. R1 1/day, R2 2/day, R3
4/day.
Wild Empathy used to read the demeanor of wild animals and affect their behavior (adv)
Nature Lore Knowledge of the forest and it’s inhabitants, and survival therein. (adv)
Rank 1 Skill challenges
1. Demonstrate proper camouflage and how to apply it.
2. Successfully get a coal with a bow drill
3. Successfully seek the advice of 1 Mem during Quest
4. Perform a 30 minute sit and attune your Remembering Awareness
5. Twist 3 talisman cords, one from a plant you harvested with guidance from an instructor
6. Create your unique Talisman
7. Defeat a Realms Master at chess (or other approved strategy game)
8. Demo. knife safety practice, then carve a digger/bopper or Rabbit stick
9. Score 2 of 3 hits with tomahawk at a distance of 10’ minimum
10. Build a miniature debris shelter, explain its function
11. Participate in quest time as an npc
Rank 2 perks
Sword Surgeon +1 damage to primary hand weapon, 2/day, R3 4/day.
Instinctive Dodge Gain 2 dodge/day to avoid any hit, even surprised. R3 3/day.
Elemental bond May take an advantage with 1 element of your choice.
Disarm May force opponent to drop weapon R2 2/day, R3 4/day.
Rank 2 Skill challenges
1. Craft a spear, Flame harden it, hit a 15” target at 20 ft
2. Harvest and create a bow drill set, start a campfire with it
3. Perform a 45 minute sit under full camouflage
4. Build a full sized debris shelter and sleep in it for one night
5. Win a duel in the Bear Pit
6. Demonstrate 3 animal forms of movement and their usefulness
7. Win a game of eagle eye as stealth
8. Score 2 out of 3 in a duel vs appointed opponent
9. Get a grouping of 4 out of 5 arrows into a 12” target at 30’.
10. Win a battle vs quest opponent, using only your dagger
11. Lead a successful stealth ambush as an NPC
Rank 3 perks ( To Be Determined by GM)
Rank 3 Skill challenges(To Be Determined by GM)
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11.
Druid Advancement List & Perks
Rank 1 Perks
Not in the Face user may dodge a hit 1/day, R2 2/day, R3 3/day.
Battle Mage user can use a dagger for close combat
Deep mana pool Caster may add their rank twice for determining mana pool amount.
Elemental Attunement Caster does not suffer disadvantage from opposite element.
Battle caster Caster may perform an instant attack spell 1/day, R2 2/day, R3 3/day.
Arcane senses Caster can sense effects of magic and the dark winds, Difficulty 6.
Rank 1 Skill challenges
1. Twist 3 Talisman cords, one from natural cordage you’ve harvested yourself(RM approval)
2. Successfully seek the advice of 1 Mem during Quest
3. Craft 2 different medicinal salves
4. Weave a piece of fabric 4” x 4” minimum
5. Heal 10 heroes
6. Invent two different spells and learn them, (RM approval)
7. Craft a mana pool pouch and a spell book
8. Tell a story around the campfire or group setting, of at least 10 min. (RM approval)
9. Craft 6’ of natural cordage or felt a familiar
10. Create your unique Talisman
11. Serve as an NPC spellcaster
Rank 2 Perks
Elemental Acumen Caster may take advantage with a second element.
Eldritch amplifier Caster may add +1 to spell damage 1/day, R3 2/day.
Battlemage Caster may upgrade their dagger to a sword.
Selfless Caster gains 1 hit point only for the purposes of taking a hit for others using
Talisman magic. Must be within site to use.
Lifeforce amplifier Caster may heal full hit points, (no limit to HP) when healing.
Positive energy conduit Caster channels positive energy easily. Can be used as a 2 point
damage spell vs undead or Arcane Armor deals 1 damage to undead if they strike it. Cost 1
mana, 2/day R3 4/day.
True Healer When casting a healing spell all hit points are healed and all conditions are
negated (except death) on upto 1 person per rank. All those being healed must be in arms
reach to heal them.
Rank 2 Skill challenges
1. Create a unique spell and teach it to another caster
2. Brew a tea of your harvest (at least 3 ingredients) share with 2 others at least.
3. Perform a 30 minute sit/meditation under full camouflage, attuning your Remembering
awareness
4. Perform 2 hours of service in the kitchen (RM approved)
5. Wash wool, card it and spindle 10’ of Yarn
6. Create 6’ of natural cordage
7. Harvest, carve and decorate a wizard’s staff. Inscribe one of your spells on it
8. Memorize the Litany Against Fear and be able to recite it as asked
9. Capture an opponent in quest using your magic, no weapons
10. Weave a small net out of natural cordage, at least 1’x1’
Rank 3 perks
Resurrection For 30 mana caster may use healing spell to restore life to a dead individual.
(RM approval).
Elemental immunity Caster may pick an element they have advantage with and be immune
to effects from that element.
Rank 3 Skill challenges
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Scout Advancement List & Perks
Rank 1 Perks
Dodge allows Scout to ignore 1 hit from melee. 1/day, R2 3/day, R3 5/day.
Sink and Fade user gets a blind hold for 5 seconds+rank to hide or retreat ONLY.
Toughness allows user to ignore 1 hit taken in melee. 1/day, R3 3/day.
Poison use Allows user access to either Stun or Sick poison for their thrown weapons
1/day, R2 3/day, R3 5/day.
Wild Empathy used to read the demeanor of wild animals and affect their behavior (adv)
Rank 1 Skill challenges
1. Demonstrate proper camouflage
2. Create your unique Talisman
3. Sink 2 out of 3 throwing knives and tomahawks
4. Get a grouping of 4 out of 5 arrows into target.
5. Twist 3 cords from natural fiber, one of them being a bowstring style with flemish loop.
6. Count coup on another Scout
7. Demonstrate 2 stances with 3 arrows each stance (hit 2 of 3)
8. Demonstrate proper camouflage and how to apply it.
9. Demonstrate 2 draw styles by teaching another student.
10. Successfully ambush a questing party as an enemy NPC using foam arrows
11. Successfully negotiate an encounter to avoid bloodshed (RM approval)
12. Identify 5 plants and their uses
13. Get a coal with a bow drill
Rank 2 Perks
Deadeye accurate user can add +1 damage to thrown weapons 2/day, R3 4/day.
Poison use Allows user access to Freeze poison for their thrown weapons R2 2/day, R3
4/day,
Empathy used to read the demeanor of humanoids and affect their behavior (adv)
Light Step Scout doesn’t trigger ground based traps.
Rank 2 Skill challenges
1. Demonstrate 5 animal forms of movement and their usefulness
2. Perform a 30 minute sit under full camouflage
3. Count coup on 3 other scouts and a Realms Master
4. Make a fire with a Bow drill set you created
5. Bow and arrow, grouping of 5 in a 10” target
6. 2 of 3 in a 12” target w/ tomahawks, and knives (at least 6’ away)
7. Win 2 of 3 rounds of eagle eye as the spotter
8. Track an animal to its bed
9. Get to know one individual bird well enough to map its territory and understand its role
10. Travel from Hemlock firepit through parsnip field and around main loop to return the same
path without alarming birds
11. Serve as a negotiator in a NPC role
Rank 3 perks
Perfect Trap Sense Scout does not trigger nonmagical traps
Rank 3 Skill challenges
1.
2.
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11.
General Challenges (2:1 Substitution for these challenges)
1 Write a song and perform it for a group. The group will judge whether true effort and time
were invested to make the trade official. (RM approval)
2 Perform a “Village Service Task” as determined by the Baroness of the Valley and your RM.
3 Perform a “Story advancement task” as determined by your RM.
4 Teach a skill to another hero.
5 Assist or help an NPC in their goal.
6 Learn one alchemy spell.
Advanced Challenges Substitution (1:2 Substitution for these challenges)
1 Catch a trout with line you made from wild fiber and a hook fashioned from hawthorn or bone.
2 Weave a tapestry on a lap loom, incorporating 10’ of yarn that you spun on a drop spindle.
3 Hit every target with one arrow each at the 3D Ridge Range.
4Carve a survival bow and demo its use
5 Archery Challenge: Score 2 of 3 on a moving target at 30 foot distance
Realms Combat
When combat happens in the Realms it should be treated as a last resort kind of thing. How
often in real life do we pull weapons to settle our differences? Not very often. So when it does
happen it should be with the realization of our actions and the consequences of resorting to
violence. It is inevitable that combat will happen so when it does we want to treat it with respect
and honor.
Realms Master note:
When we teach sword fighting, we try to emphasize as much as possible that a sword fight isn't a battle or
contest to see who's a better fighter, but rather a collaboration more like a dance or telling a story
together, where the goal is to have as AWESOME A SWORD FIGHT AS POSSIBLE. Toward that end, we
encourage campers to overact, swing their swords big and wide and slow, and give enemies a chance to
dodge and block. A long drawnon epic battle is way cooler than a quick stabandrun, after all. We tell
campers to honor the block if someone blocks your sword with theirs, have your sword bounce off
instead of just pushing through.
Also to honor the hit! We run on an honor system that only works if we all adhere to it. Fight hard and
valiantly, if you are to fall in battle, fear not. It will not be your last and might unlock a new plain to the
quest experience.
Foam Swords/axes melee combat, Light touch combat
One of the first things you need to know about light touch combat is that no matter how safe
your light weapons are, if you don't play by the rules, people may end up getting hurt. Anytime
you bring someone new into this sport, it is your responsibility to everyone else who may ever
spar with them to train them well.
1. We should all be doing this to have fun. If you get mad or uncontrolled it is up to you to
remove yourself from the fighting. A RM may pull you off the field if you do not.
2. You must listen to the RM(s) at all times (they are the referees).
3. If you have any questions it is up to you to ask (most accidents happen because some
people don't have foresight).
4. This is a sport of honor. Treat it as such. If you are caught cheating, a RM may remove
you from any combat. Remember that honor begets honor.
5. There is to be contact with weapons only (i.e. weapons hitting weapons, weapons hitting
bodies and weapons hitting shields only).
6. There is no rule number 6!
7. If you see a harmful or unsafe situation, yell the word "HOLD!" (i.e. someone has an
unsafe weapon, gets their glasses knocked off, is about to fall off a cliff, etc...). It is the
primary responsibility of a person who is hurt to call a hold. Before calling a hold for
someone else in an otherwise safe situation, you must first ask them if they are OK.
8. If you hear the word "HOLD!", stop immediately! Then say "HOLD!" until everyone else
has stopped moving. Do not move from where you are until the problem has been taken
care of and the Marshal or the person who called the hold signals play to resume by
yelling "3... 2... 1... GAME ON!!!"
9. Holds should only be called in the event of a dangerous situation and may NOT be used
to discuss rules.
10. There is to be NO body contact of any kind (i.e. no punching, kicking, biting, grabbing,
etc...)
11. There is to be NO grabbing of an opponent's weapons and/or shield.
12. There is to be NO throwing weapons unless they are specifically designed for that
purpose.
13. There are to be NO "Louisville Slugger" (Baseball Bat like) swings.
14. There is to be NO charging. You DO NOT run at or advance towards someone so that
they have to get out of your way or get run over.
15. There is to be NO unsafe shield maneuvers, that in any way harm anyone else (i.e. NO
punch blocking, shield bashing or contact with another person. Your shield is NEVER to
be used as a WEAPON).
16. Only "Safe" weapons & shields are to be used. A qualified RM may be requested to
check the safety of any weapons or shields at any time.
17. There is to be NO live steel in any combat situation at any time (live steel being metal
knives, swords, axes, darts, spikes, spurs, etc...)
18. You may ask a RM to inspect anything at any time if you feel something is unsafe.
19. Arrows should never strike a participant above the shoulders. Bows should NEVER be
used to parry an attack.
20. Use your common sense. If something looks unsafe, it most likely is unsafe. (If it runs
like a fish and barks like a fish then it's a fish.)
21. HAVE FUN!!!
Taking the Hit If your opponent touches you with their weapon it counts as a hit, even if it is
very light and barely felt. Remember that the game is about the story not the combat.
Anytime you spar with a new group of people, it is your responsibility to make sure that you
have a thorough understanding of the rules they are fighting by.
Arrows Arrow hits will be different, if they hit the limbs it counts as a hit. In order to help the
archers be more successful they will just have to hit their target anywhere except the head or
groin. Knocking an arrow out of the air with your sword will count as an arrow hit to the sword
wielder.
Magic Spells
When casting magic the damage done is equal to the rank of the druid casting the spell. We use
a mana based system where the casters have a mana pool based on rank and they use that
mana to perform their magic. A magic casting requires the caster to plant both feet firmly on the
ground, point at your target and recite your spell lines. Spell lines are crafted by casters on an
individual basis. They should be cleared by the realms master as to their function and
appropriateness. If the spell is not recited correctly or damage is taken as it cast the spell will
fail. If recited properly the caster will hold up the amount of mana they are using for the spell and
its effect goes off. Targeting happens automatically and nothing needs to be thrown. Damage is
dealt equal to the rank of the caster.
Casters also have the ability to craft spells as needed for the situation governed only by their
imagination. This is called “Adaptive magic or Arcane Improvisation. This manual manipulation
of magic is a slower process than casting a spell already known. It requires thought, attention
and 2 mana. These things are not found in combat. When a new spell is being created, it is up
to the RM to decide if it is within the capabilities of the caster to accomplish. If it is decided that it
is within their rank, the RM will require them to meditate and write a recitation of what can
become their new spell. When completed the mana is spent and the spell will take effect. The
RM may require a rune pull for completion at their discretion.
This system allows the imagination to drive the story.
If the caster would like to add the spell to their lists of spells known they will have to memorize it.
It has to be done at mana meditation and OK’ed by the RM. Its mana cost to cast will be
lessened upon memorization. This shows the time and energy spent to know the magic.
Example: The Druid Hannibal has found himself needing to get across a rather fast moving river
that has washed out the bridge. Calling upon his elemental link with water Hannibal seeks to
solidify the top of the river to give him something to walk on so he can cross. The RM decides it
is within his ability to do so and will cost him 4 mana to improv at this time. So Hannibal takes 10
minutes to properly manipulate the magicks around him. He concludes taking a stance with one
foot in the water and one foot on the ground and proclaims:
“Raging river so ancient mighty and strong
I ask you now to share your song
Hold my feet safe and sound
Allow me to walk across as though on ground”
Then by handing the RM 4 unused mana Hannibal will be allowed to cross the river safe and
sound. Now if he wants to learn that spell he can use a meditation period any time after that and
devote it to learning that spell. He will not replenish mana equal to the amount it costs to cast
the new spell but the rest of the pool will be unaffected (Hannibal recovers 12 of his 14 mana as
2 goes to memorizing the spell). From that day forward he will be able to use his new spell for 2
mana as he desires.
Mana pool , once a day casters get a chance to replenish their mana pools. For most folk this
occurs at sunrise after 20 minutes of meditation. Either way when this happens they will
replenish their full amount of mana and 1 point of arcane armor per rank. The mana pool for a
character is 10 + (rank x 3). Other bonuses/perks can be gained to modify this total.
Arcane Armor , Arcane armor is a casters defense against the hazards of combat. As they are
not allowed to wear armor this is how they defend themselves. When doing daily meditations the
caster receives 1 point of armor for each rank they have achieved. They can then opt to charge
up their arcane armor by spending 1 point of mana for 2 points of arcane armor gained. The
only time they get to do this is at meditation. Casters may spend up to 2 times their rank from
their mana pool to buy armor at meditation.
Known Spells
Many spells are out there and with so many imaginations many more will come. The trappings
and descriptors will vary from caster to caster but the end effects will remain the same. Damage
is damage, freeze is freeze and healing is healing. Listed below is a variety of spell effects that
casters will use as a guideline to create their spells. Remember to personalize it to your style but
by having the effects generalized will allow the game and combat to flow better.
Heal This spell heals 1 characters full hit points (up to 6 HP). Cost 2 mana.
Damage spell Does 1 point per rank and costs 1 mana per rank to cast. Range 50 ft
Sanctuary As long as caster holds arms stretched out to the sides no enemy can approach
within 10 feet of the caster. This affects shooting at caster as well. 2 mana cost.
Sense Magic Caster maintains concentration and can sense magical affects and creatures
nearby. Mana cost 1.
Protect Others May cast a protective shield on others. It stops 1 hit 1/day, R2 2/day, R3 3/day.
Mana cost 1.
DISCLAIMER!
This set of rules is by no means set in stone. Quite the opposite! It’s all digital and changeable.
We here dwelling in the Realms reserve the right to alter/change/mangle the rule set as needed
to keep the camp fun, compelling and exciting for all. With this knowledge don’t be sad if powers
you had one year become non existent the next. Or maybe a mechanism changes for the better
but you don’t think so, this happens. Our advice is to look at the bigger picture and attempt to
understand why the change was made. If you still have umbrage go to your friendly
neighborhood Realms Master and have a conversation.
Plus if you have an idea that you think would make the game please talk to that RM and let
them know of your brilliance. Don’t be surprised if your idea morphs a bit and becomes the RM’s
“bright new idea” just know that you caused a change and hopefully it’s a good thing.
If you have any further questions feel free to email them to
Realmsquestions@Trackersearth.com
After the internet goblins sort the emails and we dry the spit off of them we will answer your
questions. Thank you and happy questing.
You will find a character sheet on the final page. We will spend time working on it the first day,
but you are welcome to start it at home if you’d like to get a head start! We will have fresh sheet
available to fill out.
Realms of Cascadia Character Profile
Character name:
Player name:
Age: Gender:
Race: Class: Rank:
Traits/Advantages:
Demeanor:
Distinguishing marks or notable affectations:
Where I’m from:
My Family:
Relations and friends:
Enemies(if any):
Likes/dislikes:
Character goals: