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Nocturne [PC Game]Developed by Terminal Reality - Gathering of Developers (1999) - Survival Horror - Rated Mature
In Nocturne you play a member of a top secret government organization of the 1930s referred to as Spookhouse. This organization is devoted to the investigation of supernatural crimes and phenomena.
Details
Platform: PC
Developer: Terminal Reality
Publisher: Gathering of Developers
Release Date: October 25, 1999
Controls: Joystick/Gamepad, Keyboard, Mouse
UPC: 663593120069
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Stas Orlovski: "Nocturne" at Traywick Contemporary
by dewitt cheng Mar 2010
Modernism, a revolt against bourgeois conformity, generated its own sects, schisms, sects and warring 'isms'; it also devolved, in the fullness of time, into a new orthodoxy, especially when everything became fair game for postmodern appropriation, quotation and, alas, "referencing." In 2006, two Los Angeles critics saw in that eclecticism a "mix and match hybridity. an odd sort of orthodoxy [or] conformity," and discerned in "the dystopian wing of the 'newbrow' aesthetic. nothing more meaningful than 'ecstatic apocalypse.'" Now granted: 1), Ecological collapse is in the air these days; and 2), it often seems to be presented, appallingly, as entertainment for eloi (the helpless flower children in The Time Machine). However, one of the targets of this critical dyspepsia was Stas Orlovski, a Moldovan-born artist raised now living in Tinseltown, and popular for his somber, moody nearly-monochromatic mixed-media collages with charcoal,
Nocturne with Head and Flowers 2009 Stas Orlovski Charcoal, graphite, ink, oil, gouache, lithography and Xerox transfer on canvas 84" x 67" Photo: courtesy Traywick Contemporary
Xerox transfer, watercolor, gouache, oil and printed papers. Reconciling "poetry and pathology," his work combines Cornellian nostalgia (no imagery later than the 19th century is used) with a dark surreal poetry reminiscent of Odilon Redon or Roland Topor; they also recapitulate the history of animated film, suggesting stills from some obscure film about enchanted lost worlds like Wonderland or Neverland, the Edens of children. "Nocturne" comprises thirteen pieces on Japanese paper. Nocturne with Pine Tree and Bird, Russian Nocturne, Nocturne with Head and Flowers, Interior with Paintings and Bonsai, and Songbird with Russian Sky feature clusters of drawn and collaged elements (birds, flowers, trees, light beams, moons, musical notes) set within large fields of torn paper fragments, gradated like Cubist planes, or Malevich's geometric peasants. These large pieces, mounted on canvas, verge on mere handsomeness. More successful are the magical smaller works: the portentous Three Clouds, the spiritualized still life of Bonsai, the oddly curtained vista of Alpine and the small, strange, ambiguous drawings of blob-like heads, featureless but for a single ear, consorting with statues or sprouting incomprehensible cactus buds.
http://www.artltdmag.com/index.php?subaction=showfull&id=1268334657&archive=&start_from=&ucat=32&page=reviews

THE GAME OF NOCTURNE Nocturne is a Live Action Role Playing Game, or LARP. A LARP can be thought of as a cross between a Renaissance Faire and a murder mystery party. Like a Renaissance Faire, there is an audience, and an array of scripted characters. In a LARP, however, the audience gets even closer to the action by donning medieval costumes and fantastic personas. This allows players to directly interact with and influence the outcome of the game. The game directors host a weekendlong production called an event. During this time, players are confronted with the engrossing and multi-layered fantasy world of Nocturne. As sweeping as any movie or novel, Nocturne offers players a chance to step into roles that parallel those of their favorite heroes and villains. This is done by creating alter egos that exist exclusively in the game world. Puzzles challenge the wits of players even as staged "enemies" test their battle prowess. As a player explores the world, she grows in knowledge and power. This combined with open-ended, organic story arcs ensures that no two events are alike. There is always something new and exciting to explore. Events take place one weekend every month. They begin on Friday nights and continue uninterrupted until Sunday mornings. Events take place at campgrounds and players should prepare as though they were taking a weekend camping trip. Nocturne's events are held at Camp Sacagawea in Farmingdale, New Jersey. The camp is the headquarters of the Monmouth County Girl Scout Council. As such, the camp is well appointed with running water, heated buildings, indoor/outdoor plumbing, and plenty of tent/cabin space. Smoking, drugs, and alcoholic beverages are strictly forbidden. Upon arrival, players are directed toward an area known as "game logistics." This is where the business of Nocturne is conducted. Once registered with logistics, players are asked to set up their sleeping area. Soon afterward a brief opening ceremony is held, after which the game officially begins. Once the game starts it does not end until Sunday morning. Everything that happens in camp takes place in the fantasy world of Nocturne. Players are encouraged to inhabit their alter egos as much as possible and to refrain from "realworld" conversation. If for whatever reason a player wishes to break character, he is asked to do so in the camp parking area so as not to disturb the immersion value of the game. While "in game," players can expect to encounter all sorts of trials and challenges designed by the game directors. These include strange and rewarding encounters with villainous monsters and whimsical beings all of whom offer clues into the deeper stories that drive the world. Some of the most exciting encounters include mock-ups of crypts and enchanted forests that challenge players to plumb their mysteries and survive their dangers. Still more entertaining is the freedom a player has to shape his or her own destiny in the game.
SPELL PACKETS Spell packets are the physical representation of the energy used to wield the awesome mystical powers of the world. While a spell packet may represent an orb of hideous magical damage, in reality it is nothing more than a common bean-bag. A spell packet is made by taking a 2-3 inch piece of square cloth filled with bird seed and tying it off with either rubber bands or thread. GAINING NEW SPELLS AND PRAYERS Spells come in various tiers of power known as Circles. The circle of a spell indicates its power to affect the game world. Thus a first circle spell is generally much easier to cast than a third circle spell. Learning higher circle spells requires that you have the build to do so and have found a teacher willing to impart this new knowledge. Active spell scrolls, and books can also be used to learn skills, and even other players with the teach skill may impart their knowledge onto other players. Learning the spell also requires that you have mastered at least one spell of the circle immediately below the one you wish to learn. Thus, a player would be ineligible to learn a fourth circle spell if she had not yet learned at least one third circle spell. In order to learn a second fourth circle spell, she would need to have already learned yet another third circle spell. This rule also applies to learning rituals and sacraments. SEALS Seals are five shot protections that can be placed on items. When a seal is cast, a glow stick as well as an envelope with the effect inside must be placed on the item that is affected. No item that is larger then a door may be affected by this art and no item that is smaller then the envelope may be affected. More than one seal may be placed on an item. When cast, a password may be set to raise and lower the effect of the seal. A seal will fade in power after it has been touched or after 8 hours have passed. As soon as the item that contains a seal is touched, the effect of the seal is taken by the person who touched the item. If there is more than one seal on an item, the person would take the effect of all seals on the item. The effect of any one seal may be negated. An absorption effect may also be used to stop the effect of a seal; however no power will be gained. If a person plans on using a negation on a seal, they must choose which one before the knowledge of the effects is given. Seals recharge every 30 seconds until the last charge is used or 8 hours has passed.
BANNERS The legendary banner effects of the great professions have been used for long ages to turn the tide of battle. Each profession has a unique banner that its members can raise to influence all who behold them. A Ritualist is required to aid in the raising of any banner. For the profession caster, the casting cost for a banner is indicated on the profession list. For the Ritualist, the cost is one mana per rank of the banner. The banner bearer may either be the Ritualist or the profession caster of the banner. If the bearer falls unconscious, or removes their hands from the banner, the ritual ends. All banners last 30 minutes. Unless otherwise noted, a banner will affect all friendly people in line of sight of the banner. Any banner that is brought into game must first be approved by a game director.
Vigor. This is the amount of physical stamina that a character possesses. Every time a character makes a specialized attack, an amount of this power is expended. 2 Damage. This statement would mean that if the strike hit a target, they would take two points of normal damage. If the target was wearing armor, the total would first be deducted from their armor total. If no armor is being worn, then this damage would be deducted from their essence total. This could be steel, wood, bladed, blunt rocks. Any non-descript damage type. 2 Essence. This statement would mean that the target would take deduct 2 points from their current essence total ignoring armor. 2 Silver or Mythril. This statement would mean that if the strike hit a target, they would take two points of normal damage. If the target was wearing armor, the total would first be deducted from their armor total. If no armor is being worn, then this damage would be deducted from their essence total. Some creatures may require silver or Mythril damage to be effected. 2 Fire, Ice, Lighting or Stone. This statement would mean that if the strike hit a target, they would take two points of elemental damage. If the target was wearing armor, the total would first be deducted from their armor total. If no armor is being worn, then this damage would be deducted from their essence total. 2 Aggravated Mana. This would mean that the target will deduct 2 points from their maximum mana total. This would lower the maximum amount of mana that a character could have. This damage can be healed in game. 2 Demon Bane. This ability will allow a character to effect a Demon no matter what their resistances are. Domination. This means that the target will do whatever the caster commands short of killing himself. Break or Sever Limb. This means that the target can not use the limb affected. If a limb is broken, it will hang uselessly. If it is severed it will be cut clear of the persons body. Please note, that if a leg is affected by either of these skills, you may not hop. Heal 5. This means that a target regains 5 essence. Pin or Bind. This effect will cause 1 leg (pin) or 2 legs (bind) to be stuck to the ground.
GENERAL ADVICE Here is a helpful list of tricks for those who are new to LARPing. Watch the weather reports. It can snow in March and be 70 in January. Its good to know before hand what to expect before you get there. Bring dry clothes, especially socks. Always pack extra clothes. Dry ones. If you leave your boffer weapon in the car during a summer event, it will become warped. There is a place for valuables at a LARP; its called your house. Dont bring anything to a LARP that you do not want to lose. Poison ivy has 3 leaves. Dont play in it. Never be afraid to ask. There are no dumb questions. If you leave food in your cabin, animals will feast on it when youre not there.
ONE YEAR/18 MONTH GIFTS Nocturne rewards its players for attending events. If a player makes 12 connective events, or attends 18 events, they will receive a free skill. What is the skill you ask? That will depend on what plots you may be involved in as well as your class and race. Keep in mind, that the skill may or may not duplicate another skill that is already in game. A player will receive this gift when he either attends 12 consecutive events without missing a Nocturne event, or after attending 18 total events - whichever comes first. Once a reward is attained, the player will once again be able to work towards earning towards another
ERLISH Considered barbarians by some, the Erlish originally hail from the Northern continent of Erridor. Strong and hardy, the Erlish have long been a warlike people, and their ships remain the fastest and most lethal in the world. Their warriors are beyond compare. The Erlish tend to shun large cities and prefer to live in smaller communal villages. Despite their reputation as barbarians, the Erlish are actually very cunning and intelligent. Aggressive and quick to latch onto a single solution, they have a reputation for stubbornness, pride, and fierce (if slow ) loyalties. Appearance: Erlish will always wear a considerable amount of leather and fur. It is encouraged that the costuming contain Celtic or Norse markings. ERLISH SKILL LIST Call to Arms 7 Build In times of strife, it is common for the leaders of human cultures to call their people to battle, even those not trained in warfare. This ability will allow a human to wield any melee weapon. That weapon will do 1 point of damage unless they are trained to use it. Using this skill will only allow the human to use one weapon at a time. Call Ranks 5 Build Duration: 5 Minutes Once per tag cycle, the human can read into the formations of battle. During this time, they are able to anticipate some of the moves of the battle. This allows each skill that the human uses during that time to tire him slightly less. This is represented by all vigor skills costing 1 less vigor to use during the duration: no skill may be reduced below 1 vigor. This will stack with any other ability that lowers the vigor used by skills. Fighting Cause 3 Build Duration: 8 Hours Once per event, the human can summon more of their strength to fight for a cause. For the next 8 hours, the human will gain 5 healable essence. Strength of Will 3 Build This skill represents the stubbornness of mankind. Once per weekend, the human with this skill may use the willpower skill. Suppress Magic 8 Build Duration: 1 Minute The magic flows through the veins of every human and sometimes that is the best place for it. Using this ability, a human can push all magic into them. For the duration of this skill, the human will not take effect from any spells. They will also not have any use of any latent spells upon them. At the conclusion of this skills duration, all effects will be enacted upon the human. Also note that no magic items or beneficial spells or prayers will work on the human during this time. Tend Wounds 3 Build 1 vigor Duration: 1 Minute As humans learned to pick up weapons in the heat of battle, they also learned to tend to the wounds that were sustained in those battles. This skill will allow the human to tend their own wounds. After 1 minute of bandaging and care, they will heal 5 points of essence. This ability may only be used once after each battle. Touch of Magic (Continuous) 6 Build Humans were among the first to be touched by the lores of magic. This ability represents this touch, allowing the human to learn any 1 first or second rank spell of any of the arcane professions. They can then cast that spell from their own mana pool. Free Racial Tireless Erlish warriors seem to never tire in battle. By being an Erlish, he may buy an added 10 vigor before the cost increases from 1 to 2.
Armor Enchantment Duration: 8 Hours This ritual will enchant a person so that they gain 20 temporary armor points. These armor points are the first armor points to be spent during battle. This ritual may not be stacked with any other armor granting spell or effect. Armor points gained through this ritual can be repaired by a smith. Stone Golem Duration: 1 hour This ritual will turn a willing target into a Stone Golem. The golem will follow all of the Ritualists commands. The caster of this ritual cannot use this on himself. Stone Golem 40 Essence +2 Strength Takes minimal damage from all elemental spells or Prayers Can use any weapon Stun x 3 Claws Ritual of Priestly Transformation Duration: 8 Hours This ritual allows the Ritualist to change themselves to any faith class. When cast, the Ritualist gives up all knowledge of the arts they know and may duplicate the knowledge of a priest class. For this ritual to succeed, the Ritualist must be baptized to one of the gods of that particular pantheon. All rituals cast before this transformation will remain in effect. The Ritualist needs a person of the class they have chosen to guide them in this ritual, even if they have transformed to this class before. The Ritualist may re-spend all build that they possess except that which was spent on essence, mana and vigor. They may gain knowledge of any skills that their guide knows of that particular priest class. The proper prerequisites must be purchased when the Ritualist recreates hiThe Ritualist may not teach any knowledge gained through this ritual. Once cast, the Ritualist cannot change back to their original profession until the end of 8 hours.
4TH CIRCLE RITUALS All rank 4 rituals cost 4 mana as well as 2 vigor and 2 essence to cast Ritual of Weapon Cast Duration: Invoked/8 Hours This enchantment will allow a ritualist to imbue an enchantment quality weapon with the ability to weapon cast any spell or Prayer that the user knows through their weapon 3 times. For details regarding weapon casting, see the Reaver profession list. Ritual of Extension Duration: 3 Months This ritual will extend the duration of any imbuing to 3 months. The Ritualists as well as any person who aided in the casting must both touch the item once per month or the imbuing will fade. The casting cost for the imbuing is only spent on creation.
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Summon an Arcane Storm Duration: Special Once cast, the target must hold one arm straight over their head. They may then continue to chant the verbal for the spell. Each time they complete the verbal, they may throw a spell packet for 1 point of damage at any target that they wish. Splinter Your Shield Duration: Instant This spell will destroy the targets shield, rendering it useless. Banner of Power Duration: Special This Banner will allow anyone who is in visual range to cast a spells as well as Prayers for one less mana, minimum of one. For more details on banners please see the banners section in the Ritualists section. Strip Your Stamina Duration: 8 hours This spell will reduce the targets essence pool by 1 point. This point may not be gained back in the normal means until the end of 8 hours. This kind of damage is known as aggravated damage. Shock Your Armor Duration: Instant This spell will cause the target to take amount of damage equal to their armor at full repair. This is essence damage.
Summon Conduit of Magic Duration: Special Once cast, the Mystic must hold one arm straight over their head. Every spell that they cast after that will cost one less mana, minimum or one, until they lower their arm. They may still cast while this concentration is being maintained. Summon Armor of Destruction Duration: Latent/ 8 hours This latent spell will protect the target from those harmful things called weapons. It wont actually stop the damage that they do, but it will break the weapon as a Shatter your Weapon spell would. Summon Wall of Power Duration: Instant The Mystic is able to raise a wall to protect him and others from attack. A wall of flowing magic will rise where the spell packet falls and spread 5 feet in either direction, perpendicular to the caster. This wall will not stop anyone from moving, attacking, or casting through it, but will make doing so painful. By moving through the wall, making a single attack or casting a single spell through it, the person doing so will be damaged for 10 magic damage To hold up the wall, the Mystic must hold his arm up with the palm out towards the wall. You will take this effect every 5 seconds if standing within line of this wall. Walls require that the caster carry a flashlight. The flashlight beam must be directed at the ground at the point where the wall is cast and can be slowly pivoted to mark the length of the wall. Targets who are caught in the wall when cast will not take any damage and can choose to appear on either side of the wall.
5TH CIRCLE SPELLS OF THE MYSTIC All spells of this circle cost 5 mana to cast 5th Circle Verbal: By Will Alone I Channel Magic From Realms Beyond To Alter Your Blade Duration: 5 Minutes/Invoked/8 hours When invoked this spell will change the type or damage a weapon deals for 5 minutes. The Mystic can make the weapon strike for normal, silver, Mythril, or magical damage. Strength of Vigor Duration: 1 Minute This spell will allow the target to exert himself to deal extra damage. On each swing that they make, the target may spend any amount of vigor that they have. For each point of vigor spent, the blow will deal an added 2 points of damage. This spell does not alter the type of damage dealt.
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4TH CIRCLE SACRAMENTS OF THE HEALER All rank 4 Sacraments cost 4 mana as well as 2 vigor and 2 essence to cast Ethereal Armor Duration: 30 Minutes/ 8 hours Cast upon a person, invoking this Sacrament will provide protection from any effects that will damage the targets essence. Any essence attacks will still do 1 point of damage. This protection will last for 30 minutes once invoked, or will expire at the end of 8 hours if not used. Arrionnes Blessing Duration: 8 hours This Sacrament will allow the Healer to bestow +5 healable essence points. These may lift the target above their normal essence limit. 5TH CIRCLE PRAYERS OF THE HEALER All Prayers of this circle cost 5 mana to cast 5th Circle Verbal By the Ivory Shield of the Goddess Evora I Regenerate All Duration: Instant This Prayer will restore all essence damage, limbs, diseases, etc. This spell will not re-grow a missing head. It does not cure poison or heal aggravated damage. Follow a Healers Calling Duration: Instant On occasion a Healer may be needed in person in an area not easily accessible. Using this Prayer, the Healer can teleport to the side of any unconscious target. The target may not be farther away than the Healer can throw a spell packet. A hold may not be called during this time. When cast, the Healer must put on a white headband, go directly to their target and come back in game within 1 minute of casting the Prayer. Revive You Duration: Instant This Prayer will allow a Healer to return a character to consciousness even if they are in the critical stage of their death count. The target of this Prayer will rise at full essence. Any character may only receive a Life Giving Effect once per weekend. Grant Vitalias Gift Duration: 30 Minutes/Until Healer lowers hand This Prayer will allow the Healer to raise a protective barrier that Prayers, Spells, weapons or alchemy cannot pass through on another target. When cast the target must hold her arm unsupported at a ninety-degree angle with the palm open. If the target lowers her arm, or once thirty minutes has passed, this Prayer will end. The target may only move at a heel to toe rate while in this state. Summon Vitalias Reach Duration: Instant When cast, this Prayer allows the Healer to reach through any type of magical barrier to cast a healing Prayer. Only prayers that heal can be used. The Healer may not reach beyond their shoulder to cast this healing, nor may they pull anything past the barrier that they reached through. Sooth Your Heart Duration: 5minutes This Prayer will cause the target to be unable to attack unless they are attacked first. Attack includes any harmful action that uses weapon, spell or alchemy. A Healer may only affect one target at a time with this Prayer. Ward of the Safe Heart Duration: 8 hours This ward will circle a full room. While in that room no one can be the target of a killing blow. This ward must be marked on all major entrances to the room.
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Living Armor Duration: 8 hours This Sacrament will breathe life into the armor it is cast upon. Once this is cast, the armor may be healed as if it were a creature of its own. The armor may not be healed for more then what the armor was at when this Sacrament was cast. Elemental Crown of Spell Craft Duration: Varies A Druid of each of the elements will garner a different effect from casting this Sacrament. As follows: Air: This Sacrament must be cast on a bow. Once enchanted, that bow may then be charged with up to 3 spells or prayers. The bow may then be invoked so that the next shot from the bow will strike for one of those three effects. Each effect may only be used once. Duration 8 hours or until used. Fire: For the next hour, each time a prayer is cast, the Druid may throw 2 spell packets. If either packet hits the Druids target, the spell has the desired effect. Water/Ice: This Sacrament was inspired by the reflection seen in a pool of water or plate of ice. After casting it, the Druid may then recast a spell that he had seen someone else within the last minute using his own 5th rank verbal and 5 mana. Duration 1 hour. Earth: If a Druid is unlucky enough to miss with a prayer, he may invoke this sacrament to channel a piece of the mana required to cast the prayer back into himself. In this way, the Druid may regain half the mana of the spell, rounded down. This Sacrament will last for 1 hour.
4TH CIRCLE SACRAMENTS All rank 4 Sacraments cost 4 mana as well as 2 vigor and 2 essence to cast
5TH CIRCLE SPELLS OF THE DRUID All spells of this circle cost 5 mana to cast 5th Circle Verbal: By the elemental Fury of the Dragon Rust Armor Duration: 5 Minutes Engulf you in (Element: Lightning, Druids hold the powers of water and earth. By using them Fire, Ice, Stone) together, they can rust an enemys armor. This Prayer will Duration: Instant reduce the damage that can be soaked by any armor by 1 This prayer does 15 points of damage to its target. This point. This will even affect magic and Mythril armor. The damage may be of any element that the Druid chooses. rust will fade in 5 minutes and the armor will return to normal.
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Command Elemental Duration: 30 minutes Being the heralds of the elements, the Druids also have some ability to control them. This prayer will work on many natural elementals, though some are simply too powerful to control. Also, this prayer will allow the druid to animate the victim of a Flesh to Ice prayer. If this becomes the case, the target may once again move, but will be under the Druids control. They will also once again become affected by damage. It will also extend the Flesh to Ice prayer for the full duration of this prayer. This prayer will not work on any of the gargoyles abilities to turn to stone. Subdue the Elements Duration: 30 Minutes For the duration of this Prayer, the target is unable to use or cast any elemental effects, including latent protections. Summon a Whirlwind Duration: Until arms are lowered/30 Minutes The Druid can summon a torrent of wind right around him. In that area, all ranged weapons will only do minimal damage. Any Rogue dart skills thrown into that area will also have no effect. This Whirlwind will not only affect the Druid, but also anyone else touching the Druid. This prayer will last as long as the Druid holds both arms over his head. The Druid cannot move while this prayer is in effect. Aid the Eddar
4TH CIRCLE PRAYERS OF THE SORCERER All Prayers of this circle cost 4 mana to cast 4th Circle Verbal: I invoke the shadows of darkness to Mask Your Wounds Duration: 5 Minutes/ 8 Hours Once cast, this prayer will cause the target to tell anyone performing first aid that they are within the first minute of their death count. If the target is not unconscious at the time, it will take effect the next time the target falls unconscious. This prayer will function for the entire 4 minutes of the victims death count. Bestow Domination Duration: 30 Minutes This prayer will grant full control of the target to the Sorcerer. The target must follow any and all commands with the exception of killing themselves or standing idle while allowing themselves to be killed. The target may defend himself from being killed. They will not attack the caster unless commanded to do so. The Sorcerer may only have 1 target under domination at a time. This a mind affect. Seal Your Memory Duration: Special This prayer will allow the Sorcerer to erase all memories of a target associated with a specific event as long as it took place in the current period. This a mind affect. Meld With Shadow Duration: 1 Hour This Prayer allows the Sorcerer to become one with the shadows. During this time they may not move or speak. They are visible only as a dark form. This prayer is dispelled as normal or with a light spell. While in this state, the Sorcerer cannot be harmed by anything on the mortal plane. A green headband must be worn.
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Steal Ritual Duration: Instant/ 8 Hours This prayer allows the Sorcerer to strip a ritual off of the target. The target will lose all benefits of the ritual that was targeted while the Sorcerer will gain them. The Sorcerer must announce the ritual that they are targeting. If the target does not have that ritual upon them, the prayer has no effect. If the ritual in question cannot normally be cast on the Sorcerer, it may be stolen by these means. The Sorcerer may only gain the effect of this prayer once per tag ring. Any target may only be affected by this prayer once per tag ring. If the ritual is cast upon an item the Sorcerer must have another valid target for the ritual. Permanent or rituals of attunement may not be stolen in this way. Grant You a Thiefs Cant Duration: 30 minutes This prayer will require the target to shout any phrase up to 10 words long every minute for the duration of the prayer. This a mind affect.
Illusionary Resistance Duration: Invoked/5 minutes/ 8 Hours Once this prayer is invoked, it will allow the target to call No Effect on any 3 attacks of their choosing during the following 5 minutes. Those effects will still be fully functional, only the call of No Effect will happen. The Illusion will mask the effect, though it will still be in place. Example: Illusionary resistance is used on a sever limb. No effect is called. The arm appears normal but the Sorcerer loses all use of that limb. Mask Alchemy Duration: 8 Hours This prayer will allow the Sorcerer to change the perceived identity of any alchemical item to that of something else. The actual item will remain unchanged. The Sorcerer must attach the tags to the alchemy. The date and masked identify must be written on the tags. Identify alchemy will not unmask the change.
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THE ERLISH
It is generally believed that the Erlish are the oldest race of Men. All other humans - be they Romani, Imperial, Dervish or Aeryn, are descended from this ancient people. While they are often dismissed as little more than lack witted barbarians, they are a fiercely clever and adaptive people, steeped in the values of tradition and honor. HISTORY The race originated on the northern continent of Erridor, which during the Age of Might was known as Erlund or Erland. The Sylvans who shared the continent referred to its human inhabitants as Erls until the more formal term "Erlish" was conceived by the Aeryns almost a thousand years later. Sylvan records tell us that the Erlish were the first humans ever approached by elves and the history of these two races is tightly interwoven. Erlish oral tradition speaks very highly of immortal "high" elves who guard the world at the behest of the Dragon. Countless myths involve the Sylvans, where they feature as guardians and sages who often favor mighty Erlish warriors with shining weapons forged in the otherworld. This ancient respect carries on even today, and these two races share an unexpected and deeply rooted appreciation for one another. Over the course of their long history, the Erlish have faced down many foes and survived all the stronger. Nowhere is this more evident than during the plight of the Feral Wars, a conflict that struck the Erlish much harder than perhaps any other race. It was from the Erlish that ten of the first twelve Warden Jarls were recruited by Kernos, the Hunter. Each brought with them one totem spirit - a servitor to the great animal lords. When the threat of the Changers abated, the twelve Jarls founded the nation of Erlheim, the greatest Erlish kingdom to ever have existed. Long ago lost to the Scourge, Erlheim was comprised of twelve cities, one for each Jarl. While none could match any modern city for size and grandeur - each was a strong and thriving center for Erlish culture. The citizens of the different cities and their ruling districts were collectively referred to as clans, and each clan named itself after the servitor totem that its Jarl patronized during the Feral Wars.
The twelve original Erlish Clans were: Clan of the Red Hawk Clan of the Thunder Owl Clan of the Raven Clan of the Mountain Eagle Clan of the Night Adder Clan of the Scorpion Clan of the Wasp Clan of the Wolf Spider Clan of the Kodiak Clan of the Jackal Clan of the Badger Clan of the Shadow Fox Sadly, only half of these clans survive today. The Clans of the Shadow Fox, Jackal, Scorpion, Wasp, Thunder Owl, and Red Hawk have all been lost. While most were destroyed during the fall of Erlheim, the clans of the Shadow Fox and Scorpion were victims of the Changers. The entire population of both clans was overwhelmed by the Changer races, becoming Changers themselves. While once a major threat against the Erlish, these Changer clans have all but disappeared since the onset of the Scourge. Of the six surviving clans, all but one has migrated into the plains of Tirin Usil in Artanna. The Clan of the Kodiak remains secluded in the distant north, on the thin swath of Erridor that remains protected by the Obelisk of Nature. In the plains, the center of Erlish power is a recent entity known as Harraman Tor. Founded by the renowned warrior Harraman, the Tor is a small, distant reflection of the glories of ancient Erlheim. Nonetheless, the Erlish who have made the Plains their home regard the Tor as the last stronghold of their culture. Here the five clans meet to hold tournaments and settle disputes. Though Harraman himself was a member of the Mountain Eagle Clan, custom dictates that no clan is given status over another while within the Tor. The chieftain of a clan is known as a Jarl and the five Jarls meet at least twice a year at the Tor during what is known as the Great Moot. Only once in a long while does the Jarl of Kodiak make the two year journey from the far north to appear at the Tor, but still a seat is left open for him. One can never be sure if this will be the year that Kodiak rejoins its southern kinsmen.
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Councils of Spirit and Bone. These councils are the supreme authority of the faith, and it is believed that they meet directly with the god in the netherworld. Every member of the councils is nothing short of a long dead Nethermancer who has developed the ability to communicate - and sometimes even manifest in the mortal world. Little is known about how many council members there are, but it appears that each is headed by a figure that binds them. Always there is a Lord or Lady of Bones, and a Lord or Lady of Spirits. The commandments they issue are interpreted by the living Requis and passed down to all Nethermancers. THE SABBATS The Three Sabbats define the ancient commandments of the Nethermancer. It is believed that there may be more, though whether these missing Sabbats have been lost or are simply not spoken is unclear. The First Sabbat I shall uphold the Covenant, for what was lost must be reclaimed The Second Sabbat I shall not bow to mortal law, for I shall be judged in the Netherworld The Third Sabbat I shall not fear death, for all things must die
XYRIC The Breaker of Cycles, Xyric is the Shddar god of the netherworld, Ungerok. In a distant age long before the rise of Ixiel, Xyric created two powerful demi-gods Tyrannoch, the Bone Lord, and Lilith, the Spirit Queen. Together, these two forces wandered Aeryn, relentless in their search for mortal souls who had fallen to Death. Once found, they would bring these souls to Xyric who would in turn lead them on the perilous journey across the Hadathrang, the Bridge of Night. All of this changed when Ixiel, the Demon Lord, escaped his prison in Erebus and made his war on the gods. Like all the Six living gods, none can say what fate befell Xyric after this time. It is clear, however, that Xyric had something to do with the formation of the Sanctuary. The Obelisk of Death is a potent symbol of his power in the lands of Artanna. The Nethermancers say that Xyric continues his ancient vigil over the realm of the dead, and that in those writhing corridors, he is building an army of the dead that he will lead against Ixiel during the third Aerynugeth the prophesized final battle against the Demon Lord.
REAVERS AND MORANDER WAR AND RAGE All Reavers walk a fine line between the discipline of war and battle-rage. This dual nature is embodied by the twin swords of Morander, Balefor and Trgall. The origin of the twin swords is a mystery, but their power in the hands of the God of War is unquestioned. Wherever they go, Reavers carry these potent symbols of their god. Arguably the greatest weakness of any Reaver is the threat of fury, the battle-rage. A constant companion, the battle-rage is embodied in the left sword of Morander, Trgall. A Reaver is taught to always keep this part of herself in check, for though powerful when unleashed, the battle-rage has led to the greatest defeats in the history of the order. It happened in a place within the hinterlands known as the Killing Yards. Here, a great battalion of Reavers met the Demon Lord and his minions. Never before had so many War priests been assembled in one place. They were summoned by the god himself, who sounded the clarion ring of Faldruin, the Horn of War. It was said that Morander would sound the horn three times in all eternity and that the fourth ring would summon his Reavers to the Final Aerynugeth. This was the third sounding and the Reavers answered their god in numbers untold. Led by the god himself, the Reavers marched into the Killing Yards and met their foe. In single combat, Ixiel was maligned by the God of War who severed a curving black horn from his demonic brow. The blow was devastating, but in the end proved more fatal to the Reavers than to the Demon Lord.
Academy appeared to make its war on the Rook, the wild mages of the lines Senedra and Ballantyne freed Amergin from his torture. Besieged on all fronts, Balagast was eventually defeated the Rook crashing into the foothills of the Sanavaar in Artanna. When they arrived at the crash site, the armies of the Academy found Amergin near death but still able to stand and speak. He told them that the Magistraad was dead and that he had found a new path for his kind. Amergin revealed that while being tortured, he was visited several times by the fey of Elysium. When they spoke to him, his pain vanished and he was given the strength to endure. Quietly there, the fey taught Amergin how to harness the power of his blood. They taught him how he might lead the wild mages into a new age. Working with the Academy, Amergin began to teach other wild mages how to properly harness their great power. His principles were based on the concept of control. Control over the mind leads to control over the body leads to control over mana. That became the blazon of Amergins wild mages which he called mystics to better reflect their heightened understanding. In time, the mystics earned the respect of their colleagues and even the deep rooted prejudices of the War of Embers began to fade. Though fatally wounded in the final battle, Amergin continued to live for another three years. He became known as the Messiah and was the first mystic to sit on the council of mages in the rebuilt Tower of Valisphere. When he died, Amergin took with him the power of all nine bloodlines. All traces of magical affinity were removed from the blood of all mortals. It was as though the wild mages had never been. But it was not the end. On the one year anniversary of Amergins death, the first pure crystal formed near the font at Valisphere. THE TAISHAN Mystics are no longer born. They are made through the rites of the Taishan ritual. It is during the Taishan that a petitioners blood is activated and imbued with the magic of one of the ancient bloodlines. Currently and for no reason anyone can adequately explain only three of the nine original bloodlines have ever been
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activated. They are the bloodlines of Eternus, Senedra, and Ballantyne. The Taishan ritual uses a pure quartz (clear) crystal to activate the blood of a new mystic. The crystal will change color to reflect the mystics new bloodline. The crystal is attuned to the mystic and she will bear it for the rest of her life. Through it she will channel the awesome energies that are perpetually drawn to the power within her blood. THE LINE ETERNUS Mystics who are awakened to the Line Eternus share the bloodline of Amergin. Their place in the structure of the mystics is the most varied of the three castes and they can be found serving the mystics in just about any capacity. They are the most neutral of the three branches of mysticism and their focus on meditation and clear mind is the most profound. Mystics of Eternus are the most in touch with Amergins guiding principles of control. As a rule, Eternus mystics are contemplative, patient, and fiercely logical. They have been the unspoken rulers of the mystics since the time of Amergin. As such, they are usually natural leaders. The Triad or Council of Three - is lead by Kaibren Eternus of the Drow. A mystic of Eternus is recognized by the clear crystal he carries the only bloodline in which the crystal does not change its original hue; a tribute to Amergin, first of them all.
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In addition to his riches, Ridalgo also ordered all of his people out of the City. He passed the Cant to his daughter, Lucianna, who brought it into the Sanctuary of Artanna. Ridalgo's fate remains a mystery. It is said that he remained in his City of a Thousand Pleasures until the very end, and some believe that he outsmarted the demon and survives somewhere out in the wild hinter land. In the new world of Artanna, the Vadish rallied around Lucianna who endeavored to recreate her father's legacy. Her immediate success, however, was impeded by the elusive TKirr dynasty. The TKirr are a Drow family that originated in Cirith Valledor. Records of their deeds date back to the Age of Legends making them the oldest rogues "guild" in the world. Over the course of their long, turbulent history, the TKirr developed an intricate Underworld that by the time of the Age of Chaos stretched throughout Artanna and beyond. The arrival of a rag-tag group of Romani refugees playing at racketeering should have been a minor chapter in the long, shadowy history of the TKirr, except that their leader possessed a secret more valuable than gold; the Thieves Cant. The leader of the TKirr at this time was Shadowlord Tarkannon TKirr and he made it his personal goal to strangle the Cant out of the Romani throat if it was his last act on Aeryn. Numerous assassination attempts were made (even corpses could be made to talk), but always Lucianna eluded the Shadowlord. Numerous Vadish were slaughtered and the family was threatened with extinction. And yet, over the many years a kind of protective mystique began to form around Lucianna and her beleaguered family. Peasants and landowners, Innkeeps and monasteries, bards and kings - all gave safe harbor to the Vadish during their long, harrowing flight. All laid just claim to the infamous brag that the "Dark Lady" had "roomed in my stable and broke bread at my table." The Flight of the Vadish has been recounted many times in story and song and the absolute truth about those times will most likely never be fully known. History proves, however, that Lucianna was able to make inroads all over Lower Artanna and that those alliances would prove vital in her bid to reclaim power for the Vadish.
As the beachhead for refugees fleeing the Scourge, Lower Artanna was becoming harder and harder for the TKirr to control. Human interests seemed to favor the Romani bid for power, and their resistance to TKirr control was growing with every ship. Finally, after years of running, the Vadish made an unexpected move. A courier from the Romani was dispatched to the Shadowlord with an offer of truce. The offer outlined Lucianna's desire to give the Cant to the Shadowlord if he were willing to withdraw his interests north of the Sanavaar Mountains, leaving the South in the hands of the Vadish. By this point, the Shadowlord was suffering from the onset of mortality. A foreign affliction for an elf, Tarkannon was faced with the inescapable end of his suddenly mortal life. He had led the TKirr for almost two millennia - a solid foundation that had never once faltered. On the cusp of his mortal death, the Shadowlord worried not for himself, but for the future of the TKirr. He took Lucianna's offer, knowing that he must have the Cant before he died, and confident that his son, Cyril TKirr would be able to retake the South when things had "appeared" to pass. Lucianna's courier returned to her council with great news. The Shadowlord had accepted the Romani proposal. In a month the TKirr had withdrawn controlling interest of everything south of the Sanavaar. All that remained was that Lucianna make good on her promise to teach the Cant to the Shadowlord. What Lucianna did was immediately summon her small council. It is said that it was in the cellars of some forgotten chapel that she taught the Thieves Cant to all six of her closest friends and advisors. A week later, Tarkannon TKirr, Shadowlord for almost two thousand years, died of extreme old age; one week before his spy on the Romani council delivered the Cant to his son. And within a month it had been learned by every rogue in Artanna.
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