Wirtin Unbound

Created and Designed by Peter Murray
GM : Andrew Bourne
Rules: *NEW SYSTEM* Please read below.

What is ‘Wirtin Unbound’?
Wirtin Unbound is the name I have given to a fantasy rules system that I have developed. I was frustrated with the rules systems I was trying to run as a GM, and so originally modified them until they reached the point where I had a completely new system on my hands.

The rules have gone through several major changes and are going through a final review. I am reaching the point where I have a stand-alone rulebook; almost fit for publishing. What will become of the system, who knows, but would like it more widely known and played.

What are the rules?
For those amongst you that have played character points systems and 2d10 skill rolls (like SLA) will see similarities. Characters are developed on a points base, allocated to traits, skills and merits (flaws provide additional points for the character). The system has some archetypes, however there is freedom within the rules to create almost anything the person wishes (within limits of the world).

I have tried to develop the rules so that there is a core, but allow the GM to develop matters as they see fit and make decisions in individual cases rather than generally. As a player and GM I have found these rules fare better for gaming than those that are too strict and do not allow freedom.

A samples of the rules are available in PDF. It takes you through the main archetypes, character creation, skills and how combat works. The full rules that can be obtained from me; it should be sufficient for most people to see if they want more.

You need Adobe Acrobat Reader to view the PDF file. If your PC does not have Acrobat Reader installed, you can download the Adobe® Acrobat® Reader for free.

The Game World
Along with a new rules system comes my own gaming world. The main stay of the character’s world is a place called The Kingdom. There are two other known countries; Parvon and Kharadmon and others yet to be found. The Kingdom, and the two other countries are human centric, with a small populations of part Fey (one would say elves). There are other races, known mostly as old wives tales amongst the populace. They do exist, but are known to only a few and seen by fewer (Hunen [trolls,] Tuafar [dwarves], Grak [orcs] and giants). There are monsters, but these are mostly elemental constructs or live outside The Kingdom.

In The Kingdom magic is centred round the four Gods and their churches, priestly magic. There is Elemental magic, but within The Kingdom this is outlawed on penalty of death. There are other areas of the world where it is not so, and those that operate within The Kingdom have to be extremely careful.

There is a lot of interplay between the churches and state, which leads to differences of opinion. This has lead previously to open warfare.

A map of the World is available, drawn using Campaign Cartographer 3® from myself. If you do not have this you can download a free Viewer.

The Kingdom
With 200 years of settled life behind them, and looking forward to slow expansion of its western border into the wastes (more land and resources are required), The Kingdom sees itself facing its greatest threat since its inception nearly 1000 years ago. Greater than the near civil wars and rebellion over 600 years ago.

A major power on the continent, its northern border boundaries a great forest on the edge of the tundra, its southern border on the great desert. The great eastern cities built to take advantage of the sea trade with other countries and peoples. The Kingdom was making plans to expand its western border all the way to the Northern Teeth Mountains and further southwest into the wastes.

In lighting raids across its southern cities, churches have been destroyed killing hundreds if not thousands of people. But worse still is the sacking of Sanpashir, its most southerly city, with no information as to the fate of over 28,000 people. No party or country has claimed to have conducted these raids and killings, and The Kingdom is now in confusion. The King and his advisers have been caught by surprise and are now on a rush to return to the capital (Tal Quorin) from business on the most westerly city of The Kingdom.

Can you, as a priest of the Gods, a warrior of the Gods or Kingdom, or someone who’s in it for the glory (and or money) help to save The Kingdom from its direst peril. Beware though, everything is not as it seems and darker forces are at work. There are endless possibilities in the world of Unbound.

Current Game – Lands of the Covenant
439 AL (After Landing) 994 CY in Kingdom terms

Fleeing the persecution of the churches men and women fled the kingdom searching for a new home. Seven captains sailed Parvonese ships from Kingdom to the lands beyond the Isles. This rich fertile land where they were welcomed and made to feel at home, the Lands of the Covenant.

Over 400 years have passed since the landings at Firsthome and the descendants have flourished and prospered in these lands, however they have forgotten much of the past to the point of ignorance. Its that knowledge they are now trying to regain, for an ancient evil is waking and no one knows how to stop it. Galling to some, a small group of children just come to their majority might be the key to unlocking the past. Only time will tell, but how much of that do they have….

The Players:

Mathis – Priest of Arkadis, Blacksmith and nominal leader of group, now finds himself as the Guardian of Earth.
Jubal Casteros – The knife master of the group, he has a curious streak, so far he’s been lucky and it hasnt got him killed …. yet
Angelique Valentine – A warrior and gambler, typically at the front of all things. For reasons known only to herself, she’s hunting for a monkey…is this a key to unlocking ancient lore?
Lance Fletcher – Priest of Arkadis and bowman, however he now find himself as the Guardian of Fire.
Tarek – Coming into his powers as a Fire mage, time will tell whether he can master the most destructive of the elements
Saerish – Street Urchin, under the protection of the church, seemingly thrust into the midst of this because his superiors believe his skills will be of need to the group.