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The Basics

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Out of Game · Rule Book · Chapter 2

Fighters excel in the art of combat. They train their bodies to endure hardship and their minds to withstand fear. Fighters rely on strength, stamina, and martial discipline to overcome their foes. They can wear the heaviest armor and carry the largest shields, making them resilient defenders on the battlefield. Many Fighters dedicate themselves to perfecting weapon techniques, mastering strikes that deliver punishing blows or defenses that hold entire lines together. They are the warriors who lead charges, hold doors against overwhelming odds, and thrive in the heart of battle.

Rogues specialize in precision, cunning, and adaptability. Their talents often lean toward stealth, agility, and clever problem-solving. Rogues are skilled with light weapons and quick strikes that exploit an enemy’s weaknesses. Many choose to train in alchemy, crafting poisons, elixirs, and explosives to give them an edge in combat or intrigue. They are also adept at infiltration and subtlety, slipping into places unseen and escaping before anyone knows they were there. Rogues rely on their wits, reflexes, and resourcefulness to survive, often turning situations that would overwhelm others to their advantage.

Scholars devote themselves to knowledge and the study of magic. Their strength lies in intellect, memory, and understanding of the magical arts. They are able to learn spells with efficiency and often spend their time mastering complex incantations, scribing scrolls, or brewing potions that hold great power. Scholars are natural researchers, capable of uncovering secrets hidden in old texts or unraveling mysteries through logic and observation. In battle, they wield elemental forces, protective wards, or debilitating curses, controlling the flow of combat with the strength of their magic.

Templars are combat-trained spellcasters who walk the line between martial power and magical proficiency. They are versatile adventurers, equally at home on the battlefield or in a mage’s study. Templars use their knowledge of magic to reinforce their physical strength, channeling spells to protect themselves, empower their strikes, or heal their allies. Their training demands balance: study to refine their magical power, and discipline to hone their martial prowess. Templars often serve as adaptable leaders, able to shield companions with both blade and spell, and to shift between offense and defense as situations demand.

RACES OF NERO

Races in NERO extend beyond humans, offering players the chance to embody mythical and unusual people such as elves, dwarves, and half-orcs. Some chapters also feature subcultures within these established races. Only the races listed in this rulebook are available to player characters. While certain chapters may feature additional races or unique variations, those are reserved exclusively for NPCs.

To create a world that feels truly diverse, each race has been carefully developed with its own culture, strengths, and limitations. In order to maintain balance, players must follow the requirements for their chosen race. These guidelines ensure that you are roleplaying within a consistent culture and interacting with others in a way that enriches the game.

The Racial Traits and Features are designed to help you understand a race’s outlook on life and should be purchased as soon as possible to support proper roleplay. Some races draw inspiration from real-world cultures or folklore, while others, like the Biata, are unique to NERO. This rulebook provides a basic summary of each race’s society, but more detailed cultural descriptions can be found on the NERO website, as well as the individual Race Handbooks.

Learning about your race’s culture and behavior is an important part of making your character feel authentic. If you wish to play a non-human, you must use the proper makeup and props to clearly identify yourself. All exposed skin must be covered with appropriate makeup, and items or prosthetics such as elf ears must be worn at all times. Makeup may not be used to disguise your character as a race you are not, nor can you act in ways intended to mislead others about your race.

While we encourage players to create unique characters and avoid overused clichés, you must try your best to adhere to the defining physical traits of your race. You may not write a background that ignores or overrides racial characteristics.

True half-races do not exist in NERO’s rules. Characters may have parents of different races, but they must take the traits of only one. You can say in-game that you are “half elf” or “half biata,” but out of game your character belongs to one race only, with all of its abilities, drawbacks, and required characteristics. No character may display the powers, appearance, or behavior of more than one race, and it should always be clear to others what race you are portraying.

These rules allow players to make assumptions based on visual cues. If you see a Biata, you can assume they dislike celestial magic. If you meet a dwarf, you can expect them to value craftsmanship and weapons. By following these characteristics, the world of NERO becomes consistent and believable.

The following section provides an overview of the core NERO races besides humans. Skills listed in the race descriptions are explained fully in the “Racial Traits and Features” section of this book. When the text refers to “Scholarly Skills” or “Stealth Skills,” it is referring only to the abilities listed under those categories in the skill cost tables.

Non-human characters should purchase their racial abilities as soon as possible in order to roleplay effectively. A character who reaches higher levels without purchasing those skills would reasonably be seen as weak by others of their kind. If you play a human, you may design any personality you like without the benefits or drawbacks tied to racial abilities.

The Biata are a mysterious and intellectual race with origins shrouded in myth. Some believe they descend from celestial powers, gryphons, or even the will of Mother Tyrra herself, though no single tale is universally accepted. Central to their identity long elegant feathers that grow from their eyebrows, and more rarely form within their hair. Through history, they have possessed unique mental abilities, gifts of telepathy and mental influence over others. Though these powers have greatly diminished over time, Biata still retain some mental abilities, insight into thought and emotion, and an aura of presence that sets them apart from other people of Tyrra.

Biata culture emphasizes discipline, analysis, and wisdom. They are naturally skeptical, analytical perfectionists who prefer thought and study before action. This makes them excellent scholars, sages, and advisors. Their candor and unwillingness to flatter often unsettle others, but their incorruptible honesty earns them respect among rulers and leaders alike. Many Biata devote themselves to druidic circles known as Groves, where they live communally, preserve nature, and practice powerful rituals. These Groves are structured around Wardens, Sages, Grove Keepers, and Arch Druids, all working in harmony to balance wisdom, magic, and stewardship.

Socially, Biata raise their children with a strong focus on curiosity, discipline, and critical thought. Adulthood is not a fixed milestone but a lifelong journey of growth and mastery. Their exceptionally long lives mean that the death of a Biata carries great weight, as centuries of wisdom and potential vanish with them. They rarely rush decisions, preferring to observe and understand before being bound by commitment, a trait that has earned them a reputation for patience and emotional control unmatched by other races.

Biata are bound closely to Earth magic and to nature, revering both as essential to their identity. Their magical affinity, combined with their mental gifts, makes them formidable negotiators, tacticians, and spiritual leaders. Proud, secretive, and intellectually rigorous, the Biata endure as one of Tyrra’s most enigmatic and respected people, ever watchful and ever guided by reason over impulse.

Biata Racial Traits are Willful and Telepathic. Their Racial Feature is Mentalist.

The Dragon Kyn are a proud, noble, and ancient race whose lineage emobies the essence of their draconic heritage.Physically, Dragon Kyn often bear striking draconic features such as horns, scales, claw-like nails, and slit-pupiled eyes that gleam with intensity. These traits vary depending on their ancestry, reflecting the color and nature of the dragons from which they descend.

Culturally, the Dragon Kyn are guided by a deep respect for honor, self-discipline, and purpose. They see their lives as extensions of the eternal struggle between order and chaos.Those descended from metallic dragons are inclined toward justice, guardianship, and knowledge, while those of chromatic bloodlines often follow ambition, strength, and dominance.

Despite these contrasts, Dragon Kyn share a universal reverence for ancestry and legacy. They believe that each individual’s actions echo across generations, shaping the reputation and destiny of their entire bloodline. To fail one’s lineage is among the greatest of shames.

Dragon Kyn value personal excellence above all else. Many pursue mastery in specific crafts or disciplines, whether martial, magical, or intellectual. Their long lifespans allow them to perfect their calling, and many rise to become renowned smiths, sages, warriors, or arcanists.

Dragon Kyn honor the Primordial Flame, a symbolic representation of the draconic essence that birthed their people. It embodies creation, destruction, and rebirth.Ceremonies involving fire, light, or elemental energy are common, and many Dragon Kyn believe that when they die, their spirits return to the Flame to be reforged anew.

While proud, they are not without flaws. Their pride can border on arrogance, and their sense of duty can make them inflexible. Many are slow to trust and quick to judge. Yet beneath their formidable exterior lies a profound desire for balance and purpose. Whether as protectors of the weak or conquerors of kingdoms, every Dragon Kyn strives to embody the legacy of the dragons; majestic, fearsome, and eternal.

Dragon Kyn Racial Traits are Tough and Survivor. Their Racial Feature is Sword Mastery.

Dwarves are a hardy and time-honored people who dwell in the mountains, where stone and earth shape both their lives and their character. Their bodies are sturdy, built for endurance and resilience rather than speed or grace. Dwarves take pride in their toughness, their traditions, and their ability to carve out greatness from the hardest stone.

Facial hair is a defining feature of dwarves, embraced by both genders as a mark of dignity and pride. Men wear full beards as a matter of custom, and women sometimes keep long braided goatees that rival their male counterparts in length and care. Among dwarves, a well-kept beard is as much a badge of status as a finely crafted weapon.

Dwarves are renowned for their craftsmanship, with unmatched skill in forging. Their smiths and artisans are revered across Tyrra, where dwarven steel and gold are prized commodities. Their long lifespans allow them centuries to perfect their trades, and this patience is reflected in their culture as a whole.

Despite their generally peaceful nature, dwarves harbor a deep and unshakable hatred for trolls. Trolls often raid dwarven caves and attempt to claim the underground halls for themselves. Tales of great battles against troll invasions form some of the most cherished legends in dwarven lore, told and retold by hearth and hall over the centuries.

Storytelling is at the heart of dwarven culture. Their history is preserved less through written record and more through elaborate oral tradition. Tales of ancestral heroes, master smiths, and great wars can take hours or even days to tell in full. To abbreviate such stories would be unthinkable; every detail matters, and every word is part of honoring those who came before.

Ultimately, dwarves are defined by endurance, tradition, and craft. They are guardians of stone halls and secret tunnels, preservers of heroic tales, and masters of forge and hammer. While others rush through fleeting lives, dwarves take the long view, shaping their world with patience, honor, and unbreakable will.

Dwarf Racial Traits are Tough and Tradesman. Their Racial Feature is Hammer Mastery.

Elves are one of the oldest living peoples of Tyrra, a timeless race whose history stretches back to the earliest days of the world. Their long lives have granted them deep wisdom, patience, and a perspective shaped by centuries of change. Guided by harmony, knowledge, and beauty, they live in balance with nature and the flow of magic that sustains it. Over the ages, their people have grown and adapted to the lands they inhabit, giving rise to several distinct subcultures, each reflecting a unique expression of Elven ideals and traditions. Though their appearances and customs may differ, all Elves share an enduring commitment to preservation, artistry, and understanding. To encounter an Elf is to glimpse a being shaped by millennia of refinement and purpose, bound by a legacy that continues to influence the world of Tyrra.

Elves are one of the oldest and most enduring races of Tyrra, often called the First Born. The Quentari, the most prominent culture of surface Elves, trace their lineage back thousands of years and see themselves as the pinnacle of civilization. Other Elven groups, such as the Amani or Silvermyst, acknowledge their origin from the Quentari, who established traditions that shaped the broader Elven world. Their long lives, often spanning centuries, give them patience, perspective, and a deep connection to both nature and magic.

The Elves’ bond with the natural world defines much of their identity. They live in harmony with forests, rivers, and skies, building homes in tree canopies or weaving settlements seamlessly into the land. Agriculture is minimal, as they prefer hunting, fishing, and foraging, with gardens designed to complement, not conquer, the wilderness. Their reverence for life makes them reluctant to take it unnecessarily, though they treat the undead as abominations outside the natural cycle and view their destruction as a sacred duty. This respect for balance extends into their spirituality and worldview, making necromancy one of the gravest taboos in their culture.

Knowledge and wisdom are cornerstones of Elven life. The Elves believe themselves to be the first race to master magic, and their traditions in both Earth and Celestial practices remain among the most advanced in Tyrra. Literacy is widespread, and even those outside scholarly vocations value writing and record-keeping. Libraries such as Helevorn serve as centers of learning, storing lifetimes of experience. Elders are honored as repositories of wisdom, their judgment carrying weight in decisions that affect Houses and communities. Elves prefer careful deliberation before action, but once resolved, their commitment is unwavering.

Quentari society is organized into extended family Houses and vocational Brotherhoods. Each Elf belongs to a House, contributing to its prosperity and honor, while also apprenticing into a Brotherhood that defines their craft or profession. Brotherhoods range from hunters and craftsmen to scholars, musicians, or soldiers. Prestige rather than wealth drives Elven culture, with status gained through mastery of one’s chosen art or service to the community. Individual entrepreneurship is almost nonexistent—advancement comes through recognized Houses and Brotherhoods, ensuring stability and order.

Honor and integrity form another pillar of Elven culture. Their word, especially when sworn upon their spirit-name, is considered binding. They view failure as a personal shortcoming rather than something to blame on others. This dedication to personal responsibility and balance makes them both steadfast allies and frustrating companions to more impulsive races, such as humans. Elves strive to refine every skill into artistry, whether swordsmanship, spell craft, or gardening. This pursuit of perfection extends to emotional expression, with poetry, song, dance, and debate forming essential parts of daily life.

Elven life progresses through distinct stages: apprenticeship and Brotherhood training in youth, service and mastery in adulthood, and the “Autumn Years” of reflection and teaching. In old age, the most respected become Elders, guiding Houses and preserving traditions. Their death rituals emphasize returning to nature, with many Elves bonding their spirits to sacred trees that serve as vessels for their people’s legacy.

In all things, Elves are guided by patience, artistry, and a deep commitment to harmony. To them, honor, knowledge, and the natural order are inseparable, and their long lives are devoted to upholding those ideals while shaping the world with quiet but enduring influence.

Stone Elves are an ancient and disciplined people whose culture was forged through survival, restraint, and hard-won clarity. Long ago, they were a violent and emotionally driven race, locked in endless conflict that threatened their extinction. Through the teachings of Rumil Sauros and the guidance of those who would become the Illnarie, the Kyralian abandoned emotional excess and reshaped their society around logic, balance, and control. This transformation defines every aspect of Stone Elf life.

Physically, Stone Elves are distinct among the elven races. Their pale skin is contrasted by darker features, often marked with black lips, shadowed eyes, and sharply angled brows. Their attire reflects their values, favoring muted, practical garments that are elegant in form but never flamboyant. Every detail of appearance serves function, tradition, and purpose.

Stone Elf culture is deeply rooted in the belief of balance and duality. They believe that all forces exist in opposition and that no power can rise without a counter. This philosophy shapes their view of fate, conflict, and magic. Mental discipline is central to Kyralian life, and some among them retain rare psionic abilities tied to the mind and soul. These powers are heavily regulated, bound by strict cultural laws to prevent abuse and preserve harmony.

In Stone Elf society knowledge is revered, secrecy is respected, and tradition is upheld with near zealous devotion.

Stone Elves live within the Stonewood Forest, their cities hidden high among the ancient trees, protected by magic, secrecy, and ancestral design. Though withdrawn from much of the world, they are not ignorant of it. When Stone Elves act, they do so deliberately, decisively, and with profound consequence.

Reserved, introspective, and unwavering in their principles, the Kyralian endure as a people who sacrificed emotion for survival. What they lost in passion, they gained in clarity, discipline, and an unbreakable cultural identity that has endured for millennia.

Storm Elves are a mountain born elven people defined by storm, sky, and an ancient debt that has shaped their culture for millennia. They believe their ancestors once failed their draconic creators and that this failure condemned both dragon and elf alike. From that moment forward, Storm Elves have lived with a singular purpose: vigilance, redemption, and readiness for the return of the Great Dragons.

Storm Elf society reveres open spaces and violent weather. They are deeply uncomfortable in confined places and hold an intense hatred of captivity, associating enclosure with punishment and spiritual decay. High peaks, coastal cliffs, and storm-wracked highlands are their preferred homes, where the sky is ever-present and the wind carries meaning. Their affinity for these environments is mirrored in their mastery of celestial magic, particularly lightning and storm-based forces.

All adult Storm Elves bear intricate facial tattoos, applied during a sacred rite of passage. These markings are a cultural mandate and a spiritual reminder, symbolizing both ancestral punishment and ongoing devotion. The designs vary by individual and clan but often reflect celestial and draconic imagery. To be without these markings is to be incomplete; those who fail their trials are cast from Storm Elf society and sent to the lowlands.

Storm Elves organize themselves into clans rather than nations. Each clan functions as a self-contained society with defined roles dedicated to survival, vigilance, and spiritual purpose. Scholars known as Dragon-kin preserve lore and judge the authenticity of draconic signs. Riders on the Storm serve as scouts and heralds, ranging far from clan lands in search of omens. Stargazers read the heavens for signs written in the stars, while Lightning Shamans guide ritual, magic, and cultural rites.

Storm Elves view other peoples as “Others,” neither superior nor inferior, but fundamentally different. They respect local customs when traveling but will not obey laws that conflict with their personal code. To a Storm Elf, true law is internal, shaped by honor, duty, and the memory of a world broken by rebellion.

Above all else, Storm Elves watch the skies. Every storm is a message. Every flash of lightning is a reminder. When the Great Dragons return, the Storm Elves intend to be ready.

The Drae, or Dark Elves, are a disciplined and proud people whose society is defined by strict honor codes, tradition, and matriarchal governance. They are easily recognized by their gray skin, pointed ears, and pale hair. Drae culture is bound by three layers of Honor: Clan Honor, House Honor, and a Personal Honor Code unique to each individual. To break one’s honor is a grievous crime, requiring ceremonial redemption that can range from public apology to ritual death and resurrection. Those who fail to redeem themselves are branded renegades and exiled.

For the Drae, honor is life itself. Death is not feared but embraced as the final and most honorable passage, with funerary rites celebrated as triumphs. Their society is both rigid and layered, creating inevitable tensions when personal honor collides with the broader obligations of their Clan or House.

The subterranean kingdom of Draelonde forms the heart of Drae civilization. Divided into Clans and Houses, and ruled by Matriarchs with mastery of celestial magic, it is a realm where honor, magic, and martial discipline blend seamlessly. Drae soldiers are trained from youth in both combat and spell craft, giving their armies a reputation for precision and ferocity. Magic is deeply ingrained in their culture, not just as a weapon but as a philosophical force, guiding both their politics and their personal lives.

Coming-of-age rites strip away weakness and bind young Drae with solemn oaths to Clan, House, and Personal honor. Daily life is disciplined yet balanced by shared storytelling, music, and rituals of camaraderie.

When Drae interact with the surface world, they carry with them both their pride and their traditions. Outsiders often regard them with suspicion, but they are valued as advisors, warriors, and craftsmen. Their espionage networks, alchemical expertise, and shipwright innovations demonstrate how Drae adapt to new cultures while maintaining their codes. Above all, the Drae are a people of unyielding discipline and loyalty, walking a path where every word and deed is measured against the weight of honor.

Half Ogres are towering, broad-shouldered beings known for their immense strength and unmistakable presence. Their skin ranges from pale yellows to dull earthy browns, often scarred or marked with tribal tattoos that tell stories of battle and endurance. Short tusks curve upward from their lower jaws, and their faces carry the heavy features of their giant kin. Their size and power make them an intimidating sight, but beneath that formidable exterior lies a people defined by loyalty, honor, and resilience.

Half Ogres live by a clear and simple philosophy: strength earns respect, and honor defines worth. Every action, from battle to conversation, is guided by these principles. They believe that courage is proven through endurance and that fear should be faced head-on rather than avoided. Their culture prizes discipline and personal integrity, valuing straightforward honesty over subtlety or manipulation. Their speech is often blunt and unpolished, reflecting their direct way of thinking, yet their words carry weight because they speak only what they believe to be true. Among their kind, promises are sacred, and breaking one is among the deepest shames a Half Ogre can bear.

Although they are formidable warriors, Half Ogres are not driven by senseless rage. They fight with focus and conviction, using their power to protect rather than to dominate. Loyalty, once earned, is unshakable, and many form lifelong bonds with allies who have proven their strength or integrity. They hold deep respect for those who meet them as equals, as their society functions on trust, shared labor, and a sense of communal endurance, and is shaped by generations of survival in harsh lands.

In the world of Tyrra, Half Ogres stand as living symbols of endurance and honesty. They are the first to step forward in battle and the last to abandon a friend. Though others may see them as rough or simple, they possess a wisdom grounded in experience and a strength guided by purpose. To know a Half Ogre is to understand that beneath their fearsome exterior lies a heart forged in honor, loyalty, and the unyielding will to stand firm when all others fall.

Half Ogre Racial Traits are Strong and Tough. Their Racial Feature is Two Handed Weapon Mastery.

Half Orcs are a people of strength, resilience, and unity, their powerful physiques and disciplined nature reflecting generations of survival and adaptation. Broad-shouldered and strong-jawed, their features are a blend of human and orcish heritage, with coarse hair, and skin in shades of gray, green, or olive. Their presence commands attention through confidence and the unmistakable air of purpose. Once seen as conquerors and outcasts, the Half Orcs have transformed into a proud and structured civilization, balancing their martial roots with a steadfast sense of order and community.

Their society is built upon the foundations of loyalty, honor, and service. Every Half Orc is raised to understand discipline and endurance, believing that strength exists not for domination, but for the protection and advancement of their people. Their clans operate with remarkable efficiency, each member contributing to the greater good through craft, combat, or leadership. Warriors train from youth, not just for war but for mastery, embodying the belief that physical skill and mental focus are one and the same.

Once fragmented and feared, the Half Orcs eventually forged alliances with neighboring kingdoms, trading conquest for cooperation. Though remnants of mistrust remain, they have earned respect through reliability, discipline, and sheer determination. Their work is functional yet refined, built to last, much like their people themselves. Their culture prizes direct speech, integrity, and measured action, viewing deceit and cowardice as the gravest of sins. Above all, they value unity, seeing the strength of the clan as the strength of all.

Half Orcs stand as symbols of strength refined by purpose. To know a Half Orc is to know resolve and the will to stand firm, fight with honor, and forge a lasting legacy from the iron of discipline and the fire of endurance.

Half Ogre Racial Traits are Strong and Tough. Their Racial Feature is Two Handed Weapon Mastery.

Evendarrian Humans are among the most widespread and adaptable peoples of the known lands, defined not by a single culture or tradition, but by their remarkable versatility. Their societies range from structured city-states and sprawling kingdoms to isolated frontier settlements, mercantile powers, farming communities, and martial strongholds, each shaped by the environment, history, and circumstances of those who call them home.

Humans learn quickly and adapt readily, often thriving through determination, innovation, and cooperation rather than any particular innate advantage. Where other peoples may rely upon ancient traditions, physical strength, or natural affinity for magic, Humans have survived by finding new solutions to old problems and changing their ways when circumstances demand it.

While their cultures rise and fall over relatively short spans of time, this often drives ambition and constant reinvention. A settlement founded by farmers may become a center of trade within a few generations, while a distant military outpost may eventually grow into a prosperous city with customs entirely its own.

Human communities are frequently defined by present needs rather than ancient tradition, allowing them to respond swiftly to changing political, economic, and social conditions. This adaptability makes Humans effective traders, explorers, diplomats, craftsmen, scholars, soldiers, and adventurers, but it also fosters internal conflict as different values, ambitions, and priorities inevitably clash.

Kingdoms may collapse, cities may burn, and generations may be scattered, but survivors rebuild, reorganize, and begin again.

Perhaps more than any particular custom, philosophy, or way of life, what unites Evendarrian Humans is this resilience: a shared drive to endure, adapt, rebuild, and press forward in a harsh and uncertain world.

Humans may choose any two Racial Traits and a single Racial Feature.

BARBARIANS

Barbarians are a tribal people defined by tradition, spirituality, and resilience. They live in tightly bonded clans, guided by codes of honor, ancestral reverence, and deep connections to the natural world. Some tribes follow animal totems, drawing lessons and omens from their chosen spirit beasts, while others honor the spirits of their ancestors, reinforcing a sense of lineage and continuity. Dreams, visions, and superstitions play a major role in shaping decisions, giving barbarian life a strong mystical foundation.

Strength, endurance, and loyalty are the cornerstones of barbarian society. Every member contributes to the survival of the tribe as a warrior, hunter, shaman, or craftsman. They favor simple, natural tools, yet are pragmatic enough to adopt advanced weapons and armor gained through trade or conquest. Warriors form the backbone of their culture and their approach to battle is direct and fearless, often marked by bold charges into melee. However, their rejection of Celestial magic makes them vulnerable to ranged spell craft, a weakness partly offset by their shamans’ healing and protective Earth magic.

Barbarian life is communal and family oriented. Elders guide the tribe with wisdom, while shamans act as spiritual leaders and interpreters of omens. Children are raised collectively and taught survival, lore, and spirituality from a young age. Rites of passage mark every stage of life, trials of courage and vision for adulthood, rituals of initiation for warriors and shamans, elaborate ceremonies for marriage, and reverent rites of passage in death. Tattoos, scars, and body markings often commemorate these milestones, visibly binding individuals to their heritage.

Honor shapes every choice a barbarian makes. Warriors uphold loyalty and valor, shamans protect the tribe’s spiritual balance, and hunters or craftsmen dedicate their skills to the survival of the whole. Barbarian culture may appear savage to outsiders, but it is structured, meaningful, and deeply rooted in respect for both land and kin. They endure by drawing strength from tradition, community, and the unseen forces that shape their world.

The Gadabari are a people of motion, freedom, and fire; wanderers who live by their own rules and follow no master but the road. They are a culture of storytellers, musicians, and travelers, bound not by borders or kingdoms but by loyalty to their clans and the unbreakable spirit of independence that defines them. To the Gadabari, life is a journey to be experienced, not contained. Every sunrise brings a new horizon, every campfire a new story. Their laughter, music, and colors can be seen across the lands of Tyrra, turning even the darkest crossroads into celebrations of life and freedom.

Where others build walls, the Gadabari build connections. They move as families, teaching their children that freedom is sacred and that every person has the right to choose their own path. Yet, behind their charm and liveliness lies discipline and pride. They honor their word, protect their kin fiercely, and repay loyalty with unwavering devotion. Though they are often misunderstood by others, sometimes called wanderers, tricksters, even thieves; those who truly know the Gadabari see them for what they are: survivors, philosophers, and artists of life itself.

Gadabari society values the open road over the permanence of stone. They are not bound by the weight of cities or the greed of gold; their wealth is measured in experience, reputation, and story. Around their fires, laughter mingles with legend, and tales of love, defiance, and heroism are passed from one generation to the next. These stories are not just entertainment, they are the lifeblood of their people, a way of preserving history and identity in a world that constantly changes.

For all their wandering, the Gadabari are not rootless. Their home is wherever their people gather beneath the stars, around a fire, surrounded by laughter, music, and stories that bind them closer than any walls could. Their travels bring them into every corner of Tyrra, and wherever they go, they leave behind whispers of wonder and curiosity.

The Gadabari are more than travelers, they are a celebration of freedom itself. They remind all who cross their path that life is fleeting and should be lived without regret. To be Gadabari is to live boldly, love fiercely, laugh often, and never bow to anything that would take away the joy of being alive.

Hoblings are a cheerful and hospitable people, easily recognized by the thick tufts of hair on the tops of their feet, the backs of their hands, and their long, curled sideburns. They favor comfortable clothing, usually in rich, earthy tones, they carry themselves with a confident ease that makes them instantly approachable. Every Hobling values good food, good company, and the comfort of a well-tended home, making their villages some of the most welcoming places in Tyrra.

At their core, Hoblings seek peace, comfort, and community. They live simple but joyful lives centered around family, friendship, and celebration. Most are skilled cooks, storytellers, and musicians, and no event in a Hobling town passes without song, laughter, and plenty of food. They find beauty in leisure and see happiness as life’s greatest achievement. Yet, behind their pleasant nature lies a quiet cunning and sharp intellect. Hoblings are resourceful and observant, capable of remarkable cleverness when faced with challenge or danger. They rarely rush into conflict but rely on quick thinking and teamwork to solve problems, often outsmarting their foes.

Hoblings have a casual attitude toward ownership, often “borrowing” what they need from friends or neighbors with every intention of returning it. To outsiders this may seem careless, but within Hobling culture it reflects their deep sense of communal trust. They are equally casual about adventure, preferring comfort over danger, though a few are driven by curiosity or wanderlust to leave home.

Despite their love for peace, Hoblings are far from helpless. When threatened, they rely on agility, tactics, and courage that surprise even seasoned warriors. They may not wield the heaviest weapons or cast the most powerful spells, but they embody resilience through spirit and unity.

In the world of Tyrra, Hoblings represent joy, cleverness, and the strength of community. They remind others that courage is not always found on the battlefield, and that kindness, laughter, and loyalty can be as powerful as any weapon.

Hobling Racial Traits are Fast and Tough. Their Racial Feature is Short Weapon Mastery.

Mystic Wood Elves are a striking and enigmatic people, instantly recognizable by their graceful elven features and the elegant horns that rise from their foreheads. Their attire is colorful and expressive, often adorned with trinkets and charms gathered from their travels. Though their appearance sets them apart, it is their energy that truly defines them, a blend of curiosity, playfulness, and quiet wisdom. To see a Mystic Wood Elf is to glimpse both the freedom of a wanderer and the dignity of an ancient people that cherishes life in all its forms.

They are artisans, travelers, and storytellers who bridge the gap between civilization and the wild. Mystic Wood Elves value freedom above all else and refuse to be bound by walls, contracts, or chains of any kind. They live as part of the world, not apart from it, finding beauty in movement and meaning in experience. Beneath their cheerful nature, however, lies an unshakable moral code. They believe every sentient being deserves freedom of choice and will stand fiercely against anything that threatens that ideal, whether it be enslavement, manipulation, or oppression.

Mystic Wood Elf society is guided by a deep personal sense of honor. Promises are sacred, and oaths made under duress hold no value. Deception is an art they wield carefully, never to harm the innocent but to protect what they hold dear. To them, life is not meant to be lived in haste but savored, and every encounter is an opportunity to learn, laugh, or grow. While they often seem mischievous or aloof, this comes from their long-lived perspective.

Mystic Wood Elves are seen as wanderers and philosophers, free spirits who live by their own rhythm. They embody joy, independence, and compassion, proving that true wisdom lies not only in study or power but in the courage to live authentically and without fear.

Mystic Wood Elf Racial Traits are Willful and Tradesman. Their Racial Feature is Two Handed Weapon Mastery.

Scavengers are a diverse and adaptable race, blending human and animal features into an endless variety of forms. Some have fur, scales, or feathers, while others bear sharper claws, fangs, or animal-like eyes. Each Scavenger’s appearance reflects their ancestral link to the animal world, making no two individuals quite the same. Their voices, movements, and instincts often carry subtle traces of the creatures they resemble, and this connection gives them a natural harmony with the wild. To others they may appear strange or unpredictable, but Scavengers see their diversity as their greatest strength.

Their culture is one of inclusivity, curiosity, and resilience. Scavengers are survivors, equally at home in dense forests, sprawling cities, or barren wastelands. Their adaptability allows them to thrive in almost any environment, often forming close-knit clans that reflect the nature of their animal heritage. Leadership is communal, guided by experience rather than power, and every member of the clan has a role to play. Some Scavenger societies remain nomadic, while others build thriving towns or trade hubs where knowledge, stories, and crafts are freely exchanged. Their societies value ingenuity and cooperation, celebrating differences rather than fearing them.

Scavengers are naturally curious and adventurous, often driven by a desire to explore and understand the world. Their sharp senses and natural endurance make them skilled hunters, scouts, and alchemists. Many are resistant to disease and toxins, a trait passed down from their animal kin. While they can be fiercely protective of their communities, they are rarely aggressive without reason, preferring diplomacy and clever problem-solving over conflict.

What truly defines the Scavengers is their unity through diversity. They see strength not in uniformity but in the blending of many perspectives and talents. Wherever they go, they bring creativity, adaptability, and a sense of wonder that enriches every culture they touch.

In the world of Tyrra, the Scavengers are living proof that survival is not merely about endurance but about growth, cooperation, and the ability to change with the world around them.

Scavenger Racial Traits are Fast and Survivor. Their Racial Feature is Claw Mastery.

The Sarr are a proud and powerful subrace of feline scavengers, easily identified by their sleek fur, sharp eyes, and the distinctive traits of the great cats from which they descend. Their appearance varies by clan, with markings and colors reminiscent of lions, tigers, leopards, and other predators of the wild. Each clan takes pride in its lineage, often wearing beads, feathers, or painted symbols that represent their heritage. Their movements are fluid and deliberate, reflecting the natural grace and strength of the hunting cats they resemble. To encounter a Sarr is to meet both elegance and danger embodied in a single form.

Their culture is one of structure, tradition, and fierce loyalty. The Sarr of Urun live in a matriarchal society where wisdom and leadership are passed through the eldest females of each family line. These leaders, known as Matriarchs, are supported by councils of elder women who ensure that every decision honors the clan and its history. Beneath this leadership, family bonds define all aspects of Sarr life. Strength, honor, and discipline are the guiding values of their people, and from a young age, every Sarr is taught to respect these principles through ceremony and daily life. Children are raised in groups, learning cooperation and self-reliance, and adulthood is reached when a young Sarr can hunt and contribute to the clan without assistance.

On the battlefield, Sarr are fast, strategic, and unrelenting. Their instincts make them exceptional hunters and warriors, and their preference for close combat reflects their natural ferocity. They favor bladed weapons that mirror the efficiency of their claws, and they strike with precision and speed. While outsiders often misinterpret their aggression as savagery, Sarr combat is not mindless violence but a disciplined expression of strength and focus. In diplomacy and trade, they are direct, valuing honesty and courage over flattery or deceit. Their respect must be earned, but once given, it is absolute.

In the world of Tyrra, the Sarr stand as a symbol of discipline, unity, and primal strength. They embody the balance between instinct and intellect, civilization and wilderness. Proud of their heritage and loyal to their kin, the Sarr are the living expression of honor bound in fur and steel, a people who walk the line between predator and protector with unwavering pride.

Racial Traits and Features

The peoples of NERO are as varied as the lands they inhabit, each culture and lineage shaped by generations of struggle, triumph, and adaptation. Though every individual is unique, the races of NERO share certain natural tendencies and aptitudes that reflect their origins and way of life. These qualities, known as Racial Traits and Features, and they represent the inherent strengths, instincts, and learned skills that have developed within each race over time.

Racial Traits

Each race in NERO is connected to two distinct Racial Traits, representing the natural strengths, instincts, and aptitudes developed over generations. These traits define the areas of life where members of that race most naturally excel, whether through physical endurance, keen intellect, refined agility, or disciplined will. Each of these two traits is further linked to three unique racial skills, illustrating the ways those natural abilities are expressed through training, craft, or combat. Together, a race’s two traits and their six associated skills form the foundation of its inherent talents, shaping how its people grow, learn, and interact with the world, while still allowing every character the freedom to pursue their own path within NERO.

TABLE 2.2 - RACIAL SKILLS

RACE TRAITS FEATURE
Biata Willful, Telepathic Mentalist
Dragon Kyn Tough, Survivor Sword Mastery
Dwarf Tough, Tradesman Hammery Mastery
Elf Fast, Willful Bow Mastery
Half Ogre Strong, Tough Two Handed Weapon Mastery
Half Orc Strong, Wild Axe Mastery
Hobling Fast, Tough Short Weapon Mastery
Human Choose 2 Choose 1
Mystic Wood Elf Willful, Tradesman Break Charm
Scavenger Fast, Survivor Claw Mastery

Racial Skills

Racial Skills represent the specialized abilities and talents that have become deeply ingrained within each of Tyrra’s peoples through culture, environment, and tradition. These skills reflect the unique training, instincts, and natural proficiencies passed down through generations, such as favored weapons, defensive techniques, or specialized crafts. While any character may learn from these disciplines, those whose heritage aligns with a skill’s associated trait will find it comes more naturally to them, learning it with greater ease.

TABLE 2.2 - RACIAL SKILLS

TRAIT SKILL NAME COST
Strong Mighty Slay 10
Strong Strong Arm 10
Strong Rip From Binding 4
Fast Light Touch 2
Fast Dodge 12
Fast Sneak Attack 8
Tradesman Merchant 5
Tradesman Harvester 5
Tradesman Grand Master 10
Tough Resist Poison 4
Tough Resist Physical 5
Tough Toughness 4
Wild Detect Magic 4
Wild Dispel Magic 4
Wild Battle Rage 2
Willful Resist Sleep 2
Willful Resist Charm 2
Willful Remove Fear 2
Telepathic Awaken 2
Telepathic Calm 2
Telepathic Break Charm 5
Survivor Detect Poison / Antidote 3
Survivor Will To Live 10
Survivor Ready Armor 4

This skill allows the character to cast the earth magic spell Awaken once per day, as if from memory. It requires no other pre-requisites.

This skill allows the character to add five points of damage to their next five non-ranged attacks made within 60 seconds. In addition, a character may use this skill to resist a Berserk effect and then immediately activate this skill. It is called as “I invoke Battle Rage” or “Resist! I invoke Battle Rage”. A character can only be affected by one Battle Rage at a time. Battle Rage can only be used once per day per purchase of the skill.

This skill can be used an unlimited number of times per day exactly as described in the Break Charm skill.

This skill allows the character to cast the earth magic spell Calm once per day, as if from memory. It requires no other pre-requisites.

This skill allows a character to detect magic by touch, an unlimited number of times per day. It is activated by three seconds of roleplay and the phrase “I invoke detect magic.”

DETECT POISON /ANTIDOTE

This skill allows the character to administer a natural antidote effect, once per day, with three seconds of roleplay. It is activated by the phrase “I invoke a poison antidote.” In addition any character with this skill, expended or not, may detect poisons as if they had Herbal Lore.

This skill allows the character to cast the earth magic spell Dispel Magic once per day, as if from memory. It requires no other pre-requisites.

This skill functions exactly as listed under Assassinate/ Dodge, however it cannot be used to assassinate. It can be used once per day.

This skill allows the character to receive bonus “workshop” levels of production without access to a workshop. If the character has access to a workshop she may double the bonus “workshop” levels.

This skill allows the character to harvest their own “materials” to augment production, they need not furnish silver to receive the bonus levels.

This skill can be used once per day to either:

One attempt to Pick a Lock or Set /Disarm a trap, (one attempt being roughly 1 minute of action)

Throw one Gas poison (regardless of alchemy level)

Apply full Backstab bonus damage with a single thrown weapon attack, even when attacking from in front of the enemy.

This skill allows the character to exchange their “master” levels of production for items of equal level from another type of normal production skill. These choices are limited to Alchemy, Potions, Scrolls, Traps, and Weapons.

This skill functions exactly as the skill Master Critical Slay. It can be used once per day.

This skill allows the character to invoke the “Shield” spell and the “Eldritch Shield” cantrip effects through natural means. It is activated by the phrase “I invoke Armor”. Using this skill requires the ability to speak, and three seconds of role-play. This skill can be used once per day.

This skill allows the character to cast the earth magic spell Remove Fear once per day, as if from memory. It requires no other pre-requisites.

This skill functions exactly as the skill Resist Charm.

This skill allows the character to resist one attack with “physical” in the verbal or weapon blow, once per day.

This skill functions exactly as the skill Resist Poison.

This skill functions exactly as the skill Resist Sleep.

This skill allows the character to rip free from a binding effect with a three-count action. It can be used once per day. This includes Pin, Bind, Web, or Confine, regardless of delivery source.

This skill functions exactly like the skill Backstab, however it does not count toward pre-requisites for dodge or any other skill. It is not an expendable skill.

This skill functions exactly as the skill Strong Arm.

This skill allows the character to invoke the “Bless” spell and the “Eldritch Bless” cantrip effects through natural means. It is activated by the phrase “I invoke toughness”. Using this skill requires the ability to speak, and three seconds of role-play. It can be used once per day. These effects do not stack with “Bless” or “Eldritch Bless”.

This skill allows the character who has reached the end of their “death countdown” to become “unconscious” instead of becoming “dead” one minute later awaking at one body. This is called “Will to Live”. This is an out of game call and can be made regardless of effects on the character. This skill can only be used once per day.

Racial Features

AXE MASTERY

Races with this feature have a natural skill with axes. Once a character with this feature learns any weapon skill, that character may then wield all axes, without the purchase of the necessary skill. In addition, characters with this skill may apply all weapon proficiencies and slays that they have to axes they wield.

BOW MASTERY

Races with this feature have a natural skill with bows. Once a character with this feature learns any weapon skill, that character may then wield all bows, without the purchase of the necessary skill. In addition, characters with this skill may apply all weapon proficiencies and slays that they have to bows they wield.

This feature works exactly like the racial skill listed above. It is granted to races with this feature for free.

CLAW MASTERY

Races with this feature have a natural skill with claws. Once a character with this feature learns any weapon skill, that character may then wield a claw, being either a short-sword or a long-sword marked with red tape. In order to wield 2 claws a character must have the required weapon style skills. In addition, characters with this skill may apply all weapon proficiencies and slays that they have to claws they wield.

GADABARI CURSE

This feature works exactly like the skill Gadabari Curse. However, it can be used an unlimited number of times per day, up to once per minute. A character can only have one target cursed at one time.

HAMMER MASTERY

Races with this feature have a natural skill with hammers. Once a character with this feature learns any weapon skill, that character may then wield all hammers, without the purchase of the necessary skill. In addition, characters with this skill may apply all weapon proficiencies and slays that they have to hammers they wield.

MENTALIST

A character with this skill may expend his powers for the day to act as an Inspiration spell on a friendly target, it is activated with three seconds of role-play and the phrase “I invoke Inspiration”, it is then delivered by touch only. It counts as a character’s one use of the Inspiration effect, as if it was the spell.

SHORT WEAPON MASTERY

Races with this feature have a natural skill with short weapons. Once a character with this feature learns any weapon skill, that character may then wield all short weapons, without the purchase of the necessary skill. In addition, characters with this skill may apply all weapon proficiencies and slays that they have to short weapons they wield.

TWO HANDED MASTERY

Races with this feature have a natural skill with two handed weapons of all types. Once a character with this feature learns any weapon skill that character may then wield all weapons covered by the skill Two Handed Weapon Mastery, without the purchase of the necessary skill. In addition, characters with this skill may apply all weapon proficiencies and slays that they have to non-ranged, two-handed weapons they wield.

Cultures

Within each of the major races of NERO there exists a variety of cultures, each representing a distinct heritage, tradition, or regional identity. These cultures define the social customs, behaviors, and values of the people who belong to them. While members of the same race share common traits and features, their culture shapes who they are, how they live, and how they interact with the world around them.

For example, the Elven race includes several recognized cultures such as the Amani Elves, Quentari Elves, Stone Elves, and Wild Elves. Though all are Elves by race, each culture has its own history, customs, and view of the world that distinguishes it from the others. This same diversity exists among other races as well Humans, Dwarves, Hoblings, and many others, each with multiple cultural identities that reflect their environment and way of life.

Each culture is explored in greater detail within its respective Race and Culture Packets, which provides in-depth information about that culture’s history, customs, values, and role within the world of Tyrra. Players are encouraged to review these packets when developing their characters to ensure their portrayal aligns with the established lore and cultural tone of the game.

Monsters and NPCs

NON-PLAYER CHARACTERS AND MONSTERS

Non-Player Characters (NPCs) and Monsters operate under the direction of the NPC Director, who assigns them roles and objectives during an event. The NPC Director reports to the Plot Committee and the Weekend Director, ensuring that all encounters and story elements run smoothly. When an NPC character is defeated or completes their assignment, the must return to the NPC Camp, which is off-limits to all except NPCs and Marshals. From there, they may be reassigned to a new role and sent back into the game.

NPCs serve many purposes beyond simple combat encounters. Some are involved in specific story-driven interactions such as guarding a tomb, capturing an adventurer, or delivering information vital to the ongoing story. Others may roam the woods as wandering creatures or fill environmental roles in designated monster areas where adventurers can encounter them organically.

Not all NPCs are monsters. Many serve to enhance the living atmosphere of the world, portraying bards, beggars, merchants, guards, or townsfolk to create a vibrant and immersive environment. These NPCs should be indistinguishable from player characters in appearance and behavior, maintaining the realism of the event.

Players who volunteer as NPCs are compensated for their time and effort. In return, NPCs are expected to follow directions, uphold the integrity of the game, and adhere to all of the established rules.

MONSTER SIZE

Monsters are considered to be the same physical size as the NPC or apparatus portraying them. A creature’s size is limited to what is physically represented, meaning there are no nine-foot trolls unless a nine-foot costume, prop, or structure exists to represent one.

Matters of Life & Death

STATES OF EXISTENCE

During a NERO event, every participant exists within one of three primary states of play:

1) Out of Game (OOG): The player is physically present at the event, but their character or NPC is not currently part of the game world. They exist outside the active story and may not interact with in-game elements until they return to play.

2) In Game (IG): The player is actively portraying their character or NPC, fully engaged in the ongoing story and participating in all in-game interactions and events.

3) Spirit: The player remains In Game, but their character exists in a non-physical, spiritual form. They are unseen by the living and may not interact with the world except as specifically allowed by game rules.

These three states establish how a player and their character interact with the world of NERO, other participants, and the unfolding story. They serve as the foundation for when and how characters can be seen, heard, or affected by in-game actions and events.

OUT OF GAME

A player is considered Out of Game when they remove themselves from active play for personal convenience. To indicate this state, the player must wear a white headband, which clearly shows that their character is not present in the game world. This status should not be abused, and all in-game items must remain in-game while the player is Out of Game.

Bathhouses, restrooms, and similar facilities are considered Out of Game areas. You may not enter these locations to escape combat or danger. Players traveling to and from showers may choose to be Out of Game but must not carry any in-game items while doing so. As a courtesy, players may sleep in their cabins Out of Game. However, this does not grant immunity from in-game consequences.

If there is a legitimate reason for your character to be drawn back into play, such as possessing an important item, angering another group, or attracting attention from monsters, a marshal may intervene. In such situations, you will be given options based on the circumstances, such as surrendering peacefully or engaging in combat. The amount of preparation time granted will reflect how much warning your character would reasonably have, as determined by the marshal. Players may not declare themselves Out of Game during an active combat.

HIT POINTS

Your character’s health and protection are represented by Hit Points, which are divided into two categories: Armor Points and Body Points.

Armor Points reflect the defensive value provided by your armor and are typically lost first in combat.

Body Points represent your character’s physical health and vitality.

When taking damage, Armor Points are reduced before Body Points, unless a spell or skill specifically states that it affects only one or the other. Body Points do not naturally regenerate over time, but you regain your full total at the start of each new NERO event.

At the end of each battle, you must update your Armor and Body Points to reflect damage taken, until your Armor points are repaired and your Body Points healed.

LIFE AND DEATH

Understanding the rules in this section can truly mean the difference between survival and the permanent death of your character. Some of these mechanics may seem confusing at first, as they reference concepts covered in later sections. If this is your first time reading the NERO Rulebook, focus on the general idea here and revisit this section once you are more familiar with the full system.

CARRYING THE INCAPACITATED

To carry an unconscious or otherwise incapacitated character or creature, place one hand near their torso and clearly say, “I am carrying you.” The carried player should stand and position themselves in front of you. Place both hands over their shoulders to indicate that you are carrying them—both of your hands must remain free while doing so. You must walk at a normal pace and may either move forward or drag them backward while walking. The carried player must physically move with you; you cannot simply tag them and run off claiming to have their body. If either you or the carried person is struck by a packet, weapon, or other game effect, you must immediately drop the body. You can pick it up again once the body stops moving. The effect applies to whoever it struck, following standard NERO rules. These same rules apply if you use a game effect on yourself, such as Imprison, healing spells, or Gaseous Form. If you cast Imprison on yourself or become gaseous, the body must be dropped and cannot be included in the effect.

UNCONSCIOUS

When your character is reduced to exactly zero Body Points, they become unconscious. You regain consciousness at one Body Point after one full minute. While unconscious, you cannot speak, make noises, or otherwise signal for help. If your companions don’t notice you, you must remain silent and still.

Dying

When your Body Points are reduced below zero, you drop to -1 Body Point and no further, regardless of how much damage was dealt. At this point, your character is dying. You will die unless you receive First Aid or healing within one minute.

This one-minute period is called your “death countdown.” Performing First Aid requires one uninterrupted minute. Once First Aid begins (using the call “First Aid”), your death countdown pauses. If you are struck during this time, the First Aid is interrupted, and your countdown resumes from where it left off. If First Aid is successfully completed, you wake up with one Body Point.

If healing brings you to at least one Body Point, you awaken immediately without the additional minute of unconsciousness. When at -1 Body Point, it only takes one point of healing to reach zero—so, for example, receiving five points of healing would leave you at four Body Points.

DEAD

If you remain at -1 Body Point when your death countdown expires, your character is dead. Death may also result from Killing Blows or specific effects. Upon death, all active spells, alchemical effects, and other ongoing abilities immediately end. In some cases, a Curse of Transformation or Infection may also end upon death. Unless stated otherwise on a Formal Magic tag, no other game effects remain active after death. The only way to save a dead character is with a Life spell cast within five minutes. Even if a Life spell succeeds, all previous effects, except those listed above, are lost. If five minutes pass without receiving a Life spell, your body dissipates, all in-game items drop to the ground, and you must immediately become a Spirit. Once in this state, your character can only return through Resurrection.

SPIRIT

When your character dies and their body dissipates, after the point when a Life spell can no longer be used, you must assume the role of a Spirit. Immediately drop all in-game items, put on a white headband, and proceed directly and calmly to your chapter’s designated resurrection point to register your death. As a Spirit, you are completely invisible to the living world and cannot interact in any way, including speaking, noises, gestures, or charades. You may only move at a normal walking pace; running to the resurrection point is not permitted. A character’s body cannot be burned, destroyed, or otherwise removed from play before the full five-minute Life spell window has elapsed. No ability or effect may speed up the body’s destruction except for specific allowances within the Formal Magic System. While this may not always align perfectly with in-world logic, this rule ensures fair play and prevents unnecessary confusion during gameplay.

RESURRECTIONS

Spirits return to life within Extended Earth Circles created through Formal Magic. These Circles are often maintained by local Healers Guilds, which safeguard them for the purpose of performing resurrections. When a spirit enters an Earth Circle, it remains unable to interact with the living world, but any Invested member within the Circle will sense its presence. If the spirit is familiar to them, they will recognize who it is. The resurrection ritual may then begin, and after five minutes, the spirit’s body is restored.

The spirit’s identity does not need to be known in order for resurrection to occur. Only an Invested member of the Circle can begin the process, but once started, anyone with the Healing Arts skill may complete it. If no healer is available, the spirit can still resurrect on its own once the ritual is initiated. However, this is described in-game as a painful and emotionally taxing experience for the spirit.

A spirit may reject a specific healer but remain in the Circle waiting for another. The rejected healer will sense that the spirit refuses their help but will not know who the spirit is waiting for. Spirits cannot use resurrection locations to send coded messages.

By default, a spirit will travel to the nearest Extended Earth Circle of Power to be resurrected. No in-game knowledge is needed to determine where that is, even if your character has never visited the Circle before. However, a player may choose for their spirit to go elsewhere if the nearest Circle is considered hostile. This decision is made out of game and does not require justification. A player can even make this decision during the resurrection itself, but once the ritual is complete, the choice cannot be changed.

If your character decides to travel to a different Circle during an event, you must visit the resurrection point out of game to record the death and inform staff of your plan. You may be asked to remain out of game for a short time to represent the journey your spirit takes between Circles.

It is not possible to tell how someone died simply by observing their spirit. The method of death cannot be determined once a character has entered this state.

Many resurrections are accompanied by storytelling. The healer may describe what happens during the five-minute ritual, and the resurrected player can choose whether or not their character believes the story. All such stories must follow NERO rules, and any issues should be reported to a Marshal.

At the end of the resurrection, the player must say, “I reform one, I reform two, I reform three.” During this final count, nothing can affect the body. The spirit is still beyond interaction, and no abilities or attacks, including Killing Blows, can be used until the count is complete.

A newly resurrected character awakens at full Body Points but without any in-game possessions. All active effects, spells, and elixirs are gone. Characters resurrecting within a full Earth Circle will have their skills renewed. This includes resetting Formal Magic casting ability and Formal Cantrips but does not restore production or craftsman skills.

Most Curses of Transformation and Infections end upon resurrection. No other effects persist after death unless specifically stated on a Formal Magic item tag.

A player can always choose to resurrect their character when they die, but they may also choose to allow their character a permanent death.

When permanent death occurs, the player choose to retire their character. Your character’s body reforms exactly where it dissipated. The body remains there until found and taken by others. However, waiting in the woods for this to happen is not required. Spirit-linked items remain at the location and will transfer their bond to the next eligible person who touches them.

EXPERIENCE POINTS

Experience Points, or XP, is used in NERO for the advancement of a player’s character. Whenever you attend a regular 2 day weekend event in NERO you recieve a “blanket” of experience points equal to your current total Build Points.

At the end of the event, you may pay to the game staff one silver per additional experience point you wish to gain. This is known as “Maxing Out.” You may also pay less than the maximum for corresponding levels gained. Ex. Dave has 40 build points, he receives a blanket of 40xp for attending a two day event and can pay 1-40 silver for extra 1-40xp. Some chapters will let you max out through helping NPC, or clean-up/setup duties and some will let you max out automatically. See your local chapter for their policies on max out.

BUILD POINTS

Experience Points are automatically converted to Build Points (BP), which you then use to buy skills for your character. The amount of Experience Points needed to buy a Build Point is based on your level. Your level is determined by how many Build Points your character has. It takes 10 Build Points to gain a level. All characters start with 65 XP which equals 30 Build Points therefore all characters start second level. These 30 Build Points are used to buy the character’s initial skills.

LEVELS

Your level determines how many Build Points you get and how many Experience Points you need to get a Build Point. Table 2-4 shows the character’s level based on total Build Points. It also shows the number of XP needed for the next BP, and the Body Point value per class (fighter, rogue, scholar, and templar) for the level attained.

TABLE 2.3 - EVENT REWARDS

EVENTS DAYS BLANKETS
1 0.5
2 1
3 1.5
Adventure Day 0.25

TABLE 2.4 - ADVANCEMENT CHART

LEVEL TOTAL BUILD XP / BP
1 15 3
2 25 7
3 35 12
4 45 18
5 55 25
6 65 33
7 75 42
8 85 52
9 95 63
10 105 75
11 115 88
12 125 102
13 135 117
14 145 133
15 155 150
16 165 168
17 175 187
18 185 207
19 195 228
20 205 250
21 215 273
22 225 297
23 235 322
24 245 348
25 255 375
26 265 403
27 275 432
28 285 462
29 295 493
30 305 525

TABLE 2.5 - BODY POINTS

LEVEL FIGHTER ROGUE SCHOLAR TEMPLAR
1 6 4 3 4
2 8 5 4 5
3 10 6 4 6
4 12 7 5 7
5 14 8 6 8
6 16 9 6 9
7 18 10 7 10
8 20 11 8 11
9 22 12 8 12
10 24 13 9 13
11 26 14 10 14
12 28 15 10 15
13 30 16 11 16
14 32 17 12 17
15 34 18 12 18
16 36 19 13 19
17 38 20 14 20
18 40 21 14 21
19 42 22 15 22
20 44 23 16 23
21 46 24 16 24
22 48 25 17 25
23 50 26 18 26
24 52 27 18 27
25 54 28 19 28
26 56 29 20 29
27 58 30 20 30
28 60 31 21 31
29 62 32 22 32
30 64 33 22 33

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