Alignment

Alignments are not elective philosophies, that if you fail to choose you inherit “neutral/selfish”. They are Faiths. They determine the values you hold in life, what you believe the role of mankind is upon the world, and they very much are directly relevant to what happens when you die. If you stray too far from your Alignment, the Labyrinth Lord will not assign a new Alignment. You will be ostracized by those of your current Alignment, those with the ability to detect Alignment will be able to tell that you have lapsed, and those of opposing Alignments will target you for conversion (or sacrifice, as it happens). Continue reading Alignment

Elves

Elves are moderately to significantly taller then Men, typically in the six and a half to seven and a half feet tall range, with corresponding weights (180-225 pounds). They are limited to a maximum level of 10 in the Elf class (which combines the advantages of Fighters with the Druid spell list). At any point after their 100th year, Elves may dual-class into Magic User: unlike their use of Druid spells (which are not limited by weapons or armor worn), Magic User spells may not be cast while wearing any armor. Continue reading Elves

House Rules

We’re using the Labyrinth Lord rules, with some complexity courtesy of Swords and Wizardry; plus some home-brewed complications. 4d6 drop lowest for Attributes. Roll in order (STR, INT, WIS, DEX, CON, CHA) Max HP at level 1. Every PC starts with a Retainer (see CHA for morale), that earns ½ share of Gold and XP. Elves use the Druid spell list Clerics with WIS 13+ … Continue reading House Rules