The Lorien Trust was formed in late 1991 after a group of experienced live role-players decided to run something better than the events that had been run before.

The Lorien Trust was formed in late 1991 after a group of experienced live role-players decided to run something better than the events that had been run before.

HISTORY header pic

The Lorien Trust was formed in late 1991 after a group of experienced live role-players decided to run something better than the events that had been run before.

HISTORY header pic

After a few large meetings, this group of players formed a company, the Lorien Trust (limited by guarantee). They set up a board of trustees to run the company and the events on a cooperative basis, with a set of business ideas and policies.

During the first few years, it became clear that major changes in the way
the business was to be run in the future needed to be implemented. By
mid 1995 the Lorien Trust limited by guarantee was replaced with a new
company, Merlinroute Ltd T/A (trading as) the Lorien Trust.

Merlinroute Ltd then restructured the way the business and events were to
run. As the requirements of the players have grown and changed over the
years, so too have our business policies, the events we run and the Lorien
Trust Role-Playing (L.T.R.P.) system.

Every year since the change in 1995, improvements to the quality of the
events have been made and yet we still hold true to our original policy:
“LIVE ROLE-PLAYING EVENTS, RUN FOR LIVE ROLE-PLAYERS BY LIVE
ROLE-PLAYERS.”
The Lorien Trust Players Handbook and Game Rules publication (Available
to download from the publications section of the website) will provide you
with the information you need to create a character and play in our world.
It covers everything from a basic knowledge of the history of the game
world of Erdreja, to the various people and races, with descriptions of the
skills and rules needed to role-play within the game.

The Lorien Trust Players Handbook And Game Rules (version 3.1.1) now
supersedes all previous versions of the Lorien Trust Role-Playing system
Player’s Handbook, and all supplements including Rune prior to 2018.

It covers amendments and clarifications to the rules, and updates that have
been made to the system over past years. A rules supplement, Occupational
Skills: A Guide to Advancement, is also available and should be read in
conjunction with this Handbook. This contains information on the
Occupational Skill (OS) system and descriptions of available skills.

After a few large meetings, this group of players formed a company, the Lorien Trust (limited by guarantee). They set up a board of trustees to run the company and the events on a cooperative basis, with a set of business ideas and policies.

During the first few years, it became clear that major changes in the way the business was to be run in the future needed to be implemented. By mid 1995 the Lorien Trust limited by guarantee was replaced with a new company, Merlinroute Ltd T/A (trading as) the Lorien Trust.

Merlinroute Ltd then restructured the way the business and events were to run. As the requirements of the players have grown and changed over the years, so too have our business policies, the events we run and the Lorien
Trust Role-Playing (L.T.R.P.) system.

Every year since the change in 1995, improvements to the quality of the events have been made and yet we still hold true to our original policy: “LIVE ROLE-PLAYING EVENTS, RUN FOR LIVE ROLE-PLAYERS BY LIVE
ROLE-PLAYERS.” The Lorien Trust Players Handbook and Game Rules publication (Available to download from the publications section of the website) will provide you with the information you need to create a character and play in our world. It covers everything from a basic knowledge of the history of the gam world of Erdreja, to the various people and races, with descriptions of the
skills and rules needed to role-play within the game.

The Lorien Trust Players Handbook And Game Rules (version 3.1.1) now supersedes all previous versions of the Lorien Trust Role-Playing system Player’s Handbook, and all supplements including Rune prior to 2018.

It covers amendments and clarifications to the rules, and updates that have been made to the system over past years. A rules supplement, Occupational Skills: A Guide to Advancement, is also available and should be read in conjunction with this Handbook. This contains information on the Occupational Skill (OS) system and descriptions of available skills.

MAP-illustration

Out moto

LIVE ROLE-PLAYING EVENTS, RUN FOR LIVE ROLE-PLAYERS BY LIVE ROLE-PLAYERS.

Out moto

LIVE ROLE-PLAYING EVENTS, RUN FOR LIVE ROLE-PLAYERS BY LIVE ROLE-PLAYERS.

Out moto

LIVE ROLE-PLAYING EVENTS, RUN FOR LIVE ROLE-PLAYERS BY LIVE ROLE-PLAYERS.

History of Erdreja

Taken from the Lorien Trust Live Role
Playing System Player’s Handbook. This is
the history in brief to the campaign world
of Erdreja. More history will appear in this
section as it becomes available.

The history of Erdreja is split into two
periods by the calender of man. Before the
Founding and After the Founding. The
Founding refers to the day the new empire
of man was formed.

blue-dragon-logo

A dragon may sleep for a time to dream But when it awakes, you shall hear it’s scream Would you have me tell you a tale?

AN UNKNOWN SAGE

History of Erdreja

Taken from the Lorien Trust Live Role Playing System Player’s Handbook. This is
the history in brief to the campaign world of Erdreja. More history will appear in this
section as it becomes available.

The history of Erdreja is split into two periods by the calender of man. Before the
Founding and After the Founding. The Founding refers to the day the new empire of man was formed.

blue-dragon-logo

A dragon may sleep for a time to dream But when it awakes, you shall hear it’s scream Would you have me tell you a tale?

AN UNKNOWN SAGE

Before the founding

The elder races lived long and peaceful lives on Erdreja. Elves, Dwarves and Fairy Folk, all lived in relative peace for millennia. When the younger races came to the world this peace was shattered. Within a few centuries of their arrival, the Race Wars began and many thousands of lives were lost within just a few decades.
During the wars, the younger races developed a device that was powered by the magic of the elder races. Although normally long-lived, the elder races aged quickly and died while they continued to use their incantation magic.
The device was hidden from the elder races. In a desperate attempt to counter it, the elder races performed a mighty ritual, banishing the knowledge of incantation magic from all Erdreja. Only the Dark Elves were unaffected, shielded as they were by the miles of solid rock between their underground home and the surface. They guarded the knowledge of incantation magic against the time when it would be needed again on the surface of Erdreja.

CIRCLE-illustration

The founding

The banishing of incantation was one of the last, desperate acts of the elder races. The Fairy Folk had retreated to the unseen
court, the Dwarves and their kin had fallen back into the far south and only the Elves were left to fight the younger races.
Kingdom by kingdom, the Elves were gradually overrun and pushed eastwards, where they made a final stand. Over a thousand
years ago, the younger races defeated the last elven army and the few remaining elven lords took the last of their people into
hiding.
The wars were finally over and the younger races stood victorious. Cities were built and a great civilisation was created. Tebron,
who was the greatest warlord of the younger races, was declared Emperor and ruled from the great city of Tebronia, that bore his
name. The empire of the younger races was founded on the day that Tebron first sat upon his imperial throne and the calendar
began anew with the first year AF (After Founding). After Tebron’s death the capital was re-named Malkarn and it remained so
until its destruction.
The Elemental Colleges, as guardians of the Empire’s knowledge, created a great library in the north, built on the ruins of an
elven city once renowned for its learning. The city of Norhault grew up around this library, which became the greatest seat of
learning in the known world. The library was formally opened one year to the day after Tebron was crowned; The first day of
January in the year 1 AF. For several centuries the empire prospered, and peace returned to the lands.

The Cataclysm

Just before 500 AF, a great cataclysm took place. A ritual was being performed in the capital’s great ritual circle to bring rain to
the drought stricken southern farms. It is still not known how this ritual was disrupted, or by whom, but it seems that the
unexpected disturbance released all the magic within the circle.
This uncontrolled power flowed to every other known ritual circle, shattering many and killing hundreds of people. Violent
earthquakes rocked the land, mountains were smashed and the capital Malkarn itself was dragged beneath the waves, as the
whole of the Imperial Heartlands sank. The waters of the great seas rushed into separate forever the northern and southern
continents. Albion, Cymrja, Erin and Western Norsca (now Orkneyjar) became islands as the land around them disappeared and
the seas flooded in. Whole communities died, including the Emperor, his family and most of the ruling lords of the Empire.
The end of the empire began a period of almost six hundred years of war between the remaining nobles, over who would rule
the new lands. It soon became apparent that none of them could achieve total victory. The Empire was gone forever and instead
the Heartland countries became small independent nations. They were ruled over by lord generals, who warred continuously with
each other over the borders of the disputed lands.

The Gathering Treaty

In 1091 AF, the last true battle for the city of Norhault was fought and the lord general of Caledonia took back control. This was also the year of the formation of the grand council, an alliance composed of representatives from all the factions. After much discussion amongst the people of the Heartlands, most agreed that they had fought the last war and looked forward to a new age of peace.
During the discussions of the grand council, the Gathering Treaty was drawn up and signed by all the lord generals of the Heartlands. The treaty stated… and still states… that the Grand Council would discuss disputes between the factions in a civilised manner. Should a dispute not be resolved by diplomacy then, at an annual Gathering, representative forces of the disputing factions would fight a battle under a magical Ritual Of Peace. This ritual would allow combatants to subdue, but not to kill, each other. The victory conditions for these battles would be determined before the combat took place.[/vc_toggle]

Before the founding

The elder races lived long and peaceful lives on Erdreja. Elves, Dwarves and Fairy Folk, all lived in relative peace for millennia. When the younger races came to the world this peace was shattered. Within a few centuries of their arrival, the Race Wars began and many thousands of lives were lost within just a few decades.
During the wars, the younger races developed a device that was powered by the magic of the elder races. Although normally long-lived, the elder races aged quickly and died while they continued to use their incantation magic.
The device was hidden from the elder races. In a desperate attempt to counter it, the elder races performed a mighty ritual, banishing the knowledge of incantation magic from all Erdreja. Only the Dark Elves were unaffected, shielded as they were by the miles of solid rock between their underground home and the surface. They guarded the knowledge of incantation magic against the time when it would be needed again on the surface of Erdreja.

CIRCLE-illustration

The founding

The banishing of incantation was one of the last, desperate acts of the elder races. The Fairy Folk had retreated to the unseen
court, the Dwarves and their kin had fallen back into the far south and only the Elves were left to fight the younger races.
Kingdom by kingdom, the Elves were gradually overrun and pushed eastwards, where they made a final stand. Over a thousand
years ago, the younger races defeated the last elven army and the few remaining elven lords took the last of their people into
hiding.
The wars were finally over and the younger races stood victorious. Cities were built and a great civilisation was created. Tebron,
who was the greatest warlord of the younger races, was declared Emperor and ruled from the great city of Tebronia, that bore his
name. The empire of the younger races was founded on the day that Tebron first sat upon his imperial throne and the calendar
began anew with the first year AF (After Founding). After Tebron’s death the capital was re-named Malkarn and it remained so
until its destruction.
The Elemental Colleges, as guardians of the Empire’s knowledge, created a great library in the north, built on the ruins of an
elven city once renowned for its learning. The city of Norhault grew up around this library, which became the greatest seat of
learning in the known world. The library was formally opened one year to the day after Tebron was crowned; The first day of
January in the year 1 AF. For several centuries the empire prospered, and peace returned to the lands.

The Cataclysm

Just before 500 AF, a great cataclysm took place. A ritual was being performed in the capital’s great ritual circle to bring rain to
the drought stricken southern farms. It is still not known how this ritual was disrupted, or by whom, but it seems that the
unexpected disturbance released all the magic within the circle.
This uncontrolled power flowed to every other known ritual circle, shattering many and killing hundreds of people. Violent
earthquakes rocked the land, mountains were smashed and the capital Malkarn itself was dragged beneath the waves, as the
whole of the Imperial Heartlands sank. The waters of the great seas rushed into separate forever the northern and southern
continents. Albion, Cymrja, Erin and Western Norsca (now Orkneyjar) became islands as the land around them disappeared and
the seas flooded in. Whole communities died, including the Emperor, his family and most of the ruling lords of the Empire.
The end of the empire began a period of almost six hundred years of war between the remaining nobles, over who would rule
the new lands. It soon became apparent that none of them could achieve total victory. The Empire was gone forever and instead
the Heartland countries became small independent nations. They were ruled over by lord generals, who warred continuously with
each other over the borders of the disputed lands.

The Gathering Treaty

In 1091 AF, the last true battle for the city of Norhault was fought and the lord general of Caledonia took back control. This was also the year of the formation of the grand council, an alliance composed of representatives from all the factions. After much discussion amongst the people of the Heartlands, most agreed that they had fought the last war and looked forward to a new age of peace.
During the discussions of the grand council, the Gathering Treaty was drawn up and signed by all the lord generals of the Heartlands. The treaty stated… and still states… that the Grand Council would discuss disputes between the factions in a civilised manner. Should a dispute not be resolved by diplomacy then, at an annual Gathering, representative forces of the disputing factions would fight a battle under a magical Ritual Of Peace. This ritual would allow combatants to subdue, but not to kill, each other. The victory conditions for these battles would be determined before the combat took place.[/vc_toggle]

SEAL

Before the founding

The elder races lived long and peaceful lives on Erdreja. Elves, Dwarves and Fairy Folk, all lived in relative peace for millennia. When the younger races came to the world this peace was shattered. Within a few centuries of their arrival, the Race Wars began and many thousands of lives were lost within just a few decades.
During the wars, the younger races developed a device that was powered by the magic of the elder races. Although normally long-lived, the elder races aged quickly and died while they continued to use their incantation magic.
The device was hidden from the elder races. In a desperate attempt to counter it, the elder races performed a mighty ritual, banishing the knowledge of incantation magic from all Erdreja. Only the Dark Elves were unaffected, shielded as they were by the miles of solid rock between their underground home and the surface. They guarded the knowledge of incantation magic against the time when it would be needed again on the surface of Erdreja.

CIRCLE-illustration

The founding

The banishing of incantation was one of the last, desperate acts of the elder races. The Fairy Folk had retreated to the unseen
court, the Dwarves and their kin had fallen back into the far south and only the Elves were left to fight the younger races.
Kingdom by kingdom, the Elves were gradually overrun and pushed eastwards, where they made a final stand. Over a thousand
years ago, the younger races defeated the last elven army and the few remaining elven lords took the last of their people into
hiding.
The wars were finally over and the younger races stood victorious. Cities were built and a great civilisation was created. Tebron,
who was the greatest warlord of the younger races, was declared Emperor and ruled from the great city of Tebronia, that bore his
name. The empire of the younger races was founded on the day that Tebron first sat upon his imperial throne and the calendar
began anew with the first year AF (After Founding). After Tebron’s death the capital was re-named Malkarn and it remained so
until its destruction.
The Elemental Colleges, as guardians of the Empire’s knowledge, created a great library in the north, built on the ruins of an
elven city once renowned for its learning. The city of Norhault grew up around this library, which became the greatest seat of
learning in the known world. The library was formally opened one year to the day after Tebron was crowned; The first day of
January in the year 1 AF. For several centuries the empire prospered, and peace returned to the lands.

The Cataclysm

Just before 500 AF, a great cataclysm took place. A ritual was being performed in the capital’s great ritual circle to bring rain to
the drought stricken southern farms. It is still not known how this ritual was disrupted, or by whom, but it seems that the
unexpected disturbance released all the magic within the circle.
This uncontrolled power flowed to every other known ritual circle, shattering many and killing hundreds of people. Violent
earthquakes rocked the land, mountains were smashed and the capital Malkarn itself was dragged beneath the waves, as the
whole of the Imperial Heartlands sank. The waters of the great seas rushed into separate forever the northern and southern
continents. Albion, Cymrja, Erin and Western Norsca (now Orkneyjar) became islands as the land around them disappeared and
the seas flooded in. Whole communities died, including the Emperor, his family and most of the ruling lords of the Empire.
The end of the empire began a period of almost six hundred years of war between the remaining nobles, over who would rule
the new lands. It soon became apparent that none of them could achieve total victory. The Empire was gone forever and instead
the Heartland countries became small independent nations. They were ruled over by lord generals, who warred continuously with
each other over the borders of the disputed lands.

The Gathering Treaty

In 1091 AF, the last true battle for the city of Norhault was fought and the lord general of Caledonia took back control. This was also the year of the formation of the grand council, an alliance composed of representatives from all the factions. After much discussion amongst the people of the Heartlands, most agreed that they had fought the last war and looked forward to a new age of peace.
During the discussions of the grand council, the Gathering Treaty was drawn up and signed by all the lord generals of the Heartlands. The treaty stated… and still states… that the Grand Council would discuss disputes between the factions in a civilised manner. Should a dispute not be resolved by diplomacy then, at an annual Gathering, representative forces of the disputing factions would fight a battle under a magical Ritual Of Peace. This ritual would allow combatants to subdue, but not to kill, each other. The victory conditions for these battles would be determined before the combat took place.[/vc_toggle]

SEAL
FOOTER-pic