In the land of Elcratchim...
Today, 3
young adventurers will find quests, that will change their lives.
Their is 4 parts of this land.
Nethgaria, Gremashia, Sashaté Pul and the ruins of the lost dwarven city "Tas-mahat-nihal"
Directly in the middle of the land, there was a dense swamp, where it is said that powerful, but evil wizards thrive and live. Alchemists go there to collect rare ingredients or even live there! But they never come back. The swamp is now called "The swamps of parting."
One time in about year 670 a wizard called Crackpot Mcgee, created the "Bridges of the Wizard's Path" for all the good wizards who needed to cross over the lands to get around to the other regions quickly. But this allowed the 3 different civilisations to easily access eachothers land. This led to war between the Northeners (Nethgaria, Nethgarians) and the Southerners (Sashaté Pul, Pulayeans), but the eastern civilisation (Gremashia, Gremashians) stayed neutral with the warring factions. Because the king did not believe it right, to fight.
To the east, is where the ruins of lost dwarven city Tas-mahat-nihal are. Nothing grows on these lands, and tunnels have been seen dug straight into the ground. Demons and hellspawn roam the lands and cults usually hide-away in this area. It is nicknamed "Hell-Funnel", for it's strange trait to funnel in hellspawn of all kinds. Some devoted pilgrims will come to this land to worship or to one of the monuments on the outskirts to praise their god. The monuments are a safe way. Going to the middle of the land and praying inside the ruins of the dwarven city, is suicidal. But people have done this as almost a tradition to their religions now.
The world believes in many gods and religions do not conflict, although gods might be annoyed if you worship a god of opposite power. Gods can smite you on the spot if you break their tenants, or piss them off severely, but will reward you (or not) if you are devoted enough to please them.
Sashaté Pul has a major trading dock, bringing lots of income and exotic items and animals into the land, from the southeast. It is the dock of the capital city of Sashaté Pul, Kash-munal.
The capital city of Gremashia is Gerrogy, although the people here prefer to live as farmers anyway.
The capital city of Nethgaria is Vamok, the people of the North love to live in castles.
It is now the year 850, 80 years after the Bridges of the Wizard's Path were created, and adventurers are streaming into this place either from the cities or travelling by boat to kash-munal's dock. They wish to make their fortune doing quests about the dwarven city or any other place for that matter.
(When you spawn, you will get a world map.)
Character Sheet
Name: Terk Mcgee
Bio: (Doesn't need to be really long, or anything at all, just nice to have. At least write something about your age and how you got here.)
Starting Point:
Immigrant from docks (+1 Defense +1 Endurance),
Sashaté Pul's capital city (Kash-munal +1 Agility +1 Perception),
Gremashia's capital city (Gerrogy +1 Intelligence +1 Charisma)
Nethgaria's capital city (Vamok +1 Strength +1 Endurance)
Class:
Thief: (-1 Endurance +1 Agility +1 Perception)
Berserker: (+1 Strength +1 Endurance -1 Intelligence)
Monk: (+1 Defense +1 Intelligence -1 Agility)
Wizard: (+1 Intelligence +1 Perception -1 Endurance)
Bard: ( +1 Charisma +1 Perception -1 Strength)
Swordsman: (+1 Defense +1 Attack -1 Perception)
Reason for adventuring:Self-explanatory
Attribute Point Allocation: You have 3 points, 2 (or 3) points in an attribute means +1 to a roll of that kind. 4 = +2 etc. etc.
Both fighters will do a roll using perception, whoever wins, will attacks first. If you get double their roll, you get two, triple = 3 quad = 4 etc. etc.
then a roll with attack for the attacker will be done and a roll with defense for the defender will be done. However much more in the attacker's roll is how much damage he does, you then add the Strength bonus, 1 extra for every 2 strength and also minus the Endurance bonus -1 for every 2 endurance. If the defender's roll is higher, negate the attack.
If your strength is high, I may decide to add 1 or 2 to a roll of trying to move a boulder, or something.
For example, if you have extremely high strength (for example, 20) and you decide to move a boulder requireing a roll of 10 and you get 6, I may let you have it seeing as you are so strong anyway. I am lineant, so be creative!
This game is not too ruled. Do what you want, murder everyone, but suffer the consequences, in game.3 Players will be playing at one time, I will be running a wait-list and you may rejoin it if you die.Strength - Physical stuff, Adds to damage when you win attack and defense rolls on the attacking side.
Perception - Seeing stuff, Adds to initial attack rolls.
Endurance - Toughness stuff, Minus from damage when you lose attack and defense rolls on the defending side.
Charisma - Charming stuff, Adds to persuasion rolls and the like.
Intelligence - Smarting stuff, Adds to magical rolls and logical rolls.
Agility - Moving stuff, Affects running away and catching flee-ers.
Defense - Defending stuff, Adds to the defense roll when being attacked.
Attack - Attacking stuff, Adds to attack roll when attacking.
Every 3 Agility increases the flee-ing roll by 1.
Every 2 Strength increases the damage by 1.
Every 3 Attack increases the attack roll by 1.
Every 3 Defense increases the defense roll by 1.
Every 2 Endurance decreases the damage taken by 1.
Every 3 Intelligence increases wizardry damage and attack roll by 1.
Every 2 Perception increases initial attack roll by 1.