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Main Rules | Stat Rules | Race Descriptions | Gods List | Class List | Schools of Magic | Job Information | Shops/Items/Equipment

1. Everyone obeys the owners of this game.

2. Everyone will have a rank.

3. No Cheating!! If you cheat you will be punished.

4. No Cursing. Some people have parents who would rather their children not have knowledge of certain words so none of them will be allowed.

5. No Complaining. If you haven't been updated within 3 days then you need to post on the Main Board and make sure it is not an annoying one. After that you will be replied by a Guardian. If you are trying to join and you haven't been added you can post a questioning reply post but do not bug us or you'll never be added.

6. No God moding/Favoritism. Nothing more will be said. If you are accused and convicted of either then you will be suspended for at least week, other conciquences may be considered.

7. All fights must have a Guardian as the witness. This witness will be questioned so you'd better not lie about who was the witness.

8. All RPs will be under the control of a Guardian. This rule is only overlooked in special occasions of which you will be notified of.

9. You can only post 1 training session a day. No more. If you do you will be wasting your time. If you read and study the training rules and/or crituques given by Guardians or other members you will need no more than 1 substantial post to gain amazing rewards.

10. If you are inactive for 2 weeks you will be deleted. Unless you give a valid reason for absence.

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Stat Rules

There are two definitions to some stats since they can be used in more than one form of RPing. They are considered in both Roleplaying and Combat.

Strength

Roleplaying: How strong you are physically. This will determine whether you can do various activities such as moving, lifting, or pushing something.

Combat: How much damage you can possibly deal to your opponent(s).

Dexterity

Roleplaying: How well you handle items, and how agilie you are.

Combat: Weapon handling skill (both ranged and melee), and dodging.

Constitution

Roleplaying: How long you can travel, as well as your resistance to disease/poisons

Combat: Your endurance/health (How many hits you can take.)

Wisdom

Roleplaying: Common sense (ex. not touching something you shouldn't)

Combat: Your awareness of the foes around you

Intelligence

Roleplaying: Book smarts (ex. knowing not to touch something you shouldn't.)

Combat: Knowledge of tactics/anatomy, can increase your chances of dealing damage to a critical area

Charisma

Roleplaying: Your ability to interact with others, this includes force of will, how articulate you are, and how easy it is for people to like you.

Combat: This skill has no real combat application.

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Races and Sub-Races

Races are the most common, and basic form of a race. Sub-Races are mutations, or a different evolution, they have similar traits, but different modifiers

Human: Most common race in the world, very well rounded, can fit any class, they are very adaptable, but do not excel at anything.

Aasimar: Humans which have divine blood in them, 1/2 divine. Bonus to wisdom and charisma, divine blood, minus to strength.

Tiefling: Humans which have demon blood in them, 1/2 demon. Bonus to strength and intelligence, demon blood, minus to charisma.

Vampire: Undead who need to drink the blood of the living to survive. Weakness in light, alternate shape, massive damage from holy weapons, blood dependancy.

Werewolves: Lycanthropes who take the form of a wolf under certain conditions. Bonus to strength and constitution, alternate shape, massive damage from silvered weapons.

1/2 Elf: Born from one Elven parent, and one Human. No stat bonuses, but have the increased life expectancy of the elf, combined with the balance of a human.

1/2 Orcs: 1/2 Human, 1/2 Orc. Bonus to strength, minus to intelligence and charisma.

Elves: Long lived fair folk of the world. They tend to be a bit shorter and thinner than humans. They have sharp features and pointed ears. Their many sub-races are scattered all over the realms. Long life, increase dexterity and charisma.

Drow: Evil elves from deep below the survace of the earth. cunning and intelligent beyond many beings, drow are ambitious and put the objective of person of power above all else and have no qualms about killing anyone in their path to reach it. They have white hair and dark, ebony skin as well as eyes that usually glow a red or purple. Darkvision, bonus to dexterity, charisma, intelligence, minus to constitution, light sensitivity.

Moon Elf: Very close cousins of the sun elves, their skin tends to be paler and their hair usually contains a hint of blue. They are very fond of the arts of dance and poetry.

Sun Elf: The average elf, very fair and light. Their frail forms tend to make them more susceptable to damage, but they make up for it with agility and magical prowess. Eagle Sight, bonus to dexterity, charisma, intelligence minus to constitution, cold sensitivity.

Wild Elf: Wild elves hail from the deep untamed forests, they are much bigger and tougher than any of their cousins. However, they tend to lack the appreciation for the finer things in life. They have bronzed skin and blond hair that is usually matted in a tangle of leaves and twigs.

Dwarfs: Stout, hardy people that take residence in mines and large underground cities. They are shorter than other humanoids, but just as broad and stable. They are quite tough, but tend to be greedy and harsh towards outsiders. Bonus to constitution, minus to charisma, stoneworking.

Gnomes: Gnomes are very close cousins of dwarves, though they are shorter and lighter. They have the same hardiness, and this is combined with a natural curiosity. Gnomes get along with just about anyone. Minus to str, Bonus to con, can cast minor illusions at will.

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Gods

Boccob: God of magic, neutral.
Favored Weapon: Quarterstaff

Corellon Larethian: God of elves, as well as the arts, chaotic good.
Favored Weapon: Longsword

Elhonna: Goddess of the forest, neutral goddes. Twin sister of Erythnul.
Favored Weapon: Longbow

Erythnul: God of slaughter, chaotic evil. Twin brother of Elhonna.
Favored Weapon: Blunt Morningstar

Fharlaghn: God of roads, neutral.
Favored Weapon: Quarterstaff

Garl Glittergold: God of gnomes, trickery, neutral.
Favored Weapon: Battleaxe

Gruumsh: God of orcs, chaotic evil, Corellon's mortal enemy.
Favored Weapon: Spear

Heironous: God of valor, lawful good. Archenemy and half-brother of Hextor.
Favored Weapon: Longsword

Hextor: God of tyranny, lawful evil. Archenemy and half-brother of Heironous.
Favored Weapon: Flail

Kord: God of strength, chaotic good.
Favored Weapon: Greatsword

Moradin: God of dwarves, lawful good.
Favored Weapon: Warhammer

Nerull: God of death, neutral evil.
Favored Weapon: Scythe

Obad-hai: God of nature, neutral.
Favored Weapon: Quarterstaff

Olidammara: God of thieves, chaotic neutral.
Favored Weapon: Rapier

Pelor: God of the sun, neutral good.
Favored Weapon: Mace

St. Cuthbert: God of retitrbution, lawful neutral.
Favored Weapon: Mace

Vecna: God of secrets, neutral evil.
Favored Weapon: Dagger

Wee Jas: Goddess of death and magic, lawful neutral.
Favored Weapon: Dagger

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Classes

Bard: Bards command a very special form of magic, it is derived from their song. They are travelling performers and jacks of all trades, but do not excell at anything besides singing.
Starting Attributes: Bards begin with a musical instrument (include in your description), as well as the ability to play the instrument to give allies a temporary strength boost.

Cleric: Devout patrons of their chosen diety. They gain special abilities based on their god.

Starting Attributes: They start with the ability given by their god (see diety list) As well as their god's favored weapon.

Druid: A warrior who gains power through harmony with nature, and can even take the shape of an animal.


Starting Attributes: The druid has the power to change form once per day, into an animal of their choice (Make note of the animal in your description). They also have an animal companion that accompanies them (also make note of this)

Fighter: Powerful and adaptable warriors who have a knowledge of many fighting styles and tactics.

Starting Attributes: Fighters are automatically experts with any common weapon, and start with a weapon of their choice that they are also automatically an expert with. (make note of this in your description)

Mage: A warrior who does combat through potent spells, they can specialize in a certain school of magic (Chosen upon joining and included in your description).

Starting Attributes: Mages gain proficiency in one school of magic, as well as the ability to imbue some items with minor magical powers.

Paladin: A divine emissary, enforcing justice and purging the land of evil.

Starting Attributes: Paladins gain the ability to detect evil whenever they come in close contact with any being. And once per day, they can smite evil, dealing massive damage.

Ranger: A warrior adept at tracking and stealth, they are at home in the woods or in a city.

Starting Attributes: Rangers are especially adept at fighting with two weapons. They are also trained to fight a specific enemy (Defined in your description), and they deal extra damage to the chosen foe.

Theif: Cunning, and capable of stealth beyond anyone else, theives are the ultimate assasin and spy.

Starting Attributes: Thieves can make a sneak attack against any foe who is unaware of their presence, dealing massive damage to critical areas. Thieves are also masters of stealth and are much harder to detect than others.
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Schools of Magic:

  • Conjuration: The art of creating something from nothing.
  • Evocation: The art of manipulating energies/elements.
  • Enchantment: The art of using magic to gain control of another.
  • Illusion: The art of altering perception and creating false images.
  • Necromancy: The art of manipulating/controlling the dead.
  • Abjuration: The art of defensive magic.
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Jobs

  • Jobs will be posted on the froms in a by need basis.
  • A job can be posted by any one, and applied for by anyone other than the job's creator.
  • Once the job is applied for the creator may ask around about the applicant, and chose to hire him/her or to not.
  • The creator will issue the payment out of his/her own pocket. And will be set before the job is filled by an applicant.

Jobs can be anything, from gaining a rare gem for someone, helping them on a quest, or killing someone for them. All jobs must be approved by a forum GM, you will be contacted if the job is innappropriate, or not well suited for the period of time.
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Shops, Items, and Equipment

Shops
  • There will are four basic shops run by Kamaki. Weapons, Armor, Items, Magic.
  • Shops can be created by any member. Contact a GM over the forum to set one up.
  • Everything a shop owner sells he must have in his inventory.
Item prices & purcases

  • There is no limit to the price you set on an item, but all sales must be confirmed by a forum GM. Once a member has placed the money down for an item, the item must be taken off your shelf.
  • There will be a surplus store set up, where shop owners may purcase items only for their shops, at dicounted prices.
  • Rare and valued items will be auctioned off from time to time.
Items will be explained more in the
shops forum.

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