Wizards and Wars
Story
The people of the world of Errinoor lived in constant fear. Harrsha and Tyn, the two largest nations of the world, had been undergoing unrest for some time, and it seemed the two giants would collide on the field of combat. Smaller nations trembled in the shadows of these behemoths, fearful of being trampled underfoot.
Then it seemed a miracle happened. The two nations decided on a more peaceful course: an alliance. As a symbol of this peace, the Harrshan Prince Heidich would be wed to the Tynnian Princess Nena.
Yet on the day of the wedding, a huge black bird descended upon the ceremony and snatched the Prince from the altar. The rogue mage Hayse appeared before the guests, stopping the guards with a wave of his hand. He declared that until such time as the Council of Wizards chose to allowed him to join their ranks, the Prince would be his guest.
The Council are unwilling to do this. To allow Hayse into the Council would be to give him access to books and talismans not accessible to non-Council members. What he might want with these is unclear, but they hold that it could be more dangerous than allowing Harrsha and Tyn to go to war.
And so the King of Harrsha has little choice. With Tyn becoming hostile, he can€™t spare the troops needed to defeat Hayse and bring back the Prince. All he can do is gather a group of travellers who wish to take on the bounty. And so it begins€¦
Entering
I€™ll need the following information from you all.
1) Your characters name.
2) Your stats. More on this later.
3) Your starting skills, spells and equipment. More on these later.
4) A brief description of your character. Optional.
5) A brief history of your character. Also optional.
Stats
You have 25 points to divide between strength, stamina, agility, skill and intelligence.
Strength - Affects damage done in combat, and the type of things your character can manipulate. A character with 3 strength is not going to be lifting heavy boulders any time soon. Strength also affects how much equipment a character can carry.
Stamina - Affects the ability to take punishment, how long your character can go on for without becoming knackered, etc.
Agility - How swift your character is, and how good they are at moving through certain territories. A character with lower agility is more likely to trip over every tree root that presents itself.
Skill - How deft your character is at manipulating fiddly objects, such as lock picking. This also effects how well your character can use ranged weapons, although some might still need strength. It€™s all very well throwing a knife with perfect precision, but it won€™t help if you can€™t throw it more than three feet.
Intelligence - Determines not only how many spells your character can learn, but also how good they are at it.
You may find talismans that improve your stats when equipped.
Magic
Anyone can learn magic, but the amount of spells that can be learned is based on the intelligence rating. You can learn one spell for each point of intelligence you have.
Spells are learned by reading a spell scroll. The spell transfers from the parchment to the mind of the reader, leaving a blank spell scroll. Spells can be un-learned in a similar way, the spell transfers from the caster into the scroll. By doing this, you can chop and change magic as needed by the situation.
Intelligence also affects how diversely you can use the magic. For example, a fire spell used by someone with low intelligence isn€™t much good except for attacking with. But a higher intelligence could allow a mage to control flames. Put out a burning building, simply by taking all the fire out.
You may find some spell scrolls on your journey, so you don€™t need to fill up all your magic allotment at once.
The only limitation with magic is the more you want to do, the longer it will take you. So when a dozen monsters are rushing at you is NOT the time to lay an extremely powerful magical beatdown.
Equipment
Remember, how much you can carry depends on your strength, so don€™t go overboard. Equipment will be given a weight such as, say, 52. Your carrying capacity is your strength X 100, so someone with 7 strength has a max weight of 700.
The only limitation I€™ll put on your starting equipment is that it can€™t have any stat increasing effects. If you start with some magic, you will be carrying empty spell scrolls, depending on how many spells you know.
Fighting and taking damage
I€™m not using an HP system, damage is a more realistic system. If you get a cut on your arm, it might not affect you, or it might lower your strength, depending on how bad it is. An injured leg could affect your speed and agility, etc.
Fighting is similar. How well you€™ll be able to get through the battles depends on your skills and tactics.
Starting skills
For magic, I€™m really letting you use your imagination Choose spells as you want. If I consider a spell too cheap, I€™ll ask you to limit it somehow.
Starting skills are really little extras to let you customise your characters. You can have up to three of these. Some examples are:
Weapon expertise - Extra skill with a certain type of weapon. An expertise for several weapons can be used, but you need a different skill for each weapon.
Magic expertise - Allows you to use magic better than your intelligence stat might allow.
See in the dark - Gives you carrot eating prowess.
Pathfinding - Allows you to find easy paths through difficult terrain.
Lock picking - Allowing for a five finger discount.
Any others you can think of to suit your wants. Again, nothing cheap like immortality. I€™m looking at you, Alex.
Finally, I€™ll be keeping note of your characters status as the game goes on, but I suggest you all do the same too in case I miss something. Have fun.
Story
The people of the world of Errinoor lived in constant fear. Harrsha and Tyn, the two largest nations of the world, had been undergoing unrest for some time, and it seemed the two giants would collide on the field of combat. Smaller nations trembled in the shadows of these behemoths, fearful of being trampled underfoot.
Then it seemed a miracle happened. The two nations decided on a more peaceful course: an alliance. As a symbol of this peace, the Harrshan Prince Heidich would be wed to the Tynnian Princess Nena.
Yet on the day of the wedding, a huge black bird descended upon the ceremony and snatched the Prince from the altar. The rogue mage Hayse appeared before the guests, stopping the guards with a wave of his hand. He declared that until such time as the Council of Wizards chose to allowed him to join their ranks, the Prince would be his guest.
The Council are unwilling to do this. To allow Hayse into the Council would be to give him access to books and talismans not accessible to non-Council members. What he might want with these is unclear, but they hold that it could be more dangerous than allowing Harrsha and Tyn to go to war.
And so the King of Harrsha has little choice. With Tyn becoming hostile, he can€™t spare the troops needed to defeat Hayse and bring back the Prince. All he can do is gather a group of travellers who wish to take on the bounty. And so it begins€¦
Entering
I€™ll need the following information from you all.
1) Your characters name.
2) Your stats. More on this later.
3) Your starting skills, spells and equipment. More on these later.
4) A brief description of your character. Optional.
5) A brief history of your character. Also optional.
Stats
You have 25 points to divide between strength, stamina, agility, skill and intelligence.
Strength - Affects damage done in combat, and the type of things your character can manipulate. A character with 3 strength is not going to be lifting heavy boulders any time soon. Strength also affects how much equipment a character can carry.
Stamina - Affects the ability to take punishment, how long your character can go on for without becoming knackered, etc.
Agility - How swift your character is, and how good they are at moving through certain territories. A character with lower agility is more likely to trip over every tree root that presents itself.
Skill - How deft your character is at manipulating fiddly objects, such as lock picking. This also effects how well your character can use ranged weapons, although some might still need strength. It€™s all very well throwing a knife with perfect precision, but it won€™t help if you can€™t throw it more than three feet.
Intelligence - Determines not only how many spells your character can learn, but also how good they are at it.
You may find talismans that improve your stats when equipped.
Magic
Anyone can learn magic, but the amount of spells that can be learned is based on the intelligence rating. You can learn one spell for each point of intelligence you have.
Spells are learned by reading a spell scroll. The spell transfers from the parchment to the mind of the reader, leaving a blank spell scroll. Spells can be un-learned in a similar way, the spell transfers from the caster into the scroll. By doing this, you can chop and change magic as needed by the situation.
Intelligence also affects how diversely you can use the magic. For example, a fire spell used by someone with low intelligence isn€™t much good except for attacking with. But a higher intelligence could allow a mage to control flames. Put out a burning building, simply by taking all the fire out.
You may find some spell scrolls on your journey, so you don€™t need to fill up all your magic allotment at once.
The only limitation with magic is the more you want to do, the longer it will take you. So when a dozen monsters are rushing at you is NOT the time to lay an extremely powerful magical beatdown.
Equipment
Remember, how much you can carry depends on your strength, so don€™t go overboard. Equipment will be given a weight such as, say, 52. Your carrying capacity is your strength X 100, so someone with 7 strength has a max weight of 700.
The only limitation I€™ll put on your starting equipment is that it can€™t have any stat increasing effects. If you start with some magic, you will be carrying empty spell scrolls, depending on how many spells you know.
Fighting and taking damage
I€™m not using an HP system, damage is a more realistic system. If you get a cut on your arm, it might not affect you, or it might lower your strength, depending on how bad it is. An injured leg could affect your speed and agility, etc.
Fighting is similar. How well you€™ll be able to get through the battles depends on your skills and tactics.
Starting skills
For magic, I€™m really letting you use your imagination Choose spells as you want. If I consider a spell too cheap, I€™ll ask you to limit it somehow.
Starting skills are really little extras to let you customise your characters. You can have up to three of these. Some examples are:
Weapon expertise - Extra skill with a certain type of weapon. An expertise for several weapons can be used, but you need a different skill for each weapon.
Magic expertise - Allows you to use magic better than your intelligence stat might allow.
See in the dark - Gives you carrot eating prowess.
Pathfinding - Allows you to find easy paths through difficult terrain.
Lock picking - Allowing for a five finger discount.
Any others you can think of to suit your wants. Again, nothing cheap like immortality. I€™m looking at you, Alex.
Finally, I€™ll be keeping note of your characters status as the game goes on, but I suggest you all do the same too in case I miss something. Have fun.
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