W
WarriorHeart
Guest
Original poster
This story takes place on the world of Krynn several hundred years after an event called the Cataclysm. It was a night when the gods punished the races of Krynn for their ignorance. A fiery mountain was cast down from the heavens and its impact shattered an entire region and left scars all across the land. The continent disappeared and the Blood Sea rushed in to fill the void. A malestrom ever rages where the mountain exploded.
All characters will be drawn into a conflict that is bigger than sum of their lives. Krynn has seen much war and disaster in its history. The races have separated for the most part and the uneasy truces have bred a false peace. Something is coming that will test all of these things even to the fabric of the land itself. Ask not; how far are you willing to go? Rather; do you possess the constitution to go as far is as needed?
Rules
1. All Iwaku rules apply.
2. I am GM and have final say in everything.
3. Posts should be at least two well-constructed paragraphs. Keep in mind the XP, money or items I award will be directly related to the quality and size of your posts.
4. Dragonlance will be the only lore allowed in the story. If you have any questions, ask me.
5. When your character is involved with another character, turn-based etiquette is expected.
6. No God-moding. All playable races are mortal beings. Your characters will be fairly basic at the start of this quest. It is through XP-gaining RP that they will begin to become bad-asses.
7. Combat: Be clear and concise with all actions. Use as much detail as possible. If I have to question your actions or guess at an intent, you may get a PM or you may be wounded. I will be less lenient as time goes on.
8. Combat: Fatigue matters! If the party is fighting a large beast and the battle becomes drawn out, account for your character becoming tired…or I will.
9. Combat: Magic-users; Krynn lore states a wizard must commit his/her spells to mind daily and once it is cast, the spell is gone. Lore also states every single spell drains the physical strength of the wizard. One large spell could cause your mage to pass out.
10. All CS submissions will be final once accepted. I will not let you change skills halfway through the quest [i.e. instead of wielding one-handed weapons, you wish to wield two-handed at the same level of expertise]. You may learn a new skill at any time but with no XP to start.
11. GM reserves the right to add rules as the story progresses. Any changes or additions will be posted and discussed in an OOC thread.
2. I am GM and have final say in everything.
3. Posts should be at least two well-constructed paragraphs. Keep in mind the XP, money or items I award will be directly related to the quality and size of your posts.
4. Dragonlance will be the only lore allowed in the story. If you have any questions, ask me.
5. When your character is involved with another character, turn-based etiquette is expected.
6. No God-moding. All playable races are mortal beings. Your characters will be fairly basic at the start of this quest. It is through XP-gaining RP that they will begin to become bad-asses.
7. Combat: Be clear and concise with all actions. Use as much detail as possible. If I have to question your actions or guess at an intent, you may get a PM or you may be wounded. I will be less lenient as time goes on.
8. Combat: Fatigue matters! If the party is fighting a large beast and the battle becomes drawn out, account for your character becoming tired…or I will.
9. Combat: Magic-users; Krynn lore states a wizard must commit his/her spells to mind daily and once it is cast, the spell is gone. Lore also states every single spell drains the physical strength of the wizard. One large spell could cause your mage to pass out.
10. All CS submissions will be final once accepted. I will not let you change skills halfway through the quest [i.e. instead of wielding one-handed weapons, you wish to wield two-handed at the same level of expertise]. You may learn a new skill at any time but with no XP to start.
11. GM reserves the right to add rules as the story progresses. Any changes or additions will be posted and discussed in an OOC thread.
Experience, Items and Money
I will be awarding experience and other things to characters as the role play moves along. The concept is simple. Players will take the XP and apply it to their skills to increase IC prowess. Items can be traded or sold. Money can be used for anything; food, gear or buying a ‘blind eye’ from a guard. For fighting skills, XP growth will make your character more proficient with a selected weapon. A person with no XP in ‘Shields’ for instance, will not understand the techniques involved with flank defense, shield bash, etc.
Skills
One-handed weapons
Two-handed weapons
Shields
Archery
Hand to Hand
Woodlore [basic survival in nature]
Street smarts [basic survival in cities]
Magic
Deft Hands [pick locks/pick pockets]
Tradesmen [carpentry, blacksmithing, cooking, etc]
Music [instrument, singing]
Education [pick a subject]
Herbalism/Potion-making [Required for Mages & Priests]
Two-handed weapons
Shields
Archery
Hand to Hand
Woodlore [basic survival in nature]
Street smarts [basic survival in cities]
Magic
Deft Hands [pick locks/pick pockets]
Tradesmen [carpentry, blacksmithing, cooking, etc]
Music [instrument, singing]
Education [pick a subject]
Herbalism/Potion-making [Required for Mages & Priests]
Every Skill will be rated level 1-10. With each new level, the GM will determine the specific benefit for the character. I know this sounds a bit tyrannical but I know the story and this will be more beneficial that just saying "you've become better with a sword". A special bonus will be given at level 10.
Levels [in terms of XP]
1: 1-25
2: 26-50
3: 51-100
4: 101-150
5: 151-200
6: 201-275
7: 276-350
8: 351-425
9: 426-525
10: 526
2: 26-50
3: 51-100
4: 101-150
5: 151-200
6: 201-275
7: 276-350
8: 351-425
9: 426-525
10: 526
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