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Adventuring in Asaths Discussion Thread

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#1 Balthamos


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Posted 13 October 2010 - 09:34 AM

The game will take place in the kingdom of Larson and Jennifer. The kingdom is one of several on the main continent of Asaths. The capitol city is situated at the north of the kingdom on the coast, it is a large port town and both the seat of the monarchy and the busiest trading venue in the kingdom. The kingdom itself occupies the north-east section of the continent, a large unforgiving mountain range separates the kingdom from Bruthis to the west. The southern edge of the kingdom is bordered by a great forest known as the wilderness. This forest is the reason most of the trade to Asaths is via sea.

The players will start in the town of Malthion, the town is looked after by Baron Vallam and is populated by around 800 people. About 400 more people live in farms and hamlets in the areas surrounding the town. The town is one of the closest to the wilderness that marks the southern border of the kingdom. Due to the close proximity to the wilderness crime is lower than normal and the town guard is larger than normal.

The player characters will be part of a group of adventurers. Adventurers are usually noteworthy individuals who will undertake risky jobs for large rewards. Sometimes families will find the gold to hire adventurers to track down relatives or thieves but more often than not the local authority will hire a group of adventurers for a job that doesn't require the numbers of a mercenary company or requires the precision and stealth that a small group of people can provide. Some adventurers adventure for personal gain and others for selfless reasons and because they enjoy it. The group of adventurers the PCs will be part of is reasonably well known but not busy enough for adventuring to be a full time job... yet.

Hide: Politics of the kingdom.

Several different languages are spoken throughout the world. The most frequently heard is the trade tongue, also known as common. Almost every civilised race can speak common and some uncivilised races too. The languages of the world and their main speakers are:

Common - Humans, Halflings, Tieflings
Deep Speech - Githyanki
Draconic - Dragons, Dragonborn, Kobolds
Dwarven - Dwarves
Elven - Elves
Giant - Giants, orcs, ogres
Goblin - Goblins, hobgoblins, bugbears
Primordial - Elementals
Supernal - Angels, Devils, Gods
Abyssal - Demons, Gnolls

Since the gods are real and active in this world the ones considered good and neutral are here. Most people do not worship only one god but they will make an offering or a prayer when they cross in to a god's domain - for example the town guards might pray to Bahamut before they patrol the city.

Avandra, goddess of change, freedom & luck.
- Luck favours the bold, take your fate into your own hands.
- Strike back against those who would rob you of your freedom and urge others to fight for their own liberty.
- Change is inevitable, but it takes the work of the faithful to ensure change is for the better.

Bahamut, god of hope, justice & protection.
- Uphold the highest ideals of honour and justice.
- Be constantly vigilant against evil and oppose it on all fronts.
- Protect the weak, liberate the oppressed, and defend just order.

Corellon, god of arcana, skill & wilderness.
- Cultivate beauty in all that you do.
- Seek out lost magic items, forgotten rituals and ancient works of art.
- Thwart the followers of Lolth at every opportunity.

Erathis, goddess of civilisation, creation & justice.
- Work with others to achieve your goals.
- Tame the wilderness to make it fit for habitation.
- Seek out new ideas, new inventions and new lands.
- Build machines, cities and empires.

Ioun, goddess of fate, knowledge and skill.
- Seek perfection of your mind by bringing reason, perception and emotion into balance.
- Accumulate, preserve, and distribute knowledge in all forms.
- Pursue education and build libraries, seek out lost and ancient lore.
- Be watchful for followers of Vecna who seek to control knowledge and keep secrets.

Kord, god of storm strength and war.
- Be strong but do not use your strength for wanton destruction.
- Be brave, scorn cowardice in any form.
- Prove your might in battle to win glory and renown.

Melora, goddess of life, sea & wilderness.
- Protect the wild pleases of the world from destruction and overuse.
- Oppose the rampant spread of cities and empires.
- Hunt aberrant monsters and other abominations of nature.
- Do not fear or condemn the savagery of nature, live in harmony with the wild.

Moradin, god of creation, earth & protection.
- Meet adversity with stoicism and tenacity.
- Demonstrate loyalty to your family, your clan, your leaders and your people.
- Strive to make a mark on the world.
- To make beautiful creations that last is the highest good.

Pelor, god of hope, life & the sun.
- Alleviate suffering wherever you find it.
- Bring Pelor's light into places of darkness.
- Be watchful against evil.

Sehanine, goddess of love, the moon & trickery.
- Follow your goals and seek your own destiny
- Keep to the shadows, avoid the blazing light and zealous good and utter darkness of evil.
- Seek new horizons and new experiences and let nothing tie you down.

The Raven Queen, goddess of death, fate & winter.
- Hold no pity for those who suffer and die.
- Bring down the proud who try to cast off the chains of fate.
- Watch for cults of Orcus and stamp them out whenever they arise.

#2 Balthamos


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Posted 13 October 2010 - 09:38 AM

Power sources - all characters draw power from one of the 5 main power sources. Each has it's own focus and specialisations and unique abilities. Most players draw from only one power source though characters of exceptional background may dabble in two however their variety is a sacrifice for power.

Power sources - all characters draw power from one of the 5 main power sources. Each has it's own focus and specialisations and unique abilities. Most players draw from only one power source though characters of exceptional background may dabble in two however their variety is a sacrifice for power.


Martial disciplines involve advanced weapon training and combat techniques both ranged and melee.

Spell Parrying Minor, block some spells with your weapon. Major, reflect spells with your blade towards your enemies. Superior, absorb and store spells in your blade for later use.

Mounted combat Minor, ride and fight at the same time. Major, use lances, shields, charge while in combat. Superior, ride flying and swimming mounts in combat.

Melee Precision Minor, improved close combat technique, hit gaps in armour. Major, inflict non-lethal crippling wounds with melee weapons. Superior, hit specific arteries, veins and pressure points to bring targets down rapidly.

Ranged Precision Minor, improved ranged combat technique, hit gaps in armour. Major, inflict non-lethal crippling wounds with melee weapons. Superior, hit specific locations, vital organs, pierce armour and kill quickly.

Unarmed Combat Minor, kicks and punches that can stun enemies, hit hard enough to kill. Major, incorporate flips tricks and acrobatics into your fighting style. Superior, catch arrows and block weapon blows with your bare hands.

None lethal fighting Minor, using simple blunt weapons land blows that will stun an enemy instead of killing them. Major, using your hands or your larger weapons inflict none lethal wounds. Superior, using bladed weapons (hit with the flat of the blade or the pommel of a sword) knock larger enemies unconscious.


A character who is favoured by a god or the gods draws his power from that deity's domain. The high priest of a temple grants individuals access to divine power of their deity though there are other ways. Divine magic enables miraculous healing and allows excellent protection of your allies. Offensively divine magic is weaker unless turned on the undead.

Divine magic is channelled through prayer. Different prayers serve different purposes, your prayers are not restricted by your choice of deity however no-one studies life without studying death.

Life Prayers - Minor, healing small wounds, purifying water. Major, curing major wounds, curing disease. Superior, curing life threatening wounds.

Death Prayers - Minor, cause small wounds, regrow people's fingers. Major, cause major wounds, reattach limbs, Superior, protect the dead from reanimation.

Protection Prayers - Minor, enchant armour to resist blows, conjure weightless magical shield. Major, empower someone to resist a spells or weapon attacks. Superior, neutralise major spell effects, resist hazardous environment, summon guardian warriors.

Warding Prayers - Minor, a ward will alert you when someone cross a doorway or enters a specific room. Major, can ward an area instead of a room or door, can designate people who can move through the ward without triggering it. Superior, the ward will attempt to bind the person who triggers it.

Smiting prayers - Minor, weaken the undead, create a barrier to the undead. Major, turn an undead creature to dust or bind an undead creature in place. Superior, choose to affect demons, elementals or angels (pick one) with your smiting prayers.

Bolstering Prayers - Minor, grant an ally the strength to hit harder. Major, grant an ally to perform unnatural feats of athletics, acrobatics or endurance. Superior, grant an ally unnatural speed and coordination.

Undeath Prayers - Minor, raise small skeletal animals as servants, animate severed limbs. Major, raise larger animals and skeletons, create zombies from fresh bodies. Superior, animate and control powerful undead creatures such as undead warlocks, powerful skeleton warriors and large skeletal animals.


The ability to harness arcane magic is usually learned from a school but it is not unheard of for an individual to be able to harness it naturally or through unusual methods such as music. The most offensive of all magics it is usually concerned with destruction and damage though the creation of constructs (that aren't undead) is considered arcane magic.

Magic is divided in to several groups known as schools, a character can progress in all or none of these schools.

School of Fire - Minor abilities are creating small fires on your finger tips or in the palm of your hand. Major abilities include the ability to through fireballs and brighten or dim any fire that you see. Superior abilities allow you to extinguish any fire you see and create a fire that only burns what you want it to burn.

School of Ice  - Minor abilities are freezing things you're holding, withstanding heat. Major abilities are creating streamlined icicles to project at your enemies, making the ground beneath someone's feat slippery. Superior abilities are being able to walk through fire unharmed and to thicken the air around you with frost an icicles impeding passage.

School of Lightning - Minor abilities are creating small electric shocks and suspending small magnetic objects in orbit around you. Major abilities are firing lightning from your fingertips and holding a bright sphere of electricity as a light. Superior abilities allow you to channel lightning to yourself and release the energy in another form.

School of Wind - Minor abilities are creating gusts of wind. Major abilities allow you to use the wind to rip someone's weapon from their hand. Superior abilities let you create a shield around you that will repel all none-magical projectiles. Full mastery of wind might let you fly.

School of Charms - Minor abilities are small tricks, making a shopkeeper believe you've paid him or causing someone to loose focus. Major abilities include causing someone to fall asleep or wake up. Making someone susceptable to your suggestions. Superior abilities begin with dominating a persons mind and having them do your bidding.

School of Illusions - Minor abilities are creating illusions that fool one of the 5 main senses. Major abilities can fool up to 3 senses. Superior abilities can fool all senses.

School of Earth - Minor, cause clumps of earth to rise and direct them at foes. Major, meld earth in to barriers, shields and doors. Superior, create seemless stonework instantly, control the earth beneath your feet hinder enemies forming walls from the ground in an instant, make earth flow like clay then harden round your foes.

School of Teleporting - Minor, teleport yourself around 25 feet to a location you can see. Major, take one ally with you when you teleport. Superior, teleport a few miles to a location within your line of sight.


Primal characters draw their power from nature and the spirits of their ancestors. They excel at controling their enemies with obstacles and restricting spells. Primal magic can not perform miracle healing of divine magic nor the massive destruction of arcane magic but dabbles in both. Forms are unique abilities only available to purely primal heroes.

Form of the Wing - Minor, take the form of a small bird for a few minutes at a time, flying is tiresome. Major, take the form of a larger, scavenger bird for up to an hour. Superior, remain in beast form for days at a time, fly like a true bird, take the form of a predator bird such as a Hawk or an Falcon.

Form of the Beast - Minor, take the form of a medium sized natural predatory animal for a few minutes at a time. Major, take the form of a medium magical beast for up to an hour. Superior, take the form of a large natural or magical beast (such as a dire tiger or dire bear) for days at a time, gain darkvision while in beast form.

Form of the Aquatic - Minor, take the form of a small fish, gain the ability to swim and breath underwater while in beast form, remain in aquatic form for a few minutes. Major, take the form of an amphibian for up to an hour. Superior, take the form of a large fish, such as a shark, whale, dolphin or sword fish for days at a time.

Form of Insects - Minor, transform your body into a swarm of harmless insects if any part of your swarm is crushed it is painful but not dangerous maintain for a few minutes. Major, transform into a swarm of flying insects which can inflict minor damage (stings/bites etc), maintain the form for up to an hour. Superior, transform in to a swarm of dangerous insects, seperate in to multiple swarms for days at a time.

Evocation of Entanglement - Minor, hinder the movement of an enemy. Major, bind an enemy and immobilise them. Superior, bind larger creatures, prevent creatures flying, bindings last longer, bind multiple creatures.

Evocation of Healing - Minor, prevent infections in wounds, purify food and water. Major, encourage natural regrowth of tissue, increase healing of cuts, broken bones and other injuries. Superior, allow someone to regrow a lost limb.

Evocation of Growth - Minor, cause a single plant to bloom or bear fruit. Major, cause the forest around you to grow, disguising your passage. Superior, cause whole crops to grow, cause trees and forest to grow rapidly

Evocation of Spirit - Minor, gain a spirit companion, you can cast spells as though you were at your spirit companions location, Major, your spirit companion communicates with you, can silently inform you of dangers and in some case give advice. Superior, you can see through the eyes of your spirit companion and listen through its ears. Your spirit companion can roam up to a mile away from you. You can talk through your spirit companion.

Evocation of Insects - Minor, summon a swarm of insects to harass an enemy. Major, summon fewer poisonous insects, can be lethal, cause blindness, cause paralysis. Superior, summon a plague of insects.


Psionic magic is split in to three branches, telepathic and telekinetic and the use of ki. The first is concerned with the manipulation of objects, the second with manipulation of the mind. The third is commonly combined with a martial combat style but can also be used to aid your allies techniques.

Psionic Blast - Minor, wave of force at a target. Major, larger wave of force, damages larger objects such as doors. Superior, Fine control over blast, can sweep legs, disarm people, or use psionic "blades" to cause cuts and slashing wounds.

Telekinesis - Minor, move small objects that nobody else is manipulating, shut doors. Major, hold a weapon with your mind, swing with enough force to damage someone, not as effective as holding the weapon. Suspend a rope with your mind so you can climb it. Superior, pick locks with your mind (excluding magical locks), levitate a few inches off the ground.

Intertial Barrier - Slow melee weapon attacks as they come towards you, reducing their force or allowing you to dodge. Major, slow down missiles coming towards you, increased range and effectiveness. Superior, reduces the effect of spells hurled towards you, extend coverage to an ally within an arms length of you.

Psionic Distortion - Minor, distort your face so it appears indistinct and unremarkable so you would not be remembered. Major, distort the appearance of your position so enemies are likely to miss you. Superior, distort your whole self so people see two images of you offset about 8 inches from each other.

Telepathy - Minor, send thoughts to a creature within 15 feet of you, skim surface thoughts. Major, hold a conversation with someone telepathically even if they are not, detect sentient creatures within the range of your telepathy, move deeper in to a mind with cooperation. Superior, send thoughts to anyone you know on the same plane as yourself, enable group communication via your telepathy.

Mental Assault - Minor, distract someone with your thoughts. Major, cause someone pain in any part of their body, inhibit one of their senses. Superior, cause such confusion in an enemy that he believes his allies are foes and attacks them.

Ki Strike - A ki strike channels additional power in to a physical attack. The better you are at channelling ki the stronger the effect of a ki strike.

Ki Flow - Minor, focus your ki into an allies weapon to make it more effective. Major, share your ki with an allies to enhance their spell casting abilities. Superior, allow your ki to flow into an ally and allow them to perform superhuman feats of athletics, acrobatics or endurance.

There is one final power source, no PCs are going to have this for now but it's around and you and it's the stuff of bedtime stories so your characters will have an idea of what it's about.

Shadow - Upon selling part of ones soul to beings in the shadowfel one gains a lifetime of benefits for an afterlife of payment. Those who do so gain the powers to cloud reason, spread discontent, hasten diseases and bring plagues and raise the dead. Evil deities often give their devotees access to shadow in a semi-divine form.

Learning and casting spells:

There are two types of spell casters. Innate and learned.

A learned spell caster studies at a temple or a university to learn to harness magic. The words of a Clerics prayer or the phrases of a wizard's spell book are magical. Saying the incantation harness magical energy and shapes it into the spell that you desire. A learned spell caster's ability is limited by his mind's ability to contain the magic that the words are drawing to him. It is extremely painful to harness magic that is close to your limit, most spell casters learn where it is and don't try to exceed it. If you attempt to cast a spell too powerful you will invoke the cantrips you are taught on the first day of learning to dissipate the magic energy. If you fail to invoke the cantrips the magical energy is released in a pure form. Causing destruction all around you.

An innate spell caster uses more gestures and nonsense language to harness magical energy. It is a conscious drawing of magic to a purpose. The limit of your ability is defined by how much magic you can shape in time. Improvement comes from learning to shape the magic more efficiently and to greater purpose. If you draw too much magic you will feel it slipping away from you. If you are unable to prevent this it will cause all the magic for your spell to be released in the same fashion as a learned caster. Each innate spell caster has their own way of coping with slipping magic, those who don't learn to deal with it don't live very long. An innate spell caster usually has a narrow focus of spells than a learned caster.

When training most spell casters use an implement such as a holy symbol, a totem, a staff or a crystal orb to focus their magic into. It reduces the effects of harmful spells going wrong.

Casting spells in combat is difficult, the more powerful a spell the longer it takes to cast, if a spell is interrupted the energy must be dispersed and a the spell restarted, most spell casters rely on martial troops to defend them in combat.

Arcane spell casters come in both varieties.

All divine spells must be learned.

Primal spells are entirely innate.

Psionic powers are innate but other psions can assist in developing abilities.

Ritual Magic

Rituals are used to create long lasting or dramatic magical effects. Most ends that can't be achieved with spells can be achieved with ritual magic. To cast a ritual a character requires magical materials specific to the ritual. These can range from inks, chalks, residuum, magically attuned crystals. Rituals fall in to several catagories, creation, divination, exploration, healing, illusions, transport and warding. It can take anywhere between 10 minutes and 24 hours to perform a ritual. Most people who cast rituals store the instructions to their rituals in books.

A few things everyone can do.

Learn to ride - it's quite possible to use mounts without being a martial character however it's impossible to use any form of magic while riding.

Learn a new language - learn to read and write one of the languages of the world, excluding Supernal and Abyssal.

Swing a weapon - everyone can have basic training in a weapon or two.

Read/write - not everyone can but if you want your character to read and write the common tongue then that's fine. I'll get round to other languages when it comes up.

Stealth/Thievery - not to everyone's taste but if you want to walk the dodgy path you can.

Doctoring - Non-magical healing, herbs, potions, stuff like that.

Alchemy - The best results are obtained by arcanists who apply their magic to their creations but there are a few things
you can brew on your own.

Knowledge - You can have a formal education in the following subjects, dungeoneering, nature, history, religion,. A noble character will have one or two of these and an education in politics, economics and warfare.

Trailcraft - Following or disguising a trail in most settings, tracking animals, identifying common ones by their footprints and other such useful things.

Sense Magic - All mages can sense magic and recognise it if it's from a school they're familiar with. However, sometimes regular people develop a sense of magic, even if they couldn't tell you what it is they know it's there.

Edited by Balthamos, 25 May 2011 - 08:54 AM.

#3 Balthamos


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Posted 13 October 2010 - 09:43 AM

Playable Races - these are the creatures you can play (though if you've got an idea then feel free to PM me and we can flesh it out in to a playable race), each creature has a favoured power source and sometimes favoured elements but it's not a rule, after all your hero is already an exceptional individual. New races will be added here as you meet them and they open up as playable races.

Dragonborn - Dragonborn are slightly larger than humans and have thick scales across their body. They have short snouts with very small nostrils and boney ridges above their eyes. Their scales range from the colour of sand to the black of night though bronze, copper and iron are the most common colours. A dragonborn hatches from an egg and creature full physical maturity at about the age of 15, naturally they live to be around 120. Each has an innate breath weapon inherited from their parents. The type of breath a dragonborn breaths can be; ice, fire, lightning, acid or poison. Dragonborn favour martial and arcane disciplines.

Dwarf - Standing about 1 ft shorter than the average human dwarves are sturdy creatures comfortable in an underground environment, they have shorter legs than humans but large torsos. Their skin colour and hair colour shares the same range as humans. A dwarf is very difficult to knock prone and they have an uncanny knack for construction and stonework. Dwarves are also excellent at fighting creatures larger than themselves. A dwarf can see in dim light as well as a human in daylight. A dwarf will usually live for about 200 years. Dwarves favour Martial and Divine disciplines.

Wild Elf - All Elves are frail and graceful creatures that look like thin humans with pointy ears. In addition to the human repertoire of hair colours elves add silver and pure white. Most elves are practised archers. Elves are very alert creatures noticing changes in their environment quickly especially in the forests. An elf reaches maturity at around 150 years old, they can live up to 1000 years though old age sets in at around 900 years. Elves favour martial and primal disciplines.

--Fey Elf - A subspecies of elves Fey Elves are so called because they grew up in the Feywild, a fey elf is more inclined towards arcane disciplines. Fey elves have an affinity for charms and illusions.

--Shadow Elf - Another subspecies of elves so called because they come from the Shadowfel, a shadow elf is more inclined towards shadow disciplines and has an affinity for cold magic.

Half-Elf - Half-elves share the longevity of elves and the ingenuity of humans. Half-elves are gifted at putting people at ease and are as comfortable in the city as in the forest. They favour no particular disciplines, like humans.

Halfing - Halflings are about 3ft tall and look like humans in every way apart from the inability to grow beards and their uniformly dark hair. Relatively easy going halflings are renowned for their luck. They favour martial disciplines but some make excellent arcanists.

Human - Humans no different to humans in our world, lifespan of the rich is around 60, the average citizen lives to about 40 but someone with access to divine magic or the funds to pay a healer from a temple can make it to 100 with a little luck. Humans favour no discipline over any other.

Tiefling - Humans of old that made a pact with some devils in an attempt to stop their civilisation from crumbling. The pact failed and now tieflings are scattered through out the world, most are merchant families attempting to carve their own empire. They have long tails reddy-brown complexions and large horns from their brow pointing backwards. They live slightly longer than humans. Tieflings have an affinity for fire magic and favour psionic and arcane disciplines.

Gnome - Gnomes are fey creatures who live in burrows disguised by enchantments. Usually shy creatures some venture to the natural world. Like fey elves they have an affinity for charms and illusions but most gnomes can excel at any magic they try. Their small stature, standing from 3-4 feet hampers their abilities in hand to hand combat but you shouldn't count them out. When surprised gnomes have a tendency to turn invisible for about 5 seconds which gives them time to run away or hide. A gnome lives for around 300 years but nobody would ever dare accuse one of reaching maturity, they don't ever seem to grow up.

Goliath - Goliaths are often referred to as miniature giants. Standing well past 7 feet tall they live in the mountains, descending to the plains to trade with the smaller races. Goliaths are powerful and strong creatures enduring severe hardships and weathering immense storms. Goliaths favour two-handed weapons over all others their massive size giving them a distinct advantage and reach while overcoming the disadvantages a smaller race might face. Goliaths can live as long as humans but remain fitter later in life. Goliaths favour the Martial, Divine and Primal disciplines.

#4 Mikoto


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Posted 18 October 2010 - 10:00 AM

Bumping this thread as I still refer to it often and I want it kept near the top of the pile. ;)
Rejected and gone.

#5 EChatty


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Posted 19 October 2010 - 01:33 PM

Welcome Pixie, and I have to say...I love your av :D

#6 Brit


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Posted 19 October 2010 - 07:57 PM

Hi all, first off I do intend to play in this game but work has been insane the last week, I have been mega tired.  I am also going down to England for a few days for a family wedding.  I will have the web book but may not have wi fi.  I will therefore wait until next week when I get back to make a character and join in.  Will read the thread to keep up with what's happening.

#7 Pixiedust


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Posted 20 October 2010 - 02:44 AM

View PostEChatty, on 19 October 2010 - 01:33 PM, said:

Welcome Pixie, and I have to say...I love your av :D

He he thanks. :D DA fan?
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#8 Balthamos


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Posted 20 October 2010 - 03:55 AM

Thanks for the update Brit, I appreciate it, it shouldn't be too much of a problem to bring you in to the game in a week or so. Have a good time.

#9 EChatty


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Posted 20 October 2010 - 06:40 AM

View PostPixiedust, on 20 October 2010 - 02:44 AM, said:

View PostEChatty, on 19 October 2010 - 01:33 PM, said:

Welcome Pixie, and I have to say...I love your av :D

He he thanks. :D DA fan?

Yes, I love DAO :D
I haven't finished the game yet, but I love playing as much for the story as I do to defeat the archdemon. Alistair is quite adorable ;)

And, in a way, so is Oghren :D

#10 Pixiedust


    Still the stupidest member of the party

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Posted 21 October 2010 - 02:38 AM

View PostEChatty, on 20 October 2010 - 06:40 AM, said:

Yes, I love DAO :D
I haven't finished the game yet, but I love playing as much for the story as I do to defeat the archdemon. Alistair is quite adorable ;)

And, in a way, so is Oghren :D

Ha ha yeah I love Alistair too. I've finished the game about 6 times. :p
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#11 EChatty


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Posted 21 October 2010 - 07:30 AM

I'll finish it, eventually :p

#12 Balthamos


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Posted 24 October 2010 - 05:53 PM

Small note to Pixie, the floors are mostly going to be made of stone since concrete hasn't been invented yet.

Also, a small note on wild magic. Its use is much less common than arcane or divine magic and much less understood. You're pretty safe in a university but you might get some very strange looks if you use it around the less educated folk.

#13 Balthamos


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Posted 27 October 2010 - 04:56 PM

I've edited the skills and power sources post to include trailcraft


Trailcraft - Following or disguising a trail in most settings, tracking animals, identifying common ones by their footprints and other such useful things.

If it's in character feel free to edit it in to your profile.

It's night time now and it's not going to be too exciting but if there's anything in particular you want to do or if you just feel like chatting then I'll wait before we skip until morning.

#14 Balthamos


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Posted 01 November 2010 - 09:56 AM

Okay folks, enjoy the fight with the dire bear, it's big tough and can take a lot of punishment, I only ask that you don't kill it yet but feel free to make it leak more blood than an entire series of animé, it can take it.

Also, for you spell casters out there. The stronger your spell the more time it will take to cast it. For an average spell caster minor spells take 3-4 seconds, major around 10 seconds and superior 20-30 seconds. Feel free to take longer or shorter but the longer you take to cast a spell the more energy you can use in it. I trust none of you will suddenly make a tornado sweep it away so other than that HAVE FUN!

#15 Balthamos


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Posted 04 November 2010 - 06:47 AM

Edited the abilities post to account for Vance's abilities, also, renamed psionic manipulation to telekinesis, apparently my mind was blank when I wrote the psionic stuff.

A little bit on spells and limitations.

Using magic is tiring. If you keep casting powerful spells you'll get tired, the more proficient you are in a school the easier the lower level spells get. For example, a character with superior life prayers could cure many small wounds before feeling the effects of fatigue but probably cure only 1 serious wound without feeling tired, after a second they'd be finding it hard to cast any spells until they've rested. I'm not about to put numbers in to your characters so just stick with these as guidelines and RP it away. If you use too much energy in a single spell you'll knock yourself unconscious providing you don't let the magic slip and blow yourself up. If you cast spells while tired you're much more likely to make mistakes.

Second, as a minor thought, you can't cast spells while doing anything more than a slow walk, you can't cast spells at all while riding.

#16 Balthamos


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Posted 06 November 2010 - 06:10 PM

Since I'm going on holiday on Monday and I won't be back for 11 days (and I don't know if I'll have net access) the game will most likely come to a halt until the 19th of November, I'll try and find a well known coffee shop with free wi-fi so I can make occasional posts. Regardless of what happens between now and then I'll be jumping is back to the town as my last guaranteed action on Sunday. After that feel free to RP some down time, if you have any questions the best thing to do will be to PM me because I'll get those as soon as I get internet access (if I do). I apologise if the last few days feel a bit rushed but.... well... they have been.

#17 Balthamos


    Once more unto the breach!

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Posted 07 November 2010 - 05:38 PM

A little bit on money

You just got paid 80sp for your troubles which doesn't seem like much but it's not bad for a few days work.

It takes 1cp to feed an adult for a day. A humble lowly worker won't earn more than 1cp + somewhere to sleep in a day. A family of four (two adults, two children) need around 2sp (20cp) a week to survive. A skilled worker such as a builder, baker or fletcher could earn up to 5cp in a day. In reality you've probably earned around 5 months wages for the average worker. It's certainly enough to buy a small one room house (3gp) and feed yourself for a good while.

In case I haven't mentioned it. 1gp = 10sp = 100cp.

On the other side of this coin, the point of this game isn't to allow your characters to build up imaginary piles of money so lets just assume you're always going to have enough money to take care of the day to day things and if you want anything special (like a magic weapon) just ask me.

#18 Balthamos


    Once more unto the breach!

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Posted 19 November 2010 - 06:21 PM

Added none lethal fighting to martial, undeath prayers to divine, schools of earth and teleporting to arcane, form of insects to primal, inertial barrier and psionic distortion to psionic.

Just thought I'd add, if any divine caster used and undeath prayer in front of the general public they'd cause a panic followed by a manhunt concluding in a very painful death. It's there because I don't mind if you have it you should just remember that nobody likes a necromancer. Still, there's nothing to say your character can't have their dirty secrets for when they're alone.

Edited by Balthamos, 20 November 2010 - 07:19 AM.

#19 Balthamos


    Once more unto the breach!

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Posted 29 November 2010 - 06:47 PM

The next 4-5 days in game is everyone travelling to farms and such, instead of playing the whole thing day by day everyone can post their story as they see fit and just arrive at the waystation when you're done.

Each and every farm on the list has evidence of Kobold activity coming from the forest. If you were to guess at numbers it'd be 4-7 members in each raiding party.

#20 Balthamos


    Once more unto the breach!

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Posted 25 May 2011 - 08:55 AM

Added a new ability that anyone can pick up:


Sense Magic - All mages can sense magic and recognise it if it's from a school they're familiar with. However, sometimes regular people develop a sense of magic, even if they couldn't tell you what it is they know it's there.

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