Topic: The Dark Scrolls Rule Book
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Mon 01/05/09 01:06 PM
Edited by smiless on Mon 01/05/09 01:13 PM
Rulebook for the roleplaying game “Dark Scrolls: Morashi’tar’s Demon Hordes

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Content

I. Introduction
II. Understanding your character sheet
III. Understanding your race and personality
IV. Understanding Items and Weapons
V. Understanding the Green Dragon’s Inn
VI. Understanding Solo Adventures
VII. Understanding Campaigns


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Introduction

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Although many role-playing games have been created on the internet, few if any have been created on a dating site as grand as Mingle2. Many believe that a dating site is a role-playing game in itself.

You are out on a search to find your loved one by reading profiles and looking at pictures.

Occasionally you offer yourself a comment or question on the forums. Well a role-playing game is creating a character and meeting other players to interact and have conversation. You look at each other pictures and get to know the personality of that individual.

What I like about a role-playing games is that you can actually play your character without worrying if you are impressing the person or not while getting to know them.

I like them personally just the fact you can make friendships not too much the dating thing for I have someone already, yet such games have been proven to bring in relationships and even marriages later on. Yes it is true and it would thrill me and the owners of this site that a few successful dates and even proposals would happen.

This is why I created a fantasy role-playing game. To see you enjoy yourself in a different fashion and make great friendships on a dating site while playing a fantasy role-playing game.
In order to fully understand a fantasy role-playing game one must first imagine that the character you created actually lives in a separate world that has nothing to do with the planet you are living in right now.

In The Dark Scrolls: Morashi’tar’s Demon Horded campaigns your character lives in a medieval times setting that includes magic, fantastical creatures such as dragons, elves, pixies, dwarves, and even demons. Let us say the setting would be similar to J.R.R. Tolkien’s Lords of the Rings Series.

This is important to realize that one has to actually believe in such a world while interacting with other players.

It is a good way to forget your worries for a couple of hours and just relax while the storyteller gives you the visions of what is happening.

I hope you will enjoy it as much as I have created this world for you. To start the game please go to my profile and follow the 10 step procedures in getting your character set up for a land that you will never forget.

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Understanding your character sheet

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Once you have given the storyteller the name, race, and class of the character, he or she will send you a character sheet to post BELOW your personal profile information on your profile.

Here is an example:

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GAME PROFILE – The Darkscrolls: Morash-itar’s Demon Hordes

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NAME: Gwendolyn
RACE: High Elf
CLASS: Prophetess
AGE: 22
GENDER: female
ALIGNMENT: Good
WEIGHT: 105
PHYSICAL: 7
MENTAL:16
EXPERIENCE POINTS: 0
(need 500 to get to level 2)
HEALTH CONDITION: HEALTHY
HIT POINTS: 5/5
Level 1
GOLD: 40
MAGICAL SKILLS: can predict future 2x a campaign
SPECIAL SKILLS: Night vision/ immune to ambush

1st WEAPON: common wooden staff
2nd WEAPON:
ARMOR: robes
SHIELD:
MAGICAL ITEMS: none
POTIONS: none
SCROLLS: none
INVENTORY:
2 rations

HISTORY: Please create your own history of your character here and how she became a princess from the Lands of Bavidirian. The races of high elves live on the seven islands of Silvernarion.

JOURNAL:

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Now let us go through this character sheet so you understand what they mean.

1. Name – It is important that you find a name for the race you have selected. Now in a fantasy world we cannot use earth names such as Mark Twain, Walt Disney, or Hulk Hogan. We have to use names that fit into a medieval setting on a fantasy world. Now how do we do this? Very simple I assure you if you can’t find a name such as the storyteller asks. You go to google.com and type in the race you have chosen, which could be a dwarf for example and afterword’s name generator. In other words Dwarf Name Generator. There you will find a website that offers names specifically for that race that you can choose from.


2. Race – There are many races in the Lands of Bavidirian that live amongst each other. Each race is unique with their own traits and specialties allowing a player to choose which one he or she favors. There are also weaknesses in each race so you must choose wisely. For further information go to this link - http://mingle2.com/topic/show/193825


3. Class – A class is a type of profession a player favors that has its own unique abilities to survive the Lands of Bavidirian. Some prefer to be rogues as others fighters and then there are magic users. Each race has history of what they are best known for. For further information go to this link - http://mingle2.com/topic/show/193858


4. Age – Each race has a unique time on these lands. Humans and hobbits live a average of 80 to 100 cyclones (years) as dwarves can live up to 400 cyclones(years) and elves up to 1000 cyclones (years). The storyteller will start every race at a very young age.


5. Gender – The storyteller wishes that if a male player joins the game that he chooses a male character and that a female chooses her gender, yet it is not a rule for there are some who wish to play the opposite gender.


6. Alignment – is how a race or character normally is around its surroundings. Those of evil alignment care nothing of others and wish to dominant or gain more powers selflishlessy as those of good show compassion to others and don’t mind to share powers or findings. It is also important that you as the player play appropriately that alignment while campaigning. One cannot help a fellow member if the characters alignment is evil.


7. Weight – In this game the storyteller will pay attention to the characters weight. If the storyteller sees that the character eats a lot of food or always mentions he or she is hungry the weight can change and can make situations change for the character. The same applies for those who don’t take care of their bodies and lose weight.


8. Physical – Is the combination of dexterity, constitution, and strength to show how a character can deal with battle, bashing doors, or opening things that are very heavy. It also shows stamina in a character and if he or she can manage to walk or run long distances without getting tired.


9. Mental – is the combination of intelligence and wisdom, which is important for those characters who wish to become clerics, monks, sorceress, druids, or magicians. The higher the mental points the more the character can learn about the mysterious of magic, alchemy, and deciphering ancient texts.


10. Experience - Is used to see how far your character progresses. This information is vital to allow your character to grow and reach a new stage in life. As your character campaigns on adventures he or she will gain experience points.


11. Health conditions – your character can get poisoned, sickened, diseased, or turn into a vampire, or dizzy, weak, cursed. This will help the others who campaigns with you understand your condition at all times.


12. Hit points – is your life line. If you reach 0 your character dies. It is the end for him or her, yet there is occasionally hope that he or she can get resurrected.


13. Level – as your character gains experience points, he or she will also gain in level. With that being said your character can also gain skill points, gain more physical and mental points, and even gain reputation amongst others.


14. Gold – is the currency that the Lands of Bavidirian uses. Now in some role-playing games coppers, pennies, silvers are used. In this game gold is the only currency to keep it simple.


15. Magical Skills - depending on what class you have chosen for your character the magical skills may be important for him or her. This is where a list of magical skills will go. If it is to cast a light spell to see ahead of darkness or to heal others with a touch of the characters fingers.


16. Special Skills – this is for those who have inborn traits such as night vision or great hearing that ambushes are nearly impossible. Or learned traits as the characters experience grows such as wielding a certain weapon better.


17. 1st weapon – is the weapon you are actually holding to use. If you don’t have a weapon or are not carrying it then your character cannot fight a battle with it. Make sure you always have some form of weapon available or you suffer a -2 on your role when attacking.


18. 2nd weapon – is your weapon storage slot unless you have a special skill allowing you to use two weapons at the same time.


19. Armor – this is essential to deflect blows from your enemy. Armor can get damaged so you have to make sure to repair it at times by a armor smith unless you can yourself, which is indicated on your special skills.


20. Shield – characters that specialize in physical attributes usually prefer to have a second term of defense by using shields. It further more helps deflect the opponents attack.


21. Magical items – is a slot when you found perhaps a magical ring or item that you have found and DECIDED to wear. If it is a magical item that you don’t want to wear you put it under inventory (backpack) instead. Magical items an aid you in situations you cannot resolve intellectually or physically.


22. Potions – are bottles with liquid in them that may help restore hit points, physical or mental points, curses, diseases, or sicknesses.


23. Scrolls – are magical parchments that can help guide you to summon a creature, teleport, or even aid you in a situation you can’t seem to solve alone.


24. Inventory – is your back pack or satchel that you hold things in. Items can include such as rations or water, or items that you do not know about and need to send it to a wizard who can identify it for you.


25. History – is for you to write personally about the character you have created. It does help to first read the links that are located on the storyteller’s website about the history of the lands before writing a story that can adapt to its history. This is your chance to be creative and imaginative. Remember that your character is young and at level 1, so don’t write that you are a great warrior of infinite abilities. Write something realistic that people can identify with.


26. Journal – After each campaign or experience for the day you can write about what your character has done for the day. By keeping a journal will help create the history of its life.

It may even be interesting to go back a few months later to read what happened. It is also a great way to get you to write a novel in the future by using the information of the character you created.

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Understanding Your Race and Personality

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The halfling/hobbit


Each race in the Lands of Bavidirian has a history of what they find appropriate lifestyles. The hobbits are a cheerful group who enjoy 6 meals day, big feasts, and are usually unaware of the outside affairs of others. They are not a warlike race and usually prefer speech as a weapon of choice. Their tremendous skills of influencing others to do their biddings peacefully are very unique. If one chooses a hobbit then one should understand that aggressive behavior contradicts the hobbit race.


The Dwarf


Are a stubborn race that once lived inside great halls of the Dwanen Mountains. Their greed for riches has made them blind of other races. After the great wars they were forced to live amongst the surface dwellers. They still occasionally create mines and try to find riches, but only for short periods of times as now undead and demon races rule them. If you decide to choose such a race you must understand that your mind is always setup to do things and that influences of others rarely works on a mind that has decided already. Also dwarves are known to be very proud of their heritage.


The Wood Elf


Have a great love to live in the woods but are very weary of magic. Unlike the other elf races they are taught at a early age not to mingle with other races, yet few disobey this rule and explore the lands. They are naturally a cheerful race, but can be very skeptical of practices of magic. If you choose such a race remember that magic is very foreign to you and that your personality is always cheerful.


The High Elf


Are intellectual people who at times show much arrogance and pride of their race? After all, they are considered the most powerful magic wielders of the lands and have come up with magnificent ideas to preserve balance in the lands since they are allies with the pixies of the Silvernarion Woods. If you choose to play such a race it is important to boast that you are the smartest in the group and have a high intellectual skill to back it up. Magic is your favorite studies and that you don’t mind to lecture others if they are in the wrong doing.


The Dark Elf


Of all the elves these dark skinned pointy ear elves are a bitter race that is forced to live amongst surface dwellers. Not only do they not enjoy the surface but also not the scenery of it. Since the war favored the demons ousting out any who dwelled inside the lands they now live in extinct numbers around the lands. They don’t communicate much and make other races uncomfortable easily. They are in nature evil for they lived amongst such alignments for all of their life, but can adjust their alignment for short periods of times since they now live on the surface. If you decide to become a dark elf then remember that selfishness, greed, and the desire to become powerful is a instinctive trait you have. It also shows that you rarely like to speak the human tongue, but can nevertheless if have to.


The Gnome


These are the smallest races in the lands. Standing at only 2 ½ to 3 feet they have the mind of a scientist and philosopher combined. After a civil war in distant lands gnomes came in by the millions to live in the northern parts of the Bavidirian Lands. There minds are always buzzling for new inventions and creations to make life easier. They are shrewd mercenaries and love to fumble with their plump fingers into everything to try to create new ideologies. If you play a gnome remember that you are always trying to figure out a better solution to a problem in a campaign adventure. Your mind is always sees opportunities.


Human


Humans are the most common race in the Lands of Bavidirian. There personalities shift time to time and there lifestyles are quickly lived for they only have up to 80 to 100 to live them. They range from all personalities that fit many descriptions. If you have problems acting a specific way throughout the campaign adventures the storyteller suggest using human as a choice. There is no specific way on how your personality should be and can change at any notice.


Minotaurs


Minotaurs are half bull and half human that can be as tall as 12 feet. They are a hardy race that favors aggression. Only if they have some drink in a tavern do they seem to enjoy laughter and settle down a lot. Because of their size they like to taunt a lot. They always talk about weapons and the most recent fights. They boast about their strength and enjoy a hardy chat on such topics. If you decide to be a minotaur make sure that what was described above is practiced as a characteristic and personality.


Pixies


Pixies are the smallest race that a player can choose. Standing not taller then a human hand they love to giggle, tease, and do small mischievous activities. They are naturally of good alignment and have a great heart. Although Queen Silvernarion forbids pixies to leave the Sacred Woods of Silvernarion, some choose to adventure forth to explore new riches and experiences. In order to play a pixie you must always find ways to tease other players, and find it amusing to confuse others who wish harm.


Half Orc


Half-Orcs are usually mixed with human. Although the Orc personality is clearly seen dominating their human traits they know how to control both personalities. They are a hardy folk similar to Minotaur’s, but don’t push the limits as Minotaur’s do. Their strength is legendary and their intake to life is pessimistic. They are a silent folk and rather do more activities physically then spend long days debating. If you are more of a quiet type of person who doesn’t like to talk to much then half orc is the perfect choice for you.


Centaur


A centaur has the upper body of a humanoid, and the lower body of a horse. They are a noble race who enjoys traditions. They spend a lot of time out in nature and are usually very careful in the actions of others. With great observations they usually can instinctively know what is best for their survival. They have many characteristics of a human, but a strong love for nature. If you are a person who is well organized, cares about outside influences, and likes to share traditional values then a centaur is definitely a race you should represent.


Vampire


Are those of the undead that once knew how the living lived. They are now victims of eternal life, but not in a way that most would enjoy. They are sensitive to the sun as it burns their body and have a great lust for blood. They are very grouchy at times, but show much eloquence to other races. They are of human race, yet some are elf resembling much as a dark elf, and are often not seen as a vampire unless they show their fangs while talking. If you like to be mysterious, haunting, and somewhat hypnotizing then a vampire is a race you would like to play.

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Understanding Items and Weapons

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Scrolls and potions can only be used once.

Magic Rings, swords, and other weapons can be used all the time without losing its powers unless a magical spell has been implanted on them.

Certain weapons can only be carried by certain classes. You cannot have a gnome, pixie, or a hobbit carry a 100 pound two handed stone hammer or a two handed battle axe.

You can have a fighter carry a staff, but you can’t expect him to know how to use its magical properties.

One can only wear one armor at a time. You cannot wear chainmail armor and plate mail armor at the same time reaping the benefits of both.

Also a Wizard or Mage don’t wear plate mail armor and a shield. Not that they couldn’t, but it would hinder their efforts of casting great spells as they are not physical strong classes.

One cannot carry to many items. For example: A character cannot carry 6 swords, 4 shields, and 30 rations at the same time. The burden is to big and will stall your travels. The storyteller will tell you if you are beginning to get burdened by the weight. You can carry so many if you buy a mule on your travels.

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Understanding the Green Dragon’s Inn Forum

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The Green Dragon’s Inn Forum is for adventurers such as yourself to meet up with other adventurers.

The soul purpose for this forum is to form a group of adventurers to travel together in the town of Sinatorium where the Green Dragon’s Inn is located or to go abroad and explore unfamiliar territories.

The storyteller will not make sure you form a group for you have to imagine that the storyteller really doesn’t exist as a person but only helps guide the vision of the lands and areas your character lives in. Therefore that being said you the character have to find the initiative to find a group of adventurers to travel with you.

As you already know the town of Sinatorium is raided by orcs and goblins. Only a few buildings have the luck of defending its property against the ruthless monsters by having powerful magic instilled around the building preventing any bad soul to enter.

Now Criani Peracien the owner of the Green Dragon knows that a adventurer will get unruly in her establishment if they don’t have the opportunity to explore outside, so the magic barrier will let out a group of adventurers to explore the world.

It will not however let out unless the adventure can form a group of 4 or 5 people.

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The Rules when visiting the Green Dragon’s Inn

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1. One must act like the character. Never act like the person behind the computer talking about computers or cars, etc. Do this on emails if have to.

2. When entering the Green Dragon’s Inn one cannot reply to a post two other adventurer’s had as you were not there at the moment. You can only reply to posts at the moment you enter the Green Dragon’s Inn.

3. If a fight occurs in the tavern, Criani Peracien will throw the two or more who have fought in a magical cell she has in the basement for 2 complete days. This means you as the posted cannot participate in the Green Dragon’s Inn or any campaign until the owner releases you after 2 days. If disagreements happen then that is fine, but no physical fights are allowed in the tavern.

4. One cannot invent other players to enter the tavern. That is the job of the storyteller only. You can only play your character unless you have bought or found a animal partner to be at your side. This only happens if you actually buy or find one on a campaign you did with the storyteller.

5. One must remember to deduct gold pieces or add items when one buys from Boromir. He offers drinks and food for gold only. Please make it easy on the storyteller by not having him or her check to see if you have done your part. If you don’t have gold pieces then you cannot buy anything unless you want to end up in the magical cell Criani Peracien has in the basement of her establishment.

6. Do not mention hours, minutes, seconds, months or years. Make sure you understand that this is a fantasy world not of Earth. It has cyclones = years and eras = months and morning, midday, and night is the only time frame this world has so far.

7. If Boromir or Criani Peracien cannot serve you drinks or foods at the moment you enter the tavern then add in to your entrance that Boromir already served your drinks or food. One has to understand that the storyteller also makes sure to take care of new players who enter the game by creating their premade character sheets, or maybe the storyteller is doing a campaign for other players at the moment.

The reason for the Green Dragon’s Inn is to primarily get to know the other players and to use your imagination envisioning what your character is doing in the tavern.

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Understanding Solo Adventures

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There are times when you as the player cannot participate in a campaign with other players and you watch as the others gain in experience and level while campaigning. You feel as if you have lost out in something. Well don’t fear for the storyteller has over 60 solo adventures that can be played by your character.

This means you are playing alone with the storyteller in a adventure with your character. Solo adventures cannot be played until the problem of Sinatorium has been resolved.

If the town gets rescued or cleared of the orc and goblin invasion and adventurers can leave the Green Dragon’s Inn without a group then solo adventures can be done. If you are interested in a solo adventure then simply email the storyteller and the time and day you can offer for the adventure.

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Understanding Campaigns

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a. Your environment – One has to adapt to the environment when campaigning. If the storyteller say that there is a violent thunderstorm outside then the player cannot mention he is in shorts and flip-flops strolling along the beach. Be aware of your surroundings and understand that there are many possibilities for you to have as a character in the lands. For example: The storyteller says there is a house across the street and to the east a trail goes to a bigger building. The weather is nice and the inhabitants pay no mind of the group of adventurers. So here are your options:

1. Go to the building and knock on the door.

2. Go to the building and pick lock the door.

3. Go to the building and bash open the door.

4. Go to the building and look through its windows.

5. Go east down the trail and see what the building is about.

6. Wait and do nothing.

7. Observe the inhabitants, and so forth. You see this is where you use your imagination and try to envision what would you do in that situation if it was in real life.

The same applies for your character you created for he is very well alive in the Lands of Bavidirian.

b. Your situation – many times you will be confronted with situations such as a demon approaching you with a weapon. You cannot simply say you slashed him and he is dead.

It doesn’t work that way. You mention you unsheathe your weapon and prepare for the attack of the demon.

Then we will go through a battle sequence plan that will be explained further down the list of this section.

Also this goes for opening a chest. You cannot simply open the chest and state that you found a lot of gold. Only the storyteller can tell you what is inside the chest or even if the chest is able to open that simply.

c. Your storyteller – the storyteller is a silent spirit so to say. He or she doesn’t resolve your problems when you ask him or her.

For example: A chest lays in the corner of the room and the player asks the storyteller , “Can I open the chest?”. The storyteller doesn’t reply to those questions.

Imagine you are on your own in the real world and a safe is in the wall of a strangers house. Do you ask the air if you can open it? I mean yes you can ask yourself and come up with your own conclusion, but that is it.

You simply go and do it and the storyteller will react to the situation appropriately to make it realistic in the game. Now if you have questions about gameplay then yes ask him through email how it is done.

d. Your group – Each character has their own unique personality, race, class, and ideas of how to play a campaign.

What is important is that a group works together in resolving problems that may occur. Understanding each others strength and weaknesses is essential in the survival of the group.

Communication is the key when playing a campaign.

Also it is wise to vote for a group leader when adventuring out in unknown territory.

e. Your map – in the chat room there is a map of the lands and a map of sanatorium. If your group travels to other towns or areas the storyteller will send you a map to look at while campaigning. Use them to understand where you are located.

It is essential to find your way back if needed. Also remember one cannot go from point A to Z. One has to be realistic with the travels. In a town there are numbers and letters that allow you to go a certain distance in each move.

f. Meeting NPC players – the non player characters are those the storyteller plays. You cannot decide what they think or do. Only the storyteller can do this.

g. Battle sequence – If it so happens that a battle is conducted then you must understand how it is done. When a monster approaches and challenges you the storyteller will indicate its physical and mental attributes.

It is up to you as a character if you want to fight it or flee. If fought then let us say the demon has P:10 and M:10 and HP: 2 – p for physical and m for mental and hp for hit points(life). You have P:11 and M:9. So the demon then attacks and roles a 1d6 die, which is in the chat room to access and gets a 3. So his physical is 10 + 3 = 13. You role a 1d6 die and get a 4. You have physical 11 and add 4 to make 15. 15 – 13 = 2 hit points taken away from the demon. Since the demon has 2 hit points it dies from your attack.

The same goes for mental attacks. Each turn you can decide, which you want to use during battle.

h. Extras added to battle sequences - Sometimes your character has special abilities or magical abilities to add to the role during combat. This is added after you role a die. You as the character must remember to use that magical item, special or magical skill during combat. If you don’t use it then it won’t be done!

If you have any questions on how the game is played then please don’t hesitate to ask the storyteller for it is his or her job to make sure you have a smooth transition while enjoying the game.

Rulebook for the roleplaying game “Dark Scrolls: Morashi’tar’s Demon Hordes

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Content

I. Introduction
II. Understanding your character sheet
III. Understanding your race and personality
IV. Understanding Items and Weapons
V. Understanding the Green Dragon’s Inn
VI. Understanding Solo Adventures
VII. Understanding Campaigns


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Introduction

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Although many role-playing games have been created on the internet, few if any have been created on a dating site as grand as Mingle2. Many believe that a dating site is a role-playing game in itself.

You are out on a search to find your loved one by reading profiles and looking at pictures.

Occasionally you offer yourself a comment or question on the forums. Well a role-playing game is creating a character and meeting other players to interact and have conversation. You look at each other pictures and get to know the personality of that individual.

What I like about a role-playing games is that you can actually play your character without worrying if you are impressing the person or not while getting to know them.

I like them personally just the fact you can make friendships not too much the dating thing for I have someone already, yet such games have been proven to bring in relationships and even marriages later on. Yes it is true and it would thrill me and the owners of this site that a few successful dates and even proposals would happen.

This is why I created a fantasy role-playing game. To see you enjoy yourself in a different fashion and make great friendships on a dating site while playing a fantasy role-playing game.
In order to fully understand a fantasy role-playing game one must first imagine that the character you created actually lives in a separate world that has nothing to do with the planet you are living in right now.

In The Dark Scrolls: Morashi’tar’s Demon Horded campaigns your character lives in a medieval times setting that includes magic, fantastical creatures such as dragons, elves, pixies, dwarves, and even demons. Let us say the setting would be similar to J.R.R. Tolkien’s Lords of the Rings Series.

This is important to realize that one has to actually believe in such a world while interacting with other players.

It is a good way to forget your worries for a couple of hours and just relax while the storyteller gives you the visions of what is happening.

I hope you will enjoy it as much as I have created this world for you. To start the game please go to my profile and follow the 10 step procedures in getting your character set up for a land that you will never forget.

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Understanding your character sheet

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Once you have given the storyteller the name, race, and class of the character, he or she will send you a character sheet to post BELOW your personal profile information on your profile.

Here is an example:

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GAME PROFILE – The Darkscrolls: Morash-itar’s Demon Hordes

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NAME: Gwendolyn
RACE: High Elf
CLASS: Prophetess
AGE: 22
GENDER: female
ALIGNMENT: Good
WEIGHT: 105
PHYSICAL: 7
MENTAL:16
EXPERIENCE POINTS: 0
(need 500 to get to level 2)
HEALTH CONDITION: HEALTHY
HIT POINTS: 5/5
Level 1
GOLD: 40
MAGICAL SKILLS: can predict future 2x a campaign
SPECIAL SKILLS: Night vision/ immune to ambush

1st WEAPON: common wooden staff
2nd WEAPON:
ARMOR: robes
SHIELD:
MAGICAL ITEMS: none
POTIONS: none
SCROLLS: none
INVENTORY:
2 rations

HISTORY: Please create your own history of your character here and how she became a princess from the Lands of Bavidirian. The races of high elves live on the seven islands of Silvernarion.

JOURNAL:

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Now let us go through this character sheet so you understand what they mean.

1. Name – It is important that you find a name for the race you have selected. Now in a fantasy world we cannot use earth names such as Mark Twain, Walt Disney, or Hulk Hogan. We have to use names that fit into a medieval setting on a fantasy world. Now how do we do this? Very simple I assure you if you can’t find a name such as the storyteller asks. You go to google.com and type in the race you have chosen, which could be a dwarf for example and afterword’s name generator. In other words Dwarf Name Generator. There you will find a website that offers names specifically for that race that you can choose from.


2. Race – There are many races in the Lands of Bavidirian that live amongst each other. Each race is unique with their own traits and specialties allowing a player to choose which one he or she favors. There are also weaknesses in each race so you must choose wisely. For further information go to this link - http://mingle2.com/topic/show/193825


3. Class – A class is a type of profession a player favors that has its own unique abilities to survive the Lands of Bavidirian. Some prefer to be rogues as others fighters and then there are magic users. Each race has history of what they are best known for. For further information go to this link - http://mingle2.com/topic/show/193858


4. Age – Each race has a unique time on these lands. Humans and hobbits live a average of 80 to 100 cyclones (years) as dwarves can live up to 400 cyclones(years) and elves up to 1000 cyclones (years). The storyteller will start every race at a very young age.


5. Gender – The storyteller wishes that if a male player joins the game that he chooses a male character and that a female chooses her gender, yet it is not a rule for there are some who wish to play the opposite gender.


6. Alignment – is how a race or character normally is around its surroundings. Those of evil alignment care nothing of others and wish to dominant or gain more powers selflishlessy as those of good show compassion to others and don’t mind to share powers or findings. It is also important that you as the player play appropriately that alignment while campaigning. One cannot help a fellow member if the characters alignment is evil.


7. Weight – In this game the storyteller will pay attention to the characters weight. If the storyteller sees that the character eats a lot of food or always mentions he or she is hungry the weight can change and can make situations change for the character. The same applies for those who don’t take care of their bodies and lose weight.


8. Physical – Is the combination of dexterity, constitution, and strength to show how a character can deal with battle, bashing doors, or opening things that are very heavy. It also shows stamina in a character and if he or she can manage to walk or run long distances without getting tired.


9. Mental – is the combination of intelligence and wisdom, which is important for those characters who wish to become clerics, monks, sorceress, druids, or magicians. The higher the mental points the more the character can learn about the mysterious of magic, alchemy, and deciphering ancient texts.


10. Experience - Is used to see how far your character progresses. This information is vital to allow your character to grow and reach a new stage in life. As your character campaigns on adventures he or she will gain experience points.


11. Health conditions – your character can get poisoned, sickened, diseased, or turn into a vampire, or dizzy, weak, cursed. This will help the others who campaigns with you understand your condition at all times.


12. Hit points – is your life line. If you reach 0 your character dies. It is the end for him or her, yet there is occasionally hope that he or she can get resurrected.


13. Level – as your character gains experience points, he or she will also gain in level. With that being said your character can also gain skill points, gain more physical and mental points, and even gain reputation amongst others.


14. Gold – is the currency that the Lands of Bavidirian uses. Now in some role-playing games coppers, pennies, silvers are used. In this game gold is the only currency to keep it simple.


15. Magical Skills - depending on what class you have chosen for your character the magical skills may be important for him or her. This is where a list of magical skills will go. If it is to cast a light spell to see ahead of darkness or to heal others with a touch of the characters fingers.


16. Special Skills – this is for those who have inborn traits such as night vision or great hearing that ambushes are nearly impossible. Or learned traits as the characters experience grows such as wielding a certain weapon better.


17. 1st weapon – is the weapon you are actually holding to use. If you don’t have a weapon or are not carrying it then your character cannot fight a battle with it. Make sure you always have some form of weapon available or you suffer a -2 on your role when attacking.


18. 2nd weapon – is your weapon storage slot unless you have a special skill allowing you to use two weapons at the same time.


19. Armor – this is essential to deflect blows from your enemy. Armor can get damaged so you have to make sure to repair it at times by a armor smith unless you can yourself, which is indicated on your special skills.


20. Shield – characters that specialize in physical attributes usually prefer to have a second term of defense by using shields. It further more helps deflect the opponents attack.


21. Magical items – is a slot when you found perhaps a magical ring or item that you have found and DECIDED to wear. If it is a magical item that you don’t want to wear you put it under inventory (backpack) instead. Magical items an aid you in situations you cannot resolve intellectually or physically.


22. Potions – are bottles with liquid in them that may help restore hit points, physical or mental points, curses, diseases, or sicknesses.


23. Scrolls – are magical parchments that can help guide you to summon a creature, teleport, or even aid you in a situation you can’t seem to solve alone.


24. Inventory – is your back pack or satchel that you hold things in. Items can include such as rations or water, or items that you do not know about and need to send it to a wizard who can identify it for you.


25. History – is for you to write personally about the character you have created. It does help to first read the links that are located on the storyteller’s website about the history of the lands before writing a story that can adapt to its history. This is your chance to be creative and imaginative. Remember that your character is young and at level 1, so don’t write that you are a great warrior of infinite abilities. Write something realistic that people can identify with.


26. Journal – After each campaign or experience for the day you can write about what your character has done for the day. By keeping a journal will help create the history of its life.

It may even be interesting to go back a few months later to read what happened. It is also a great way to get you to write a novel in the future by using the information of the character you created.

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Understanding Your Race and Personality

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The halfling/hobbit


Each race in the Lands of Bavidirian has a history of what they find appropriate lifestyles. The hobbits are a cheerful group who enjoy 6 meals day, big feasts, and are usually unaware of the outside affairs of others. They are not a warlike race and usually prefer speech as a weapon of choice. Their tremendous skills of influencing others to do their biddings peacefully are very unique. If one chooses a hobbit then one should understand that aggressive behavior contradicts the hobbit race.



The Dwarf


Are a stubborn race that once lived inside great halls of the Dwanen Mountains. Their greed for riches has made them blind of other races. After the great wars they were forced to live amongst the surface dwellers. They still occasionally create mines and try to find riches, but only for short periods of times as now undead and demon races rule them. If you decide to choose such a race you must understand that your mind is always setup to do things and that influences of others rarely works on a mind that has decided already. Also dwarves are known to be very proud of their heritage.


The Wood Elf


Have a great love to live in the woods but are very weary of magic. Unlike the other elf races they are taught at a early age not to mingle with other races, yet few disobey this rule and explore the lands. They are naturally a cheerful race, but can be very skeptical of practices of magic. If you choose such a race remember that magic is very foreign to you and that your personality is always cheerful.


The High Elf


Are intellectual people who at times show much arrogance and pride of their race? After all, they are considered the most powerful magic wielders of the lands and have come up with magnificent ideas to preserve balance in the lands since they are allies with the pixies of the Silvernarion Woods. If you choose to play such a race it is important to boast that you are the smartest in the group and have a high intellectual skill to back it up. Magic is your favorite studies and that you don’t mind to lecture others if they are in the wrong doing.


The Dark Elf


Of all the elves these dark skinned pointy ear elves are a bitter race that is forced to live amongst surface dwellers. Not only do they not enjoy the surface but also not the scenery of it. Since the war favored the demons ousting out any who dwelled inside the lands they now live in extinct numbers around the lands. They don’t communicate much and make other races uncomfortable easily. They are in nature evil for they lived amongst such alignments for all of their life, but can adjust their alignment for short periods of times since they now live on the surface. If you decide to become a dark elf then remember that selfishness, greed, and the desire to become powerful is a instinctive trait you have. It also shows that you rarely like to speak the human tongue, but can nevertheless if have to.


The Gnome


These are the smallest races in the lands. Standing at only 2 ½ to 3 feet they have the mind of a scientist and philosopher combined. After a civil war in distant lands gnomes came in by the millions to live in the northern parts of the Bavidirian Lands. There minds are always buzzling for new inventions and creations to make life easier. They are shrewd mercenaries and love to fumble with their plump fingers into everything to try to create new ideologies. If you play a gnome remember that you are always trying to figure out a better solution to a problem in a campaign adventure. Your mind is always sees opportunities.


Human


Humans are the most common race in the Lands of Bavidirian. There personalities shift time to time and there lifestyles are quickly lived for they only have up to 80 to 100 to live them. They range from all personalities that fit many descriptions. If you have problems acting a specific way throughout the campaign adventures the storyteller suggest using human as a choice. There is no specific way on how your personality should be and can change at any notice.


Minotaurs


Minotaurs are half bull and half human that can be as tall as 12 feet. They are a hardy race that favors aggression. Only if they have some drink in a tavern do they seem to enjoy laughter and settle down a lot. Because of their size they like to taunt a lot. They always talk about weapons and the most recent fights. They boast about their strength and enjoy a hardy chat on such topics. If you decide to be a minotaur make sure that what was described above is practiced as a characteristic and personality.


Pixies


Pixies are the smallest race that a player can choose. Standing not taller then a human hand they love to giggle, tease, and do small mischievous activities. They are naturally of good alignment and have a great heart. Although Queen Silvernarion forbids pixies to leave the Sacred Woods of Silvernarion, some choose to adventure forth to explore new riches and experiences. In order to play a pixie you must always find ways to tease other players, and find it amusing to confuse others who wish harm.


Half Orc


Half-Orcs are usually mixed with human. Although the Orc personality is clearly seen dominating their human traits they know how to control both personalities. They are a hardy folk similar to Minotaur’s, but don’t push the limits as Minotaur’s do. Their strength is legendary and their intake to life is pessimistic. They are a silent folk and rather do more activities physically then spend long days debating. If you are more of a quiet type of person who doesn’t like to talk to much then half orc is the perfect choice for you.


Centaur


A centaur has the upper body of a humanoid, and the lower body of a horse. They are a noble race who enjoys traditions. They spend a lot of time out in nature and are usually very careful in the actions of others. With great observations they usually can instinctively know what is best for their survival. They have many characteristics of a human, but a strong love for nature. If you are a person who is well organized, cares about outside influences, and likes to share traditional values then a centaur is definitely a race you should represent.


Vampire


Are those of the undead that once knew how the living lived. They are now victims of eternal life, but not in a way that most would enjoy. They are sensitive to the sun as it burns their body and have a great lust for blood. They are very grouchy at times, but show much eloquence to other races. They are of human race, yet some are elf resembling much as a dark elf, and are often not seen as a vampire unless they show their fangs while talking. If you like to be mysterious, haunting, and somewhat hypnotizing then a vampire is a race you would like to play.

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Understanding Items and Weapons

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Scrolls and potions can only be used once
Magic Rings, swords, and other weapons can be used all the time without losing its powers unless a magical spell has been implanted on them.

Certain weapons can only be carried by certain classes. You cannot have a gnome, pixie, or a hobbit carry a 100 pound two handed stone hammer or a two handed battle axe.

You can have a fighter carry a staff, but you can’t expect him to know how to use its magical properties.

One can only wear one armor at a time. You cannot wear chainmail armor and plate mail armor at the same time reaping the benefits of both.

Also a Wizard or Mage don’t wear plate mail armor and a shield. Not that they couldn’t, but it would hinder their efforts of casting great spells as they are not physical strong classes.

One cannot carry to many items. For example: A character cannot carry 6 swords, 4 shields, and 30 rations at the same time. The burden is to big and will stall your travels. The storyteller will tell you if you are beginning to get burdened by the weight. You can carry so many if you buy a mule on your travels.

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Understanding the Green Dragon’s Inn Forum

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The Green Dragon’s Inn Forum is for adventurers such as yourself to meet up with other adventurers.

The soul purpose for this forum is to form a group of adventurers to travel together in the town of Sinatorium where the Green Dragon’s Inn is located or to go abroad and explore unfamiliar territories.

The storyteller will not make sure you form a group for you have to imagine that the storyteller really doesn’t exist as a person but only helps guide the vision of the lands and areas your character lives in. Therefore that being said you the character have to find the initiative to find a group of adventurers to travel with you.

As you already know the town of Sinatorium is raided by orcs and goblins. Only a few buildings have the luck of defending its property against the ruthless monsters by having powerful magic instilled around the building preventing any bad soul to enter.

Now Criani Peracien the owner of the Green Dragon knows that a adventurer will get unruly in her establishment if they don’t have the opportunity to explore outside, so the magic barrier will let out a group of adventurers to explore the world.

It will not however let out unless the adventure can form a group of 4 or 5 people.

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The Rules when visiting the Green Dragon’s Inn

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1. One must act like the character. Never act like the person behind the computer talking about computers or cars, etc. Do this on emails if have to.

2. When entering the Green Dragon’s Inn one cannot reply to a post two other adventurer’s had as you were not there at the moment. You can only reply to posts at the moment you enter the Green Dragon’s Inn.

3. If a fight occurs in the tavern, Criani Peracien will throw the two or more who have fought in a magical cell she has in the basement for 2 complete days. This means you as the posted cannot participate in the Green Dragon’s Inn or any campaign until the owner releases you after 2 days. If disagreements happen then that is fine, but no physical fights are allowed in the tavern.

4. One cannot invent other players to enter the tavern. That is the job of the storyteller only. You can only play your character unless you have bought or found a animal partner to be at your side. This only happens if you actually buy or find one on a campaign you did with the storyteller.

5. One must remember to deduct gold pieces or add items when one buys from Boromir. He offers drinks and food for gold only. Please make it easy on the storyteller by not having him or her check to see if you have done your part. If you don’t have gold pieces then you cannot buy anything unless you want to end up in the magical cell Criani Peracien has in the basement of her establishment.

6. Do not mention hours, minutes, seconds, months or years. Make sure you understand that this is a fantasy world not of Earth. It has cyclones = years and eras = months and morning, midday, and night is the only time frame this world has so far.

7. If Boromir or Criani Peracien cannot serve you drinks or foods at the moment you enter the tavern then add in to your entrance that Boromir already served your drinks or food. One has to understand that the storyteller also makes sure to take care of new players who enter the game by creating their premade character sheets, or maybe the storyteller is doing a campaign for other players at the moment.

The reason for the Green Dragon’s Inn is to primarily get to know the other players and to use your imagination envisioning what your character is doing in the tavern.

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Understanding Solo Adventures

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There are times when you as the player cannot participate in a campaign with other players and you watch as the others gain in experience and level while campaigning. You feel as if you have lost out in something. Well don’t fear for the storyteller has over 60 solo adventures that can be played by your character.

This means you are playing alone with the storyteller in a adventure with your character. Solo adventures cannot be played until the problem of Sinatorium has been resolved.

If the town gets rescued or cleared of the orc and goblin invasion and adventurers can leave the Green Dragon’s Inn without a group then solo adventures can be done. If you are interested in a solo adventure then simply email the storyteller and the time and day you can offer for the adventure.

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Understanding Campaigns

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a. Your environment – One has to adapt to the environment when campaigning. If the storyteller say that there is a violent thunderstorm outside then the player cannot mention he is in shorts and flip-flops strolling along the beach. Be aware of your surroundings and understand that there are many possibilities for you to have as a character in the lands. For example: The storyteller says there is a house across the street and to the east a trail goes to a bigger building. The weather is nice and the inhabitants pay no mind of the group of adventurers. So here are your options:

1. Go to the building and knock on the door.

2. Go to the building and pick lock the door.

3. Go to the building and bash open the door.

4. Go to the building and look through its windows.

5. Go east down the trail and see what the building is about.

6. Wait and do nothing.

7. Observe the inhabitants, and so forth. You see this is where you use your imagination and try to envision what would you do in that situation if it was in real life.

The same applies for your character you created for he is very well alive in the Lands of Bavidirian.

b. Your situation – many times you will be confronted with situations such as a demon approaching you with a weapon. You cannot simply say you slashed him and he is dead.

It doesn’t work that way. You mention you unsheathe your weapon and prepare for the attack of the demon.

Then we will go through a battle sequence plan that will be explained further down the list of this section.

Also this goes for opening a chest. You cannot simply open the chest and state that you found a lot of gold. Only the storyteller can tell you what is inside the chest or even if the chest is able to open that simply.

c. Your storyteller – the storyteller is a silent spirit so to say. He or she doesn’t resolve your problems when you ask him or her.

For example: A chest lays in the corner of the room and the player asks the storyteller , “Can I open the chest?”. The storyteller doesn’t reply to those questions.

Imagine you are on your own in the real world and a safe is in the wall of a strangers house. Do you ask the air if you can open it? I mean yes you can ask yourself and come up with your own conclusion, but that is it.

You simply go and do it and the storyteller will react to the situation appropriately to make it realistic in the game. Now if you have questions about gameplay then yes ask him through email how it is done.

d. Your group – Each character has their own unique personality, race, class, and ideas of how to play a campaign.

What is important is that a group works together in resolving problems that may occur. Understanding each others strength and weaknesses is essential in the survival of the group.

Communication is the key when playing a campaign.

Also it is wise to vote for a group leader when adventuring out in unknown territory.

e. Your map – in the chat room there is a map of the lands and a map of sanatorium. If your group travels to other towns or areas the storyteller will send you a map to look at while campaigning. Use them to understand where you are located.

It is essential to find your way back if needed. Also remember one cannot go from point A to Z. One has to be realistic with the travels. In a town there are numbers and letters that allow you to go a certain distance in each move.

f. Meeting NPC players – the non player characters are those the storyteller plays. You cannot decide what they think or do. Only the storyteller can do this.

g. Battle sequence – If it so happens that a battle is conducted then you must understand how it is done. When a monster approaches and challenges you the storyteller will indicate its physical and mental attributes.

It is up to you as a character if you want to fight it or flee. If fought then let us say the demon has P:10 and M:10 and HP: 2 – p for physical and m for mental and hp for hit points(life). You have P:11 and M:9. So the demon then attacks and roles a 1d6 die, which is in the chat room to access and gets a 3. So his physical is 10 + 3 = 13. You role a 1d6 die and get a 4. You have physical 11 and add 4 to make 15. 15 – 13 = 2 hit points taken away from the demon. Since the demon has 2 hit points it dies from your attack.

The same goes for mental attacks. Each turn you can decide, which you want to use during battle.

h. Extras added to battle sequences - Sometimes your character has special abilities or magical abilities to add to the role during combat. This is added after you role a die. You as the character must remember to use that magical item, special or magical skill during combat. If you don’t use it then it won’t be done!

If you have any questions on how the game is played then please don’t hesitate to ask the storyteller for it is his or her job to make sure you have a smooth transition while enjoying the game.

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You don't have to memorize the whole rulebook, but just remember to read it often so you will have a easier time when playing this game.

Have fun playing this roleplaying game and most of all I hope you find some great friendships and perhaps even someone you will later on care about.