Welcome to A-World (The person who named it did not expect the name to stick), a world where the only god who is allowed to directly influence it is Murphy the god of Irony and Luck (The only god to side with the mortals when the gods decided to destroy the universe, but only because he thought it would be funny if the mortals won). On this world, magic reigns and technology does not work so stuck permanently medieval they have learned to use magic instead. Monsters roam freely outside settlements and a plethora of races live and work. Adventurers have formed a guild and have Wally, the person who defeated the gods, at its head.
The Rules (Stolen with permission from Ponats)
1) Follow all rules of Roleplay Gateway, no exceptions.
2) This is a mature game, as mature as it is allowed to be as long as we follows the rules of #1.
3) If you think you may have a 'love' scene coming, take anything not allowed to the tells. I don't mind you saying “We slept together.” That is all I need to know. You can whisper me if you have a question on what is allowed.
4) I am the final word and what characters and traits are allow and not. If you go outside your powers I will not be afraid to smack you for them. If you start making up things that shouldn't, I will smack you.
5) If you disobey my warnings, I will kick you.
6) When you make a character I will PM you about it, expect me to.
7) You are not allowed to God mod or make Mary Sues.
9) Player vs. Player will happen, you must have permission to 'hit' an opponent, this is their call and NOT yours. If I see some ridiculous stuff happening like players going matrix style on each other, I will start calling hits and refereeing. We don't want epeen wars here.
10) My character IS NOT the main character, the main character is not yours either. We all have characters on this world. If players start following yours, you are obviously popular.
11) No Meta Gaming! If your character doesn't know someone’s name, do not say it! Do not know their weaknesses just cause you read their Bio! The only meta gaming Iallow is characters who want to get together and meet each other. I am fine with that, some people like to party.
12) OOC in the IC is allowed, but it is to be kept at a minor. Little messages are not bad.
13) We are friends here, take feuds somewhere else. Your characters can hate each other, doesn't mean you should hate the person.
14) The question about one liners, I don't want to see them. Even if all you want to do is respond to maybe a question someone said. You can tell us about the environment you are in, talk about your feelings, anything.
15) I allow players to make up areas as well, I am not a master mind here. I just don't expect you to find of Mace of Smiting in an inn's closet while vampires are overrunning the town. NO! I just don't want people PMing me asking, is there a candle in the room? Or weird odd things like that. I allow some free movement.
16) Rules are dynamic, I can change them and add/remove them.
I How magic works: In order to understand most of what happens in A-World you need to understand the magic system that controls it. This will be a brief description of how magic works, what types there are, and who can use what types.
1. What is magic?
Magic in A-World is essentially the ability to control the elements. It is important to remember, however, that the laws of thermodynamics still apply to magic. In essence magic is the CONTROL of energies, not the creation of energies. Most people can use at least some level of magic in a world even if it is just a small spell to help their crops survive however most of these people use the energies around them and in very small amounts. Most of this level magic will be ignored because people with talent this limited are not heroes or heroines. Instead we will focus on the types of spells that are generally talked about.
2. Styles of magic: or how you use the magic
a. Wizardry: this style of magic is the most common type mainly because it is the easiest to control. Wizardry is the controlling (not channeling though you, but around you) of the forces around you through use of word, motion and/or thought. Though it is limited by (generally) long casting times, a general lack of power and is easily interrupted, it is still the most popular choice of A-World’s inhabitants because it is the safest style and the limitations are not normally a concern for people who aren’t in combat.
b. Godly: as its name implies this style of magic calls upon the power of a god or goddess to provide the spell. This method is used by clerics, priests, avatars and paladins when casting their spells and is, in general, the most reliable type of magic for dealing with healing and the undead (both summoning and banishing). This type of magic is also used in the creation of certain items such as blessed or cursed water but is limited by several factors such as forced devoutness (though this is rarely an issue), the magic being channeled through your body (unless the god or goddess is feeling extremely benevolent), and the fact that spells are cast by convincing the god or goddess that it is in their best interest to cast it (this problem being most prominent in resurrection and other spells that the god might actually notice losing energy from).
c. Imbued: the most common of types among adventuring spell casters due to its versatility; it is also regarded as the most dangerous. Imbued magic can have the shortest casting times among the different styles of magic depending on how it is cast. The major draw backs of this type of magic are the high consumption of energy from the caster, highest risk of back firing, and the person must have been born able to cast it (most people can cast it, but anything of any real power will put them on bed rest for a week or more). Despite its negatives, when used carefully this style is generally the fastest and most effective style.
d. Rune: almost a combination of the wizardry and imbued styles, rune utilizes written symbols to cast a spell. By putting power into a pre-written spell the desired effects are achieved as efficiently as the spell was set to be. The most commonly thought of item for this style of magic is a scroll and an excellent example it makes however almost all magical items actually use this style. The higher grade magical items made with this style generally do not take enough energy for the user to even notice while the lower grade will generally make the user exhausted and leave him or her to wonder why. While perfect for enchanting objects, its use in adventuring is very limited because each one can only do one thing. This does not stop some people from using it through a scroll, tattoo, or scars while in combat.
3. Types of magic: or how you get the magic to do what you want
a. Guile: ever tried to convince somebody to do something? Well that is exactly what this type of magic is, except that you are trying to convince the forces and objects to do what you want them to do. Generally used in the wizardry and rune styles, it can also be easily incorporated imbued as well. This type of magic boasts high precision and low energy costs but takes a long time to cast.
b. Intimidation: this type of magic can only be cast using the imbued style of magic because it essentially forces the magic to do what you want it to. Highly dangerous unless the user is well trained, this type of magic is the primary reason imbued magic is considered dangerous. While very fast to cast, the energy consumption is very high and precision is generally lacking.
c. Diplomacy: the happy medium between guile and intimidation. It does not have real strengths but also has no real weaknesses either. This type of casting is generally not used because one of the other two usually suits the need better. This type can be used by imbued easily and can be hammered out by wizardry but is almost never seen in rune.
4. Elements:
a. Base Elements: every Person has two of these unless they are energy or null. If you are one of these we will need to talk. Your element determines what kind of spells come naturally to you but does not restrict you to those elements, but makes the elements opposite your field more difficult. Everyone can cast energy magic equally, except energy elements which are really good at it.
i. Fire: The manipulation of heat energy, combustion, and plasma. The best places to recharge your magic would be a hot desert, a volcano, or near a good heat source. You cannot use the heat in other creatures as a power source
ii. Air: The manipulation of the atmosphere around you to create wind. The best places to recharge are on top of mountains or towers. You cannot suck the oxygen out of creature’s lungs or from their blood stream.
iii. Water: The manipulation of steam, water, and ice. The best place for you to recharge is near running water. You cannot manipulate the water in other creatures.
iv. Earth: Manipulation of stones rocks and soil. The best place to recharge is in subterranean caverns or tunnels. You cannot control other creatures’ bones, exoskeletons, or anything else.
v. Light: Manipulation of light and “positive energy” (energy your body can use). The best place for you to recharge is out in the open on a sunny day. You cannot drain the “positive energy” out of other creatures, but you are capable of healing. Positive energy harms the undead and most demonic creatures
vi. Dark: Manipulation of shadows and “negative energy” (energy that causes harm to the body). The best places for you to recharge are at night during the new moon in a crypt or mausoleum. You can draw negative energy out of other creatures but doing this heals them and damages you. You can also place negative energy into other creatures, but doing this does not heal you and any creature killed in this fashion will become undead (In order from most common to least common: Zombie/Skeleton, Shadow, Ghoul, Wight, Ghast, Ghost, Vampire).
vii. Energy: Sometimes called Magic element, they manipulate the raw force of magic and can use all of the other six elements equally well, but not as well as those whose element it is. Energy spells include such things at lightning, shields, enchantments (items not creatures) and kinetics.
viii. Null: This element is the complete lack of magic however magic does not affect you either. Put Simply the God of magic has refused to acknowledge you exist and as such magic does not interact with you.
b. Combine Elements: The two elements your character has together form your combined element. Magic under the combined elements is much harder to cast if it is not natural for your character. The order of the elements you choose does not matter (I.e. A fire primary and earth secondary will be the same combined element as an earth primary and fire secondary)
i. Illusion/ Enchantments (Fire + Air): This combine element contains illusions for all five of the senses and spells for enchanting creatures (charming them generally)
ii. Metal (Fire + Earth): This combine element allows
you to control metals via magnetism or just metal magic (depends on if the metal is magnetic). This is a common element among fighters and smiths. Examples of this field would be magnetism and heat metal.
iii. Laser (Fire + Light): this element allows you to manipulate and create coherent beams of light capable of dealing damage. Lasers are not visible in most circumstances and move in in straight lines at the speed of light but must come from a light source (a light spell counts.)
iv. (Fire + Dark): Drawing a blank on this one
v. Weather (Water + Air): Weather magic controls the weather and can cause the weather to shift rapidly but is usually used to predict weather since changing it really pisses off druids an all of the other weather mages in the affected area
vi. Life (Water + Earth): Life magic is mainly used to heal people and is the primary type of mage belonging the healers guild. Life magic is essentially used to magically stitch someone back together, but it can also be used to do the opposite. People caught using it offensively will be lynched, regardless of circumstances, possibly by the healers guild (This has only happened once, the person was tie up with an iron chain and left to burn to death in the mouth of a volcano).
vii. Neutralize: (Water + Light): Deceptive in name, this element allows you to decontaminate anything, provided you have the energy. This includes removing curses, blights, diseases, and elemental or alignmental zones (I.E. evil, chaotic, good, or order) but will remove positive spells as well
viii. Unbalance: (Water + Dark): this element represents to opposite of neutralize, it allows you to place curses, blights, diseases, as well as elemental or alignmental zones. This Element is also where most of the “Buff” Spells come from (I.E. a spell that makes you physically stronger)
ix. Gemstones (Earth + Light): this element allows you to work with all of the elemental storage stones (Air=Quartz, Fire=Ruby, Water=Sapphire, Earth=Emerald, Light=Diamond, Dark=Obsidian) as if they were your own element. Most people with this element are in the magical items industry.
x. Neutral stones (Earth + Dark): This element allows you to manipulate stones that store raw energy magic (Opals, Pearls, Black Opals, Black Pearls and Fire opals). Most of this type of mage are either in the magic item business or are adventurers trying to find more of these stones via magic.
xi. Vision (Air + Light): this element allows the dispellation of shrouds, illusions, and spells of not detection. This is also the element most clairvoyants are from this field as well.
xii. Shroud (Air + Dark): This element is common among thieves and assassins as it is primarily used to hide oneself from others, but can be used to hide almost anything.
II Stereotypes, Racial Traits, and Oddities
1. Sexual stereotypes do exist in A-World but seldom are more than a minor annoyance. Before the discovery of magic, men played a dominant role among all of the sentient races. Roughly 1000 years BWH (Before Wally’s Heroism) magic was discovered by a woman who had gotten tired of being thrown around and accidentally sent him flying into a tree. Soon she began to learn how to control it more accurately and taught it to other women. A few years later, some men finally wizened up and agreed that women should be treated as equals. This spawned a huge argument that lasted the next thousand years until Wally made his last speech before going into hiding that declared that men and women were different from one another but balanced in power and should be treated as such. Now in the year 2013 AWH (After Wally’s Heroism) the argument still goes on, but those who think women are inferior are generally shut up with a quick spell to the face or crotch.
2. Races: A-World is home to a large number of sentient races. The following is a list of stereotypes believed by most the other sentient races except where noted. (these are more facts than opinions, but there are opinions included though it should be obvious which statements are opinions)
• Humans: while not actually humans, these creature are very similar to earth humans in almost every aspect. The only real difference is the ability of these humans to use magic. Humans are the single largest racial population on A-World, governing almost 75% of the planet’s surface. Humans are generally considered to be a very neutral and accepting bunch to all of the other sentient races except elves, half elves, and trolls but even these can find some way of living within human settlements. Humans generally have the shortest lifespan of all the races but actually statistically tied with orcs.
(1) Advantages:
(a) Accepted everywhere except in Elvin lands
(b) Fast learners and are remarkable with team work
(c) Moderate proficiency with magic and solid education in most places
(2) Disadvantages:
(a) Short life span
(b) No single government
(c) Generally don’t work well when alone
(3) Elements:
(a) Common: Fire, Water, Earth, Air
(b) Uncommon: Light, Dark
(c) Rare: Energy, Null
• Elves: elves are what some of you may think of as elves and others of you may not. The elves on A-World are half an inch shorter than humans on average, have four fingers, have pointy ears (which are easily concealable because they don’t stick out to the sides), and have better motor skills than humans, but are more frail by small margin. The Elvin peasantry generally act like wise humans and are content to mind their own business and most would willing engage in trade with humans if the opportunity presented itself. The Elvin nobles, on the other hand, believe that humans are lower than dirt and should be treated accordingly. Fortunately, despite the elves long lifespan, fresh blood is starting to reach into the Elvin Council (their governing body) and progress towards peace is finally being made. On the whole elves accept everyone into their communities except humans, half elves and orcs. The elves rule 20% of the land on A-World
(1) Advantages:
(a) Good working in team or independently
(b) Long life span (30x humans) leads to accumulation of knowledge
(c) Good motor skills
(2) Disadvantages:
(a) Continuously use magic to slow their aging, limiting how fast they increase their manna.
(b) Frailer and more sickly than humans
(c) Tend to be either foppish or haughty and generally thought to be thick headed
(3) Elements:
(a) Common: Earth, Water, Wind, Fire Switch Fire and Dark for Wild Elves
(b) Uncommon: Light, Dark Switch Dark and Wind for Drow
(c) D.N.O.: Energy, Null (Magical creatures die if they use up to much of their magic)
• Half elves: half elves are society’s outcasts, not trusted by either the elves or the humans (because they might be spying for the other side) they are forced to either hide what they are or live in the 2% of the planet that is ruled by half elves. Contrary to popular belief, most half elves are fertile, but have cycles less often than even the elves do. Despite being outcasts, most half elves inherit the longevity of his or her elvin parent and the heartiness of his or her human parent. The result is a race with an indefinite life span and a high resistance to disease that can live for a longer time than most elves. Half elves have a fifty percent chance of having four fingers instead of five per hand. Those half elves that choose to disguise what they are, rarely stay in one place for very long, unless they find a neutral ground where they can live (Magic Academies are considered neutral because there is little more dangerous than an untrained mage) (Halfling territory is neutral ground because nobody goes there anyway) (The lost Village is neutral territory because only the truly desperate can find it) (The Healers Guild, certain denominations of worship and monasteries do not put up with lynch mobs of any sort and are thus neutral territory).
(1) Advantages:
(a) Age until adulthood then stop, immortality unless killed leads to vast knowledge
(b) Can Increase magic almost as quickly as humans
(c) Tend to be attuned to auras of those around them
(2) Disadvantages:
(a) Tendency to be lynched by humans or elves if discovered
(b) Poor social skills for fear of being discovered
(c) Almost always loners and have no organized government and no land of their own
(3) Elements:
(a) Common: Fire, Water, Air, Earth, Dark, Light, Energy
(b) D.N.O.(Does Not Occur): Null (Magical Creature)
• Halflings: Halflings are quite possibly the most ubiquitous race on A-World. Many people think that all Halflings are thieves, which is certainly not true, but even these people realize that there is almost no way you can find proof a Halfling stole something. Most Halflings choose between four paths to follow in life, and it is seldom you will see one outside one of these roles. A Halfling may be a thief, since they have a knack for “finding” and nicking things. A Halfling could also be a merchant, because they are welcomed equally pretty much everywhere. A Halfling may be a priest or cleric because somebody has to try and pound morals into the thieves and merchants. The final choice for a Halfling is a mage because Halflings have two primary elements that they can control as opposed to everyone else who have one secondary and one primary. Halflings do not govern a noticeable amount of the surface of the planet.
(1) Advantages:
(a) Being small, nimble and clever make them well suited to adventuring (or petty theft)
(b) Accepted as inevitable pretty much everywhere, they are well integrated in society
(c) Having 2 Primary Elements and moderate lifespan (x2) make them versatile mages
(2) Disadvantages:
(a) Generally the first ones blamed if something goes missing
(b) Small size reduces carrying capacity, velocity, and limits them to smaller weapons
(c) No real government organization and not generally allowed positions of power
(3) Elements:
(a) Very Common: Dark, Air
(b) Common: Fire, Earth, Water
(c) Uncommon: Light, Energy
(d) Rare: Null
• Gnomes: gnomes are another small race similar to Halflings except that most gnomes love to “experiment” with magical devices. Gnomes are not shunned by society like half elves but are highly encouraged to perform their research so long as they are outside of the settlement. Gnomes are often viewed as a crack pot scientist by settlements that have one, the gnome could either have huge breakthrough, putting the town on the map or the gnome could have an accident and put a crater on the map. Gnome longevity is ungnome (sorry) but no records exist of a gnome dying from natural causes, though some blame this on the mortality rate with their experiments.
(1) Advantages:
(a) Not much will willingly agitate a gnome for fear of becoming a test subject
(b) Innate understanding of magic and machines and a knack for innovation
(c) Very strong in magic, their blood is added to ink to improve rune efficiency
(2) Disadvantages:
(a) Most things try to avoid interacting with gnome directly
(b) Occasionally have urges to just invent some item, 25% explosion, 10% success
(c) Small size reduces carrying capacity, velocity, and limits them to smaller weapons
(3) Elements:
(a) Common: Fire, Earth, Energy
(b) Uncommon: Light, Dark, Water, Air
(c) D.N.O.: Null
• Orcs: once thought to be nothing but uncivilized barbarians, some orcs have recently sought peaceful solutions with humans. Though not completely trusted, orcs have found themselves in high demand in the physical labor market. All orcs in human settlements live with the understanding that if he or she draws a weapon, no less
than five heavy crossbow bolts will be fired into them.
(1) Advantages:
(a) Strong, tough, and fearless, orcs usually fight well despite a lack of formal training
(b) Even civilized orcs still have instinctual survival skills
(c) Most monsters dislike the taste of orc and will attack them only when starved
(2) Disadvantage:
(a) Still not accepted in most of society
(b) Not as intelligent as most other races
(c) Very rarely allowed to train with weapons
(3) Elements:
(a) Common: Earth, Fire, Dark
(b) Rare: Air, Water, Null
(c) D.N.O.: Energy, Light
• Troll mages: trolls are normally thought of as the lowest of the sentient races however new discoveries are being made that suggest that a new type of troll is emerging. These new trolls have the ability to use magic and have intellectual capacity on par with that of a human. The troll mages show no physical changes from normal trolls however the female troll mages have started to transform themselves into a more human like appearance.
(1) Advantages:
(a) Regeneration: troll mages regenerate but at a much slower rate than normal trolls
(b) Not as strong as normal trolls, troll mages are still stronger than a human
(c) Troll mages live longer than humans (x5) and can accumulate knowledge
(2) Disadvantages:
(a) Troll mages are larger and clumsier than humans, which some people see as rude
(b) Troll mages, despite their name, tend to be weak magically (trolls have no magic)
(c) A large fire can cause a troll mage to flee since they recognize danger (unlike trolls)
(3) Elements:
(a) Common: Earth, Water, Dark
(b) Uncommon: Air
(c) D.N.O.: Fire, Light, Energy, Null
• Dwarves: Hearty, stout, and strong, dwarves are one of the major races of the subterranean alliance and boast many of the finest smiths on A-World. There are very few dwarves that travel outside of their fortresses and mines and those that do tend to be either adventurers, merchants, diplomats, warriors or exiles. Dwarves are deeply rooted in tradition and honor which often gives them the appearance of arrogance or stubbornness. The Drow were Bitter enemies with the dwarves until 100 years ago, when a sudden boom in the population of purple worms and the opening of a chaos gate in the deepest reaches of the under-dark. The “demons” and worms attacked everything else in the under dark almost forcing the entire under-dark from their homes. The subterranean alliance was forged and the monsters beaten back, the chaos gate closed and the Dwarves and Drow have lived in relative peace since.
(1) Advantages:
(a) Dwarves are accepted everywhere because everyone wants to have their weapons
(b) Strong, tough and disciplined, dwarves work best in groups, but can hold their own
(c) Dwarves live a long time and spend most of it learning tactics and tricks for combat
(2) Disadvantages:
(a) While tough, Dwarves are not strong in magic, but are encyclopedias for Runes
(b) Dwarves are short which limits their movement speed but not their weapon use
(c) Dwarves almost never use stealth and as such tend to not be good at it
(3) Elements:
(a) Common: Earth, Fire, Dark
(b) Uncommon: Light, Water, Null
(c) D.N.O.: Energy, Air
• Sentient Golems: Odd combinations of magic and mechanical contraptions, golems are usually used as laborers, doing things that take little thought and a lot of strength. Sentient golems are generally either accidents or were created by a Gnome, and as such are not very common so not a lot is known about them. One thing has been made clear about them though, they have virtually no capacity for imbued magic, and those that can muster spells are generally are incredibly weak and considered not a threat to society. Most sentient golems follow guideline set by the person who created them which can create interesting conflicts of interest. Golems cannot self destruct. Ever. Golems are usually made of clay, stone, or iron but can be covered in a flesh like substance to make them appear more human.
(1) Advantages:
(a) Immune to most enchantments, poisons, and have no major weak points
(b) Strong, tough and determined, golems are good in a fight in almost any conditions
(c) Capable of understanding any language (written or spoken) including Runes
(2) Disadvantages:
(a) Golems programmed to obey orders can have orders clash with their personalities
(b) Some golems can seem insensitive because they have no emotions
(c) Golems cannot run and must find other means to move quickly
(3) Elements:
(a) Common: Earth
(b) D.N.O.: Fire, Water, Air, Light, Dark, Energy, Null
• Half Dragon: Half dragons are just what their name suggests and are one of the most powerful of the humanoid magical creatures. Due to their dragon parent they have the ability to draw in magic from around them, including incoming magic attacks. However half dragons have a tendency to absorb beneficial magic as well. Half dragons in an anti-magic field will start to die. Half dragons have an incredibly hard time disguising themselves due to their odd features, such as claws, horns, wings, and scales, making it difficult to interact with most towns that are not in the wilderness surrounding Oblivion Crater.
(1) Advantages:
(a) Strong, tough, and naturally armored, half dragons are very hard creatures to kill
(b) Half dragons absorb magic directed at them and store the magic for later use
(c) Half dragons live a long time (x20) and can accumulate a lot of knowledge
(2) Disadvantages:
(a) Usually unable to interact with most civilized society
(b) Absorb beneficial spells as well as harmful or benign ones
(c) No natural magic, must use magic from spells others have cast
(3) Elements:
(a) Common: Earth, Air, Water, Fire
(b) D.N.O.: Light, Dark, Energy, Null
• Other Races: There are other intelligent races running around A-World, some of which probably have not been discovered yet. If you have an idea for a race send it to me and I will see what, if anything, needs to be changed. Be warned that most unknown races will not have a friendly reception in towns or cities though the towns bordering the wilderness around Oblivion Crater won’t give anyone a second glance (Unless you are dressed like a king or some other odd garb for a wilderness area)
3. Other Oddities:
• Artificial limbs: Some people who have lost a limb through accident or battle choose to have an artificial one attached instead of having one regenerated. Alternatively, a person could be born with (a) defective limb(s) or with limb(s) completely missing and have an artificial one to make up for it. There are three types of artificial limbs available, Golem limbs, Elemental limbs, and liquid metal limbs.
(1) Golem limbs are relatively simple, simply think of having a metal or stone arm attached that functions like a regular arm would but is stronger than most people’s. Golem arms cease to function when in a magic suppression or anti-magic field.
(2) Elemental limbs are water or earth elementals that have agreed to act as a person’s limb in exchange for something (Usually just time spent on A-World). Water elementals mover faster than most human limbs while earth elementals tend to be stronger than most human limbs, however both types of elementals have minds of their own and don’t always follow verbal directions or the instructions through the grapht (Like your arm might not move when you tell it to or move when you don’t tell it to). Elemental arms work while in magic suppression fields but the elemental starts to die in an anti magic field.
(3) Liquid metal arms are literally arms made by a powerful metal mage who has liquefied a metal they are good with and can manipulate it with the same skill or greater than a regular arm. These arms hit as hard as the mage is capable of magically and are not restricted to the shape of the limb they are replacing like the other two. These arms require the wielder to be a powerful metal mage and can’t be applied to anyone else. These arms shut down in magic suppression or anti-magic fields as well as when the user is asleep (becomes solid when shut down, becoming heavy and unwieldy).
• Arificial Eyes: A character that has lost their eye can get an artificial replacement for it. A character with money to burn or someone backing them can get extra features with their new eye. Eyes, being spheres, have room for a lot of magic circles so feel free to have complex eyes, but expect to be smacked if you go nuts. A character could also have been involved in a gnomish experiment gone wrong (an explanation from you will be required as to how the character wound up in the blast radius) and gain some sort of vision through their eyes though this is more random and most likely will not be helpful in most circumstances (like the ability to see through magma is not an ability that is useful very often).
• Hair changing: People with strong magical potential undergoing strong emotion often will have their hair transform into their element for the duration. Once the person has calmed enough the hair changes back to normal but often comes back a different color or partially a different color. Some characters whose hair color changes have a random color every time they become emotional while for others the color depends upon the emotion they were feeling (The color does not always fit the emotion, like a character’s hair could turn dull black if they become too happy). Air mages will often have the length of their hair change as well as the color.
• Elemental Fusion: Elemental fusion is a process that allows a person to bond more of their element to their soul. A normal person has around 1% of their soul connected to their element with gnomes and half elves occasionally having as much as 2%. Elemental fusion multiplies the percentage by 5 allowing you to cast spells of your element much more easily. Elemental fusion is incredibly dangerous and the mortality rate for those undergoing the fusion and those performing the fusion is greater than that of gnomish inventors. Finding someone willing to perform the ritual is like finding a needle in thirty haystacks.
III Organizations and Important locations
1. Organizations: Wally once saved A-World (or the universe, he can’t remember which) which pushed him into a position of power which he promptly abused. After having some of his companions beat him around the head for a bit he eventually settled for the formation of certain guilds to help A-World survive which minimal interference from him.
• The Adventurers Guild: The Adventurers Guild is an organization founded by Wally to assist villages, towns, cities or individuals and deal with problems that are not military actions. Such missions would include: escorting caravans, aiding in village defense when monsters swarm, item retrieval, missing persons, and clearing out lairs of monsters. The adventures guild has a branch in all but the smallest villages and is universally accepting of those willing to risk life and limb to do the right thing and earn money while they are at it.
• The Mercenaries Guild: The Mercenaries Guild is similar to the Adventurers Guild except that they are hired to assist in military actions and are less accepting of people. The entrance requirements for some branches include being kicked out of the adventures guild for unnecessary violence.
• The Healers Guild: Those of you familiar with The Fall of Kingdoms: The Rise of Guilds already know about the Healers Guild (For clarification it was my idea that Ponats adopted with my permission). For those of you who don’t know about the Healers Guild, it is an organization of pacifists who will heal any one of anything provided they can pay (The fee structure is loose so the poor pay less than the rich). The guild members have amulets that allow a special tem in the Adventurers Guild to be teleported to the healer’s location she the healer come under attack or fall unconscious (Sleep does not count). This guild usually makes its money by selling items such as healing salves and potions to countries expecting to go to war, but express displeasure with (scold) the countries who instigate the conflict.
• The Thieves Guild: The Thieves Guild is a secretive organization that exists in every village large enough to have a built a wall to protect itself. Despite its name, many of its members are not pickpockets or safe crackers but are just part of the largest information network in existence. These informants are very important for the Assassins Guild, which is almost the special operations unit of the Thieves Guild.
• The Bards Guild: Bards have many functions in A-World, but the primary roles they fill are entertainers, storytellers, and historians. Organized by a central guild hall, each bard operates independently and generally reports back once a year to the guild hall with new stories, tales, songs, and accounts of real adventures. Bards are welcomed almost everywhere no matter their race, though certain races tend to be better at being a bard than others.
• The Paladins: Paladins are an order of people who are supposed to represent law, goodness and light. All members of the Paladins Guild have Light as their Primary Element and swear an oath of Non-deception, which forbids lying, creative truth telling, and deceptive word choice (Many other oaths are sworn but this one is the one that gets them into the most trouble). Unfortunately, paladins are not required to take a vow that keeps them from being arrogant pricks and as such there are a good number of those in the paladin ranks. Paladins gain a limited ability to heal others without using their own magic so long as they keep their vows.
• Temples: I’m not going into these, suffice to say there are a lot of temples on A-World and each one has its own practices. Even if two temples worship the same god or goddess their traditions will not be the same.
• Monasteries: also called dojos, these are places that teach people to perfect their mind body and spirit through the art of armed and unarmed combats.
• Magic Schools and Academies: these are places where you mages that show promise are sent to learn magic. Some of these schools teach the magic as a normal classroom kind of course while others have a more hands on approach to magic. Many of the hands on schools also teach the arts of combat which allows a few non-mage students to attend the school. Many adventurers come out of the hands on schools and many of these schools have been reprimanded for their teaching methods but none have every successfully been shut down.
2. Important Locations:
• The Empire of Evil: The Empire of Evil is the single largest country on A-World and is known for having the finest military of anywhere, which is good because the sheer number of powerful monsters that congregate in the empire is astonishing. Despite its name, the Empire is not evil and is in fact one of the most pleasant and nicest places you could ever hope to visit. Evil’s Overlord (The country’s democratically elected ruler) for the past twenty years has worked hard to make sure that the empire stays at peace with the surrounding countries which allows the military to focus on keeping the traffic routes secure.
• Oblivion Crater: Oblivion crater is one of the single hardest places for anyone to get due to the sheer number and power of monsters that roam in proximity to it. Little is known about the crater itself and there are many theories on what exactly caused Oblivion’s Crater’s existence, but few of them seem to hold water. All together, the crater’s existence is a mystery, but who knows, maybe a lucky adventurer or freelancer will find out the truth…
• I’m still working on this section, since I really suck at cartography (drawing maps, but you probably already knew that) and don’t want to find that I have contradicted myself later.
Character Sheet Format
NAME: This is what your character is named as well as any nicknames they have
GENDER: This if your character’s gender as well as if your character appears
to be something else {I.G. Male (Androgynous)}
RACE: what your character is (what you character passes themselves off as)
AGE: what your characters age is (What your character’s apparent age is)
ALIGNMENT: are you good or evil, chaotic or lawful, or neutral http://www.wizards.com/default.asp?x=dnd/dnd/20001222b
HEIGHT:
WEIGHT:
HAIR: Length, Style, Color (Any color, not just normal hair colors)
EYE COLOR:
PRIMARY ELEMENT:
SECONDARY ELEMENT: Primary element 2 for halflings
COMBINED ELEMENT:
APPEARANCE:
PERSONALITY:
SKILLS: Anything your character has been trained in. This includes weapons training, martial arts, wilderness survival, climbing, tracking, Etc. (BUT NOT MAGIC)
SPELLS: A list of the different magical effects your character can produce
POWERS: a List of the inherent abilities your character has
EQUIPMENT: A list of ALL equipment of note your character wanders around with. Any magic items, armor, weapons, and things you use with your magic (Like iron bars you carry because you are a metal mage) MUST BE INCLUDED IN THIS LIST.
OTHER STUFF: Anything that did not fit into the above catagorys goes here.











