Welcome to the world of Atrias
This is the general information site for the players who wish to enter the
Role-playing Play By E-mail (PBeM) games run by Keltic Corman.
These games are played in the custom world called Atrias. Atrias has hosted
several PBeM games since it’s creation in 1993. Many adventurers have challenged
its mysteries and sadly a few of them didn't survive. Will you be the next challenger
or the next victim?
On this site you will find archives of previous games for those of you who
are unfamiliar with the concept of PBeM Interested players and curious lurkers
would do well to examine examine the information contained on this page. For
players it contains the necessary information to create a character for play.
For lurkers it gives you a little extra background information.
For new players who wish to submit their characters, I have included this Character
Sheet in Rich Text Format ( .rtf ). Most text editors can handle
Rich Text Format. Fill it out using your favorite character generator and the
information below. For those of you unfamiliar with the terminology used you
can take a look at Character
Sheet: Explained. It is, however, very important that before you
submit your character, you read the information on this page.
For those of you who are new to PBeM gaming or those of you who want to know what an normal turn will look like, please refer to the following page: PBeM Sample Scenarios for Atrias. The adventure will take place in a custom world, Atrias. Interested parties should e-mail me a copy of their character. I will use the standard races and classes found in the player handbook. Not the ones in the complete books, as I don't have access to them. Include Weapon Proficiency and Non-Weapon Proficiency. I also like a short description (height, hair color, eye color, clothes) and background (why are you out here and how did you get those fancy items).
There are five known civilized races in Olive Valley: Human, Elves, Dwarves,
Ogres, and Orcs. Humans, Elves, & Dwarves are in peaceful coexistence with
each other. Ogres are semi-peaceful, semi-hostile with all other races. It varies
from ogre-to-ogre. Orcs are hostile, for the most part, to everyone else. Rumors
have recently surfaced of a dark skinned tribe of elves that speak a strange
language as well as the rumored appearances of the legendary halflings. Recent
rumors have also surfaced about a tribe of Centaurs, though the location tends
to change with each telling.
It is a 50-50 shot as to whether any ogre you meet is friendly or hostile to you. Orcs are generally at war believing the other races live only to torment them and as such are hostile to all other races and attack and raid nearly any chance they get. Though there have been few exceptions to this rule and rumor has it that many border villages and communes actively trade with the Orc merchants.
Most humans live in or nearby a large meadow near the center of the valley. Major towns are Meadows End, Kimmersan, and Telor. There are dozens of other small shires and villages both in the meadow and several more inside the nearby Green Forest that your character may have come from. There are a few places of where a human lord has sought fit to carve out his own little fiefdom. These holdings are small and relatively unknown to the general city populace. Elves are a common occurrence where they live. But they rarely see Dwarves who dwell mostly on the other side of the green forest in Rockhome. They probably have seen Orcs, as they like to raid often. Ogres are easily recognized, but they are a rarity and are usually avoided. |
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Most Elves live in the one of the communes in the Green Forest. The largest of these is Forest Heart in the very center of the Green Forest. Many more elves live in the scattered communes around the valley, and some live in human towns. Nearly everyday they see Humans, except in Forest Heart. They also see quite a few Dwarfs as well as the occasional friendly ogre. After dinner, during story time, they usually hear tales of the latest vicious orc attacks and sightings of orc hunting parties moving through the forest. |
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Most Dwarves dwell in Rockhome, a mighty mountain fortress or in various other small clan scattered underground. The few Dwarves, who live above ground, live with the Elves in the Green Forest. Elves are uncommon in Rockhome, and humans are a rarity. Dwarves compete with the Orcs for food caverns and space caverns (mostly successfully), though the Orcs raid often. Ogres are rare and are mistrusted, because you can't tell a friendly one from a hostile one until they attack (which is usually too late!) |
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Ogres |
Still in development. Contact me and I will send more info. Most details about Ogre knowledge and society will be hidden until just before play starts. In General they are rare outside of their own communities. And since the current war has started they haven't been seen at all. |
Orcs |
Still in development. Contact me and I will send more info. Most details about Orc knowledge and society will be hidden until just before play starts. In general they are rare outside of their own communities, except near the borderlands. No orcs have been sighted in allied territory since the barrier appeared. |
Halflings |
Still in development. But will be an NPC race due to the fact that they consider themselves too civilized to participate in the barbaric ritual of adventuring and war. In general they are exceedingly rare outside of their own communities. No Halfling thieves, sorry, it’s too barbaric a pass time. Most people have not even heard of them in stories, let alone seen one. |
Centaurs |
Still in development. Mostly an NPC race for the same reasons as the Halflings, but there are a few throwbacks. In general they are exceedingly rare outside of their own communities. Most people have not even heard of them in stories, let alone seen one. |
Due to genetic incompatabilities, there are no half elves.
Telor and Meadows
End, the two main cities, are ruled by a city council. While nobility from
other portions of the valley may have houses in these cities they are often
left empty or with only a few servants tending the place. There is a wealthy
sector where nobility as well as rich merchants and wealthy families have their
homes. There are also slums and nearly every kind of neighborhood in-between.
Some of the major Land holders are the the Meps holdings, the deSavaric Holdings,
the much rumored elusive 'Warlord', the Elkton lands, and the Wyatt holdings.
Check with me before choosing a character that lived/worked with one of these
holdings as they all have special requirements. There are other lords in the
valley that characters may have lived/worked without special requirements.
The Dwarves are seperated into clans, each with thier own clan leader. Rockhome is where the leader of all the Dwarven clans reside.
All races may be multi-classed. Rangers, Paladins and Clerics may not be multi-classed.
And certain other race-specific classes may not multi-class. Since I do not
at this time have access to read/review any special class kits, I can't accept
any that are not listed below.
They are everywhere. Fairly standard.
Paladins
They are Militant followers of the faith. They are very rare. Requirements
vary depending upon religion. They are more likely to preach to followers of
another faith, than normal clerics. Paladins of different faiths are likely
to clash, even in the face of a third more powerful enemy. Eventually they are
granted some power from their god.
Rangers
They have spent large amounts of time in the forest and have a certain affinity
for it and the elves. They are unfamiliar with mountain terrain or city layouts.
Enemy rangers will fight each other only with great reluctance, preferring to
fight others first rather than deliberately lessening the population of their
brotherhood.
This also includes using any excuse such as: "I’d fight you, but my friend
looks like he’s in trouble fighting your companion, I’d better help him out."
Or "I know Orcs and Elves have hatred between them, but we can continue this
fight later, right now I think we should chase that crazy mage who is setting
forest fires." (These were actual excuses.)
Rangers of different races will get along even with rangers of their enemy
race and will prefer their company even to those of their own race. By their
nature they are followers of Gaea.
Thieves
They have spent most of their time in towns and villages and are thus very
unfamiliar with forest areas or mountainous areas. They skulk around the larger
towns earning a living by taking advantage of the gullible and the unfortunate.
Magi
Magi are magic users of all specialties, excluding clerical. They have spent
large amounts of time studying about everything so while they have knowledge
about geographical regions, they only have practical knowledge of some cities.
When two magi meet in a non-hostile situation, 90% of the time they will talk
shop to the exclusion of all else. They will be irritated with anyone who interrupts
them. This also applies to enemy races during non-hostile times. Magi will seek
out their own in preference to other classes. When a mage is memorizing a spell
they will not stop until they are finished or someone interrupts them physically
(i.e. shakes them or hits them), calling them will produce no response. Some
magi have been known to study through a battle as no one wished to interrupt
them.
Any mage that is interrupted while studying or scribing a rune, is almost always
irate, because they can see the spell they were studying fading before their
eyes. If done during battle, the mage gains a +2 to initiative for the remainder
of a battle and his spells and physical attacks do +2 damage to the person responsible
for the interruption (healing spells do not apply). If not during battle, the
mage must make a save versus intelligence. If failed, the mage will either strike
out in irritation at the interrupter or otherwise show their displeasure. If
battle occurs within the next two hours and the mage passed the initial save
the anger held inside is used against the first opponent. For the next two battle
rounds the mage gets +1 to initiative and +1 to hit. If a mage comes upon another
one studying (even a hostile mage) he must make a roll vs. intelligence or be
overcome with curiosity and take up a position behind the studying mage and
begin to read spells over his shoulder (or at least attempt to). At these times
the mage has the normal chance to learn the spell (provided they are not interrupted).
Magi may copy thier runes onto a scroll for easier casting at a later time.
These runes still have to be spoken, but can be read at the speed of a memorized
rune. Runes read from a scroll to do not count toward nor do they affect the
number of any runes memorized by the caster. Copying runes from a book to a
scroll takes about 1/2 as long as memorizing the rune. Neither of which can
be done during battle unless the wizard started before the battle.
Note: Usually there are no material components. Magic is generally handled
by word and by gesturing the runes. Rare exceptions do exist in which case the
material components amplify the power of the magic rune. The higher the spell
levels the more complex the rune, the longer it takes to get it out. Also when
choosing new spells, you may chose from the Tome of Magic as well.
Charlatans
These are people who have been so inspired by stories of magi that they have
attempted to become such, through various unconventional means. To most people,
Charlatans seem very much so like magi. Though most never get past the simple
card tricks and illusions created by smoke, fear and gullibility. Those who
truly are possessed will hunt out stories and magi to find out about their powers.
Upon hearing a story of a mage casting a spell with a visual effect, the Charlatan
may attempt to recreate the spell through mundane means. The spell must be of
equal or lesser level than Charlatan (i.e. Level 5 Charlatan has a chance at
a 5th level mage spell with visual component). If spell has more
effects other than visual or sound, those effects will be missed by the
Charlatan. Most Charlatans carry a staff, which performs some function that
mimics a minor magic spell. Whether it creates a fire when slammed into a stack
of wood or shoots projectiles (darts) when pointed at a creature. Spells without
visual effects are simply unlearnable by the Charlatan (what can he mimic).
Charlatans of third level or greater have a chance (30% plus 10% per level to
be checked at end of adventure or whenever a high level mage is in general vicinity)
to attract a mage of high standing and will be offered apprenticeship to learn
real magic. Charlatans that accept must give up their former ways. Though they
can still use any spell mimics they created, they cannot create more. Upon acceptance,
the charlatan becomes a first level mage and gains experience at three times
the normal rate until the third level of experience. This is due to their previous
experience with figuring out how to do spells from nothing. After the third
level they gain experience normally. 0th and 1st level
Charlatans are rare in the farther areas of the valley and uncommon in the more
settled lands. They tend to travel from village to village looking for stories.
They will also double as storytellers, though their stories almost always deal
with awesome battles, usually containing a description of some powerful form
of magic.
Dramatics is usually the key to any good spell, your spells of course have
material components, you should throw in some sound and motion to make it seem
convincing. If an ogre sees a mage gesturing and then sees something coming
towards him, he is going to try and dodge it, if at all possible, thus gaining
you valuable time. If an ogre sees a mage tossing a dart at him, he is going
to ignore the dart and crush the mage.
A Charlatans first Non-Weapon Proficiency is always the Handyman skill (1 slot).
This allows the character to have the expertise and background to develop new
and interesting spell components where others see junk. It is the difference
between having a vial of oil, a small length of wood, flint with steel and believing
they are used to make fire or combining them to make a rod of fireballs.
Charlatan also requires excellent role-playing skills and a bit of ingenuity.
A Charlatans Intelligence may not be below 15. If it drops below that for any
reason they lose the ability to create new spells or understand how the old
ones worked.
Any character with an intelligence of 15 or greater has a good chance of figuring
out how a Charlatans device works. To all others it is pure luck if they discover
how to use it and most likely they will believe it is magic.
There are four major religions in Atrias. This is a brief overview of each.
More detailed information will be given to priests of their chosen faith.
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The followers of Gaea believe that the higher power is "The Great Mother", from which all life springs. They believe that everything that happens to them comes in cycles, like the seasons. They believe that "The Earth" is, even during the worst blight, constantly renewing herself. Usually healers, Gaea's followers gain a +2 per level die for healing. Holy symbol is a green tree on a blue field (shape of field doesn't matter) |
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Elemental |
The Elementalists believe that the world was created by the four "Master Elementals", Arilus (master of air), Obsidius (master of stone), Solutius (master of water), Enerius (master of fire). The Elementalists gain a +1 to damage per (level/2) for elemental spells and get a +1 to saving throw vs. an attack consisting of one element (i.e. fireball, water elemental attack, etc.) In addition, an Elemental priest may attempt to take over the mastery of a summoned elemental, provided the original summoner was not an Elemental priest that is still living. To do this the priest must concentrate for one round. If the summoner fails save vs. intelligence then the priest gains control. Holy symbol is a circle divided into four parts, by a giant X. In the upper portion is a symbol of a cloud with a face. Its cheeks are puffed and it appears to be blowing wind. In the middle right portion is the symbol of a typhoon swirling above stormy waters. In the bottom portion is a picture of a mountain reaching up into the clouds. In the middle left portion is a stylized flame. |
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It is the only known religion of the ogres. As far as outsiders can tell, the only true constant in this religion is that the gods’ name is Assyir. As far as creation.... Well one ogre priest said, "No one make world! We always here and Assyir always rule!" The holy symbol is unknown to outsiders. |
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These harmonists follow Tara. They believe that all was once peaceful until the "others" came and disrupted the peace. Tara then created the world and trapped the "others" and their followers on it. Then she placed many faithful on the world to try and convert the "others" so that all will be harmonious again. It is currently the dominant religion. The holy symbol is any representation of a rose, from a picture to a trinket to an actual rose. Using an actual rose (only possible during early spring, except in a temple, where they bloom all year round) doubles the power and duration of any spell. The rose must be reasonably fresh. |
Player Equipment
Players may equip themselves as they see fit, but as far as magic items I will only allow the following initially:
Class |
Level |
Number of Initial Magic Items Allowed* |
Fighters, Rangers, etc. |
2 - 4 |
1 |
Fighters, Rangers, etc. |
5+ |
2 |
Clerics |
2 - 4 |
1 |
Clerics |
5+ |
1 magic item + 2 religion related items |
Thieves |
Any |
1 |
Magi |
1 - 2 |
1 |
Magi | 3 - 4 | 2 |
Magi | 5+ | 3 |
Charlatans |
Special |
Make your Own |
*No magic item may have a plus value greater than 3. |
Also please note that for items such as wands which have charges, the charges are represented in the form of runes traced along the side of the item. When a charge is used one of the runes vanishes, when the runes are gone the item usually crumbles. Unless the player creates the item themselves the items is going to have between 20-80% of the maximum charges. When a character can create a magic item it does not grant them the skill to create the maximum number of charges. At first they will only be able to fit 30-40% of the maximum number of runes on a device. Over time and with practice they manage to create smaller and smaller versions of the rune until they reach the maximum number of runes per item.
Wand items are limited to no more than 8 charges maximum.
Staff items are limited to no more than 20 charges maximum.
Gem/Box items are limited to no more than 2 charges maximum (95% of all Gem/Box items will have only 1 charge).
Intelligent weapons are under the control of the DM at all times. Players may request the use of a power from an intelligent weapon, but that does not mean that the weapon will automatically grant the request. This depends upon the the alignment and wisdom of the character and the alignment and wisdom of the sword.
Money
As far as money is concerned, that is up to you. But when choosing your sums,
please keep it consistent with your characters background and chosen profession.
A down on his luck fighter with tattered armor and a broken sword is not going
to have 30 platinum stashed somewhere and not use it to fix his sword and armor.
Though I would recommend having some place to store it before you go on your
adventure as large sums will slow you down when it is time to run! Keep in mind
these things: Platinum is rare, Gold is for really expensive items, silver is
common & copper is prolific and all of it is heavy. Even the best
and luckiest adventurer will be luck to see 100 Platinum in his/her lifetime.
Unless your character is very friendly with the dwarves, it is unlikely that
he will have any gems worth more than 20 GP.
Background Information Okay here is some general background information that all characters will have some knowledge of. The campaign scenarios are set in the Olive Valley on the world of Atrias, which is believed to be bordered on all sides by impassible mountains.
When creating your character the background information is very important to
their development. Their background often shades what their reactions are to
the other races. Where they are from often is the telling factor as to whether
the characters seen or dealt with a situation before. For example a human thief
from Telor finds a dwarven chest made by a dwarf that has never left Rockhome.
The chances of the human having any familiarity with the opening mechanism are
slim to none, unless he is well traveled.
Remember to include age, weight, height, hair color, eye color, a description
of the clothes they wear, and a description of their attitude or how they view
life. It is also advisable to give background information such as why they started
adventuring and what is their driving force behind it all. Battle strategies
are also good to be included, in case you lose Internet access as your character
goes into battle. With some idea of how they fight I can be sure they won't
just sit there and die.
Languages All characters speak common, which is a mixture of human, dwarven, elf and a little ogre for guttural curses. In addition there is a pure version of each of the races languages (Pure Dwarf, Pure Elf, Pure Orc, Pure Ogre). Pure Human is only known to a few ancient scholars. Pure Ogre requires study of years with the ogres and that is rarely granted. Pure Orc is spoken about as often as Old English is spoken today. There are other languages, but most don't bother with them.
One of the most significant events to ever happen in Olive Valleys past was, of course, the founding of the valley communities. Legend has it that many powerful wizards’ ages past once conceived of a grand experiment concerning six races. They moved several groups of humans, dwarves, elves, orcs and ogres to an isolated valley, in hopes of creating a community of peaceful interracial coexistence. The wizards were to accelerate the process of peace with a spell of enormous power. This spell would remove a person’s hostile tendency to any other person who is also affected by the spell. The spell was cast in stages, but before the spell was complete an Orc deity sent an avatar that surprised and destroyed the wizards. While the humans, elves and dwarves were completely affected (and thus unable to cause serious harm to any member of these races). The spell was disrupted while being cast over the ogre population and so while many ogres were affected, many are still hostile to all other races. The orcs through the intervention of their deity are the only race that is not affected and are thus hostile to all other races and all other races are completely hostile to the orcs.
In more recent times, the problems with the orcs has taken a turn for the worse.
Recent orc raids have escalated in brutality. The final straw was the attack
on the village of Kimmersan. The elves, dwarves, and humans formed an alliance
whose purpose was to put a final end to the orc problem. While a huge army prepared
to enter orc territory, several small parties are sent out for quick forays
as well as individual scouts.
What was once unthinkable is
now horrifying fact! War has broken out in the valley of peace! The allied
army of elves, dwarfs and humans prepared for a first strike with the clearing
of the winter snow from the mountains and plains.
The strategy worked beautifully, the alliance
smashed through village after village in the orcs domain!
Tales of wondrous new weapons and magic were
discovered in orc lands. Scholars scrambled to explain how the orcs who were
previously considered inferior to the allied races had possessed and obviously
made such objects that were superior to those made by the allies in every way!
But nothing could prepare the allied races for the orc counterstroke. While
the allied forces were deep into orc territory, the orcs struck back. Using
magic far greater and more exotic than even the most learned allied scholar
had ever seen before! The orcs smashed the allied army nearly destroying it!
The remains of the army retreated to various strong points and previously constructed
fortresses.
Each fortress and strong point is being held under siege by an insultingly
small group of orcs. But any and all attempts to break the siege end in disaster.
Day after day caravans of wounded soldiers’ would stream back from the war
front with horrifying tales of indestructible orcs and unbelievable magic. Many
of the magic items are brought back from the front lines and were given to prominent
magi, in hopes of duplicating them or at least finding a weakness and exploiting
it!
Both the Gaean and Universal Harmony temples quickly overflowed with the influx
of wounded. The Elemental Temples, long considered to be useless combat priests,
have a strong surge in their membership as the outlook turns grim for the allies
and people turn to the Heavens for answers.
The Allied forces decided it was time to try new strategies. The most unusual
is the ‘Army of Peace’. Using what is believed to be copies of the ancient Scrolls
of Universal Harmony that once were used to cast a shell of peace over the entire
valley an army of priests and magi travel through the orc territories creating
areas of peace. The hope is to eventually cover all of the orcs territory thus
ensuring peace between the races. The Harmony Church denies that the ancient
scrolls have been found, pointing out that if this were true, then the war would
already be over.
The most effective strategy to date has nothing to do with the Allied forces.
Actually it was the act of a lone magus and it may have saved all of their lives.
Unfortunately for them the Elf mage Torana was prepared for an orc attack.
A spell designed to activate when a large mass of orcs neared its perimeter
flared to life. The barrier protecting the allied lands spans for miles in either
direction as well as above and below. But it turns out to be a double-edged
sword. Orc forces cannot penetrate the barrier to enter allied territory, but
then southern allied forces cannot attack them nor can allied forces in orc
territory return home. The spell was quickly determined by the orc magi to be
centered upon the Torana’s tower and the orcs quickly set up a siege. Early
attempts to use magic and brute force to break down the barrier have failed.
Routinely the orcs have probed the shield to check for weaknesses, but now more
often than not the border is silent. It has quickly become procedure, if not
custom, for the orc regiment to muster near the barrier every few days around
noon and prepare for the latest attempt to penetrate the shield. Thus far no
attempts have been completely successful.
Another effect of the spell was to activate key message stones in the council
chambers of various cities with a message recorded by the mage, warning them
of the current situation. After a brief period of celebration, reality set in
as the threat of an orc buildup along the barrier settled in along with the
realization that most of the allied army was trapped on the other side of the
barrier.
The council has sent the last of the able-bodied men, who are not directly
defending the cities, to the tower. In the major cities, the crime rate drops
to an all-time low, as even the thieves are rounded up, drafted and sent to
the tower.
Few thieves are willing to risk the untamed wilderness to which they are so
unaccustomed to, so there are remarkably few desertions. To face the orc scourge,
the war council has created an army of prisoners as their last desperate defense.
Within a short time a new tent city springs up in the wilderness. Torana’s tower,
they call it. The prison without walls. The prisoners stay because of fear and
self-interest. Thieves prefer cities to the wilderness even if it is a prison
city.
With the drop in the influx of wounded the temples have been able to get a
handle on the problem. Day by day more able-bodied warriors leave, healthy in
body, if not in spirit. All too many of the newly restored soldiers vanish into
the wilderness afraid to return to the cities for fear of the draft. A few of
the temples send priests and priestesses to the Tower to help in anyway they
can. The Universal Harmony Church experiences a dramatic increase in worshipers.
Torana's Tower becomes a focal point for both the Allied Council of War meetings
and the much whispered about Council of Magi. Rangers slip in an out of the
forest for miles along both sides of barrier looking for holes in the defense
as well as enemy forces that may have slipped though.
With all contact lost from their comrades, many pray for the safety of the
allied army behind enemy lines.
Scouts have discovered a rather large orc enclave being led by a group of orogs,
in the mountains well inside allied territory.
Scouts have discovered a previously unknown band of elves, speaking a strange
language were discovered living underground.
Noted wizard Torana and his apprentice Magnus Kane were reputed missing. But
both showed up recently at the Meeting of Magical Minds conference in Meadows
End, where his apprentice promptly disappeared again. It is rumored that the
wizard and his apprentice had a significant role in the recent civil unrest
in Telor.
Supposedly the occupants of one inn in Meadows End mysteriously disappeared
during the Meeting of Magical Minds conference, including the Innkeepers son.
The innkeepers’ son is the only one that has been seen since.
A skirmish in the north woods, according to rumor involved, three orcs (one
a supposedly a ranger), a human ranger and a mage and a forest fire. Local rangers
deny that any such incident took place.
The Harmony scrolls were discovered amongst the possessions of a recently deceased
wizard. Since discovery the Harmony scrolls have vanished again. The Church
of Universal Harmony denies that the scrolls were found, but has sent a representative
to locate the source of the rumor.
Stories of demonic creatures in near human form have been reported in the southern
portion of the valley. The Church of Gaea has sent a representative to investigate
the rumor.
A disturbing story is buzzing about that all ogres have vanished from the valley.
Some say the orcs killed them all with their strange magic. Others say the ogres
were not really violent creatures and left because of the war. Still others say
the ogres are still here...they are just watching to see what happens. But the
simple fact is that no one has seen and ogre in quite some time.
Witness claim to have seen a titanic battle between elves darker than midnight
and insane demonic creatures in the central portion of the valley. Supposedly
the now vanished ogres made an appearance as well as a legendary dragon.
One person known only as Warlord, is looking for adventurers to handle many
tasks.
A truly vile story persists that the escalation in the orc war is due to a
human-elf attack on an orc convent. Officials vehemently deny such allegations
stating "What’s next a school?"
There is a persistent story about an ‘Army of Darkness’, while not part of
the allied forces, it also doesn’t fight for the orcs. It is said that a band
of necromantic magi have pooled their resources and routinely raise bodies of
the dead from the battlefields to protect them. So far only one of these magi
has ever been spotted in a battlefield. And it is said that the orcs have turned
from the battlefield to attack this magus, even at the cost of their own lives.
This magi has been nicknamed 'The Shadow Walker'.
Rumors have surfaced that the Orcs have found a way through the barrier. There
are supposedly multiple unconfirmed sightings of Orcs on the Allied side of
the barrier. The source of the rumors cannot be found, nor can the orcs.
Opponents
.
.
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An advanced regiment of orc soldiers had slipped past the shattered remains
of the allied army and entered deep into allied territory. Their purpose was
to strike at one of the major allied towns in a hit and run attack to force
the allies to recall their armies into a defensive position further south.
Rumor mill/Unconfirmed
reports
What can I say, depending on the scenario there can be many or there can be
few. But also know that not all of your opponents can be vanquished by strength
of arms. Some require cunning skill and maybe a little political finesse. As
for any opponents you face in battle, I will have a few friends here who will
take over anyone you fight, so most of your opponents will have some intelligence.
All unintelligent monsters will not blindly charge or retreat. Most likely they
know the territory better than you do. So they will use their (un)natural abilities,
instincts, and superior knowledge of the terrain to defeat you. That is of course
assuming they don't try and over run you with sheer numbers. Remember just because
they aren't as smart as you doesn't mean their primal instincts don't make up
the difference.
Warning:
I don't know how orcs are treated in other campaigns, but orcs here in the valley have developed high intelligence and are dangerous enough to weave intricate plots and traps. There are high-level orc fighters, priests, thieves, rangers, etc. They are by no means as barbarous as some DM's have made them. Indeed they consider the other races only slightly civilized. The same can be said for some ogres as well.
Posting Format When we start you will not be given a list of e-mail addresses of your teammates.
In case you wish to discuss your next action before the official posting (i.e.
coordinating battle plans), you can either post on the Psycho Scrawl message
board or check out the chat room dedicated to your PBEM.
A starting post that will describe the initial situation and the circumstances
that surround your being in the place that you are at will be sent out.
After reading it, each player will send me a message telling me what they wish
to do.
I will take all of the messages received by post dates and combine them into
a larger post which will include any action or reaction from the world around
you. Any player from whom I do not hear, I will assume will go along with the
majority silently. If you are silent during a battle and have not informed me
beforehand that you will miss a post I may or may not assume you wish
to parry. But are otherwise not contributing to even save your own hide (in
many cases could be deadly). In short don't leave it to chance, if there is
the slightest possibility that you may miss a post or two then send me default
instructions for battle and non-combat situation. Its best to make them general
and keep them in character, because should I have to use them that is how I
will interpret them.
During combat rounds please send me several options for each round; also send
actions for at least 2 rounds of combat.
Example:
Fighter
Thief
Mage
Cleric
*** IMPORTANT
*** There are two formats for replies, either one will be acceptable. If
you do not use either of these then it is likely that your reply will get mixed
in with the junk mail I receive in volume and therefore deleted!
Attack the first enemy I come to! After he’s gone attack the next one.
Hide, then work my way to the back of the big fellow, then backstab' em,
If he dies, then loot' em if not, RUN!
If I can do it without hitting a teammate cast fireball. If not, I'll cast magic
missile.
Either way if anyone is left I'll cast Phantasmal force.
Cast silence over any who look like spell casters.
After that or if there are none then enter the fray singing my battle hymn.
Format 1:
SUBJECT: <pbem name>: <characters name>
Example: |
Format 2:
Make sure your character name is included at the bottom of the post so I can easily reference who does what. |
If you do not follow either of these methods
your reply will most likely never be seen by me.
With each PBEM I want to get setup quickly so that I can send out a new post of actions, at least once a week. Depending upon the PBEM it will either be on Sunday or Wednesday
When the time come to apply the experience points earned during the course of an adventure, I send out the characters experience report to thier respective players. If you want to look at the format of the experience report click here.
Note: I play a "living world", you may easily run across people or plots that have been running a long time (PC and NPCs) and sometimes it is not wise to get involved in these. Many of these people have become quite powerful and if you run afoul of them, even unintentionally, before you are strong enough, I am quite sure they will swat you like flies. One or two would be adventurers, have died when they ignored warnings (which can be subtle). One became a snack for a dragon (he ignored that giant footprint and that funny smoky smell). Another had his skull decorating a pike in Telor at the west gate. There are also other PC parties here and occasionally news of their heroics will reach you and vice versa. So there is no way of knowing if that band of hard-faced men coming your way are NPC rangers or the famous PC band Gaea's Hand. A few of my groups have experienced the effects of the living world as they were caught up in a vendetta that had nothing to do with them, they just happened to be in the wrong place at the wrong time.
Things everyone should know:
Never interrupt a mage reading his spellbook, or the consequences could be dire! Well, if the situation is already dire then you should do it, but you were warned!
Combat - During combat I will describe your health status in general terms (i.e. feel great, slight cut, feel weak, almost faint, etc.)
After combat I may give you your new HP totals (after healing, bandaging, etc.) if I have time.
Don't treat everything as exactly as you see it, though a great deal will be that way but sometimes you get in a situation that is too good to be true or too bad to be bad luck, always look for clues in conversation, movements, etc. You will usually be able to see how things really are if you just pay attention to the little things in the background that are normally ignored.