Starting New Game From: paubo@delphi.com Date: Sat, 13 May 1995 00:00:00 +0000 Welcome to the Realms. It gives me great pleasure to bring you a game that you as a player control. I mean that in this game every player counts and can change the course of the game. This is not a War Game. This is a fantasy Role Playing game where you use Your Imagination to complete you own goals. The Realms are a Magical and Mystical. You will explore places that are Wild and Chaotic to Tranquil and Peaceful. You may see visions, experience Inner Quests and travel in Vision Quests. Your excitement will rise when your character experiences things that reality can never produce. This game allows for UNLIMITED Role-Playing. I want you to feel relaxed and just enjoy the games as an experience in creativity and not skill and strategy. Based on YOUR wishes and Dreams I will attempt to entertain you and bring to you the poetic side of Fantasy. This is a service and after your free set-up and free first move, the moves will cost $5 dollars each move for the US Postal Service or $4 for E-mail account, it is your choice. This is a Play By Mail or Play By E-Mail game. The Checks and Money orders must be made out to and sent to the address below: Francis Murray 1480 North Ave #3 Burlington VT 05401 ___________________________________________________________________________ Character Set-up You will be asked a series of questions, a brief overview. The set-up is easy and fun to do. Important things such as Name, Gender, and Profession(s) You will be asked Prioritise the five basic Stats. The race of your character is very important. To truly personalize your character you will be asked to choose 3 skills and a Master skill. Then it would be great if you could give a full description of your character physically, ambitions, personality and any Travel companions and lastly The starting location of your character. All these subjects will be discussed in further detail. Races and Cultures The races used here are Humamiod you choose any race and all skills with that race are usuable (These skills are not part of the three that you choose). All races have unique abilities. You may choose to make up your own race, go ahead and do so. If you choose to do this then please name and give the race reasonable abilities. Let the races below give you some idea as to the power scale of the race that you create for youself. One more thing about creating your own race, let me know if I can use it for the next edition of the game. ARIAN - These are half human and half Air Elemental. Created by Air Elementals that mated with human slaves. They were then thought of as the ulimate warrior types, eventually they won their own freedom. With immunity to Earth and Air elemental spells. They have natural use of Air Elemental spells. They look just like humans. EARTHEN - These are half human and half Earth Elemental. Created by Air Elementals that mated with humans. They were then thought of as the weak warrior types and amazing Casters. With immunity to Earth and Air elemental spells. They have natural use of Earth Elemental spells. They look just like humans. FIREN - These are half human and half Fire Elemental. Created by Fire Elementals that mated with humans. They were then thought of as the amazing warrior types and very intelledgent. With immunity to Fire and Water Elemental spells. They have natural use of Fire Elemental spells. They look just like humans. They also can walk on fire. WATERN - These are half human and half Watern Elemental. Created by Water Elementals that mated with humans. They were then thought of as the amazing warrior types and very intelledgent. With immunity to Fire and Water Elemental spells. They have natural use of Water Elemental spells. They look just like humans. They also can breath under Water. HUMAN - This race is the most abundent race in the realm. Their population grows faster than any other, They are extremely intelledgent and cunning. Their special ability is higher Intelledgence. ELVIN - The Elven race is the oldest race in the realms. They have a love for nature and somrtimes pervert this love into selfish reasonings. (NOTE: they are not the wimps like in other games.) The prefer to live carefree lives and are not usually concerned about what goes on in the Realms viewing problems as trival. They have natural Abilities to use nature's magic and all are excellent as woodsman. They are slenderly biult and have pointed ears and very defined features. VAMPIRE - These are not traditional Vampires but have some of the same qualities. They look just like humans but with some special abilities and some serious downfalls. First they are immune to mind controling spells, they can fly (They do not have wings), and can transform into a bat as well, they can use necromatic spells, and can these spells at will, they also have mind controling abilities. The drawbacks are equally deadly(to the vampire). They are REALLY affected by Priest and Naturalists spells, if asny of these spells are casted at the Vampire there is a possiblity they will slip into an unconscious state. Is the need for Human, Elvin, Wingfolk, or Woodland blood is so strongthat unless they get it they will lose power rapidly. WINGFOLK - This race preferrs to in high in the mountains but some choose to live in the cities. They look like Human except for their huge wings. Their special abilities are to fly and immunity to cold. DWARVES - This race is strong and stout. They like to sing and drink ale. They are very very very strong. They can see in the dark, and can hace an extra skill in extra Outer Strength and extra Inner Strength and they can craft magical weapons if you choose a magical profession. SPIRITS - This race are not dead souls, They are living beings that grow. They are loners. They are very Chaotic in nature. They may choose to take any humaniod form that they have seen. The Spirits can naturally use Chaosic magic. They have an extra skill in extra Magical Essence. They can only produce offspring one time in their life and only if they find another Spirit at the proper time. When they have family they are very loyal to that family member. WOODFOLK - This race's origin is unknown. It is suspected that they are offspring of Human and Dwarves. They have the abilities of crafting weapons, armor (MAGICAL) and have a higher Magic Essence and higher Inner Strength. DRAKONIAN - This race is rare, they are the offspring of Dragons and Humans (Dragons have not been seen for Hundreds of Years). They rarely make it past 5 years old because their skeletons and muscles change so rapidly. They have some special abilities such as flight, Magical sight, Higher Magical essence Outer Strength, and Higher Knowledge. They are out casts both in Human cultures and Dragon cultures. They range from anywhere 5'6" to 7'0" tall with bodies that resembles humanoid but that have scales all over there bodies. (The scales can be any color that you wish) They have long chins that are pointed and have large pointed ears. SLYTH - This race is purely evil due to the origin of the race. Thet are half undead and half living. They are dangerous creatures because true have no will of there own these do. They are immune to Necromatic and Warlock spells. They can use Necromatic spells. Professions There are many Professions listed below and you can choose upto 3 of them, but remember that if you do choose 3 it will be harder to gain power. When you are powerful you will attract followers. If you wish to create your own profession then please use the ones below as a guideline. If you choose to make your own then may I have your permission to use it in the next edition. Note: THE COMPLETE SPELL LIST WILL BE MADE AVAILABLE TO YOU UPON CHOOSING A PROFESSION(S). SORCEROR - uses Magic through symbols and hand, foot,and body motions. As well as arcane langauges. These casters seek large amount of space to practice the magic they use. They are proud of the libraries they have built, these libraries contain scrolls, tomes, books, maps and spell ingredents. The power level of a Sorceror depends on their reseach materails. WITCH / WARLOCK - Uses magic from herbs and poisious plants from must any of the wooded areas in the Realms. They fabricate Charms and brew Potions. They are able to understand animal speech and later they are able to speak back to the animals. NECROMATIC ARTS - The Necromatic Arts are preformed in graveyards at Midnight and is very dangerous to control. They need blood for the magic, they also need scrolls and other "dark" components to use this type of magic. They often make pacts with loathesome beasts and creatures to gain more power. This is disceptive and can cause serious pysical and mental scars. PRIEST / PRIESTESS - They rely on divine powers to supply the needed magic to cast spells. You may create this divine Power. CELISTIC - Draws power from the power of the sun, the moon and the stars. they live in wide open areas and sometimes near large bodies of water. They practice their rituals at Noon and Midnight, at Dawn and Dusk, and sometimes at High Tide. NATURALIST / SHAMAN - By the use of smoking herbs to contact the spirit world and the seeing of visions these type of casters are able to focus this into spells. The use of gems and crystals is a must for the Shaman and Naturalist. CHAOSIC - The Chaosic caster uses "Raw" energy, this may be the most destructive magic and definitely the most harmful to the caster if not done right. Untill they reach the point of being able to cast at will they have the potential to kill themselves with every spell. BIOMANCER - this is the use of the parts of the body. These caster can focus energy through living and dead body parts. They have the ability to both heal and harm the body. They may also have the use of personal body parts, any spell cast this way will at least double the strength of the spell. Most of the useable spells of a Biomancer have a reverse of the same spell. ELEMENTALIST - To be an Elementalist you must choose to follow one of the four elements (Earth, Fire, Water, or Air). You will recieve a special power from that element with your set-up. You may have 2 separate elemetal professions except the next 2 combinations Earth/Air or Fire/Water. TRICKSTER - This is a combination of all the Magical Profession, you will receive 1 spell from each of the magic using classes. All the other Professions start with 9 spells, this class stars with 10 your spell list will be given you upon return of the set-up. HOLY WARRIOR - Fights for a divine cause. Holy warriors seems to always to be helped by "unseen" forces. WARRIOR - Fights for respect, glory and treasure. They are good stratigist and stronger than most of the Warrior types. GLADIATOR - Fights fir Honor and respect. A gladiator usually showboats with the special moves and are quicker than the other warrior types. ASSASSIN - Paid killers that travel in the night to do "special" jobs. They make use of poisions and mystifyingly quiet. they blend in with the common folk and are very adaptable to their surroundings. THEIF - Much like the assassin only differences are that the thief is stronger and are a little bit more loyal to organizations. WOODSMAN - This profession are good warriors but their hearts are inclined to the woods and the forests. They can survive sometimes years in the forests without seeing other people. They are the best hunters and fishers. BARD - A pleasure seeking warrior who lacks discipline and training, but the cunning of the bard make up for the difference. They sing, play instruments, and tell stories for money. They are a mixture of a warrior and a theif. WANDERER / MONK - This type of character seeks to "find" oneself through many different means...Traveling. They are masters at foot and hand combat. They're are very disciplined and Psychic abilities. MERCINARY - Trained warriors and professional soliders. Have survival skills. They can use any weapon and follow orders. They are also great workers. SWASHBUCKLER - Relies on speed and trickery, swashbucklers have a high Inner strength. They are very good pirates. Skills Their are two types of skills, the first is a normal skill the second is the Master skill. The Master skill should be choosen after your regular skills. If the characters race has a similar ability as one of the skills, you may still choose that skill (You will just be better at that one area). 1.Hyposis 13.Mountaineering 25.Wood Worker 2.Blind Fighting 14.Fortune Telling 26.Extra Magic Essence 3.Parrying Specialist 15.Music Lore 27.Extra Knowledge 4.Sheild Mastering 16.Climbing 28.Extra Warfare 5.Seaman 17.Herbalist 29.Extra Outer Strength 6.Martial Arts 18.Carpentry 30.Extra Inner Strength 7.Pychic Ability 19.Dragon Riding* 31.Con Artist 8.Woodlore 20.Languages 32.Bowyer / Fletcher 9.Historian 21.Healing 33.Navigator 10.Weapon's Maker 22.Hyper Fighting 34.Writer 11.Tracking 23.Hyper Casting 35.Painter 12.Acrobatics 24.Artist 36.Jewler Stats In the game all the game operation will be processed by a computer for fairness. These are the following stats: Warfare - Determines quickness and how well you control yourself in combat. Inner Strength - Determines moral and how well you control Emotions. Outer Strength - Physical Strength. Knowledge - This is the combination of Intellect and Wisdom. Magic Essence - Determines how well you use magic naturally. You must Priortise the stats from 1 to 5. One being the must important to you. _____________________________________________________________________________ If you want play this game just fill out the questions below and E-Mail them to me, after you reply you will recieve your set-up and the first move free. You will also recieve Full size map in the mail. Character Name: Player Name: Character Race: Character Profession: Character Skills: 1. 2. 3. Character Master Skill: 1. Please Prioritise your Stats: Warfare _______ Inner Strength ______ Outer Strength ______ Knowledge ______ Magic Essence ______ Discription: Thank you for reading and try it out!! Bye for now. Referenced By Up