I would gather all the room descriptions for the area's in the world and put them on the pbp page so people can figure out how to get around the places on the map people would be able
to play dnd going along the described area's of the map with monsters already put there or they could put whatever monsters they want to be there instead. But the reason that people would want to group is there is the engine that lets people run around the map and i call it a mantle and its important to have a name because the mantle is used by people
to add options to the engine because the idea that someone else would need the options that you place in adventure mode through the mantle would be something that someone in
a journey would be able to access if they choose to group with another person in another mode. but only for the room that the person was in so if I was on a journey and i needed to take a extended rest and i was in a room with someone on a adventure that has that option i would be able to use it too. thats from the rule book that normally you cant do a extended rest on a journey but with this free form style you could.
forum pbp one player could just follow another person around the places they describe going and they could send pm to decide who will fight what monsters and even do
initiative check for who will go first and then just have their battles.
but this is a good reason to use the mantle to set some options up like if your the healer then you bring a option to the mantle that the fighter can access to heal himself and it would take one of your healing spell slots etc. so im pretty sure that solves that how would combat work in a group but they would have to be in a group to utilize other members powers.
It would take extra learning of what other people's classes can do if Im a cleric and im grouped with a fighter and i Utilize the fighters Power strike through the mantle to take down
a goblin i would kind of be using someone elses character so id need to know what there powers are. but it would seem to work long as we called our targets and we each had our own
individual targets we could work together as a team. It could work and i dont think we would need to have a dungeon master either. So is anybody interested? If so id supply a map and a list of zones and the descriptions of rooms in numbered order but people would have to figure out if room 10 goes east to room 15 and such things like that. and people could go off the road as well but that would probably be a more solo type deal.
If you could explain what you are trying to get across, I would consider it, but at this moment, I have no idea what you are proposing and I doubt I am alone.
then times fury dirs are 1. e s zone 2. w se 3. n w s 4. nw e time commando lvl7 105 time orc lvl 160 time captain lvl 7 70 xp if you want to add in a couple time orcs level 7 105 exp
5.n w se s 6.e s n e 8.n e sen sw sn ne n s sw 16. large boat sits in front of you with a sign saying water walker now boarding for arcaia the land far northeast across the ocean board waterwalker, n , s 17. This narrow passageway will not provide much comfort for travelling it has some cover for shadow and those who like to hide n s exits for that room are n s 18 the water walker a large boat designed to take one through dangerous world where monsters lurk out, set sail
1. Slowly tide binds the wind the leaves fall forwarding the incandecence of green emeralds bounding off the foodsteps of those in duel city.
2. Breaks on holding front banks withholding forces tieing every fabric together are unwinding in its stay is awakened this green mist from only one way which escapes.
3. many faces lie in the dirt ground fate would not let them awaken from the fury that entangles time here those who do not remain in lag for eternity.
4. The courage to fend from what reality rationalizes self impact an unstable system which fails with no notice. re assembled on the means to turn idea's in fate for items of life.
5.The courage of the self concious world the under river of thought secret to none but their own mind. in this land one must own his concious and whats under
6. ocean air breathes chills through the tide then emerald fabric of time folds over the ocean in this land normal laws do not apply.
7. Crossing paths with other roomie locations nesting their way towards the common goal further into the fury of time.
8. Into the plains the clay ground looks if fire has found the land an age ago off to the south is a large structure emerging from the water of the form of a boat.
9. A little claw made of sea grasps out at land to be in denial of fate there is no stopping at this rate there will be nowhere for such a thing as futures.
10.some land to write a quick note about the north is a burden and south is not much better choose your path its good no matter the whether.` 11.
arg city engine 1. you have arrived in arg city the wealth and splendor is denoted only by its oppressed subjects in the distance you can see slavers whipping peasants to work harder leave, north if you on raid gamhard arrives locat arrives mernak arrives you leave to the north looking at a wagon of food that is often filled for the dictator, north south if you on raid a slaver looks giddy at the slaves level 5 a fat political man giving orders level 5 a guard of arg prepares to attack you level 8 gamhard locat mernak brugis locat says : hey let these slaves go free you run of the mill vigilianties. slaver: youll wish you never reared your face in arg city again locat! guard attacks locat slaver attacks locat fatman attacks locat there is fiercecombat going on here.
you can join in or sit it out if you join in fat man falls to the floor after connecting his face to locats fist causing fatmans heart to stop beating you attack slaver if you sit it outlotan : lets sit this fight out and conserve our strength it looks like locat has it under control politician throws a good it fly send over end to slam into brugis head causing him to sustain a head concussion mernak slides under the politician taking out his blade to slash up at him but the politician dodged and stomped down nearly squashing mernak except for locat jumping up to smash a kick down the politicians back scraping the skin and brusing the bone.gamhard prepared to finish the job on him when the elite guard of arg atacked with blinding speed if not for locat once again the battle may have ended but fortunaltly locat saved gamhard moving pushing him out of the way and dropping the guard with a strike to his laarynx. the politition soon after succumed to his mortal injury's. 3. piles of rotting food smell up this portal of arg city that is because this is where the slaves are allowed to fill their food troffs from when they get a five minute break once a day n, south, if on raid demon slaver over looks slaves eating slop level 12 1800 xp slave eating from a bucket of slop lvl 3 locat leaves north gamhard follows locat mernak follows locat brugis follows you batlte a demon slaver if you win it says as you prepare to send the demon salver to obliviounhe takes on last glance to the slave ill miss watching you die slowly he said as you plunge a sword through his heart taking his spirit energy the slave leaves south towards his freedom
4. up to the north sounds of laughing can be heard the sound brings painfull memories. forgiveness is at hand one such as time coming to a stop n, s
if on raid raunk stormsmoker lites up a joint level 14 14000 exp 14000 exp yeah just to make sure
locat of duel city gamhard unitar the adventurer mernak the ranger brugis the tankwallbattleing with raunk stormsmokr is up to you if you win gamhard says your reputation preceeds you but save some experience for the master o adventure news locat leaves north gamhard follows locat mernak follows locat brugisfollows locat with a headacheif you lose gamhard says watch out dragon ill light you up gamhard throws a deathbomb into the dragons mouth and it blows a hole through the dragons belly deconstituting him
5. North is the wealth of arg and east is the slaves living quarters or cell whicher you prefer to call it. n e sif you have been to slaver quarters and are coming back its raiding says a demon slaver level 14 a guard of arg level 8 locat the king of duel city gamhard the adventurer mernak the rangerbrugis the tankwall there is fierce combat going on here battling demonslaver gamhard slay sthe guard after a fierce battle
6. 6. the slave jail seems quite jubilant for such a downtrodden place. the slaves go on about their lives seemingly oblivious to their squalor w, enter the slave quarters are locked and you do not have the key unless you have slayin uberpantsthen the slave quarters are open so you can enter 7. the wealthy folks of arg standing straight with the backs of slaves to wipe the mud off their feet. s shop, temply inn if on raid uberpants the communista guard a guard or if on part of the early quests to see the town. on that quest she says hello again *(your ame) i guess we went seperate paths after the adventure with holzengard i wonder what happend to him alsoyou say i dont know i was on the boat and fell off because of some strange flashing lights drew me in i guess you can say gald you made i tout alive or you seem to be doing ok for yourself if you do the first one she says well i need you to do a little favor for me could you head over to duel city with this letter one of our allied villages is needing some aid and i want you to ask locat for us if you say the latter she sasy well your about as useless as a corpse keep nosing around in our village and you may wind up as just that...if you talk to her again she says here is the leter take it with you to duel city i hope to be in contact with you in the futureor if you chose the part two and then talk again she sais alright lets just cut the crap you dont like me because elfchoker almost died and he blames you and he should since it was your fault that donut was poisoned. get out of arg town before i kill you myself... traitor.then if you come back with locat and shes gone talking to the guard 2 says uberpants has gone into the swamp of forgiveness to seek help from the psirits. and if you oon the raid shes there as a monster and says this is no way to begin your climb through args hiarchy you better learn about conformity a guard attacks you level 8 a guard attacks you 6 uberpants demon attacks you 11 total of 2860 exp battle encounter uberpants party then locat arrives gamhard arrives mernak arrives brugis arrives gamhard sas: taking all the action on yourself this is getting to be boththersome for my grouping union hmph were done here but well meet again locat shouts: raids done were leaving
gamhard uses a potion of teleport gamhard vanishes locat vanishes mernak vanishes brugis vanishes
then to the temple which is actully where you get he key to slave house flooded with forgiveness and hopes of order ifonly you had been on better terms with the gratputkis then you could reap the rewards leave, northsame room if you go north but theres rykefaz motophyr strikes fear in you without tryingbattle encounter level 3 rykefaz motuphyrafter the battle he says do you have what it takes to beat gratputkis? if yes then he sasy then i shall not stand in your way foolish one you take the page from him page 2if you say no you dont then he says then i will take you to him show you how feeble you are in the presence of true power. so that he can turn you into one of us. but you can have your small victory here whatever good itis. you take the page from him anywayso in the slave jail you find a page one in a treasure box and free two slaves one is a girl she says yes i don tlike people thinkin they have the right to breath my same oxygen.. not unless they are conforming to uberpants dictations but of all the people you should understand thatwhen +slave has been set freeyou get 500 expthen when you talk to slave two he says hey how come your such a little buster you can set him free or leave him bee if you set him free it goes i have to set you free of your bonds your captors will be unable to do it and you will be able to help any that i've missed slave has been set fre 500 xp
or if you leav ehim bee it goes oh with that attitude maybe ill leav eyou chained up in here would you like that? spillager says oh no please sir set me freee!!so you say ok jut help any others that imissed set em free 500 xp
so the first part of the story which you had that drawing with the green path and the big dome things was where that guy who was taken in the lava area as a prisoner was from.
in the next part he was rescued and it turns out he had to be carried through a path through a place in a land i call times fury which you might recall i sent you a drawing of someone helping that guy under a bridge with a goblin on top reading a book.
so in the next part there was a plan to go to the swamp to leave that town which had like a port so a boat was used to get there but in the swamp somehow they were taken prisoner again and had to escape a dungeon where a enemy named saladon vinderpu was defeated
while in nother landscape drawing where someone working behind the scenes someone had found a ruby and bartered with the person who had set them up bribed the hero's a charter on the underground boat passage so they made it to the dwarf undercity.
but after that they had to clear the lands above by climbing up a mountain finding out that the guy who had the gemstone was working for someone named grundle. and he was a elf named neverundil so they defeated him on top of the mountain and found the ruby so the two hero's went on while they left the dwarf who helped them behind.
they traveled to a nearby town called arcaia by boat and there they needed needed food supplies and so the heroes went to a dungeon and slayed the evil grundle and found enough food for the people in the city so then they went on throught the wilderlands
after fighting with a bunch of goblins and 2 orcs who where guarding a bridge they snuck around and faught the goblins one at a time because they were pretty tough.
well that's where i am in the story but after that they took a wagon through the river pass to where they will regroup up with the dwarf after traveling through the river pass 2 where the wagon drops them off. so i will let you know what happens then well i made a drawing of the wagon trip
side note I have been busy with my final fantasy 14 game because i made up a linkshell there and it makes a whole world of stuff to do to figure out how to interest other people in what you are trying to build. i guess i can tell you because that way i dont look like a fool if i write it on a forum if its not good idea. so i think its a good idea to be a party to what i build because to me its just a story that doesnt need to be made with any words its just with peoples actions. and i think that people who act are kind of showing that the game is either trying to challenge people into learning how to overcome a lot of challenges or the game is trying to defeat people by being to challenging and making people feel like fake heroe's
So im trying to put together this game out the right way. Seems pretty simple to me characters who play come from different realms but they find a door some kind of different reality and from there people get sent to my world.
Where there is a mantle that people can travel all around the world they have options in the mantle so that if people want to group they can. But there is no reason they have to there is 3 modes of play fellowship adventure and journey and they are perfectly capable of going it alone. If they want to spend the time leveling up in the area's that are around there level. But the people who do the most playing in any of the three modes of play by saying what mode they are in when they post, Get called back by the forces that sent them through the door. To share the story the way they see it and if they choose to they can get a magic item that gets thrown back into the world and is a power source for a rule that they can make up or change a existing rule. that is done in the beginning middle and end of the game which constitutes the passing of 50 years for each. There is some magic items already there in the world and you have to find 3 of them in order to escape the effects that 50 years of age have on you before the next part of the game begins You can just make up what items you find.
to help I have even included story arc that is kind of like a loop that people make to end of it to save someone they want to help if this helps make your way to the end feel free to use this i included in one of the spoilers along with the map of the world and the room descriptions of the rooms that help people move around the world.
so the first part of the story which you had that drawing with the green path and the big dome things was where that guy who was taken in the lava area as a prisoner was from.
in the next part he was rescued and it turns out he had to be carried through a path through a place in a land i call times fury which you might recall i sent you a drawing of someone helping that guy under a bridge with a goblin on top reading a book.
so in the next part there was a plan to go to the swamp to leave that town which had like a port so a boat was used to get there but in the swamp somehow they were taken prisoner again and had to escape a dungeon where a enemy named saladon vinderpu was defeated
while in nother landscape drawing where someone working behind the scenes someone had found a ruby and bartered with the person who had set them up bribed the hero's a charter on the underground boat passage so they made it to the dwarf undercity.
but after that they had to clear the lands above by climbing up a mountain finding out that the guy who had the gemstone was working for someone named grundle. and he was a elf named neverundil so they defeated him on top of the mountain and found the ruby so the two hero's went on while they left the dwarf who helped them behind.
they traveled to a nearby town called arcaia by boat and there they needed needed food supplies and so the heroes went to a dungeon and slayed the evil grundle and found enough food for the people in the city so then they went on throught the wilderlands
after fighting with a bunch of goblins and 2 orcs who where guarding a bridge they snuck around and faught the goblins one at a time because they were pretty tough.
well that's where i am in the story but after that they took a wagon through the river pass to where they will regroup up with the dwarf after traveling through the river pass 2 where the wagon drops them off. so i will let you know what happens then well i made a drawing of the wagon trip
side note I have been busy with my final fantasy 14 game because i made up a linkshell there and it makes a whole world of stuff to do to figure out how to interest other people in what you are trying to build. i guess i can tell you because that way i dont look like a fool if i write it on a forum if its not good idea. so i think its a good idea to be a party to what i build because to me its just a story that doesnt need to be made with any words its just with peoples actions. and i think that people who act are kind of showing that the game is either trying to challenge people into learning how to overcome a lot of challenges or the game is trying to defeat people by being to challenging and making people feel like fake heroe's
Put your spoiler here.
Ive done it built a forum and completed the guild well not quite yet but after i write here about what this is ill go get the last point of con from my guild. The name is whats brings this forum together the plananelyn is the shortened version since thats how many letters are allowed. the full name of this forum is planar inanely and anybody in the society can write all they want about the adventure's they have while doing what the name implies in the defination to planar is of how you are relating to a plane. and inanely means insignificantly, which i think means what are you doing in a game and hopefully not taking yourself to seriously. but seriously i have made up rules to help do this and this helps explain why the guild has str, con, wis.
dirs 1. n s 2. n s 3. ne sw 4. n s 5. n se 6. e s 7. e w n s 8.e w n s 9.s ne 10.enter sw e 11.11.w n s12nw s 13. w se 14.e w 15.e w 16.w e 17 e wenter wet the rest 19.n sw20. ne s21. n s 22.23 n s 24. n s 25. n s 26. e w 27.w e 28 w ne 29 w zone
1. The entry point of the river pass zone is marked by the sloping hill going north, the wilderlands is to the west. the river flows to the east along the other side of the pass.
A flier A flier level 5 75xp mobs 2. the grasslands continue to elevate the river is lost behind the hills to the north you see the trail northeast.
A stinker steams a aura of foulness level 7 140 xp 3. The land elevation has leveled and the trail has streightend out leading north again though still through the hills the trail is about to open into a wide field.
4. The land has a high elevation of about 20 feet and inclines 60 degrees the trail is dangerous there is a presence in the air something doesnt want you to make it through the pass.
A marsion Gorilla with a furry mane growls at you 5. The hill has reached its highest point the way back is untravelable you must find a new way back. there is sounds of fighting to the southeast. It would be possible to continue north.
from here going southeast gamhard shouts: Hey your not Ivan what are you doing here arrggg aaaeeyeee stop it dont bit me there. Demonwraith shouts: foolish one you should not have interfered you taste of doomed fleshthen you fight with writhanos and gamhard says thanks for the help i will have to remember not to trust taiyail all the time it seems this person was only pretending to want to join the adventuring guild just to get me out here for a bite to eat. writhanos 206 hp worth of fighting 6. The way is bumpy with hills all around shaping the confusing path in many directions. The only direction traversable is east.
a hornsnake slithers here level 6 120 xp 7. The grasslands are expanding in every direction nothing but land for miles hundreds of creatures must be lurking in wait for their is no sign of civilization.
Jester staggering around drunk off his ass level 5 183 exp
8. The grasslands narrow into a smaller area of land to the south is a dirt road and to the north is a city
if martin is in the party the stinker is waiting hereif you attack the two stinkers they are tougher than wilderland stinkersafter your party encountered the enemy you so drained the energy from the land your feet went numb brain racked for answers why foes fight for no good only to prevent your friends from having life and for a moment there seemed to be ways of reasoning with the monsters but when that was over time slowed with cresent devestation and something strange happend something strange most definatly happend here what it is can only be a bclue into why there is a need for a adventuring guild in the first place i wonder if they even know why or if they think this is just some big game. but it would appear that yourself is a part of the puzzle for sure. whatever strange magics seemed to start from you but also dissapate from its wake till hittin you. 9. Stone walls rise over the town of astowal village a small town with a closely knit bunch they survive in a harsh area and get by on their wiles. the wall leads toward the northeast entrance. `
10. Entrance to Astowal village is written on a big sign pointing to the west. A large gate through which you can see a few heavily guarded buildings to the southwest you see gratputki monsters.
11. Along a dirt road made by the inhabitants of astowal village to preserve safe trade routes to other lands and to stay out of the wilds.
pervert soldier shows if youve been to astowal village. level 8 88 xp then after fighting the pervert soldier you hear hurry along lidual we got to move before more pervert soldiers show up i hate those guys we need to get to the heartland behind the safety of jite rhealms wizardry and out of gratputkis reach. if you decide to help them balanoir says thank you kind sir since you see we do not know how to reach the heartlands since gratputkis scourged the lands the pass to our village is closer your help will be much needed thanks or dont bother
12. The road forks out northwest and back to the south. There is a large mountain wall ahead.
13. Looking up you see a 100 foot high natural wall untraversable unless you have wings. you see two possible alternative roads going east and west.
14. On the west road the wall is still 100 feet high but further along you see the tunnel form from a slightly smaller wall.
15.Along the west trail the natural wall still goes and from where you are there is another hill. a road tunneling between them.
16. Passage is getting tight the hills press in on the road leaving a few feet of road to get through but you can still make it.
17. here the trail opens into a wider more confortable road. heading to the west toward another part of the wilderlands.
18. End of the road you may continue into a unknown land untraveled terrain awaits you if you choose to continue.
19. Things couldnt possibly get any safer this country is easy to feel safe and one doesnt need assurence from anything. dont tell that to the shapeshifter standing here.
20. Thorns and flowers from the sweat and toil hard days and nights to bring fruit to bear evil for this herald of death to catch his prey.
21. games have much to do with the river pass hurry to the zone or relax and try not to worry these games are encouraged by tarnheel the playfull.
22. boredom is pain itself and a joy to forget the gurgle the strain to pass through it makes the victems of bordom a perfect canditate
23. sitting upon his roost his wail of bloody battle can be heard so powerful that you almost want ot turn back.`
backtracking from there to the wilderlands.
Arcaia the entrance is easy enough to find something catches your eye theres a stone which looks like a face with smoke coming out of its eyes. other wise a ordinary looking town with werewolves and dwarves running around.
examine rock south north 2. enter west south 3.climb west east 4.west south east 5. enter east 6. north talk to dwarfas you climb you lose your footing and fall thump
1. standing in front of the rock seems to be the epicenter of arcaia lots of tree's and buildings much to see and learn and do. examine rock--Chancing to take a look at the wierd stone you almost lose your balance when your hear the stone speak to you ... "Get out of my Face" puny mortal you wouldn't understand my fate talk to the werewolf if your truely interested. if youve done all the needed things to help holzenguard talking to the werewolf says you have done alot for us already what more can we ask the knight who saved us from a terrifieing conformaster 2. you've walked up to the place of reprieve an inn a place of common needs where people go to forget their busy routines and relax with some drink and song. if you go in the inn every table and chair stack nicely against the ongoing scenery as stolen goods are looked at by merchants and then sometimes those who it was stolen from mouv the werewolf if you talk to the werewolf he say our village is in need of supplys we have sent word to locat of duel city he says to go back and talk to vargeul he says now that i think about it vargeul was talking about some strange character sighted around town , you should go talk to him hes over there at the stable if you should find yourself alone on the river passage be sure to stay on the road stinkers and fliers roam the lands but stay away from the pass they fear the humans
3.well you can go back the way you came but this looks good too theres a big ladder here perhaps you can climb it although you never know what will happen in arcaia. 4. standing at the crossing of three paths to the south you can see a market place and there stands the dwarf he looks forboding to the west you see a shop seems to have quite a arsenal from the six sense you feel talking to vargeul says the dwarf is a depressing person to talk to its a good idea to listen to him because what he says is true. The land we live in is ridden with monsters and problems and theres not much good thats why we need people like you with your special abilities and courage to change the world because we are stuck in a rut. but maybe you can help us get out of it what dya say? if you say yes then he sais good then climb up the ladder west of the inn then travel through the river portal tmeet with taiyail in astowal village and start a party to face the monsters that plague our lives if you sa no then he says suit yourself welcome to the club as they say you wont get much out of arcaia with the monsters cleaning it out. if you talk to him after werewolf he says; you seek to learn from a rock never will arcaia's archaic nights help bystanders who cant help themselfs go talk to elfchoker and maybe he will offer you some task to prove your worth 5.You stand in front of the arsonal store if you can pull yourself away then you will not spend any money but thats your obvious choice if you do not 6. reach of the market pulls you in not quite anything worth paying money for although the shopkeeper looks like he might have some info to sell you already know what i have to say but you dont know who tihs dwarf who says it is you can hold on to the fear nd the pain the dwarfs will move on through the battlefield carrying on with fallen foes and friends strapped to our packs. you want to prove yourself to me with some fairytale story quest well i don t buy it what we have is alot of monsters running around that kill you! he says search the wilderlands, bring your findings if it proves usefull im offering you this reward; info of the origin you need to know about arcaia. if you have what he was looking for he says you have what i was looking for good . first thing i iwll tell you i sthe ancient rock is no normal rock for a lifetime arcaians rebuild what demons destroy...holzenguard the rock: well done, your merits derive their own measure . i have strong ties to this land but once it was worth less : the dwarf shows a picture of what the rock used to look like as the leader of the town it goes on until my betrayed land bound me to this rock thus to be my tragic end.the dwarf continues saying i hear a woman in the east works to build her towns defences with an adventuring guild find any information she can tell you if it helps holzengard it will do a great deal towards earning my respect if you return after doing what he asks he tell syou his story of a cursed donut that you brought him and now i think im gonna go see graahpukis in the swamp of forgiveness im gonna go back in my shop and see how im gunna survive this one. maybe a sorrowdale potion but thats along way sfrom here *damn* spit* then if you bring him the potion he he sais thanks fairly for the potion and for ya beating the demon to bring it for me.
then the wilderlands
1.the big city of your time arcaia northing could" be further from danger this land is secluded and nothing but" common goblins and pests thrive, exits are enter and west"
2. the land around you snows like crazy the land is there at" least but it runs deep crows caw in the distance and the sun" shines blinding exits are north and east"
from here there is two paths ill show the first path first
3. the cold snow is pelding the ground hard and is not letting" up ahead is a tent which looks occupied obvious exits are," "north, tent , east and south"
4. "your in a winding area of buildings connected to tents behind" a wall of some stone material in a ombination of buildings" "and blocks to create a fortress town exits are north, south, east and west
5. "Far from the normal feeling of the4 wilderlands you have been" taken to a library of many magics and theire is a portal" leading to earth which draws you in exits are earth,riverpass and south" scholar study of the planes"
leads to 17 in the riverpass
and the other path
The tent stands high into a sharp point at the top of the room" "inside there is a cage with a man in there and theres a door" "near the other side" "Obvious exits are, (out, north)" "a old prisoner is chained to the wall
"the stability of the civilization here is being meddled with" "by the forces of narnak obvious exis are south east" "the narnaking stands with creased pants blowing "
echo "your in a winding area of buildings connected to tents" "behind a wall of some stone material in a combination of buildings" obvious exits are, (zone,west)" Golzark Djinni burns with hate and fury
and this zone leads to room 1 in the riverpass
and astowal village is next to 10 in the riverpass
and astowal village This is astowal village a town thats far from the busy city and from the need for big cities goods for one reason (a common ground) people here look out for eachother and once you enter the town you see why.
1. lots of ground tends to gather crowds but from this vantage theres is only the gated city and the looks of a rather unruly town with people looking for a fight
2. here is the gates of astowal knights of valor guard the entrance to the city allowing only friends and those who wish to pay to get this far. 3.The crossing of astowal gate with th e market place to the west the path goes on as well as to the east but the north is where it isthe most lively. 4. The road reaches we4st and stops at the large stone wall keeping you from going further and monsters from getting closer. The marketplace lies just ahead entry to the item sho is in your grasp and to the east the inn. 6. The road has lead to the inn where travellers rest after a long perilous journey to the west is a shop and south is towards the gates.7.The party area of town is right here more than one way to find you way in life this town has a board to organize events.
riverpass2
1. The entrance to the zone This is Evenstars Keep-- Your life or your riches you may be spared your life but not your foes. 1. southeast zone 2. southwest northeast 3. 3. s w ne 4. w n. 5.n e w 6.s e wn w s e 8. n e wn e 10. n s e 11.n e s 12.w s nw s 13. s se n next n s 14 15.nw n e ne s
16.enter swamplands ne se varias shops too
17 can go here if you have defeated gratputkis or the dwarves let you in) A massive bridge made spectrally by beings of another reality leads to what looks like a nail driven into the land by a hammer of the gods. west, enter2. you have crossed the bridge of light to fort lag. more bridges can be seen from here but you have to swim to get to the next one exit, dive a gladiator lvl10 400xp guard q'peulu lvl10 600xp . you took quite a leap to get down this far it was never intended to be a easy ride the bridge is before you bridge back dive 4. you are inside a bridge that looks to be climbable if you wish to continue to press on against the armata force. exit climb 5. you are in a room with no exits else you could escape the trap set for you which you cant and that would not please the monster who waits for you. (none at this time) bailer stares at you looking for payment fight bailor or pay him 200 gold then he lets you pass climb down or cross bridge next. you have made it to the drop point this place looks like it is the center of the operations done by the armata. something strange looms in the air, bridge , back if you go bridge then lotan shows up saying always have to do what you want im tired of it how about i just plunge a sword into your heart and do things right? you can take lotan down or run from him taking him down is a battle obviously if you try to run from lotan he grabs you by the shoulder and holds the blade up to your throat then martin or whoever your healer is walks up behind him and smashes the flat side of his weapon over lotan knowing it would knock him out and it did. lotan owchi lays on the ground unconscious A Spider arrives level 8 320 exp A Spider aarrives level 6 240 exp help lotan or he can wait
if help him dont worry lotan i know whats wrong with you its this place youve been poisoned. well bandage your head and find the source of the problem...you fight the monsters ill tend to lotan says the healerbattle encounter armata ambushers ( without much healing) or he can wait
he can wait till after we slay these monsters they are the main concern right now you say.battle armata ambushers with lots of healing next round martin says i dont think lotan will make it if we wait any longer to help him hes hurt bad help lotan or he cann wait if you have him help then you battle encounter hordes without much healing but lotan livesbut if you say he can wait lotan begins turning more grotesque and starts to shiverand after the encounter he doesnt rejoin cause he dies
next you warc fin an arel non more consadaro make on to mole man are gone year to the dman oker ben molean back , south next . Moon points at sokra band marble jumps to krags more monsters be living form doom than you can fight at once here bethroven back, west next: grand right out of the wall the lone sole entrance to the blight of tthe land is at the end of this pass west back next weak monsters jimini genie's ordeals add a bounce to some people's gaits and tis will be the time to be confident about survival w enter. next is to enter blight warps you to where lundin row lvl15 11k exp is after battling with him you get to take his page of time and stop there or keep playing and everybody cals you a hero or if you go with the ending with landin ro slain the knight takes the book of time and leaves with it to continue on finding the evenstars he never actully finds them and never gives up until he is old and tired of his search one day in a time free of gratputkis things were calmed down to the point where the knight had nothing to do but sit back and enjoy his life and be tempted by uusing the book of time to change his life for the better but knowing the lessons he has learned he choose to hide the book someplace nobody would ever suspect and he put his place mark in the page he would stay untill his end the book stayed in this far way land through the ages until one day the knight regreted his choice and went to find the book only to see it dissapeared only he could track it down and he did to find it in china. with a woman who would have never suspected its power. so the knight broke into the lady's house when she was not aware at a late night and changed the book to a page where he could be more confortable and not such an old man again. the end. if you choose to keep going your transported back to the swamp house 17. nw se s 18. nw sw se19 e w
20 w enter undercity
to the swamplands
1. nw out check 2. nw se w e check 4.ss,n,e not done 5. nw, e , se, w done 6. w s n done 7. nw se w e not done 8.ne e s not done n s e done 10 w n s not done 11 n w s n e w not done 13 w n half done link to 10 not done 14. e n half done link to 11 not done 15. n e house done
16 n e done 17 n w done 18 s zone if you go to this house before going to ulahbalito and going on the quests there you see standing over or under is not what i think of but rather who is wstanding beside me in this place i only would if i could have one who would but should not try only to fail how many would want me if i did try or would it matter a house filled with chairs and paintings doesnt begin to express these word those people who walk by this house they dont know its mine where you can nominate chaos power rest exit or buy items for chaos power you just get a sword level up if you have swampflame for rest you have to solve the riddle want your weight in gold? to fill your fool dreams with riches ? then leave fantasizing to the crapper what fills foo dreams of richess but grants no moron gold without leaving a fantasy life fulfills dreams of riches but grants no more on gold without living a fantasydo you know the answer to the riddleanswer is gold if you go there after ulahbalito quests this is what happens
weather passing people notice no stares of judgement is upon the domes that rest their body's i will be in one. Quotes the sign behind the counter a sign explaining ho w the items work
you can read signbuy pet use book of time at certain times the shopkeeper can be on break it says try again shortly there is four pages of the book of time for each page yyou get different things happen you wont have anyuntil you have taken gratputkis out nm that you only get supplies from there no pages yet. there is a scribe that he will say i heard you found the book of time and its pages were all gone i will keep the book here and you bring the pages and i will put them back in order the way they are supposed to be and we should be able to fix the flow of time. so that graputkis had a book but all the pages were gone . you find out and you hadn the book of time to the scribe. basicly whenever you find a page bring it to him then you can access it and do special things once the scribe puts it on the book.
page1 goes All the world was snowing breezes pass the mountain on the way out to sea. the world moves as normally. Tiime has been not seen and still threads the fate of all. The sea's have some disturbance as some knights courage has foretold the tide of fate. the blessing of time shall not be found easily however jealous enemys scour the land for the knight time slows for no man but it does for gratputki like the will of the god s themself control the fury of forgiveness and only those with courage are chosen to stand uup to them thne you can mark that page and all the enemy in river pass will return in their former glory. page two goes 7y6ucplanar inanely is where it all takes place it should bknow be known to these adventurers where they reside and why there is myriad forgiveness blight. the residents of inanely go through lives with a much higher sense of irony much in part to the creation being done by powerful mortals and not gods. if god sknew what we have done the forgiveness would be swift and the planets end ni thats from pages gotten in the arg raid. page three after beating golzark djinn why would there be a need forpeople if they can live on in my world and my heart is what goes in it. why live anywhere else. it seems i still have some of what lacks whole towns and countries of the normal would. where better to place it than this one it maybe rough and need improvements but the subtle rush is just the hope it needs the pen is truely mightier than the sword amen.arcaia was under water but that was fixed because the powerfull armata kept the people safe inside the town but nobody was able to leave until somebody stopped the succubus from controlling the evenstar.after the fortress of lag was crushed and the blight upon the river passage dispelled prosperity was returned to the land but in turn the armata forces arcaia to fall using the power of a genie to flood the wilderlands with water making accress to their new base nearly impossible. save for the hero who has been sent to undue all of the wrong and save the worldthe knight guided by courage could reach the city but it would do little good to visit underwater cities that needed to be on land to prosper. he was guided by clues from a shall we say enturage of a certain persuasion to find the evenstar of a pecular anomaly archaic overtones would be magical enough to lower the water levels over arcaia to once again support the people & passage.
1.Stand aloft about your wiles for in the distance the height was built to dreaded beasts and shades of denizens forgiven for their deeds but not for their hearts.
2.many foes walk the path to forgive us the intertwined spirits of the other realm, rage a battle over who can get you first 3.Then to the west is a wall of stone inhabited by angry forces seeking to turn you insideout raging anger that reaches in and digs its way through. 4.Feeling some comfort in your wellness in this time of pain isa good spell 5. The way to the beginning has started there can be many roads there. It always seems to lead to you. To pass before s uch a road is risky
6. A variaty of paths are open to walk or run every sort of trial has been slipped through the framework.. The roads going the opposite way from the hillside path.7. Branches of dread reaching out to grab and pull every possible direction. NOble hearts try t persuading otherwise, the lessons are quick to learn. 8. The mean are few between the meaner are far going gets touh to those daring the hillside from the flanks and roads
9. north from the hillside to your south is west as the east brings you close to north but it was created by doom.. 10. to have to start over at this thing you have your wits and know where you need to go. 11. surity in sight northeast is the hillside spamning wide it was before there is less ground for her to fend with now. 12.Following the road has lead far and might continue on or then there is other options to the east and west13. 13.nesting up against the hillside is the lushland to be inviting through alluring foolish mortals into distraction.
14. what would this pale be without demons yes there is a demon in this land you have managed to be lucky until now. 15Natives are restless for one just ahead the land elevates to further his plans for destruction to the northwest there is a structure of some kind 16. Land is definatly elavated from ground up to the hills back to about sea level 17. Your travel has not been easy this time its just another fight and another demon in the way of forgiveness.The zone has been reached but will not be crossed by anyone who has not forgiven themselves. That is for one reason boundary of faith divides the oforces of gratputkis and the reaches of the great wizard of the heartland.
along the road for a long ways. There was not a monster to be found for miles" theres a merchant cart on the road though its a protected area they still manage to keep guards at their posts." exits are west and out
after passing several security points to town merchant city is made available. also a path goes north into the mountains where a well known fighter lives." exits are west enter north and east"
entering the city splits paths
the gates a well guarded path leads all the way down ulah road even though its a protected area they still manage to slip monsters through exits are east west north and south
down on Owchi Road a old sewer grate has been a source of problems in the past. a necessary trouble because the main housing area needs those sewers most.exits are south and east
after adventurers rest up at the inn they know they will not be forgotten not even a big lonely follower of the long road forgets their home is here on bar road south and east
and then back to the town entrance
balipark the place to relax in the sun at the end of the road it leads off into artarium way an" goes east into inn roadfrom there it turns south to heart road exits are west and east"
balipark at the end of the road it leads off into artarium way an" "goes east into inn roadfrom there it turns southeart road exits are west and southeast"
"four districts seperate the townsquare under the bridge" to keep the council seperate. all roads lead to this crossing and are watched by heavy security exits are northwest and west"
in the strategy room the wards slow the gratpukis" and in the tarea's artaria the portal leads many places" "Jite realm"
and then to backtrack to before the city to go north to the great fighters house ar a house built into the rock the entrance to the sewers can be seen" but there is a large blockade in front of there and many guarding it" exits are enter, sewers, south" Lotan Owchi
then to backtrack and to go west to the stomping grounds
Along the path to the tundra there is a large blockadehat it would but it would be possible to continue on to the tundra from crossing" exits are zone and east
<F4><F3> 1. the door of multiple realities exists to form this land of snow and around it is housed the windows and walls that look to the places you want to go.
( here you can list your items or buy more through the mantle) 1 nwe, nw,out2. n, se 3. n ,s 4. 5. s, e , nw 5. w , ne , se . 6w, ne, se .7 w, ne, se8. sw, ne9. w , ne, se 9. w, n, se 10. southwesst, ne 11. sw, ne, 12. sw, ne, 13. sw, ne, 14. sw, ne. 15. sw, ne16. sw, w. 17 sw, ne. 18
2. The walldoor experiences your pass and not your welcome for you seek not the walldoor in your wake but when you dream the walldoor watches your spirit form into a fine adventurer.
3. Head of snow rush envelops later in land a humming wind prasses you oddly distorting it knows while you wait but you know that later might be to late.
a Ice giant stands here flurrishing in snowlvl 8 256 exp 4. Breathing in the rooms atmosphere's a challenge itself the air freezes in your mouth if your fast. hunger will soon haunt dont worry as hypothermia poses as strifeling an arguement
Kinbag Plainfare the giant plans your doom level 7 950 xp 5. cold frost forms along mountain wall of dirt and ice the mountains the snow falls heavily under the watchfull sky.
6. cold frost forms along mountain wall of dirt and ice the mountains the snow falls heavily under the watchfull sky 7. cold frost forms along mountain wall of dirt and ice the mountains the snow falls heavily under the watchfull sky 8. Cold frost forms along mountain wall of dirt and ice the path is almost closing in to tightly to move in(sw, NE) nosemasher Rraks the lackluster buster lvl 8 1200 exp nosemasher says + the fortress of lag will make short work of you: then attacks you!. 9. Cold frost forms along mountain wall of dirt and ice the path is opening in to a wide chamber there is a shiny material scattered on the ground. ( w,ne,se 10. standing here overwhelms the senses theres a door south and undernearth and you see no way to climb up to enter it because your in no position to reach the handle.
A giant robot spins gears and exhausts steam level 8 1600 exp sw, ne 11. cold frost forms along the wall of dirt and ice the paths almost closing in to tightly to move in the snow falls under a watchfull sky sw, ne
12. coldfrost forms along mountain wall of dirt and ice the path is opening into a wide chamber the snow falls under a watchful sky sw ne
13. cold frost forms along mountain wall of dirt and ice the mountains are snowed upon heavily under the watchful sky sw, ne
14. cold frost forms along mountain wall of dirt and ice the mountains are snowed upon heavily under the watchful sky sw, ne 15. cold frost forms along mountain wall of dirt and ice the mountains are snowed upon heavily under the watchful sky sw, ne 16. standing here overwhelms the senses theres a door here is a narrow walkway with more frost than before you entered your position to reach the handle
sw, w
17. standing here overwhelms the senes many are here somewhere in the mist would you meet an enemy from your position it is hard to say
and the city. You have entered the door which holds no lock but the key is not with you the guided walk with a heart of true and find a new way.
Iesho the elven maiden sw, ne she says: hello there young one you maybe able to assist me with something when i open the secret door of the city of doom help me fight whatever comes out of it are you interested?wish to help with my quest? if you say yes she sasys well first thing i need is for you to slay the ferocious monster headng towards us... then after that ill get into what is next. baencounter loblase conjury level 8 3200 exp if you win iesho says thank your for literally saving my ass now then we must go to twilight city where the truth is hidden within but nobody knows from within because it is not there but we must first be there to see its not there then we can find it... upon your return i shall await the return of my friend i hope your success is met with ease friends. if you lose iesho says that monster just slayed my as the quest is finished come back when your ready to try again. if you go back and return the guard to her it finisheds the quest you get 2400 exp.
1.twilight city locked by hunkered down bolted up seccurly fastened stonewalled borders. out,east stupski dure the gearhead pulling the levers
2. drain as you must it may find a way to maintain the strength of banes and bird the boon to form the evenstar forged for these who deserve to be received
Yeha the impassive yet diminuative ziggurate w, e 3. This passes to twilight city as for good business with any who seek evenstars however wretched they are it is fortune that speaks in this place.
the guard slaver shackles his slaves west east south south is shop 4. The wind braises your bones its shrill force booms like myriad hurricane goddes whims the trees whine in protest. the sky thunders but nothing can be seen in the air other than courage
west east south -- south is inn guard says : to acccess my funcions you must be the master i will accept and comply if not you will die if you have spoken with iosho he will say i see you have been sent by ishao i will follow you back i wish to see her and reunite if you have not then he says you have no authority to give orders south is town hall or enter the guard house goes into twilight castle. 5. toopu groals your bar keeping you stuck to riddle your path up.
slay toopu level 8 get key and can go down or out 6. fortunatly fortune favors the camp luckily he lets you pass
can go north 7. stand yourself with ease and wind dwindling in the air far not the snare when those thorns burst besting revoked retracting recital nonsense holding on
to a horned hoe a battler of disdain of the surface of twilight city
8. from this room you sight the sleeping memory a dreaming one sleeps within a stmosphere of hopes looking towardd the bright future locked with a marble door. ( open door, Nevermind) eed toopus key to open it. when it opens it says the door is locked and you are holding the key you open the door with the lionkey and continue to the room below. or go north to the thrown room (12) 9. this is the post of twlight city's great divider to the residents which is ment to provide some meger protection from thieves. much to the dismay of those residing. w , down gortar thinks he can stop the thieves jelly narts makes a mess instead of doing its duty cuteki dreams gratpuki would forgive her pok poks you on your way to the rooms
when you go down avenger arrives madini tiat'nar arrives demilitary rolia arrives ed'n'iron arrives gamhard unitar arrives locat du arives mernak arrives brugis arrivesavenger says i had to track you down and find the source of the evenstar myself thanks for letting me find it so quickly so that my band can use the genie's armada. now violence fills the atmoosphere as gamhard attempts to defeat the guards the guard s punaveng avenger attacks gamhard to beat him to the punch the chaos is fierce in this room gortar slashes gamhard while gamhard dodges to pierce outward at eavenger which is deflected by madinin tiat'nar who spins around to slash you must battle avenger and then demlitary rolia to continue
11. twilight city locked by hunkered down bolted up securly fastened stone walled borders
then here is where the chest containing a scroll of the stars is contained. (back)
12. You must weight the beet to have the leaf may no harm fefall the sea diver the voice trails off into the distance
levellevel14 8265 exp your annoyances will now cease i shall kill you the swamp will forgive you that is all there is to be said gratputkis says from this room after defeating gratputkis he says ARRGGGGHHHHH nNo one will Be Forgiven if i Die!!! then you said i will never forgive you! then he says : then i will never be truely dead because forgiveness is a swamp with many souls to turn into monsters and i will look forward to those who look before they leap.you gain 1000 gold and the supplies needed in arcaia
then times fury dirs are 1. e s zone 2. w se 3. n w s 4. nw e time commando lvl7 105 time orc lvl 160 time captain lvl 7 70 xp if you want to add in a couple time orcs level 7 105 exp
5.n w se s 6.e s n e 8.n e sen sw sn ne n s sw 16. large boat sits in front of you with a sign saying water walker now boarding for arcaia the land far northeast across the ocean board waterwalker, n , s 17. This narrow passageway will not provide much comfort for travelling it has some cover for shadow and those who like to hide n s exits for that room are n s 18 the water walker a large boat designed to take one through dangerous world where monsters lurk out, set sail
1. Slowly tide binds the wind the leaves fall forwarding the incandecence of green emeralds bounding off the foodsteps of those in duel city.
2. Breaks on holding front banks withholding forces tieing every fabric together are unwinding in its stay is awakened this green mist from only one way which escapes.
3. many faces lie in the dirt ground fate would not let them awaken from the fury that entangles time here those who do not remain in lag for eternity.
4. The courage to fend from what reality rationalizes self impact an unstable system which fails with no notice. re assembled on the means to turn idea's in fate for items of life.
5.The courage of the self concious world the under river of thought secret to none but their own mind. in this land one must own his concious and whats under
6. ocean air breathes chills through the tide then emerald fabric of time folds over the ocean in this land normal laws do not apply.
7. Crossing paths with other roomie locations nesting their way towards the common goal further into the fury of time.
8. Into the plains the clay ground looks if fire has found the land an age ago off to the south is a large structure emerging from the water of the form of a boat.
9. A little claw made of sea grasps out at land to be in denial of fate there is no stopping at this rate there will be nowhere for such a thing as futures.
10.some land to write a quick note about the north is a burden and south is not much better choose your path its good no matter the whether.` 11.
arg city engine 1. you have arrived in arg city the wealth and splendor is denoted only by its oppressed subjects in the distance you can see slavers whipping peasants to work harder leave, north if you on raid gamhard arrives locat arrives mernak arrives you leave to the north looking at a wagon of food that is often filled for the dictator, north south if you on raid a slaver looks giddy at the slaves level 5 a fat political man giving orders level 5 a guard of arg prepares to attack you level 8 gamhard locat mernak brugis locat says : hey let these slaves go free you run of the mill vigilianties. slaver: youll wish you never reared your face in arg city again locat! guard attacks locat slaver attacks locat fatman attacks locat there is fiercecombat going on here.
you can join in or sit it out if you join in fat man falls to the floor after connecting his face to locats fist causing fatmans heart to stop beating you attack slaver if you sit it outlotan : lets sit this fight out and conserve our strength it looks like locat has it under control politician throws a good it fly send over end to slam into brugis head causing him to sustain a head concussion mernak slides under the politician taking out his blade to slash up at him but the politician dodged and stomped down nearly squashing mernak except for locat jumping up to smash a kick down the politicians back scraping the skin and brusing the bone.gamhard prepared to finish the job on him when the elite guard of arg atacked with blinding speed if not for locat once again the battle may have ended but fortunaltly locat saved gamhard moving pushing him out of the way and dropping the guard with a strike to his laarynx. the politition soon after succumed to his mortal injury's. 3. piles of rotting food smell up this portal of arg city that is because this is where the slaves are allowed to fill their food troffs from when they get a five minute break once a day n, south, if on raid demon slaver over looks slaves eating slop level 12 1800 xp slave eating from a bucket of slop lvl 3 locat leaves north gamhard follows locat mernak follows locat brugis follows you batlte a demon slaver if you win it says as you prepare to send the demon salver to obliviounhe takes on last glance to the slave ill miss watching you die slowly he said as you plunge a sword through his heart taking his spirit energy the slave leaves south towards his freedom
4. up to the north sounds of laughing can be heard the sound brings painfull memories. forgiveness is at hand one such as time coming to a stop n, s
if on raid raunk stormsmoker lites up a joint level 14 14000 exp 14000 exp yeah just to make sure
locat of duel city gamhard unitar the adventurer mernak the ranger brugis the tankwallbattleing with raunk stormsmokr is up to you if you win gamhard says your reputation preceeds you but save some experience for the master o adventure news locat leaves north gamhard follows locat mernak follows locat brugisfollows locat with a headacheif you lose gamhard says watch out dragon ill light you up gamhard throws a deathbomb into the dragons mouth and it blows a hole through the dragons belly deconstituting him
5. North is the wealth of arg and east is the slaves living quarters or cell whicher you prefer to call it. n e sif you have been to slaver quarters and are coming back its raiding says a demon slaver level 14 a guard of arg level 8 locat the king of duel city gamhard the adventurer mernak the rangerbrugis the tankwall there is fierce combat going on here battling demonslaver gamhard slay sthe guard after a fierce battle
6. 6. the slave jail seems quite jubilant for such a downtrodden place. the slaves go on about their lives seemingly oblivious to their squalor w, enter the slave quarters are locked and you do not have the key unless you have slayin uberpantsthen the slave quarters are open so you can enter 7. the wealthy folks of arg standing straight with the backs of slaves to wipe the mud off their feet. s shop, temply inn if on raid uberpants the communista guard a guard or if on part of the early quests to see the town. on that quest she says hello again *(your ame) i guess we went seperate paths after the adventure with holzengard i wonder what happend to him alsoyou say i dont know i was on the boat and fell off because of some strange flashing lights drew me in i guess you can say gald you made i tout alive or you seem to be doing ok for yourself if you do the first one she says well i need you to do a little favor for me could you head over to duel city with this letter one of our allied villages is needing some aid and i want you to ask locat for us if you say the latter she sasy well your about as useless as a corpse keep nosing around in our village and you may wind up as just that...if you talk to her again she says here is the leter take it with you to duel city i hope to be in contact with you in the futureor if you chose the part two and then talk again she sais alright lets just cut the crap you dont like me because elfchoker almost died and he blames you and he should since it was your fault that ******* donut was poisoned. get out of arg town before i kill you myself... ******* traitor.then if you come back with locat and shes gone talking to the guard 2 says uberpants has gone into the swamp of forgiveness to seek help from the psirits. and if you oon the raid shes there as a monster and says this is no way to begin your climb through args hiarchy you better learn about conformity a guard attacks you level 8 a guard attacks you 6 uberpants demon attacks you 11 total of 2860 exp battle encounter uberpants party then locat arrives gamhard arrives mernak arrives brugis arrives gamhard sas: taking all the action on yourself this is getting to be boththersome for my grouping union hmph were done here but well meet again locat shouts: raids done were leaving
gamhard uses a potion of teleport gamhard vanishes locat vanishes mernak vanishes brugis vanishes
then to the temple which is actully where you get he key to slave house flooded with forgiveness and hopes of order ifonly you had been on better terms with the gratputkis then you could reap the rewards leave, northsame room if you go north but theres rykefaz motophyr strikes fear in you without tryingbattle encounter level 3 rykefaz motuphyrafter the battle he says do you have what it takes to beat gratputkis? if yes then he sasy then i shall not stand in your way foolish one you take the page from him page 2if you say no you dont then he says then i will take you to him show you how feeble you are in the presence of true power. so that he can turn you into one of us. but you can have your small victory here whatever good itis. you take the page from him anywayso in the shithole slave jail you find a page one in a treasure box and free two slaves one is a girl she says yes i don tlike people thinkin they have the right to breath my same oxygen.. not unless they are conforming to uberpants dictations but of all the people you should understand thatwhen +slave has been set freeyou get 500 expthen when you talk to slave two he says hey how come your such a little buster you can set him free or leave him bee if you set him free it goes i have to set you free of your bonds your captors will be unable to do it and you will be able to help any that i've missed slave has been set fre 500 xp
or if you leav ehim bee it goes oh with that attitude maybe ill leav eyou chained up in here would you like that? spillager says oh no please sir set me freee!!so you say ok jut help any others that imissed set em free 500 xp
So im trying to put together this game out the right way. Seems pretty simple to me characters who play come from different realms but they find a door some kind of different reality and from there people get sent to my world.
Where there is a mantle that people can travel all around the world they have options in the mantle so that if people want to group they can. But there is no reason they have to there is 3 modes of play fellowship adventure and journey and they are perfectly capable of going it alone. If they want to spend the time leveling up in the area's that are around there level. But the people who do the most playing in any of the three modes of play by saying what mode they are in when they post, Get called back by the forces that sent them through the door. To share the story the way they see it and if they choose to they can get a magic item that gets thrown back into the world and is a power source for a rule that they can make up or change a existing rule. that is done in the beginning middle and end of the game which constitutes the passing of 50 years for each. There is some magic items already there in the world and you have to find 3 of them in order to escape the effects that 50 years of age have on you before the next part of the game begins You can just make up what items you find.
to help I have even included story arc that is kind of like a loop that people make to end of it to save someone they want to help if this helps make your way to the end feel free to use this i included in one of the spoilers along with the map of the world and the room descriptions of the rooms that help people move around the world.
i guess theres a limit to how much i can post heres the stuff that didnt make it in the last post
dirs 1. n s 2. n s 3. ne sw 4. n s 5. n se 6. e s 7. e w n s 8.e w n s 9.s ne 10.enter sw e 11.11.w n s12nw s 13. w se 14.e w 15.e w 16.w e 17 e wenter wet the rest 19.n sw20. ne s21. n s 22.23 n s 24. n s 25. n s 26. e w 27.w e 28 w ne 29 w zone
1. The entry point of the river pass zone is marked by the sloping hill going north, the wilderlands is to the west. the river flows to the east along the other side of the pass.
A flier A flier level 5 75xp mobs 2. the grasslands continue to elevate the river is lost behind the hills to the north you see the trail northeast.
A stinker steams a aura of foulness level 7 140 xp 3. The land elevation has leveled and the trail has streightend out leading north again though still through the hills the trail is about to open into a wide field.
4. The land has a high elevation of about 20 feet and inclines 60 degrees the trail is dangerous there is a presence in the air something doesnt want you to make it through the pass.
A marsion Gorilla with a furry mane growls at you 5. The hill has reached its highest point the way back is untravelable you must find a new way back. there is sounds of fighting to the southeast. It would be possible to continue north.
from here going southeast gamhard shouts: Hey your not Ivan what are you doing here arrggg aaaeeyeee stop it dont bit me there. Demonwraith shouts: foolish one you should not have interfered you taste of doomed fleshthen you fight with writhanos and gamhard says thanks for the help i will have to remember not to trust taiyail all the time it seems this person was only pretending to want to join the adventuring guild just to get me out here for a bite to eat. writhanos 206 hp worth of fighting 6. The way is bumpy with hills all around shaping the confusing path in many directions. The only direction traversable is east.
a hornsnake slithers here level 6 120 xp 7. The grasslands are expanding in every direction nothing but land for miles hundreds of creatures must be lurking in wait for their is no sign of civilization.
Jester staggering around drunk off his ass level 5 183 exp
8. The grasslands narrow into a smaller area of land to the south is a dirt road and to the north is a city
if martin is in the party the stinker is waiting hereif you attack the two stinkers they are tougher than wilderland stinkersafter your party encountered the enemy you so drained the energy from the land your feet went numb brain racked for answers why foes fight for no good only to prevent your friends from having life and for a moment there seemed to be ways of reasoning with the monsters but when that was over time slowed with cresent devestation and something strange happend something strange most definatly happend here what it is can only be a bclue into why there is a need for a adventuring guild in the first place i wonder if they even know why or if they think this is just some big game. but it would appear that yourself is a part of the puzzle for sure. whatever strange magics seemed to start from you but also dissapate from its wake till hittin you. 9. Stone walls rise over the town of astowal village a small town with a closely knit bunch they survive in a harsh area and get by on their wiles. the wall leads toward the northeast entrance. `
10. Entrance to Astowal village is written on a big sign pointing to the west. A large gate through which you can see a few heavily guarded buildings to the southwest you see gratputki monsters.
11. Along a dirt road made by the inhabitants of astowal village to preserve safe trade routes to other lands and to stay out of the wilds.
pervert soldier shows if youve been to astowal village. level 8 88 xp then after fighting the pervert soldier you hear hurry along lidual we got to move before more pervert soldiers show up i hate those guys we need to get to the heartland behind the safety of jite rhealms wizardry and out of gratputkis reach. if you decide to help them balanoir says thank you kind sir since you see we do not know how to reach the heartlands since gratputkis scourged the lands the pass to our village is closer your help will be much needed thanks or dont bother
12. The road forks out northwest and back to the south. There is a large mountain wall ahead.
13. Looking up you see a 100 foot high natural wall untraversable unless you have wings. you see two possible alternative roads going east and west.
14. On the west road the wall is still 100 feet high but further along you see the tunnel form from a slightly smaller wall.
15.Along the west trail the natural wall still goes and from where you are there is another hill. a road tunneling between them.
16. Passage is getting tight the hills press in on the road leaving a few feet of road to get through but you can still make it.
17. here the trail opens into a wider more confortable road. heading to the west toward another part of the wilderlands.
18. End of the road you may continue into a unknown land untraveled terrain awaits you if you choose to continue.
19. Things couldnt possibly get any safer this country is easy to feel safe and one doesnt need assurence from anything. dont tell that to the shapeshifter standing here.
20. Thorns and flowers from the sweat and toil hard days and nights to bring fruit to bear evil for this herald of death to catch his prey.
21. games have much to do with the river pass hurry to the zone or relax and try not to worry these games are encouraged by tarnheel the playfull.
22. boredom is pain itself and a joy to forget the gurgle the strain to pass through it makes the victems of bordom a perfect canditate
23. sitting upon his roost his wail of bloody battle can be heard so powerful that you almost want ot turn back.`
backtracking from there to the wilderlands.
Arcaia the entrance is easy enough to find something catches your eye theres a stone which looks like a face with smoke coming out of its eyes. other wise a ordinary looking town with werewolves and dwarves running around.
examine rock south north 2. enter west south 3.climb west east 4.west south east 5. enter east 6. north talk to dwarfas you climb you lose your footing and fall thump
1. standing in front of the rock seems to be the epicenter of arcaia lots of tree's and buildings much to see and learn and do. examine rock--Chancing to take a look at the wierd stone you almost lose your balance when your hear the stone speak to you ... "Get out of my Face" puny mortal you wouldn't understand my fate talk to the werewolf if your truely interested. if youve done all the needed things to help holzenguard talking to the werewolf says you have done alot for us already what more can we ask the knight who saved us from a terrifieing conformaster 2. you've walked up to the place of reprieve an inn a place of common needs where people go to forget their busy routines and relax with some drink and song. if you go in the inn every table and chair stack nicely against the ongoing scenery as stolen goods are looked at by merchants and then sometimes those who it was stolen from mouv the werewolf if you talk to the werewolf he say our village is in need of supplys we have sent word to locat of duel city he says to go back and talk to vargeul he says now that i think about it vargeul was talking about some strange character sighted around town , you should go talk to him hes over there at the stable if you should find yourself alone on the river passage be sure to stay on the road stinkers and fliers roam the lands but stay away from the pass they fear the humans
3.well you can go back the way you came but this looks good too theres a big ladder here perhaps you can climb it although you never know what will happen in arcaia. 4. standing at the crossing of three paths to the south you can see a market place and there stands the dwarf he looks forboding to the west you see a shop seems to have quite a arsenal from the six sense you feel talking to vargeul says the dwarf is a depressing person to talk to its a good idea to listen to him because what he says is true. The land we live in is ridden with monsters and problems and theres not much good thats why we need people like you with your special abilities and courage to change the world because we are stuck in a rut. but maybe you can help us get out of it what dya say? if you say yes then he sais good then climb up the ladder west of the inn then travel through the river portal tmeet with taiyail in astowal village and start a party to face the monsters that plague our lives if you sa no then he says suit yourself welcome to the club as they say you wont get much out of arcaia with the monsters cleaning it out. if you talk to him after werewolf he says; you seek to learn from a rock never will arcaia's archaic nights help bystanders who cant help themselfs go talk to elfchoker and maybe he will offer you some task to prove your worth 5.You stand in front of the arsonal store if you can pull yourself away then you will not spend any money but thats your obvious choice if you do not 6. reach of the market pulls you in not quite anything worth paying money for although the shopkeeper looks like he might have some info to sell you already know what i have to say but you dont know who tihs dwarf who says it is you can hold on to the fear nd the pain the dwarfs will move on through the battlefield carrying on with fallen foes and friends strapped to our packs. you want to prove yourself to me with some fairytale story quest well i don t buy it what we have is alot of monsters running around that kill you! he says search the wilderlands, bring your findings if it proves usefull im offering you this reward; info of the origin you need to know about arcaia. if you have what he was looking for he says you have what i was looking for good . first thing i iwll tell you i sthe ancient rock is no normal rock for a lifetime arcaians rebuild what demons destroy...holzenguard the rock: well done, your merits derive their own measure . i have strong ties to this land but once it was worth less : the dwarf shows a picture of what the rock used to look like as the leader of the town it goes on until my betrayed land bound me to this rock thus to be my tragic end.the dwarf continues saying i hear a woman in the east works to build her towns defences with an adventuring guild find any information she can tell you if it helps holzengard it will do a great deal towards earning my respect if you return after doing what he asks he tell syou his story of a cursed donut that you brought him and now i think im gonna go see graahpukis in the swamp of forgiveness im gonna go back in my shop and see how im gunna survive this one. maybe a sorrowdale potion but thats along way sfrom here *damn* spit* then if you bring him the potion he he sais thanks fairly for the potion and for ya beating the demon to bring it for me.
then the wilderlands
1.the big city of your time arcaia northing could" be further from danger this land is secluded and nothing but" common goblins and pests thrive, exits are enter and west"
2. the land around you snows like crazy the land is there at" least but it runs deep crows caw in the distance and the sun" shines blinding exits are north and east"
from here there is two paths ill show the first path first
3. the cold snow is pelding the ground hard and is not letting" up ahead is a tent which looks occupied obvious exits are," "north, tent , east and south"
4. "your in a winding area of buildings connected to tents behind" a wall of some stone material in a ombination of buildings" "and blocks to create a fortress town exits are north, south, east and west
5. "Far from the normal feeling of the4 wilderlands you have been" taken to a library of many magics and theire is a portal" leading to earth which draws you in exits are earth,riverpass and south" scholar study of the planes"
leads to 17 in the riverpass
and the other path
The tent stands high into a sharp point at the top of the room" "inside there is a cage with a man in there and theres a door" "near the other side" "Obvious exits are, (out, north)" "a old prisoner is chained to the wall
"the stability of the civilization here is being meddled with" "by the forces of narnak obvious exis are south east" "the narnaking stands with creased pants blowing "
echo "your in a winding area of buildings connected to tents" "behind a wall of some stone material in a combination of buildings" obvious exits are, (zone,west)" Golzark Djinni burns with hate and fury
and this zone leads to room 1 in the riverpass
and astowal village is next to 10 in the riverpass
and astowal village This is astowal village a town thats far from the busy city and from the need for big cities goods for one reason (a common ground) people here look out for eachother and once you enter the town you see why.
1. lots of ground tends to gather crowds but from this vantage theres is only the gated city and the looks of a rather unruly town with people looking for a fight
2. here is the gates of astowal knights of valor guard the entrance to the city allowing only friends and those who wish to pay to get this far. 3.The crossing of astowal gate with th e market place to the west the path goes on as well as to the east but the north is where it isthe most lively. 4. The road reaches we4st and stops at the large stone wall keeping you from going further and monsters from getting closer. The marketplace lies just ahead entry to the item sho is in your grasp and to the east the inn. 6. The road has lead to the inn where travellers rest after a long perilous journey to the west is a shop and south is towards the gates.7.The party area of town is right here more than one way to find you way in life this town has a board to organize events.
1. The entrance to the zone This is Evenstars Keep-- Your life or your riches you may be spared your life but not your foes. 1. southeast zone 2. southwest northeast 3. 3. s w ne 4. w n. 5.n e w 6.s e wn w s e 8. n e wn e 10. n s e 11.n e s 12.w s nw s 13. s se n next n s 14 15.nw n e ne s
16.enter swamplands ne se varias shops too
17 can go here if you have defeated gratputkis or the dwarves let you in) A massive bridge made spectrally by beings of another reality leads to what looks like a nail driven into the land by a hammer of the gods. west, enter2. you have crossed the bridge of light to fort lag. more bridges can be seen from here but you have to swim to get to the next one exit, dive a gladiator lvl10 400xp guard q'peulu lvl10 600xp . you took quite a leap to get down this far it was never intended to be a easy ride the bridge is before you bridge back dive 4. you are inside a bridge that looks to be climbable if you wish to continue to press on against the armata force. exit climb 5. you are in a room with no exits else you could escape the trap set for you which you cant and that would not please the monster who waits for you. (none at this time) bailer stares at you looking for payment fight bailor or pay him 200 gold then he lets you pass climb down or cross bridge next. you have made it to the drop point this place looks like it is the center of the operations done by the armata. something strange looms in the air, bridge , back if you go bridge then lotan shows up saying always have to do what you want im tired of it how about i just plunge a sword into your heart and do things right? you can take lotan down or run from him taking him down is a battle obviously if you try to run from lotan he grabs you by the shoulder and holds the blade up to your throat then martin or whoever your healer is walks up behind him and smashes the flat side of his weapon over lotan knowing it would knock him out and it did. lotan owchi lays on the ground unconscious A Spider arrives level 8 320 exp A Spider aarrives level 6 240 exp help lotan or he can wait
if help him dont worry lotan i know whats wrong with you its this place youve been poisoned. well bandage your head and find the source of the problem...you fight the monsters ill tend to lotan says the healerbattle encounter armata ambushers ( without much healing) or he can wait
he can wait till after we slay these monsters they are the main concern right now you say.battle armata ambushers with lots of healing next round martin says i dont think lotan will make it if we wait any longer to help him hes hurt bad help lotan or he cann wait if you have him help then you battle encounter hordes without much healing but lotan livesbut if you say he can wait lotan begins turning more grotesque and starts to shiverand after the encounter he doesnt rejoin cause he dies
next you warc fin an arel non more consadaro make on to mole man are gone year to the dman oker ben molean back , south next . Moon points at sokra band marble jumps to krags more monsters be living form doom than you can fight at once here bethroven back, west next: grand right out of the wall the lone sole entrance to the blight of tthe land is at the end of this pass west back next weak monsters jimini genie's ordeals add a bounce to some people's gaits and tis will be the time to be confident about survival w enter. next is to enter blight warps you to where lundin row lvl15 11k exp is after battling with him you get to take his page of time and stop there or keep playing and everybody cals you a hero or if you go with the ending with landin ro slain the knight takes the book of time and leaves with it to continue on finding the evenstars he never actully finds them and never gives up until he is old and tired of his search one day in a time free of gratputkis things were calmed down to the point where the knight had nothing to do but sit back and enjoy his life and be tempted by uusing the book of time to change his life for the better but knowing the lessons he has learned he choose to hide the book someplace nobody would ever suspect and he put his place mark in the page he would stay untill his end the book stayed in this far way land through the ages until one day the knight regreted his choice and went to find the book only to see it dissapeared only he could track it down and he did to find it in china. with a woman who would have never suspected its power. so the knight broke into the lady's house when she was not aware at a late night and changed the book to a page where he could be more confortable and not such an old man again. the end. if you choose to keep going your transported back to the swamp house 17. nw se s 18. nw sw se19 e w
20 w enter undercity
to the swamplands
1. nw out check 2. nw se w e check 4.ss,n,e not done 5. nw, e , se, w done 6. w s n done 7. nw se w e not done 8.ne e s not done n s e done 10 w n s not done 11 n w s n e w not done 13 w n half done link to 10 not done 14. e n half done link to 11 not done 15. n e house done
16 n e done 17 n w done 18 s zone if you go to this house before going to ulahbalito and going on the quests there you see standing over or under is not what i think of but rather who is wstanding beside me in this place i only would if i could have one who would but should not try only to fail how many would want me if i did try or would it matter a house filled with chairs and paintings doesnt begin to express these word those people who walk by this house they dont know its mine where you can nominate chaos power rest exit or buy items for chaos power you just get a sword level up if you have swampflame for rest you have to solve the riddle want your weight in gold? to fill your fool dreams with riches ? then leave fantasizing to the crapper what fills foo dreams of richess but grants no moron gold without leaving a fantasy life fulfills dreams of riches but grants no more on gold without living a fantasydo you know the answer to the riddleanswer is gold if you go there after ulahbalito quests this is what happens
weather passing people notice no stares of judgement is upon the domes that rest their body's i will be in one. Quotes the sign behind the counter a sign explaining ho w the items work
you can read signbuy pet use book of time at certain times the shopkeeper can be on break it says try again shortly there is four pages of the book of time for each page yyou get different things happen you wont have anyuntil you have taken gratputkis out nm that you only get supplies from there no pages yet. there is a scribe that he will say i heard you found the book of time and its pages were all gone i will keep the book here and you bring the pages and i will put them back in order the way they are supposed to be and we should be able to fix the flow of time. so that graputkis had a book but all the pages were gone . you find out and you hadn the book of time to the scribe. basicly whenever you find a page bring it to him then you can access it and do special things once the scribe puts it on the book.
page1 goes All the world was snowing breezes pass the mountain on the way out to sea. the world moves as normally. Tiime has been not seen and still threads the fate of all. The sea's have some disturbance as some knights courage has foretold the tide of fate. the blessing of time shall not be found easily however jealous enemys scour the land for the knight time slows for no man but it does for gratputki like the will of the god s themself control the fury of forgiveness and only those with courage are chosen to stand uup to them thne you can mark that page and all the enemy in river pass will return in their former glory. page two goes 7y6ucplanar inanely is where it all takes place it should bknow be known to these adventurers where they reside and why there is myriad forgiveness blight. the residents of inanely go through lives with a much higher sense of irony much in part to the creation being done by powerful mortals and not gods. if god sknew what we have done the forgiveness would be swift and the planets end ni thats from pages gotten in the arg raid. page three after beating golzark djinn why would there be a need forpeople if they can live on in my world and my heart is what goes in it. why live anywhere else. it seems i still have some of what lacks whole towns and countries of the normal would. where better to place it than this one it maybe rough and need improvements but the subtle rush is just the hope it needs the pen is truely mightier than the sword amen.arcaia was under water but that was fixed because the powerfull armata kept the people safe inside the town but nobody was able to leave until somebody stopped the succubus from controlling the evenstar.after the fortress of lag was crushed and the blight upon the river passage dispelled prosperity was returned to the land but in turn the armata forces arcaia to fall using the power of a genie to flood the wilderlands with water making accress to their new base nearly impossible. save for the hero who has been sent to undue all of the wrong and save the worldthe knight guided by courage could reach the city but it would do little good to visit underwater cities that needed to be on land to prosper. he was guided by clues from a shall we say enturage of a certain persuasion to find the evenstar of a pecular anomaly archaic overtones would be magical enough to lower the water levels over arcaia to once again support the people & passage.
1.Stand aloft about your wiles for in the distance the height was built to dreaded beasts and shades of denizens forgiven for their deeds but not for their hearts.
2.many foes walk the path to forgive us the intertwined spirits of the other realm, rage a battle over who can get you first 3.Then to the west is a wall of stone inhabited by angry forces seeking to turn you insideout raging anger that reaches in and digs its way through. 4.Feeling some comfort in your wellness in this time of pain isa good spell 5. The way to the beginning has started there can be many roads there. It always seems to lead to you. To pass before s uch a road is risky
6. A variaty of paths are open to walk or run every sort of trial has been slipped through the framework.. The roads going the opposite way from the hillside path.7. Branches of dread reaching out to grab and pull every possible direction. NOble hearts try t persuading otherwise, the lessons are quick to learn. 8. The mean are few between the meaner are far going gets touh to those daring the hillside from the flanks and roads
9. north from the hillside to your south is west as the east brings you close to north but it was created by doom.. 10. to have to start over at this thing you have your wits and know where you need to go. 11. surity in sight northeast is the hillside spamning wide it was before there is less ground for her to fend with now. 12.Following the road has lead far and might continue on or then there is other options to the east and west13. 13.nesting up against the hillside is the lushland to be inviting through alluring foolish mortals into distraction.
14. what would this pale be without demons yes there is a demon in this land you have managed to be lucky until now. 15Natives are restless for one just ahead the land elevates to further his plans for destruction to the northwest there is a structure of some kind 16. Land is definatly elavated from ground up to the hills back to about sea level 17. Your travel has not been easy this time its just another fight and another demon in the way of forgiveness.The zone has been reached but will not be crossed by anyone who has not forgiven themselves. That is for one reason boundary of faith divides the oforces of gratputkis and the reaches of the great wizard of the heartland.
along the road for a long ways. There was not a monster to be found for miles" theres a merchant cart on the road though its a protected area they still manage to keep guards at their posts." exits are west and out
after passing several security points to town merchant city is made available. also a path goes north into the mountains where a well known fighter lives." exits are west enter north and east"
entering the city splits paths
the gates a well guarded path leads all the way down ulah road even though its a protected area they still manage to slip monsters through exits are east west north and south
down on Owchi Road a old sewer grate has been a source of problems in the past. a necessary trouble because the main housing area needs those sewers most.exits are south and east
after adventurers rest up at the inn they know they will not be forgotten not even a big lonely follower of the long road forgets their home is here on bar road south and east
and then back to the town entrance
balipark the place to relax in the sun at the end of the road it leads off into artarium way an" goes east into inn roadfrom there it turns south to heart road exits are west and east"
balipark at the end of the road it leads off into artarium way an" "goes east into inn roadfrom there it turns southeart road exits are west and southeast"
"four districts seperate the townsquare under the bridge" to keep the council seperate. all roads lead to this crossing and are watched by heavy security exits are northwest and west"
in the strategy room the wards slow the gratpukis" and in the tarea's artaria the portal leads many places" "Jite realm"
and then to backtrack to before the city to go north to the great fighters house ar a house built into the rock the entrance to the sewers can be seen" but there is a large blockade in front of there and many guarding it" exits are enter, sewers, south" Lotan Owchi
then to backtrack and to go west to the stomping grounds
Along the path to the tundra there is a large blockadehat it would but it would be possible to continue on to the tundra from crossing" exits are zone and east
<F4><F3> 1. the door of multiple realities exists to form this land of snow and around it is housed the windows and walls that look to the places you want to go.
( here you can list your items or buy more through the mantle) 1 nwe, nw,out2. n, se 3. n ,s 4. 5. s, e , nw 5. w , ne , se . 6w, ne, se .7 w, ne, se8. sw, ne9. w , ne, se 9. w, n, se 10. southwesst, ne 11. sw, ne, 12. sw, ne, 13. sw, ne, 14. sw, ne. 15. sw, ne16. sw, w. 17 sw, ne. 18
2. The walldoor experiences your pass and not your welcome for you seek not the walldoor in your wake but when you dream the walldoor watches your spirit form into a fine adventurer.
3. Head of snow rush envelops later in land a humming wind prasses you oddly distorting it knows while you wait but you know that later might be to late.
a Ice giant stands here flurrishing in snowlvl 8 256 exp 4. Breathing in the rooms atmosphere's a challenge itself the air freezes in your mouth if your fast. hunger will soon haunt dont worry as hypothermia poses as strifeling an arguement
Kinbag Plainfare the giant plans your doom level 7 950 xp 5. cold frost forms along mountain wall of dirt and ice the mountains the snow falls heavily under the watchfull sky.
6. cold frost forms along mountain wall of dirt and ice the mountains the snow falls heavily under the watchfull sky 7. cold frost forms along mountain wall of dirt and ice the mountains the snow falls heavily under the watchfull sky 8. Cold frost forms along mountain wall of dirt and ice the path is almost closing in to tightly to move in(sw, NE) nosemasher Rraks the lackluster buster lvl 8 1200 exp nosemasher says + the fortress of lag will make short work of you: then attacks you!. 9. Cold frost forms along mountain wall of dirt and ice the path is opening in to a wide chamber there is a shiny material scattered on the ground. ( w,ne,se 10. standing here overwhelms the senses theres a door south and undernearth and you see no way to climb up to enter it because your in no position to reach the handle.
A giant robot spins gears and exhausts steam level 8 1600 exp sw, ne 11. cold frost forms along the wall of dirt and ice the paths almost closing in to tightly to move in the snow falls under a watchfull sky sw, ne
12. coldfrost forms along mountain wall of dirt and ice the path is opening into a wide chamber the snow falls under a watchful sky sw ne
13. cold frost forms along mountain wall of dirt and ice the mountains are snowed upon heavily under the watchful sky sw, ne
14. cold frost forms along mountain wall of dirt and ice the mountains are snowed upon heavily under the watchful sky sw, ne 15. cold frost forms along mountain wall of dirt and ice the mountains are snowed upon heavily under the watchful sky sw, ne 16. standing here overwhelms the senses theres a door here is a narrow walkway with more frost than before you entered your position to reach the handle
sw, w
17. standing here overwhelms the senes many are here somewhere in the mist would you meet an enemy from your position it is hard to say
and the city. You have entered the door which holds no lock but the key is not with you the guided walk with a heart of true and find a new way.
Iesho the elven maiden sw, ne she says: hello there young one you maybe able to assist me with something when i open the secret door of the city of doom help me fight whatever comes out of it are you interested?wish to help with my quest? if you say yes she sasys well first thing i need is for you to slay the ferocious monster headng towards us... then after that ill get into what is next. baencounter loblase conjury level 8 3200 exp if you win iesho says thank your for literally saving my ass now then we must go to twilight city where the truth is hidden within but nobody knows from within because it is not there but we must first be there to see its not there then we can find it... upon your return i shall await the return of my friend i hope your success is met with ease friends. if you lose iesho says that monster just slayed my as the quest is finished come back when your ready to try again. if you go back and return the guard to her it finisheds the quest you get 2400 exp.
1.twilight city locked by hunkered down bolted up seccurly fastened stonewalled borders. out,east stupski dure the gearhead pulling the levers
2. drain as you must it may find a way to maintain the strength of banes and bird the boon to form the evenstar forged for these who deserve to be received
Yeha the impassive yet diminuative ziggurate w, e 3. This passes to twilight city as for good business with any who seek evenstars however wretched they are it is fortune that speaks in this place.
the guard slaver shackles his slaves west east south south is shop 4. The wind braises your bones its shrill force booms like myriad hurricane goddes whims the trees whine in protest. the sky thunders but nothing can be seen in the air other than courage
west east south -- south is inn guard says : to acccess my funcions you must be the master i will accept and comply if not you will die if you have spoken with iosho he will say i see you have been sent by ishao i will follow you back i wish to see her and reunite if you have not then he says you have no authority to give orders south is town hall or enter the guard house goes into twilight castle. 5. toopu groals your bar keeping you stuck to riddle your path up.
slay toopu level 8 get key and can go down or out 6. fortunatly fortune favors the camp luckily he lets you pass
can go north 7. stand yourself with ease and wind dwindling in the air far not the snare when those thorns burst besting revoked retracting recital nonsense holding on
to a horned hoe a battler of disdain of the surface of twilight city
8. from this room you sight the sleeping memory a dreaming one sleeps within a stmosphere of hopes looking towardd the bright future locked with a marble door. ( open door, Nevermind) eed toopus key to open it. when it opens it says the door is locked and you are holding the key you open the door with the lionkey and continue to the room below. or go north to the thrown room (12) 9. this is the post of twlight city's great divider to the residents which is ment to provide some meger protection from thieves. much to the dismay of those residing. w , down gortar thinks he can stop the thieves jelly narts makes a mess instead of doing its duty cuteki dreams gratpuki would forgive her pok poks you on your way to the rooms
when you go down avenger arrives madini tiat'nar arrives demilitary rolia arrives ed'n'iron arrives gamhard unitar arrives locat du arives mernak arrives brugis arrivesavenger says i had to track you down and find the source of the evenstar myself thanks for letting me find it so quickly so that my band can use the genie's armada. now violence fills the atmoosphere as gamhard attempts to defeat the guards the guard s punaveng avenger attacks gamhard to beat him to the punch the chaos is fierce in this room gortar slashes gamhard while gamhard dodges to pierce outward at eavenger which is deflected by madinin tiat'nar who spins around to slash you must battle avenger and then demlitary rolia to continue
11. twilight city locked by hunkered down bolted up securly fastened stone walled borders
then here is where the chest containing a scroll of the stars is contained. (back)
12. You must weight the beet to have the leaf may no harm fefall the sea diver the voice trails off into the distance
levellevel14 8265 exp your annoyances will now cease i shall kill you the swamp will forgive you that is all there is to be said gratputkis says from this room after defeating gratputkis he says ARRGGGGHHHHH nNo one will Be Forgiven if i Die!!! then you said i will never forgive you! then he says : then i will never be truely dead because forgiveness is a swamp with many souls to turn into monsters and i will look forward to those who look before they leap.you gain 1000 gold and the supplies needed in arcaia
So after looking over what ive got there from the old engine it appears to be a level campaign for characters around level 5-10 but that doesnt matter because
people can use the setting i have provided the framework of and put whatever level monsters they want in the rooms and that means if they leave a room and come back they could
say whatever monsters they want to be there would be there. i recommend starting in arcaia though because that was the level 1 starting area.
so theres like a theme from the old engine that the gods are not in the world and from my current forays I deduce that is because the people who join
the game have found some kind of workroom of the gods and have used it to gain access to a realm built only by mortals and that is the reason
that they have gotten into all this trouble with monsters running around. becaues of something they call the power of times fury which allows time to travel for someone because of the rule of gratputkis and changes normal people into monsters but he has to get them to accept his forgiveness for this rule to work on them.
in this world is also a thing called the forces of nature's wrath which allows people to take on power given to them by the nature of the world through
the gift of a item and they do not turn into monsters from it so its supposed to help people stand up to some of gratputkis's creations.
so if somene were to go through the door as a evil person they might come through without a item somewhere in the world as a power source but instead have a template attached to them like a vampire or something like that from the monster books.
and if someone were to go through the door as a good person they might have a special ability or power they cant explain but they can find a item
somewhere in the world that is a power source.
and neutral person could choose which way to go either with a item or a forgiveness but never fear if your a evil person with a forgiveness its possible to get it removed lets say that they can make a rule that keeps them their power but removes their monster forgiveness if they get
the most posts of a 50 year session of who does more fellowships or adventures or journeys then the whatever god they follow waits for them
in the gods workroom where they tell the story and the gods can remove their forgiveness. but there is always the looming threat of the gods finding
out what the players have done to bring power back to their realms they have come from by going over the gods heads to the realm of the people and that threat is that the gods will become angry with what they have done and destroy them. so tread carefully should you choose to invite the gods into our story. that we make as a team but only one person gets to tell the tale to their god.
another side note " I can add pages of homebrew spells and some skills too and even let people use exp to learn skills i have my own exp ranks for what levels get spells and skills automaticly by being certain ranks from leveling up and i also have pages with lists of items from shops people can buy and theres crafting system"
I would gather all the room descriptions for the area's in the world and put them on the pbp page so people can figure out how to get around the places on the map people would be able
to play dnd going along the described area's of the map with monsters already put there or they could put whatever monsters they want to be there instead. But the reason that people would want to group is there is the engine that lets people run around the map and i call it a mantle and its important to have a name because the mantle is used by people
to add options to the engine because the idea that someone else would need the options that you place in adventure mode through the mantle would be something that someone in
a journey would be able to access if they choose to group with another person in another mode. but only for the room that the person was in so if I was on a journey and i needed to take a extended rest and i was in a room with someone on a adventure that has that option i would be able to use it too. thats from the rule book that normally you cant do a extended rest on a journey but with this free form style you could.
forum pbp one player could just follow another person around the places they describe going and they could send pm to decide who will fight what monsters and even do
initiative check for who will go first and then just have their battles.
but this is a good reason to use the mantle to set some options up like if your the healer then you bring a option to the mantle that the fighter can access to heal himself and it would take one of your healing spell slots etc. so im pretty sure that solves that how would combat work in a group but they would have to be in a group to utilize other members powers.
It would take extra learning of what other people's classes can do if Im a cleric and im grouped with a fighter and i Utilize the fighters Power strike through the mantle to take down
a goblin i would kind of be using someone elses character so id need to know what there powers are. but it would seem to work long as we called our targets and we each had our own
individual targets we could work together as a team. It could work and i dont think we would need to have a dungeon master either. So is anybody interested? If so id supply a map and a list of zones and the descriptions of rooms in numbered order but people would have to figure out if room 10 goes east to room 15 and such things like that. and people could go off the road as well but that would probably be a more solo type deal.
If you could explain what you are trying to get across, I would consider it, but at this moment, I have no idea what you are proposing and I doubt I am alone.
thanks for the reply ill get to work hopefully you will be around if i get it right sounds like fun thanks for showing interest.
Sounds great. Ill check the D&D Beyond Threads tomorrow and I'll tell you if I get what idea you're trying to get across.
then times fury dirs are
1. e s zone
2. w se
3. n w s
4. nw e
time commando lvl7 105
time orc lvl 160
time captain lvl 7 70 xp
if you want to add in a couple time orcs level 7 105 exp
5.n w se s
6.e s
n e
8.n e sen sw sn ne
n s sw
16. large boat sits in front of you with a sign saying water walker now
boarding for arcaia the land far northeast across the ocean board waterwalker,
n , s
17. This narrow passageway will not provide much comfort for travelling it has
some cover for shadow and those who like to hide n s exits for that room are n
s
18 the water walker a large boat designed to take one through dangerous world
where monsters lurk out, set sail
1. Slowly tide binds the wind the leaves fall forwarding the incandecence of
green emeralds bounding off the foodsteps of those in duel city.
2. Breaks on holding front banks withholding forces tieing every fabric
together are unwinding in its stay is awakened this green mist from only one
way which escapes.
3. many faces lie in the dirt ground fate would not let them awaken from the
fury that entangles time here those who do not remain in lag for eternity.
4. The courage to fend from what reality rationalizes self impact an unstable
system which fails with no notice. re assembled on the means to turn idea's in
fate for items of life.
5.The courage of the self concious world the under river of thought secret to
none but their own mind. in this land one must own his concious and whats
under
6. ocean air breathes chills through the tide then emerald fabric of time folds
over the ocean in this land normal laws do not apply.
7. Crossing paths with other roomie locations nesting their way towards the
common goal further into the fury of time.
8. Into the plains the clay ground looks if fire has found the land an age ago
off to the south is a large structure emerging from the water of the form of a
boat.
9. A little claw made of sea grasps out at land to be in denial of fate there
is no stopping at this rate there will be nowhere for such a thing as futures.
10.some land to write a quick note about the north is a burden and south is not
much better choose your path its good no matter the whether.`
11.
arg city engine
1. you have arrived in arg city the wealth and splendor is denoted only by its
oppressed subjects in the distance you can see slavers whipping peasants to
work harder leave, north
if you on raid gamhard arrives
locat arrives
mernak arrives
you leave to the north looking at a wagon of food that is often filled for the
dictator, north south
if you on raid
a slaver looks giddy at the slaves level 5
a fat political man giving orders level 5
a guard of arg prepares to attack you level 8
gamhard
locat
mernak
brugis
locat says : hey let these slaves go free you run of the mill vigilianties.
slaver: youll wish you never reared your face in arg city again locat!
guard attacks locat
slaver attacks locat
fatman attacks locat
there is fiercecombat going on here.
you can join in or sit it out
if you join in
fat man falls to the floor after connecting his face to locats fist causing
fatmans heart to stop beating
you attack slaver
if you sit it outlotan : lets sit this fight out and conserve our strength it
looks like locat has it under control politician throws a good it fly send over
end to slam into brugis head causing him to sustain a head concussion
mernak slides under the politician taking out his blade to slash up at him but
the politician dodged and stomped down nearly squashing mernak except for locat
jumping up to smash a kick down the politicians back scraping the skin and
brusing the bone.gamhard prepared to finish the job on him when the elite guard
of arg atacked with blinding speed if not for locat once again the battle may
have ended but fortunaltly locat saved gamhard moving pushing him out of the
way and dropping the guard with a strike to his laarynx. the politition soon
after succumed to his mortal injury's.
3. piles of rotting food smell up this portal of arg city that is because this
is where the slaves are allowed to fill their food troffs from when they get a
five minute break once a day n, south,
if on raid
demon slaver over looks slaves eating slop level 12 1800 xp
slave eating from a bucket of slop lvl 3
locat leaves north gamhard follows locat
mernak follows locat
brugis follows
you batlte a demon slaver
if you win it says
as you prepare to send the demon salver to obliviounhe takes on last glance to
the slave ill miss watching you die slowly he said as you plunge a sword
through his heart taking his spirit energy
the slave leaves south towards his freedom
4. up to the north sounds of laughing can be heard the sound brings painfull
memories. forgiveness is at hand one such as time coming to a stop n, s
if on raid
raunk stormsmoker lites up a joint level 14 14000 exp 14000 exp yeah just to
make sure
locat of duel city
gamhard unitar the adventurer
mernak the ranger
brugis the tankwallbattleing with raunk stormsmokr is up to you if you win
gamhard says your reputation preceeds you but save some experience for the
master o adventure news
locat leaves north gamhard follows locat mernak follows locat
brugisfollows locat with a headacheif you lose
gamhard says watch out dragon ill light you up
gamhard throws a deathbomb into the dragons mouth and it blows a hole through
the dragons belly deconstituting him
5. North is the wealth of arg and east is the slaves living quarters or cell
whicher you prefer to call it. n e sif you have been to slaver quarters and are
coming back its raiding says
a demon slaver level 14
a guard of arg level 8
locat the king of duel city
gamhard the adventurer
mernak the rangerbrugis the tankwall
there is fierce combat going on here
battling demonslaver
gamhard slay sthe guard after a fierce battle
6.
6. the slave jail seems quite jubilant for such a downtrodden place. the slaves
go on about their lives seemingly oblivious to their squalor w, enter
the slave quarters are locked and you do not have the key unless you have
slayin uberpantsthen the slave quarters are open so you can enter
7. the wealthy folks of arg standing straight with the backs of slaves to wipe
the mud off their feet. s shop, temply inn
if on raid uberpants the communista guard a guard
or if on part of the early quests to see the town. on that quest she says
hello again *(your ame)
i guess we went seperate paths after the adventure with holzengard i wonder
what happend to him alsoyou say i dont know i was on the boat and fell off
because of some strange flashing lights drew me in i guess
you can say
gald you made i tout alive
or
you seem to be doing ok for yourself
if you do the first one she says well i need you to do a little favor for me
could you head over to duel city with this letter one of our allied villages is
needing some aid and i want you to ask locat for us
if you say the latter she sasy
well your about as useless as a corpse keep nosing around in our village and
you may wind up as just that...if you talk to her again she says here is the
leter take it with you to duel city i hope to be in contact with you in the
futureor if you chose the part two and then talk again she sais
alright lets just cut the crap you dont like me because elfchoker almost died
and he blames you and he should since it was your fault that donut was
poisoned. get out of arg town before i kill you myself... traitor.then
if you come back with locat and shes gone talking to the guard 2 says uberpants
has gone into the swamp of forgiveness to seek help from the psirits.
and if you oon the raid shes there as a monster and says this is no way to
begin your climb through args hiarchy you better learn about conformity
a guard attacks you level 8
a guard attacks you 6
uberpants demon attacks you 11 total of 2860 exp
battle encounter uberpants party
then locat arrives gamhard arrives mernak arrives
brugis arrives
gamhard sas: taking all the action on yourself
this is getting to be boththersome for my grouping union hmph were done here
but well meet again
locat shouts: raids done were leaving
gamhard uses a potion of teleport
gamhard vanishes
locat vanishes
mernak vanishes
brugis vanishes
then to the temple
which is actully where you get he key to slave house
flooded with forgiveness and hopes of order ifonly you had been on better terms
with the gratputkis then you could reap the rewards leave, northsame room if
you go north but theres
rykefaz motophyr strikes fear in you without tryingbattle encounter level 3
rykefaz motuphyrafter the battle he says do you have what it takes to beat
gratputkis?
if yes
then
he sasy then i shall not stand in your way foolish one you take the page from
him page 2if you say no you dont then he says then i will take you to him show
you how feeble you are in the presence of true power. so that he can turn you
into one of us. but you can have your small victory here whatever good itis.
you take the page from him anywayso in the slave jail you find a page
one in a treasure box and free two slaves one is a girl she says yes i don
tlike people thinkin they have the right to breath my same oxygen.. not unless
they are conforming to uberpants dictations but of all the people you should
understand thatwhen +slave has been set freeyou get 500 expthen when you talk
to slave two he says hey how come your such a little buster you can set him
free or leave him bee
if you set him free it goes
i have to set you free of your bonds your captors will be unable to do it and
you will be able to help any that i've missed slave has been set fre
500 xp
or if you leav ehim bee it goes
oh with that attitude maybe ill leav eyou chained up in here would you like
that?
spillager says oh no please sir set me freee!!so you say ok jut help any others
that imissed set em free 500 xp
so the first part of the story which you had that drawing with the green path and the big dome things was where that guy who was taken in the lava area as a prisoner was from.
in the next part he was rescued and it turns out he had to be carried through a path through a place in a land i call times fury which you might recall i sent you a drawing of someone helping that guy under a bridge with a goblin on top reading a book.
so in the next part there was a plan to go to the swamp to leave that town which had like a port so a boat was used to get there but in the swamp somehow they were taken prisoner again and had to escape a dungeon where a enemy named saladon vinderpu was defeated
while in nother landscape drawing where someone working behind the scenes someone had found a ruby and bartered with the person who had set them up bribed the hero's a charter on the underground boat passage so they made it to the dwarf undercity.
but after that they had to clear the lands above by climbing up a mountain finding out that the guy who had the gemstone was working for someone named grundle. and he was a elf named neverundil so they defeated him on top of the mountain and found the ruby so the two hero's went on while they left the dwarf who helped them behind.
they traveled to a nearby town called arcaia by boat and there they needed needed food supplies and so the heroes went to a dungeon and slayed the evil grundle and found enough food for the people in the city so then they went on throught the wilderlands
after fighting with a bunch of goblins and 2 orcs who where guarding a bridge they snuck around and faught the goblins one at a time because they were pretty tough.
well that's where i am in the story but after that they took a wagon through the river pass to where they will regroup up with the dwarf after traveling through the river pass 2 where the wagon drops them off. so i will let you know what happens then well i made a drawing of the wagon trip
side note
I have been busy with my final fantasy 14 game because i made up a linkshell there and it makes a whole world of stuff to do to figure out how to interest other people in what you are trying to build. i guess i can tell you because that way i dont look like a fool if i write it on a forum if its not good idea. so i think its a good idea to be a party to what i build because to me its just a story that doesnt need to be made with any words its just with peoples actions. and i think that people who act are kind of showing that the game is either trying to challenge people into learning how to overcome a lot of challenges or the game is trying to defeat people by being to challenging and making people feel like fake heroe's
So im trying to put together this game out the right way. Seems pretty simple to me characters who play come from different realms but they find a door some kind of different reality and from there people get sent to my world.
Where there is a mantle that people can travel all around the world they have options in the mantle so that if people want to group they can. But there is no reason they have to there is 3 modes of play fellowship adventure and journey and they are perfectly capable of going it alone. If they want to spend the time leveling up in the area's that are around there level. But the people who do the most playing in any of the three modes of play by saying what mode they are in when they post, Get called back by the forces that sent them through the door. To share the story the way they see it and if they choose to they can get a magic item that gets thrown back into the world and is a power source for a rule that they can make up or change a existing rule. that is done in the beginning middle and end of the game which constitutes the passing of 50 years for each. There is some magic items already there in the world and you have to find 3 of them in order to escape the effects that 50 years of age have on you before the next part of the game begins You can just make up what items you find.
to help I have even included story arc that is kind of like a loop that people make to end of it to save someone they want to help if this helps make your way to the end feel free to use this i included in one of the spoilers along with the map of the world and the room descriptions of the rooms that help people move around the world.
Put your spoiler he
re.
Put your spoiler here.
so the first part of the story which you had that drawing with the green path and the big dome things was where that guy who was taken in the lava area as a prisoner was from.
in the next part he was rescued and it turns out he had to be carried through a path through a place in a land i call times fury which you might recall i sent you a drawing of someone helping that guy under a bridge with a goblin on top reading a book.
so in the next part there was a plan to go to the swamp to leave that town which had like a port so a boat was used to get there but in the swamp somehow they were taken prisoner again and had to escape a dungeon where a enemy named saladon vinderpu was defeated
while in nother landscape drawing where someone working behind the scenes someone had found a ruby and bartered with the person who had set them up bribed the hero's a charter on the underground boat passage so they made it to the dwarf undercity.
but after that they had to clear the lands above by climbing up a mountain finding out that the guy who had the gemstone was working for someone named grundle. and he was a elf named neverundil so they defeated him on top of the mountain and found the ruby so the two hero's went on while they left the dwarf who helped them behind.
they traveled to a nearby town called arcaia by boat and there they needed needed food supplies and so the heroes went to a dungeon and slayed the evil grundle and found enough food for the people in the city so then they went on throught the wilderlands
after fighting with a bunch of goblins and 2 orcs who where guarding a bridge they snuck around and faught the goblins one at a time because they were pretty tough.
well that's where i am in the story but after that they took a wagon through the river pass to where they will regroup up with the dwarf after traveling through the river pass 2 where the wagon drops them off. so i will let you know what happens then well i made a drawing of the wagon trip
side note
I have been busy with my final fantasy 14 game because i made up a linkshell there and it makes a whole world of stuff to do to figure out how to interest other people in what you are trying to build. i guess i can tell you because that way i dont look like a fool if i write it on a forum if its not good idea. so i think its a good idea to be a party to what i build because to me its just a story that doesnt need to be made with any words its just with peoples actions. and i think that people who act are kind of showing that the game is either trying to challenge people into learning how to overcome a lot of challenges or the game is trying to defeat people by being to challenging and making people feel like fake heroe's
Put your spoiler here.
Ive done it built a forum and completed the guild well not quite yet but after
i write here about what this is ill go get the last point of con from my
guild.
The name is whats brings this forum together the plananelyn is the shortened
version since thats how many letters are allowed. the full name of this forum
is planar inanely
and anybody in the society can write all they want about the adventure's they
have while doing what the name implies in the defination to planar is of how
you are relating to a plane. and inanely means insignificantly, which i think
means what are you doing in a game and hopefully not taking yourself to
seriously.
but seriously i have made up rules to help do this and this helps explain why
the guild has str, con, wis.
dirs
1. n s
2. n s
3. ne sw
4. n s
5. n se
6. e s
7. e w n s
8.e w n s
9.s ne
10.enter sw e
11.11.w n s12nw s
13. w se
14.e w
15.e w
16.w e
17 e wenter wet
the rest
19.n sw20. ne s21. n s
22.23 n s
24. n s
25. n s
26. e w
27.w e
28 w ne
29 w zone
1. The entry point of the river pass zone is marked by the sloping hill going
north, the wilderlands is to the west. the river flows to the east along the
other side of the pass.
A flier
A flier
level 5 75xp mobs
2. the grasslands continue to elevate the river is lost behind the hills to the
north you see the trail northeast.
A stinker steams a aura of foulness
level 7 140 xp
3. The land elevation has leveled and the trail has streightend out leading
north again though still through the hills the trail is about to open into a
wide field.
4. The land has a high elevation of about 20 feet and inclines 60 degrees the
trail is dangerous there is a presence in the air something doesnt want you to
make it through the pass.
A marsion Gorilla with a furry mane growls at you
5. The hill has reached its highest point the way back is untravelable you must
find a new way back. there is sounds of fighting to the southeast. It would be
possible to continue north.
from here going southeast
gamhard shouts: Hey your not Ivan what are you doing here arrggg aaaeeyeee stop
it dont bit me there.
Demonwraith shouts: foolish one you should not have interfered you taste of
doomed fleshthen you fight with writhanos and gamhard says thanks for the help
i will have to remember not to trust taiyail all the time it seems this person
was only pretending to want to join the adventuring guild just to get me out
here for a bite to eat.
writhanos 206 hp worth of fighting
6. The way is bumpy with hills all around shaping the confusing path in many
directions. The only direction traversable is east.
a hornsnake slithers here
level 6 120 xp
7. The grasslands are expanding in every direction nothing but land for miles
hundreds of creatures must be lurking in wait for their is no sign of
civilization.
Jester staggering around drunk off his ass level 5 183 exp
8. The grasslands narrow into a smaller area of land to the south is a dirt
road and to the north is a city
if martin is in the party the stinker is waiting hereif you attack the two
stinkers they are tougher than wilderland stinkersafter your party encountered
the enemy you so drained the energy from the land your feet went numb brain
racked for answers why foes fight for no good only to prevent your friends from
having life and for a moment there seemed to be ways of reasoning with the
monsters but when that was over time slowed with cresent devestation and
something strange happend something strange most definatly happend here what it
is can only be a bclue into why there is a need for a adventuring guild in the
first place i wonder if they even know why or if they think this is just some
big game. but it would appear that yourself is a part of the puzzle for sure.
whatever strange magics seemed to start from you but also dissapate from its
wake till hittin you.
9. Stone walls rise over the town of astowal village a small town with a
closely knit bunch they survive in a harsh area and get by on their wiles. the
wall leads toward the northeast entrance. `
10. Entrance to Astowal village is written on a big sign pointing to the west.
A large gate through which you can see a few heavily guarded buildings to the
southwest you see gratputki monsters.
11. Along a dirt road made by the inhabitants of astowal village to preserve
safe trade routes to other lands and to stay out of the wilds.
pervert soldier shows if youve been to astowal village.
level 8 88 xp
then after fighting the pervert soldier you hear
hurry along lidual we got to move before more pervert soldiers show up i hate
those guys we need to get to the heartland behind the safety of jite rhealms
wizardry and out of gratputkis reach.
if you decide to help them
balanoir says thank you kind sir since you see we do not know how to reach the
heartlands since gratputkis scourged the lands the pass to our village is
closer your help will be much needed thanks
or dont bother
12. The road forks out northwest and back to the south. There is a large
mountain wall ahead.
13. Looking up you see a 100 foot high natural wall untraversable unless you
have wings. you see two possible alternative roads going east and west.
14. On the west road the wall is still 100 feet high but further along you see
the tunnel form from a slightly smaller wall.
15.Along the west trail the natural wall still goes and from where you are
there is another hill. a road tunneling between them.
16. Passage is getting tight the hills press in on the road leaving a few feet
of road to get through but you can still make it.
17. here the trail opens into a wider more confortable road. heading to the
west toward another part of the wilderlands.
18. End of the road you may continue into a unknown land untraveled terrain
awaits you if you choose to continue.
19. Things couldnt possibly get any safer this country is easy to feel safe and
one doesnt need assurence from anything. dont tell that to the shapeshifter
standing here.
20. Thorns and flowers from the sweat and toil hard days and nights to bring
fruit to bear evil for this herald of death to catch his prey.
21. games have much to do with the river pass hurry to the zone or relax and
try not to worry these games are encouraged by tarnheel the playfull.
22. boredom is pain itself and a joy to forget the gurgle the strain to pass
through it makes the victems of bordom a perfect canditate
23. sitting upon his roost his wail of bloody battle can be heard so powerful
that you almost want ot turn back.`
backtracking from there to the wilderlands.
Arcaia the entrance is easy enough to find something catches your eye theres a
stone which looks like a face with smoke coming out of its eyes. other wise a
ordinary looking town with werewolves and dwarves running around.
examine rock south north
2. enter west south
3.climb west east
4.west south east
5. enter east
6. north talk to dwarfas you climb you lose your footing and fall thump
1. standing in front of the rock seems to be the epicenter of arcaia lots of
tree's and buildings much to see and learn and do.
examine rock--Chancing to take a look at the wierd stone you almost lose your
balance when your hear the stone speak to you ... "Get out of my Face" puny
mortal you wouldn't understand my fate talk to the werewolf if your truely
interested.
if youve done all the needed things to help holzenguard talking to the werewolf
says you have done alot for us already what more can we ask the knight who
saved us from a terrifieing conformaster
2. you've walked up to the place of reprieve an inn a place of common needs
where people go to forget their busy routines and relax with some drink and
song.
if you go in the inn every table and chair stack nicely against the ongoing
scenery as stolen goods are looked at by merchants and then sometimes those who
it was stolen from
mouv the werewolf
if you talk to the werewolf he say our village is in need of supplys we have
sent word to locat of duel city he says to go back and talk to vargeul he says
now that i think about it vargeul was talking about some strange character
sighted around town , you should go talk to him hes over there at the stable if
you should find yourself alone on the river passage be sure to stay on the road
stinkers and fliers roam the lands but stay away from the pass they fear the
humans
3.well you can go back the way you came but this looks good too theres a big
ladder here perhaps you can climb it although you never know what will happen
in arcaia.
4. standing at the crossing of three paths to the south you can see a market
place and there stands the dwarf he looks forboding to the west you see a shop
seems to have quite a arsenal from the six sense you feel
talking to vargeul says the dwarf is a depressing person to talk to its a good
idea to listen to him because what he says is true. The land we live in is
ridden with monsters and problems and theres not much good thats why we need
people like you with your special abilities and courage to change the world
because we are stuck in a rut. but maybe you can help us get out of it what dya
say?
if you say yes then he sais good then climb up the ladder west of the inn then
travel through the river portal tmeet with taiyail in astowal village and start
a party to face the monsters that plague our lives
if you sa no then he says suit yourself welcome to the club as they say you
wont get much out of arcaia with the monsters cleaning it out.
if you talk to him after werewolf he says; you seek to learn from a rock never
will arcaia's archaic nights help bystanders who cant help themselfs go talk to
elfchoker and maybe he will offer you some task to prove your worth
5.You stand in front of the arsonal store if you can pull yourself away then
you will not spend any money but thats your obvious choice if you do not
6. reach of the market pulls you in not quite anything worth paying money for
although the shopkeeper looks like he might have some info to sell
you already know what i have to say but you dont know who tihs dwarf who says
it is you can hold on to the fear nd the pain the dwarfs will move on through
the battlefield carrying on with fallen foes and friends strapped to our packs.
you want to prove yourself to me with some fairytale story quest well i don t
buy it what we have is alot of monsters running around that kill you! he says
search the wilderlands, bring your findings if it proves usefull im offering
you this reward; info of the origin you need to know about arcaia.
if you have what he was looking for he says you have what i was looking for
good . first thing i iwll tell you i sthe ancient rock is no normal rock for a
lifetime arcaians rebuild what demons destroy...holzenguard the rock: well
done, your merits derive their own measure . i have strong ties to this land
but once it was worth less : the dwarf shows a picture of what the rock used to
look like as the leader of the town
it goes on until my betrayed land bound me to this rock thus to be my tragic
end.the dwarf continues saying i hear a woman in the east works to build her
towns defences with an adventuring guild find any information she can tell you
if it helps holzengard it will do a great deal towards earning my respect
if you return after doing what he asks he tell syou his story of a cursed donut
that you brought him and now i think im gonna go see graahpukis in the swamp of
forgiveness im gonna go back in my shop and see how im gunna survive this one.
maybe a sorrowdale potion but thats along way sfrom here *damn* spit*
then if you bring him the potion he he sais thanks fairly for the potion and
for ya beating the demon to bring it for me.
then the wilderlands
1.the big city of your time arcaia northing could"
be further from danger this land is secluded and nothing but"
common goblins and pests thrive, exits are enter and west"
2. the land around you snows like crazy the land is there at"
least but it runs deep crows caw in the distance and the sun"
shines blinding exits are north and east"
from here there is two paths ill show the first path first
3. the cold snow is pelding the ground hard and is not letting"
up ahead is a tent which looks occupied obvious exits are,"
"north, tent , east and south"
4. "your in a winding area of buildings connected to tents behind"
a wall of some stone material in a ombination of buildings"
"and blocks to create a fortress town exits are north, south, east and west
5. "Far from the normal feeling of the4 wilderlands you have been"
taken to a library of many magics and theire is a portal"
leading to earth which draws you in exits are earth,riverpass and south"
scholar study of the planes"
leads to 17 in the riverpass
and the other path
The tent stands high into a sharp point at the top of the room"
"inside there is a cage with a man in there and theres a door"
"near the other side"
"Obvious exits are, (out, north)"
"a old prisoner is chained to the wall
"the stability of the civilization here is being meddled with"
"by the forces of narnak obvious exis are south east"
"the narnaking stands with creased pants blowing "
echo "your in a winding area of buildings connected to tents"
"behind a wall of some stone material in a combination of buildings"
obvious exits are, (zone,west)"
Golzark Djinni burns with hate and fury
and this zone leads to room 1 in the riverpass
and astowal village is next to 10 in the riverpass
and astowal village
This is astowal village a town thats far from the busy city and from the need
for big cities goods for one reason (a common ground) people here look out for
eachother and once you enter the town you see why.
1. lots of ground tends to gather crowds but from this vantage theres is only
the gated city and the looks of a rather unruly town with people looking for a
fight
2. here is the gates of astowal knights of valor guard the entrance to the city
allowing only friends and those who wish to pay to get this far.
3.The crossing of astowal gate with th e market place to the west the path goes
on as well as to the east but the north is where it isthe most lively.
4. The road reaches we4st and stops at the large stone wall keeping you from
going further and monsters from getting closer. The marketplace lies just ahead
entry to the item sho is in your grasp and to the east the inn.
6. The road has lead to the inn where travellers rest after a long perilous
journey to the west is a shop and south is towards the gates.7.The party area
of town is right here more than one way to find you way in life this town has a
board to organize events.
riverpass2
1. The entrance to the zone
This is Evenstars Keep-- Your life or your riches
you may be spared your life but not your foes.
1. southeast zone
2. southwest northeast
3.
3. s w ne
4. w n.
5.n e w
6.s e wn w s e
8. n e wn e
10.
n s e
11.n e s
12.w s nw s
13. s se n
next n s 14
15.nw n e ne s
16.enter swamplands ne se varias shops too
17 can go here if you have defeated gratputkis or the dwarves let you in) A
massive bridge made spectrally by beings of another reality leads to what looks
like a nail driven into the land by a hammer of the gods. west, enter2. you
have crossed the bridge of light to fort lag. more bridges can be seen from
here but you have to swim to get to the next one exit, dive
a gladiator lvl10 400xp
guard q'peulu lvl10 600xp . you took quite a leap to get down this far it was
never intended to be a easy ride the bridge is before you bridge back dive
4. you are inside a bridge that looks to be climbable if you wish to continue
to press on against the armata force. exit climb
5. you are in a room with no exits else you could escape the trap set for you
which you cant and that would not please the monster who waits for you. (none
at this time)
bailer stares at you looking for payment fight bailor or pay him 200 gold
then he lets you pass climb down or cross bridge
next. you have made it to the drop point this place looks like it is the center
of the operations done by the armata. something strange looms in the air,
bridge , back
if you go bridge then lotan shows up saying always have to do what you want im
tired of it how about i just plunge a sword into your heart and do things
right? you can take lotan down or run from him
taking him down is a battle obviously if you try to run from lotan he grabs you
by the shoulder and holds the blade up to your throat then martin or whoever
your healer is walks up behind him and smashes the flat side of his weapon over
lotan knowing it would knock him out and it did.
lotan owchi lays on the ground unconscious
A Spider arrives level 8 320 exp
A Spider aarrives level 6 240 exp
help lotan or
he can wait
if help him
dont worry lotan i know whats wrong with you its this place youve been
poisoned. well bandage your head and find the source of the problem...you fight
the monsters ill tend to lotan says the healerbattle encounter armata ambushers
( without much healing)
or he can wait
he can wait till after we slay these monsters they are the main concern right
now you say.battle armata ambushers with lots of healing
next round martin says i dont think lotan will make it if we wait any longer to
help him hes hurt bad
help lotan or
he cann wait
if you have him help then you battle encounter hordes without much healing
but lotan livesbut if you say he can wait
lotan begins turning more grotesque and starts to shiverand after the encounter
he doesnt rejoin cause he dies
next you warc fin an arel non more consadaro make on to mole man are gone year
to the dman oker ben molean back , south
next . Moon points at sokra band marble jumps to krags more monsters be living
form doom than you can fight at once here bethroven back, west
next: grand right out of the wall the lone sole entrance to the blight of tthe
land is at the end of this pass west back
next weak monsters jimini genie's ordeals add a bounce to some people's gaits
and tis will be the time to be confident about survival w enter.
next is to enter blight warps you to where lundin row lvl15 11k exp is after
battling with him you get to take his page of time and stop there or keep
playing and everybody cals you a hero or if you go with the ending
with landin ro slain the knight takes the book of time and leaves with it to
continue on finding the evenstars he never actully finds them and never gives
up until he is old and tired of his search
one day in a time free of gratputkis things were calmed down to the point where
the knight had nothing to do but sit back and enjoy his life and be tempted by
uusing the book of time to change his life for the better but knowing the
lessons he has learned he choose to hide the book someplace nobody would ever
suspect and he put his place mark in the page he would stay untill his end
the book stayed in this far way land through the ages until one day the knight
regreted his choice and went to find the book only to see it dissapeared only
he could track it down and he did to find it in china. with a woman who would
have never suspected its power.
so the knight broke into the lady's house when she was not aware at a late
night and changed the book to a page where he could be more confortable and not
such an old man again.
the end.
if you choose to keep going your transported back to the swamp house
17. nw se s
18. nw sw se19 e w
20 w enter undercity
to the swamplands
1. nw out check
2. nw se w e check
4.ss,n,e not done
5. nw, e , se, w done
6. w s n done
7. nw se w e not done
8.ne e s not done
n s e done
10 w n s not done
11 n w s n e w not done
13 w n half done link to 10 not done
14. e n half done link to 11 not done
15. n e house done
16 n e done
17 n w done
18 s zone
if you go to this house before going to ulahbalito and going on the quests
there you see
standing over or under is not what i think of but rather who is wstanding
beside me in this place i only would if i could have one who would but should
not try only to fail how many would want me if i did try or would it matter a
house filled with chairs and paintings doesnt begin to express these word those
people who walk by this house they dont know its mine
where you can nominate
chaos power
rest exit or buy items for chaos power you just get a sword level up if you
have swampflame
for rest you have to solve the riddle
want your weight in gold? to fill your fool dreams with riches ?
then leave fantasizing to the crapper what fills foo dreams of richess but
grants no moron gold without leaving a fantasy
life fulfills dreams of riches but grants no more on gold without living a
fantasydo you know the answer to the riddleanswer is gold
if you go there after ulahbalito quests this is what happens
weather passing people notice no stares of judgement is upon the domes that
rest their body's i will be in one. Quotes the sign behind the counter
a sign explaining ho w the items work
you can read signbuy pet
use book of time
at certain times the shopkeeper can be on break it says try again shortly
there is four pages of the book of time for each page yyou get different things
happen you wont have anyuntil you have taken gratputkis out nm that you only
get supplies from there no pages yet. there is a scribe that he will say i
heard you found the book of time and its pages were all gone i will keep the
book here and you bring the pages and i will put them back in order the way
they are supposed to be and we should be able to fix the flow of time. so that
graputkis had a book but all the pages were gone . you find out and you hadn
the book of time to the scribe.
basicly whenever you find a page bring it to him then you can access it and do
special things once the scribe puts it on the book.
page1 goes
All the world was snowing breezes pass the mountain on the way out to sea. the
world moves as normally. Tiime has been not seen and still threads the fate of
all. The sea's have some disturbance as some knights courage has foretold the
tide of fate. the blessing of time shall not be found easily however jealous
enemys scour the land for the knight
time slows for no man but it does for gratputki like the will of the god s
themself control the fury of forgiveness and only those with courage are chosen
to stand uup to them
thne you can mark that page and all the enemy in river pass will return in
their former glory.
page two goes
7y6ucplanar inanely is where it all takes place it should bknow be known to
these adventurers where they reside and why there is myriad forgiveness blight.
the residents of inanely go through lives with a much higher sense of irony
much in part to the creation being done by powerful mortals and not gods. if
god sknew what we have done the forgiveness would be swift and the planets end
ni
thats from pages gotten in the arg raid.
page three after beating golzark djinn
why would there be a need forpeople if they can live on in my world and my
heart is what goes in it. why live anywhere else. it seems i still have some of
what lacks whole towns and countries of the normal would. where better to place
it than this one it maybe rough and need improvements but the subtle rush is
just the hope it needs the pen is truely mightier than the sword amen.arcaia
was under water but that was fixed because the powerfull armata kept the people
safe inside the town but nobody was able to leave until somebody stopped the
succubus from controlling the evenstar.after the fortress of lag was crushed
and the blight upon the river passage dispelled prosperity was returned to the
land but in turn the armata forces arcaia to fall using the power of a genie to
flood the wilderlands with water making accress to their new base nearly
impossible. save for the hero who has been sent to undue all of the wrong and
save the worldthe knight guided by courage could reach the city but it would do
little good to visit underwater cities that needed to be on land to prosper. he
was guided by clues from a shall we say enturage of a certain persuasion to
find the evenstar of a pecular anomaly archaic overtones would be magical
enough to lower the water levels over arcaia to once again support the people &
passage.
1.Stand aloft about your wiles for in the distance the height was built to
dreaded beasts and shades of denizens forgiven for their deeds but not for
their hearts.
2.many foes walk the path to forgive us the intertwined spirits of the other
realm, rage a battle over who can get you first
3.Then to the west is a wall of stone inhabited by angry forces seeking to turn
you insideout raging anger that reaches in and digs its way through.
4.Feeling some comfort in your wellness in this time of pain isa good spell
5. The way to the beginning has started there can be many roads there. It
always seems to lead to you. To pass before s uch a road is risky
6. A variaty of paths are open to walk or run
every sort of trial has been slipped through the framework.. The roads going
the opposite way from the hillside path.7. Branches of dread reaching out to
grab and pull every possible direction. NOble hearts try t persuading
otherwise, the lessons are quick to learn.
8. The mean are few between the meaner are far going gets touh to those daring
the hillside from the flanks and roads
9. north from the hillside to your south is west as the east brings you close
to north but it was created by doom..
10. to have to start over at this thing you have your wits and know where you
need to go.
11. surity in sight northeast is the hillside spamning wide it was before there
is less ground for her to fend with now.
12.Following the road has lead far and might continue on or then there is other
options to the east and west13.
13.nesting up against the hillside is the lushland to be inviting through
alluring foolish mortals into distraction.
14. what would this pale be without demons yes there is a demon in this land
you have managed to be lucky until now.
15Natives are restless for one just ahead the land elevates to further his
plans for destruction to the northwest there is a structure of some kind
16. Land is definatly elavated from ground up to the hills back to about sea
level
17. Your travel has not been easy this time its just another fight and another
demon in the way of forgiveness.The zone has been reached but will not be
crossed by anyone who has not forgiven themselves. That is for one reason
boundary of faith divides the oforces of gratputkis and the reaches of the
great wizard of the heartland.
along the road for a
long ways. There was not a monster to be found for miles"
theres a merchant cart on the road though its a protected area they still
manage to keep guards at their posts."
exits are west and out
after passing several security points to town merchant city is
made available. also a path goes north into the mountains where a well known
fighter lives."
exits are west enter north and east"
entering the city splits paths
the gates a well guarded path leads all the way down ulah road even though its
a protected area they still manage to slip monsters through exits are east west
north and south
down on Owchi Road a old sewer grate has been a source of
problems in the past.
a necessary trouble because the main housing area needs those sewers
most.exits are south and east
after adventurers rest up at the inn they know they will not be forgotten not
even a big lonely follower of the long road forgets their home is here on bar
road south and east
and then back to the town entrance
balipark the place to relax in the sun at the end of the road it leads off
into artarium way an"
goes east into inn roadfrom there it turns south to heart road exits are west
and east"
balipark at the end of the road it leads off into artarium way an"
"goes east into inn roadfrom there it turns southeart road exits are west and
southeast"
"four districts seperate the townsquare under the bridge"
to keep the council seperate. all roads lead to this crossing and are watched
by heavy security exits are northwest and west"
in the strategy room the wards slow the gratpukis"
and in the tarea's artaria the portal leads many places"
"Jite realm"
and then to backtrack to before the city to go north to the great fighters
house
ar a house built into the rock the entrance to the sewers can be seen"
but there is a large blockade in front of there and many guarding it"
exits are enter, sewers, south"
Lotan Owchi
then to backtrack and to go west to the stomping grounds
Along the path to the tundra there is a large blockadehat it would but it would
be possible to continue on to the tundra from crossing"
exits are zone and east
<F4><F3>
1. the door of multiple realities exists to form this land of snow and around
it is housed the windows and walls that look to the places you want
to go.
( here you can list your items or buy more through the mantle) 1 nwe, nw,out2.
n, se 3. n ,s 4. 5. s, e , nw 5. w , ne , se . 6w, ne, se .7 w, ne, se8. sw,
ne9. w , ne, se 9. w, n, se 10. southwesst, ne 11. sw, ne, 12. sw, ne, 13.
sw, ne, 14. sw, ne. 15. sw, ne16. sw, w. 17 sw, ne. 18
2. The walldoor experiences your pass and not your welcome for you seek not the
walldoor in your wake but when you dream the walldoor watches your spirit
form into a fine adventurer.
3. Head of snow rush envelops later in land a humming wind prasses you oddly
distorting it knows while you wait but you know that later might be to late.
a Ice giant stands here flurrishing in snowlvl 8 256 exp
4. Breathing in the rooms atmosphere's a challenge itself the air freezes in
your mouth if your fast. hunger will soon haunt dont worry as hypothermia
poses as strifeling an arguement
Kinbag Plainfare the giant plans your doom level 7 950 xp
5. cold frost forms along mountain wall of dirt and ice the mountains the snow
falls heavily under the watchfull sky.
6. cold frost forms along mountain wall of dirt and ice the mountains the snow
falls heavily under the watchfull sky
7. cold frost forms along mountain wall of dirt and ice the mountains the snow
falls heavily under the watchfull sky
8. Cold frost forms along mountain wall of dirt and ice the path is almost
closing in to tightly to move in(sw, NE)
nosemasher Rraks the lackluster buster lvl 8 1200 exp
nosemasher says + the fortress of lag will make short work of you: then attacks
you!.
9. Cold frost forms along mountain wall of dirt and ice the path is opening in
to a wide chamber there is a shiny material scattered on the ground. ( w,ne,se
10. standing here overwhelms the senses theres a door south and undernearth and
you see no way to climb up to enter it because your in no position to
reach the handle.
A giant robot spins gears and exhausts steam level 8 1600 exp sw, ne
11. cold frost forms along the wall of dirt and ice the paths almost closing in
to tightly to move in the snow falls under a watchfull sky sw, ne
12. coldfrost forms along mountain wall of dirt and ice the path is opening
into a wide chamber the snow falls under a watchful sky sw ne
13. cold frost forms along mountain wall of dirt and ice the mountains are
snowed upon heavily under the watchful sky sw, ne
14. cold frost forms along mountain wall of dirt and ice the mountains are
snowed upon heavily under the watchful sky sw, ne
15. cold frost forms along mountain wall of dirt and ice the mountains are
snowed upon heavily under the watchful sky sw, ne
16. standing here overwhelms the senses theres a door here is a narrow walkway
with more frost than before you entered your
position to reach the handle
sw, w
17. standing here overwhelms the senes many are here somewhere in the mist
would you meet an enemy from your position it is hard to say
and the city.
You have entered the door which holds no lock but the key is not with you the
guided walk with a heart of true and find a new way.
Iesho the elven maiden
sw, ne she says: hello there young one you maybe able to assist me with
something when i open the secret door of the city of doom help me fight
whatever comes out of it are you interested?wish to help with my quest? if you
say yes she sasys
well first thing i need is for you to slay the ferocious monster headng towards
us... then after that ill get into what is next. baencounter loblase conjury
level 8 3200 exp
if you win iesho says thank your for literally saving my ass now then we must
go to twilight city where the truth is hidden within but nobody knows from
within because it is not there but we must first be there to see its not there
then we can find it... upon your return i shall await the return of my friend i
hope your success is met with ease friends.
if you lose iesho says that monster just slayed my as the quest is finished
come back when your ready to try again.
if you go back and return the guard to her it finisheds the quest you get 2400
exp.
1.twilight city locked by hunkered down bolted up seccurly fastened stonewalled
borders. out,east stupski dure the gearhead pulling the levers
2. drain as you must it may find a way to maintain the strength of banes and
bird the boon to form the evenstar forged for these who deserve to be received
Yeha the impassive yet diminuative ziggurate w, e
3. This passes to twilight city as for good business with any who seek
evenstars however wretched they are it is fortune that speaks in this place.
the guard slaver shackles his slaves west east south south is shop
4. The wind braises your bones its shrill force booms like myriad hurricane
goddes whims the trees whine in protest. the sky thunders but nothing can be
seen in the air other than courage
west east south -- south is inn
guard says : to acccess my funcions you must be the master i will accept and
comply if not you will die
if you have spoken with iosho he will say i see you have been sent by ishao i
will follow you back i wish to see her and reunite if you have not then he says
you have no authority to give orders
south is town hall or enter the guard house goes into twilight castle.
5. toopu groals your bar keeping you stuck to riddle your path up.
slay toopu level 8 get key and can go down or out
6. fortunatly fortune favors the camp luckily he lets you pass
can go north
7. stand yourself with ease and wind dwindling in the air far not the snare
when those thorns burst besting revoked retracting recital nonsense holding on
to a horned hoe a battler
of disdain of the surface of twilight city
8. from this room you sight the sleeping memory a dreaming one sleeps within a
stmosphere of hopes looking towardd the bright future locked with a marble
door. ( open door, Nevermind) eed toopus key to open it. when it opens it says
the door is locked and you are holding the key you open the door with the
lionkey and continue to the room below. or go north to the thrown room (12)
9. this is the post of twlight city's great divider to the residents which is
ment to provide some meger protection from thieves. much to the dismay of those
residing. w , down
gortar thinks he can stop the thieves
jelly narts makes a mess instead of doing its duty
cuteki dreams gratpuki would forgive her
pok poks you on your way to the rooms
when you go down avenger arrives madini tiat'nar arrives demilitary rolia
arrives
ed'n'iron arrives
gamhard unitar arrives
locat du arives mernak arrives brugis arrivesavenger says i had to track you
down and find the source of the evenstar myself thanks for letting me find it
so quickly so that my band can use the genie's armada.
now violence fills the atmoosphere as gamhard attempts to defeat the guards the
guard s punaveng avenger attacks gamhard to beat him to the punch
the chaos is fierce in this room
gortar slashes gamhard while gamhard dodges to pierce outward at eavenger which
is deflected by madinin tiat'nar who spins around to slash you must battle
avenger and then demlitary rolia to continue
11. twilight city locked by hunkered down bolted up securly fastened stone
walled borders
then here is where the chest containing a scroll of the stars is contained.
(back)
12. You must weight the beet to have the leaf may no harm fefall the sea diver
the voice trails off into the
distance
levellevel14 8265 exp your annoyances will now cease i shall kill you the
swamp will forgive you that is all there is to be said gratputkis says from
this room
after defeating gratputkis he says ARRGGGGHHHHH nNo one will Be Forgiven if i
Die!!!
then you said i will never forgive you!
then he says : then i will never be truely dead because forgiveness is a swamp
with many souls to turn into monsters and i will look forward to those who look
before they leap.you gain 1000 gold and the supplies needed in arcaia
then times fury dirs are
1. e s zone
2. w se
3. n w s
4. nw e
time commando lvl7 105
time orc lvl 160
time captain lvl 7 70 xp
if you want to add in a couple time orcs level 7 105 exp
5.n w se s
6.e s
n e
8.n e sen sw sn ne
n s sw
16. large boat sits in front of you with a sign saying water walker now
boarding for arcaia the land far northeast across the ocean board waterwalker,
n , s
17. This narrow passageway will not provide much comfort for travelling it has
some cover for shadow and those who like to hide n s exits for that room are n
s
18 the water walker a large boat designed to take one through dangerous world
where monsters lurk out, set sail
1. Slowly tide binds the wind the leaves fall forwarding the incandecence of
green emeralds bounding off the foodsteps of those in duel city.
2. Breaks on holding front banks withholding forces tieing every fabric
together are unwinding in its stay is awakened this green mist from only one
way which escapes.
3. many faces lie in the dirt ground fate would not let them awaken from the
fury that entangles time here those who do not remain in lag for eternity.
4. The courage to fend from what reality rationalizes self impact an unstable
system which fails with no notice. re assembled on the means to turn idea's in
fate for items of life.
5.The courage of the self concious world the under river of thought secret to
none but their own mind. in this land one must own his concious and whats
under
6. ocean air breathes chills through the tide then emerald fabric of time folds
over the ocean in this land normal laws do not apply.
7. Crossing paths with other roomie locations nesting their way towards the
common goal further into the fury of time.
8. Into the plains the clay ground looks if fire has found the land an age ago
off to the south is a large structure emerging from the water of the form of a
boat.
9. A little claw made of sea grasps out at land to be in denial of fate there
is no stopping at this rate there will be nowhere for such a thing as futures.
10.some land to write a quick note about the north is a burden and south is not
much better choose your path its good no matter the whether.`
11.
arg city engine
1. you have arrived in arg city the wealth and splendor is denoted only by its
oppressed subjects in the distance you can see slavers whipping peasants to
work harder leave, north
if you on raid gamhard arrives
locat arrives
mernak arrives
you leave to the north looking at a wagon of food that is often filled for the
dictator, north south
if you on raid
a slaver looks giddy at the slaves level 5
a fat political man giving orders level 5
a guard of arg prepares to attack you level 8
gamhard
locat
mernak
brugis
locat says : hey let these slaves go free you run of the mill vigilianties.
slaver: youll wish you never reared your face in arg city again locat!
guard attacks locat
slaver attacks locat
fatman attacks locat
there is fiercecombat going on here.
you can join in or sit it out
if you join in
fat man falls to the floor after connecting his face to locats fist causing
fatmans heart to stop beating
you attack slaver
if you sit it outlotan : lets sit this fight out and conserve our strength it
looks like locat has it under control politician throws a good it fly send over
end to slam into brugis head causing him to sustain a head concussion
mernak slides under the politician taking out his blade to slash up at him but
the politician dodged and stomped down nearly squashing mernak except for locat
jumping up to smash a kick down the politicians back scraping the skin and
brusing the bone.gamhard prepared to finish the job on him when the elite guard
of arg atacked with blinding speed if not for locat once again the battle may
have ended but fortunaltly locat saved gamhard moving pushing him out of the
way and dropping the guard with a strike to his laarynx. the politition soon
after succumed to his mortal injury's.
3. piles of rotting food smell up this portal of arg city that is because this
is where the slaves are allowed to fill their food troffs from when they get a
five minute break once a day n, south,
if on raid
demon slaver over looks slaves eating slop level 12 1800 xp
slave eating from a bucket of slop lvl 3
locat leaves north gamhard follows locat
mernak follows locat
brugis follows
you batlte a demon slaver
if you win it says
as you prepare to send the demon salver to obliviounhe takes on last glance to
the slave ill miss watching you die slowly he said as you plunge a sword
through his heart taking his spirit energy
the slave leaves south towards his freedom
4. up to the north sounds of laughing can be heard the sound brings painfull
memories. forgiveness is at hand one such as time coming to a stop n, s
if on raid
raunk stormsmoker lites up a joint level 14 14000 exp 14000 exp yeah just to
make sure
locat of duel city
gamhard unitar the adventurer
mernak the ranger
brugis the tankwallbattleing with raunk stormsmokr is up to you if you win
gamhard says your reputation preceeds you but save some experience for the
master o adventure news
locat leaves north gamhard follows locat mernak follows locat
brugisfollows locat with a headacheif you lose
gamhard says watch out dragon ill light you up
gamhard throws a deathbomb into the dragons mouth and it blows a hole through
the dragons belly deconstituting him
5. North is the wealth of arg and east is the slaves living quarters or cell
whicher you prefer to call it. n e sif you have been to slaver quarters and are
coming back its raiding says
a demon slaver level 14
a guard of arg level 8
locat the king of duel city
gamhard the adventurer
mernak the rangerbrugis the tankwall
there is fierce combat going on here
battling demonslaver
gamhard slay sthe guard after a fierce battle
6.
6. the slave jail seems quite jubilant for such a downtrodden place. the slaves
go on about their lives seemingly oblivious to their squalor w, enter
the slave quarters are locked and you do not have the key unless you have
slayin uberpantsthen the slave quarters are open so you can enter
7. the wealthy folks of arg standing straight with the backs of slaves to wipe
the mud off their feet. s shop, temply inn
if on raid uberpants the communista guard a guard
or if on part of the early quests to see the town. on that quest she says
hello again *(your ame)
i guess we went seperate paths after the adventure with holzengard i wonder
what happend to him alsoyou say i dont know i was on the boat and fell off
because of some strange flashing lights drew me in i guess
you can say
gald you made i tout alive
or
you seem to be doing ok for yourself
if you do the first one she says well i need you to do a little favor for me
could you head over to duel city with this letter one of our allied villages is
needing some aid and i want you to ask locat for us
if you say the latter she sasy
well your about as useless as a corpse keep nosing around in our village and
you may wind up as just that...if you talk to her again she says here is the
leter take it with you to duel city i hope to be in contact with you in the
futureor if you chose the part two and then talk again she sais
alright lets just cut the crap you dont like me because elfchoker almost died
and he blames you and he should since it was your fault that ******* donut was
poisoned. get out of arg town before i kill you myself... ******* traitor.then
if you come back with locat and shes gone talking to the guard 2 says uberpants
has gone into the swamp of forgiveness to seek help from the psirits.
and if you oon the raid shes there as a monster and says this is no way to
begin your climb through args hiarchy you better learn about conformity
a guard attacks you level 8
a guard attacks you 6
uberpants demon attacks you 11 total of 2860 exp
battle encounter uberpants party
then locat arrives gamhard arrives mernak arrives
brugis arrives
gamhard sas: taking all the action on yourself
this is getting to be boththersome for my grouping union hmph were done here
but well meet again
locat shouts: raids done were leaving
gamhard uses a potion of teleport
gamhard vanishes
locat vanishes
mernak vanishes
brugis vanishes
then to the temple
which is actully where you get he key to slave house
flooded with forgiveness and hopes of order ifonly you had been on better terms
with the gratputkis then you could reap the rewards leave, northsame room if
you go north but theres
rykefaz motophyr strikes fear in you without tryingbattle encounter level 3
rykefaz motuphyrafter the battle he says do you have what it takes to beat
gratputkis?
if yes
then
he sasy then i shall not stand in your way foolish one you take the page from
him page 2if you say no you dont then he says then i will take you to him show
you how feeble you are in the presence of true power. so that he can turn you
into one of us. but you can have your small victory here whatever good itis.
you take the page from him anywayso in the shithole slave jail you find a page
one in a treasure box and free two slaves one is a girl she says yes i don
tlike people thinkin they have the right to breath my same oxygen.. not unless
they are conforming to uberpants dictations but of all the people you should
understand thatwhen +slave has been set freeyou get 500 expthen when you talk
to slave two he says hey how come your such a little buster you can set him
free or leave him bee
if you set him free it goes
i have to set you free of your bonds your captors will be unable to do it and
you will be able to help any that i've missed slave has been set fre
500 xp
or if you leav ehim bee it goes
oh with that attitude maybe ill leav eyou chained up in here would you like
that?
spillager says oh no please sir set me freee!!so you say ok jut help any others
that imissed set em free 500 xp
So im trying to put together this game out the right way. Seems pretty simple to me characters who play come from different realms but they find a door some kind of different reality and from there people get sent to my world.
Where there is a mantle that people can travel all around the world they have options in the mantle so that if people want to group they can. But there is no reason they have to there is 3 modes of play fellowship adventure and journey and they are perfectly capable of going it alone. If they want to spend the time leveling up in the area's that are around there level. But the people who do the most playing in any of the three modes of play by saying what mode they are in when they post, Get called back by the forces that sent them through the door. To share the story the way they see it and if they choose to they can get a magic item that gets thrown back into the world and is a power source for a rule that they can make up or change a existing rule. that is done in the beginning middle and end of the game which constitutes the passing of 50 years for each. There is some magic items already there in the world and you have to find 3 of them in order to escape the effects that 50 years of age have on you before the next part of the game begins You can just make up what items you find.
to help I have even included story arc that is kind of like a loop that people make to end of it to save someone they want to help if this helps make your way to the end feel free to use this i included in one of the spoilers along with the map of the world and the room descriptions of the rooms that help people move around the world.
i guess theres a limit to how much i can post heres the stuff that didnt make it in the last post
dirs
1. n s
2. n s
3. ne sw
4. n s
5. n se
6. e s
7. e w n s
8.e w n s
9.s ne
10.enter sw e
11.11.w n s12nw s
13. w se
14.e w
15.e w
16.w e
17 e wenter wet
the rest
19.n sw20. ne s21. n s
22.23 n s
24. n s
25. n s
26. e w
27.w e
28 w ne
29 w zone
1. The entry point of the river pass zone is marked by the sloping hill going
north, the wilderlands is to the west. the river flows to the east along the
other side of the pass.
A flier
A flier
level 5 75xp mobs
2. the grasslands continue to elevate the river is lost behind the hills to the
north you see the trail northeast.
A stinker steams a aura of foulness
level 7 140 xp
3. The land elevation has leveled and the trail has streightend out leading
north again though still through the hills the trail is about to open into a
wide field.
4. The land has a high elevation of about 20 feet and inclines 60 degrees the
trail is dangerous there is a presence in the air something doesnt want you to
make it through the pass.
A marsion Gorilla with a furry mane growls at you
5. The hill has reached its highest point the way back is untravelable you must
find a new way back. there is sounds of fighting to the southeast. It would be
possible to continue north.
from here going southeast
gamhard shouts: Hey your not Ivan what are you doing here arrggg aaaeeyeee stop
it dont bit me there.
Demonwraith shouts: foolish one you should not have interfered you taste of
doomed fleshthen you fight with writhanos and gamhard says thanks for the help
i will have to remember not to trust taiyail all the time it seems this person
was only pretending to want to join the adventuring guild just to get me out
here for a bite to eat.
writhanos 206 hp worth of fighting
6. The way is bumpy with hills all around shaping the confusing path in many
directions. The only direction traversable is east.
a hornsnake slithers here
level 6 120 xp
7. The grasslands are expanding in every direction nothing but land for miles
hundreds of creatures must be lurking in wait for their is no sign of
civilization.
Jester staggering around drunk off his ass level 5 183 exp
8. The grasslands narrow into a smaller area of land to the south is a dirt
road and to the north is a city
if martin is in the party the stinker is waiting hereif you attack the two
stinkers they are tougher than wilderland stinkersafter your party encountered
the enemy you so drained the energy from the land your feet went numb brain
racked for answers why foes fight for no good only to prevent your friends from
having life and for a moment there seemed to be ways of reasoning with the
monsters but when that was over time slowed with cresent devestation and
something strange happend something strange most definatly happend here what it
is can only be a bclue into why there is a need for a adventuring guild in the
first place i wonder if they even know why or if they think this is just some
big game. but it would appear that yourself is a part of the puzzle for sure.
whatever strange magics seemed to start from you but also dissapate from its
wake till hittin you.
9. Stone walls rise over the town of astowal village a small town with a
closely knit bunch they survive in a harsh area and get by on their wiles. the
wall leads toward the northeast entrance. `
10. Entrance to Astowal village is written on a big sign pointing to the west.
A large gate through which you can see a few heavily guarded buildings to the
southwest you see gratputki monsters.
11. Along a dirt road made by the inhabitants of astowal village to preserve
safe trade routes to other lands and to stay out of the wilds.
pervert soldier shows if youve been to astowal village.
level 8 88 xp
then after fighting the pervert soldier you hear
hurry along lidual we got to move before more pervert soldiers show up i hate
those guys we need to get to the heartland behind the safety of jite rhealms
wizardry and out of gratputkis reach.
if you decide to help them
balanoir says thank you kind sir since you see we do not know how to reach the
heartlands since gratputkis scourged the lands the pass to our village is
closer your help will be much needed thanks
or dont bother
12. The road forks out northwest and back to the south. There is a large
mountain wall ahead.
13. Looking up you see a 100 foot high natural wall untraversable unless you
have wings. you see two possible alternative roads going east and west.
14. On the west road the wall is still 100 feet high but further along you see
the tunnel form from a slightly smaller wall.
15.Along the west trail the natural wall still goes and from where you are
there is another hill. a road tunneling between them.
16. Passage is getting tight the hills press in on the road leaving a few feet
of road to get through but you can still make it.
17. here the trail opens into a wider more confortable road. heading to the
west toward another part of the wilderlands.
18. End of the road you may continue into a unknown land untraveled terrain
awaits you if you choose to continue.
19. Things couldnt possibly get any safer this country is easy to feel safe and
one doesnt need assurence from anything. dont tell that to the shapeshifter
standing here.
20. Thorns and flowers from the sweat and toil hard days and nights to bring
fruit to bear evil for this herald of death to catch his prey.
21. games have much to do with the river pass hurry to the zone or relax and
try not to worry these games are encouraged by tarnheel the playfull.
22. boredom is pain itself and a joy to forget the gurgle the strain to pass
through it makes the victems of bordom a perfect canditate
23. sitting upon his roost his wail of bloody battle can be heard so powerful
that you almost want ot turn back.`
backtracking from there to the wilderlands.
Arcaia the entrance is easy enough to find something catches your eye theres a
stone which looks like a face with smoke coming out of its eyes. other wise a
ordinary looking town with werewolves and dwarves running around.
examine rock south north
2. enter west south
3.climb west east
4.west south east
5. enter east
6. north talk to dwarfas you climb you lose your footing and fall thump
1. standing in front of the rock seems to be the epicenter of arcaia lots of
tree's and buildings much to see and learn and do.
examine rock--Chancing to take a look at the wierd stone you almost lose your
balance when your hear the stone speak to you ... "Get out of my Face" puny
mortal you wouldn't understand my fate talk to the werewolf if your truely
interested.
if youve done all the needed things to help holzenguard talking to the werewolf
says you have done alot for us already what more can we ask the knight who
saved us from a terrifieing conformaster
2. you've walked up to the place of reprieve an inn a place of common needs
where people go to forget their busy routines and relax with some drink and
song.
if you go in the inn every table and chair stack nicely against the ongoing
scenery as stolen goods are looked at by merchants and then sometimes those who
it was stolen from
mouv the werewolf
if you talk to the werewolf he say our village is in need of supplys we have
sent word to locat of duel city he says to go back and talk to vargeul he says
now that i think about it vargeul was talking about some strange character
sighted around town , you should go talk to him hes over there at the stable if
you should find yourself alone on the river passage be sure to stay on the road
stinkers and fliers roam the lands but stay away from the pass they fear the
humans
3.well you can go back the way you came but this looks good too theres a big
ladder here perhaps you can climb it although you never know what will happen
in arcaia.
4. standing at the crossing of three paths to the south you can see a market
place and there stands the dwarf he looks forboding to the west you see a shop
seems to have quite a arsenal from the six sense you feel
talking to vargeul says the dwarf is a depressing person to talk to its a good
idea to listen to him because what he says is true. The land we live in is
ridden with monsters and problems and theres not much good thats why we need
people like you with your special abilities and courage to change the world
because we are stuck in a rut. but maybe you can help us get out of it what dya
say?
if you say yes then he sais good then climb up the ladder west of the inn then
travel through the river portal tmeet with taiyail in astowal village and start
a party to face the monsters that plague our lives
if you sa no then he says suit yourself welcome to the club as they say you
wont get much out of arcaia with the monsters cleaning it out.
if you talk to him after werewolf he says; you seek to learn from a rock never
will arcaia's archaic nights help bystanders who cant help themselfs go talk to
elfchoker and maybe he will offer you some task to prove your worth
5.You stand in front of the arsonal store if you can pull yourself away then
you will not spend any money but thats your obvious choice if you do not
6. reach of the market pulls you in not quite anything worth paying money for
although the shopkeeper looks like he might have some info to sell
you already know what i have to say but you dont know who tihs dwarf who says
it is you can hold on to the fear nd the pain the dwarfs will move on through
the battlefield carrying on with fallen foes and friends strapped to our packs.
you want to prove yourself to me with some fairytale story quest well i don t
buy it what we have is alot of monsters running around that kill you! he says
search the wilderlands, bring your findings if it proves usefull im offering
you this reward; info of the origin you need to know about arcaia.
if you have what he was looking for he says you have what i was looking for
good . first thing i iwll tell you i sthe ancient rock is no normal rock for a
lifetime arcaians rebuild what demons destroy...holzenguard the rock: well
done, your merits derive their own measure . i have strong ties to this land
but once it was worth less : the dwarf shows a picture of what the rock used to
look like as the leader of the town
it goes on until my betrayed land bound me to this rock thus to be my tragic
end.the dwarf continues saying i hear a woman in the east works to build her
towns defences with an adventuring guild find any information she can tell you
if it helps holzengard it will do a great deal towards earning my respect
if you return after doing what he asks he tell syou his story of a cursed donut
that you brought him and now i think im gonna go see graahpukis in the swamp of
forgiveness im gonna go back in my shop and see how im gunna survive this one.
maybe a sorrowdale potion but thats along way sfrom here *damn* spit*
then if you bring him the potion he he sais thanks fairly for the potion and
for ya beating the demon to bring it for me.
then the wilderlands
1.the big city of your time arcaia northing could"
be further from danger this land is secluded and nothing but"
common goblins and pests thrive, exits are enter and west"
2. the land around you snows like crazy the land is there at"
least but it runs deep crows caw in the distance and the sun"
shines blinding exits are north and east"
from here there is two paths ill show the first path first
3. the cold snow is pelding the ground hard and is not letting"
up ahead is a tent which looks occupied obvious exits are,"
"north, tent , east and south"
4. "your in a winding area of buildings connected to tents behind"
a wall of some stone material in a ombination of buildings"
"and blocks to create a fortress town exits are north, south, east and west
5. "Far from the normal feeling of the4 wilderlands you have been"
taken to a library of many magics and theire is a portal"
leading to earth which draws you in exits are earth,riverpass and south"
scholar study of the planes"
leads to 17 in the riverpass
and the other path
The tent stands high into a sharp point at the top of the room"
"inside there is a cage with a man in there and theres a door"
"near the other side"
"Obvious exits are, (out, north)"
"a old prisoner is chained to the wall
"the stability of the civilization here is being meddled with"
"by the forces of narnak obvious exis are south east"
"the narnaking stands with creased pants blowing "
echo "your in a winding area of buildings connected to tents"
"behind a wall of some stone material in a combination of buildings"
obvious exits are, (zone,west)"
Golzark Djinni burns with hate and fury
and this zone leads to room 1 in the riverpass
and astowal village is next to 10 in the riverpass
and astowal village
This is astowal village a town thats far from the busy city and from the need
for big cities goods for one reason (a common ground) people here look out for
eachother and once you enter the town you see why.
1. lots of ground tends to gather crowds but from this vantage theres is only
the gated city and the looks of a rather unruly town with people looking for a
fight
2. here is the gates of astowal knights of valor guard the entrance to the city
allowing only friends and those who wish to pay to get this far.
3.The crossing of astowal gate with th e market place to the west the path goes
on as well as to the east but the north is where it isthe most lively.
4. The road reaches we4st and stops at the large stone wall keeping you from
going further and monsters from getting closer. The marketplace lies just ahead
entry to the item sho is in your grasp and to the east the inn.
6. The road has lead to the inn where travellers rest after a long perilous
journey to the west is a shop and south is towards the gates.7.The party area
of town is right here more than one way to find you way in life this town has a
board to organize events.
riverpass2
1. The entrance to the zone
This is Evenstars Keep-- Your life or your riches
you may be spared your life but not your foes.
1. southeast zone
2. southwest northeast
3.
3. s w ne
4. w n.
5.n e w
6.s e wn w s e
8. n e wn e
10.
n s e
11.n e s
12.w s nw s
13. s se n
next n s 14
15.nw n e ne s
16.enter swamplands ne se varias shops too
17 can go here if you have defeated gratputkis or the dwarves let you in) A
massive bridge made spectrally by beings of another reality leads to what looks
like a nail driven into the land by a hammer of the gods. west, enter2. you
have crossed the bridge of light to fort lag. more bridges can be seen from
here but you have to swim to get to the next one exit, dive
a gladiator lvl10 400xp
guard q'peulu lvl10 600xp . you took quite a leap to get down this far it was
never intended to be a easy ride the bridge is before you bridge back dive
4. you are inside a bridge that looks to be climbable if you wish to continue
to press on against the armata force. exit climb
5. you are in a room with no exits else you could escape the trap set for you
which you cant and that would not please the monster who waits for you. (none
at this time)
bailer stares at you looking for payment fight bailor or pay him 200 gold
then he lets you pass climb down or cross bridge
next. you have made it to the drop point this place looks like it is the center
of the operations done by the armata. something strange looms in the air,
bridge , back
if you go bridge then lotan shows up saying always have to do what you want im
tired of it how about i just plunge a sword into your heart and do things
right? you can take lotan down or run from him
taking him down is a battle obviously if you try to run from lotan he grabs you
by the shoulder and holds the blade up to your throat then martin or whoever
your healer is walks up behind him and smashes the flat side of his weapon over
lotan knowing it would knock him out and it did.
lotan owchi lays on the ground unconscious
A Spider arrives level 8 320 exp
A Spider aarrives level 6 240 exp
help lotan or
he can wait
if help him
dont worry lotan i know whats wrong with you its this place youve been
poisoned. well bandage your head and find the source of the problem...you fight
the monsters ill tend to lotan says the healerbattle encounter armata ambushers
( without much healing)
or he can wait
he can wait till after we slay these monsters they are the main concern right
now you say.battle armata ambushers with lots of healing
next round martin says i dont think lotan will make it if we wait any longer to
help him hes hurt bad
help lotan or
he cann wait
if you have him help then you battle encounter hordes without much healing
but lotan livesbut if you say he can wait
lotan begins turning more grotesque and starts to shiverand after the encounter
he doesnt rejoin cause he dies
next you warc fin an arel non more consadaro make on to mole man are gone year
to the dman oker ben molean back , south
next . Moon points at sokra band marble jumps to krags more monsters be living
form doom than you can fight at once here bethroven back, west
next: grand right out of the wall the lone sole entrance to the blight of tthe
land is at the end of this pass west back
next weak monsters jimini genie's ordeals add a bounce to some people's gaits
and tis will be the time to be confident about survival w enter.
next is to enter blight warps you to where lundin row lvl15 11k exp is after
battling with him you get to take his page of time and stop there or keep
playing and everybody cals you a hero or if you go with the ending
with landin ro slain the knight takes the book of time and leaves with it to
continue on finding the evenstars he never actully finds them and never gives
up until he is old and tired of his search
one day in a time free of gratputkis things were calmed down to the point where
the knight had nothing to do but sit back and enjoy his life and be tempted by
uusing the book of time to change his life for the better but knowing the
lessons he has learned he choose to hide the book someplace nobody would ever
suspect and he put his place mark in the page he would stay untill his end
the book stayed in this far way land through the ages until one day the knight
regreted his choice and went to find the book only to see it dissapeared only
he could track it down and he did to find it in china. with a woman who would
have never suspected its power.
so the knight broke into the lady's house when she was not aware at a late
night and changed the book to a page where he could be more confortable and not
such an old man again.
the end.
if you choose to keep going your transported back to the swamp house
17. nw se s
18. nw sw se19 e w
20 w enter undercity
to the swamplands
1. nw out check
2. nw se w e check
4.ss,n,e not done
5. nw, e , se, w done
6. w s n done
7. nw se w e not done
8.ne e s not done
n s e done
10 w n s not done
11 n w s n e w not done
13 w n half done link to 10 not done
14. e n half done link to 11 not done
15. n e house done
16 n e done
17 n w done
18 s zone
if you go to this house before going to ulahbalito and going on the quests
there you see
standing over or under is not what i think of but rather who is wstanding
beside me in this place i only would if i could have one who would but should
not try only to fail how many would want me if i did try or would it matter a
house filled with chairs and paintings doesnt begin to express these word those
people who walk by this house they dont know its mine
where you can nominate
chaos power
rest exit or buy items for chaos power you just get a sword level up if you
have swampflame
for rest you have to solve the riddle
want your weight in gold? to fill your fool dreams with riches ?
then leave fantasizing to the crapper what fills foo dreams of richess but
grants no moron gold without leaving a fantasy
life fulfills dreams of riches but grants no more on gold without living a
fantasydo you know the answer to the riddleanswer is gold
if you go there after ulahbalito quests this is what happens
weather passing people notice no stares of judgement is upon the domes that
rest their body's i will be in one. Quotes the sign behind the counter
a sign explaining ho w the items work
you can read signbuy pet
use book of time
at certain times the shopkeeper can be on break it says try again shortly
there is four pages of the book of time for each page yyou get different things
happen you wont have anyuntil you have taken gratputkis out nm that you only
get supplies from there no pages yet. there is a scribe that he will say i
heard you found the book of time and its pages were all gone i will keep the
book here and you bring the pages and i will put them back in order the way
they are supposed to be and we should be able to fix the flow of time. so that
graputkis had a book but all the pages were gone . you find out and you hadn
the book of time to the scribe.
basicly whenever you find a page bring it to him then you can access it and do
special things once the scribe puts it on the book.
page1 goes
All the world was snowing breezes pass the mountain on the way out to sea. the
world moves as normally. Tiime has been not seen and still threads the fate of
all. The sea's have some disturbance as some knights courage has foretold the
tide of fate. the blessing of time shall not be found easily however jealous
enemys scour the land for the knight
time slows for no man but it does for gratputki like the will of the god s
themself control the fury of forgiveness and only those with courage are chosen
to stand uup to them
thne you can mark that page and all the enemy in river pass will return in
their former glory.
page two goes
7y6ucplanar inanely is where it all takes place it should bknow be known to
these adventurers where they reside and why there is myriad forgiveness blight.
the residents of inanely go through lives with a much higher sense of irony
much in part to the creation being done by powerful mortals and not gods. if
god sknew what we have done the forgiveness would be swift and the planets end
ni
thats from pages gotten in the arg raid.
page three after beating golzark djinn
why would there be a need forpeople if they can live on in my world and my
heart is what goes in it. why live anywhere else. it seems i still have some of
what lacks whole towns and countries of the normal would. where better to place
it than this one it maybe rough and need improvements but the subtle rush is
just the hope it needs the pen is truely mightier than the sword amen.arcaia
was under water but that was fixed because the powerfull armata kept the people
safe inside the town but nobody was able to leave until somebody stopped the
succubus from controlling the evenstar.after the fortress of lag was crushed
and the blight upon the river passage dispelled prosperity was returned to the
land but in turn the armata forces arcaia to fall using the power of a genie to
flood the wilderlands with water making accress to their new base nearly
impossible. save for the hero who has been sent to undue all of the wrong and
save the worldthe knight guided by courage could reach the city but it would do
little good to visit underwater cities that needed to be on land to prosper. he
was guided by clues from a shall we say enturage of a certain persuasion to
find the evenstar of a pecular anomaly archaic overtones would be magical
enough to lower the water levels over arcaia to once again support the people &
passage.
1.Stand aloft about your wiles for in the distance the height was built to
dreaded beasts and shades of denizens forgiven for their deeds but not for
their hearts.
2.many foes walk the path to forgive us the intertwined spirits of the other
realm, rage a battle over who can get you first
3.Then to the west is a wall of stone inhabited by angry forces seeking to turn
you insideout raging anger that reaches in and digs its way through.
4.Feeling some comfort in your wellness in this time of pain isa good spell
5. The way to the beginning has started there can be many roads there. It
always seems to lead to you. To pass before s uch a road is risky
6. A variaty of paths are open to walk or run
every sort of trial has been slipped through the framework.. The roads going
the opposite way from the hillside path.7. Branches of dread reaching out to
grab and pull every possible direction. NOble hearts try t persuading
otherwise, the lessons are quick to learn.
8. The mean are few between the meaner are far going gets touh to those daring
the hillside from the flanks and roads
9. north from the hillside to your south is west as the east brings you close
to north but it was created by doom..
10. to have to start over at this thing you have your wits and know where you
need to go.
11. surity in sight northeast is the hillside spamning wide it was before there
is less ground for her to fend with now.
12.Following the road has lead far and might continue on or then there is other
options to the east and west13.
13.nesting up against the hillside is the lushland to be inviting through
alluring foolish mortals into distraction.
14. what would this pale be without demons yes there is a demon in this land
you have managed to be lucky until now.
15Natives are restless for one just ahead the land elevates to further his
plans for destruction to the northwest there is a structure of some kind
16. Land is definatly elavated from ground up to the hills back to about sea
level
17. Your travel has not been easy this time its just another fight and another
demon in the way of forgiveness.The zone has been reached but will not be
crossed by anyone who has not forgiven themselves. That is for one reason
boundary of faith divides the oforces of gratputkis and the reaches of the
great wizard of the heartland.
along the road for a
long ways. There was not a monster to be found for miles"
theres a merchant cart on the road though its a protected area they still
manage to keep guards at their posts."
exits are west and out
after passing several security points to town merchant city is
made available. also a path goes north into the mountains where a well known
fighter lives."
exits are west enter north and east"
entering the city splits paths
the gates a well guarded path leads all the way down ulah road even though its
a protected area they still manage to slip monsters through exits are east west
north and south
down on Owchi Road a old sewer grate has been a source of
problems in the past.
a necessary trouble because the main housing area needs those sewers
most.exits are south and east
after adventurers rest up at the inn they know they will not be forgotten not
even a big lonely follower of the long road forgets their home is here on bar
road south and east
and then back to the town entrance
balipark the place to relax in the sun at the end of the road it leads off
into artarium way an"
goes east into inn roadfrom there it turns south to heart road exits are west
and east"
balipark at the end of the road it leads off into artarium way an"
"goes east into inn roadfrom there it turns southeart road exits are west and
southeast"
"four districts seperate the townsquare under the bridge"
to keep the council seperate. all roads lead to this crossing and are watched
by heavy security exits are northwest and west"
in the strategy room the wards slow the gratpukis"
and in the tarea's artaria the portal leads many places"
"Jite realm"
and then to backtrack to before the city to go north to the great fighters
house
ar a house built into the rock the entrance to the sewers can be seen"
but there is a large blockade in front of there and many guarding it"
exits are enter, sewers, south"
Lotan Owchi
then to backtrack and to go west to the stomping grounds
Along the path to the tundra there is a large blockadehat it would but it would
be possible to continue on to the tundra from crossing"
exits are zone and east
<F4><F3>
1. the door of multiple realities exists to form this land of snow and around
it is housed the windows and walls that look to the places you want
to go.
( here you can list your items or buy more through the mantle) 1 nwe, nw,out2.
n, se 3. n ,s 4. 5. s, e , nw 5. w , ne , se . 6w, ne, se .7 w, ne, se8. sw,
ne9. w , ne, se 9. w, n, se 10. southwesst, ne 11. sw, ne, 12. sw, ne, 13.
sw, ne, 14. sw, ne. 15. sw, ne16. sw, w. 17 sw, ne. 18
2. The walldoor experiences your pass and not your welcome for you seek not the
walldoor in your wake but when you dream the walldoor watches your spirit
form into a fine adventurer.
3. Head of snow rush envelops later in land a humming wind prasses you oddly
distorting it knows while you wait but you know that later might be to late.
a Ice giant stands here flurrishing in snowlvl 8 256 exp
4. Breathing in the rooms atmosphere's a challenge itself the air freezes in
your mouth if your fast. hunger will soon haunt dont worry as hypothermia
poses as strifeling an arguement
Kinbag Plainfare the giant plans your doom level 7 950 xp
5. cold frost forms along mountain wall of dirt and ice the mountains the snow
falls heavily under the watchfull sky.
6. cold frost forms along mountain wall of dirt and ice the mountains the snow
falls heavily under the watchfull sky
7. cold frost forms along mountain wall of dirt and ice the mountains the snow
falls heavily under the watchfull sky
8. Cold frost forms along mountain wall of dirt and ice the path is almost
closing in to tightly to move in(sw, NE)
nosemasher Rraks the lackluster buster lvl 8 1200 exp
nosemasher says + the fortress of lag will make short work of you: then attacks
you!.
9. Cold frost forms along mountain wall of dirt and ice the path is opening in
to a wide chamber there is a shiny material scattered on the ground. ( w,ne,se
10. standing here overwhelms the senses theres a door south and undernearth and
you see no way to climb up to enter it because your in no position to
reach the handle.
A giant robot spins gears and exhausts steam level 8 1600 exp sw, ne
11. cold frost forms along the wall of dirt and ice the paths almost closing in
to tightly to move in the snow falls under a watchfull sky sw, ne
12. coldfrost forms along mountain wall of dirt and ice the path is opening
into a wide chamber the snow falls under a watchful sky sw ne
13. cold frost forms along mountain wall of dirt and ice the mountains are
snowed upon heavily under the watchful sky sw, ne
14. cold frost forms along mountain wall of dirt and ice the mountains are
snowed upon heavily under the watchful sky sw, ne
15. cold frost forms along mountain wall of dirt and ice the mountains are
snowed upon heavily under the watchful sky sw, ne
16. standing here overwhelms the senses theres a door here is a narrow walkway
with more frost than before you entered your
position to reach the handle
sw, w
17. standing here overwhelms the senes many are here somewhere in the mist
would you meet an enemy from your position it is hard to say
and the city.
You have entered the door which holds no lock but the key is not with you the
guided walk with a heart of true and find a new way.
Iesho the elven maiden
sw, ne she says: hello there young one you maybe able to assist me with
something when i open the secret door of the city of doom help me fight
whatever comes out of it are you interested?wish to help with my quest? if you
say yes she sasys
well first thing i need is for you to slay the ferocious monster headng towards
us... then after that ill get into what is next. baencounter loblase conjury
level 8 3200 exp
if you win iesho says thank your for literally saving my ass now then we must
go to twilight city where the truth is hidden within but nobody knows from
within because it is not there but we must first be there to see its not there
then we can find it... upon your return i shall await the return of my friend i
hope your success is met with ease friends.
if you lose iesho says that monster just slayed my as the quest is finished
come back when your ready to try again.
if you go back and return the guard to her it finisheds the quest you get 2400
exp.
1.twilight city locked by hunkered down bolted up seccurly fastened stonewalled
borders. out,east stupski dure the gearhead pulling the levers
2. drain as you must it may find a way to maintain the strength of banes and
bird the boon to form the evenstar forged for these who deserve to be received
Yeha the impassive yet diminuative ziggurate w, e
3. This passes to twilight city as for good business with any who seek
evenstars however wretched they are it is fortune that speaks in this place.
the guard slaver shackles his slaves west east south south is shop
4. The wind braises your bones its shrill force booms like myriad hurricane
goddes whims the trees whine in protest. the sky thunders but nothing can be
seen in the air other than courage
west east south -- south is inn
guard says : to acccess my funcions you must be the master i will accept and
comply if not you will die
if you have spoken with iosho he will say i see you have been sent by ishao i
will follow you back i wish to see her and reunite if you have not then he says
you have no authority to give orders
south is town hall or enter the guard house goes into twilight castle.
5. toopu groals your bar keeping you stuck to riddle your path up.
slay toopu level 8 get key and can go down or out
6. fortunatly fortune favors the camp luckily he lets you pass
can go north
7. stand yourself with ease and wind dwindling in the air far not the snare
when those thorns burst besting revoked retracting recital nonsense holding on
to a horned hoe a battler
of disdain of the surface of twilight city
8. from this room you sight the sleeping memory a dreaming one sleeps within a
stmosphere of hopes looking towardd the bright future locked with a marble
door. ( open door, Nevermind) eed toopus key to open it. when it opens it says
the door is locked and you are holding the key you open the door with the
lionkey and continue to the room below. or go north to the thrown room (12)
9. this is the post of twlight city's great divider to the residents which is
ment to provide some meger protection from thieves. much to the dismay of those
residing. w , down
gortar thinks he can stop the thieves
jelly narts makes a mess instead of doing its duty
cuteki dreams gratpuki would forgive her
pok poks you on your way to the rooms
when you go down avenger arrives madini tiat'nar arrives demilitary rolia
arrives
ed'n'iron arrives
gamhard unitar arrives
locat du arives mernak arrives brugis arrivesavenger says i had to track you
down and find the source of the evenstar myself thanks for letting me find it
so quickly so that my band can use the genie's armada.
now violence fills the atmoosphere as gamhard attempts to defeat the guards the
guard s punaveng avenger attacks gamhard to beat him to the punch
the chaos is fierce in this room
gortar slashes gamhard while gamhard dodges to pierce outward at eavenger which
is deflected by madinin tiat'nar who spins around to slash you must battle
avenger and then demlitary rolia to continue
11. twilight city locked by hunkered down bolted up securly fastened stone
walled borders
then here is where the chest containing a scroll of the stars is contained.
(back)
12. You must weight the beet to have the leaf may no harm fefall the sea diver
the voice trails off into the
distance
levellevel14 8265 exp your annoyances will now cease i shall kill you the
swamp will forgive you that is all there is to be said gratputkis says from
this room
after defeating gratputkis he says ARRGGGGHHHHH nNo one will Be Forgiven if i
Die!!!
then you said i will never forgive you!
then he says : then i will never be truely dead because forgiveness is a swamp
with many souls to turn into monsters and i will look forward to those who look
before they leap.you gain 1000 gold and the supplies needed in arcaia
So after looking over what ive got there from the old engine it appears to be a level campaign for characters around level 5-10 but that doesnt matter because
people can use the setting i have provided the framework of and put whatever level monsters they want in the rooms and that means if they leave a room and come back they could
say whatever monsters they want to be there would be there. i recommend starting in arcaia though because that was the level 1 starting area.
so theres like a theme from the old engine that the gods are not in the world and from my current forays I deduce that is because the people who join
the game have found some kind of workroom of the gods and have used it to gain access to a realm built only by mortals and that is the reason
that they have gotten into all this trouble with monsters running around. becaues of something they call the power of times fury which allows time to travel for someone because of the rule of gratputkis and changes normal people into monsters but he has to get them to accept his forgiveness for this rule to work on them.
in this world is also a thing called the forces of nature's wrath which allows people to take on power given to them by the nature of the world through
the gift of a item and they do not turn into monsters from it so its supposed to help people stand up to some of gratputkis's creations.
so if somene were to go through the door as a evil person they might come through without a item somewhere in the world as a power source but instead have a template attached to them like a vampire or something like that from the monster books.
and if someone were to go through the door as a good person they might have a special ability or power they cant explain but they can find a item
somewhere in the world that is a power source.
and neutral person could choose which way to go either with a item or a forgiveness but never fear if your a evil person with a forgiveness its possible to get it removed lets say that they can make a rule that keeps them their power but removes their monster forgiveness if they get
the most posts of a 50 year session of who does more fellowships or adventures or journeys then the whatever god they follow waits for them
in the gods workroom where they tell the story and the gods can remove their forgiveness. but there is always the looming threat of the gods finding
out what the players have done to bring power back to their realms they have come from by going over the gods heads to the realm of the people and that threat is that the gods will become angry with what they have done and destroy them. so tread carefully should you choose to invite the gods into our story. that we make as a team but only one person gets to tell the tale to their god.
another side note " I can add pages of homebrew spells and some skills too and even let people use exp to learn skills i have my own exp ranks for what levels get spells and skills automaticly by being certain ranks from leveling up and i also have pages with lists of items from shops people can buy and theres crafting system"