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- Book of Knowledge
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- Set forth upon these pages is a brief account of the
- knowledge that all wise adventurers should carry with them as
- they venture forth into the realms. Your quest begins at the
- fountain in the town of Northgate. From here you may tread
- many paths quite often under the threat of great danger. For
- those who are foolish, death or even banishment might happen
- but for the wise and well prepared vast wealth and treasures
- can be gained. You will begin at level one, and your goal is
- to rise in level and status, until you have traveled the
- farthest reaches, gained the highest treasures, and defeated
- the most powerful of monsters. Very few will reach this
- height, so good luck to you. Here is some information you
- should know and use about the Realms in general, and the
- classes and races within.
-
- The classes:
-
- Assassin
- An assassin is one who lurks in shadows, waiting to
- backstab his or her victim. Assassins are noted for their
- ability to deal quick death; a single attack being capable of
- doing incredible amounts of damage. The assassin can hide
- better than most classes.
- Skills:
- Sneak
- Backstab
- Prime Requisites:
- Dexterity
- Strength
- Suggested Races:
- Halfling
- Human
- Dwarf
-
- Barbarian
- Raised in the harsh lands of tribal villages, barbarians
- are hearty warriors capable of sustaining blow after blow
- from opponents. The barbarian can bash its opponent,
- rendering them stunned for a while and unable to attack. The
- barbarian can circle an opponent, an excellent tactic used
- while fighting.
- Skills:
- Bash
- Circle
- Prime Requisites:
- Strength
- Constitution
- Dexterity
- Suggested Races:
- Half-Giant
- Human
- Dwarf
- Orc
- Cleric
- The cleric is the most powerful of the classes in the arts of
- healing. In addition to the ability to heal, the cleric can turn
- the undead. Clerics can also achieve magical powers only bested
- by a mage, and in some cases can cast spells that even a mage
- cannot achieve.
- Skills:
- Turn
- Pray
- Prime Requisites:
- Piety
- Suggested Races:
- Human
- Half-Elf
- Gnome
-
- Fighter
- The fighter is a master of the fighting arts. As the fighter
- advances he will achieve great proficiency in the use of weapons.
- The fighter is able to bash and circle opponents like a barbarian.
- Skills:
- Bash
- Circle
- Prime Requisites:
- Strength
- Dexterity
- Suggested Races:
- Human
- Half-Giant
- Dwarf
- Orc
-
- Mage
- A master of the magic arts, the mage will gain the power to
- unleash incredible amounts of damage by means of spells, but
- magic alone cannot overcome all enemies. A mage can teach low
- level spells to other players, once the mage has learned them.
- In addition, the mage is the only class that is able to enchant
- things.
- Skills:
- Teach
- Enchant
- Prime Requisites:
- Intelligence
- Suggested Races:
- Human
- Elf
- Half-Elf
-
- Paladin
- The paladin is a brave warrior of faith, and must continue to
- be good aligned in order to inflict damage. An evil paladin
- suffers greatly. The paladin is a powerful warrior and healer,
- and like clerics, can turn the undead. A paladin suffers a small
- loss if he flees from a fight. The paladin is also required to
- spend a term serving in the militia to show their interest in
- benefitting society.
- Skills:
- Turn
- Pray
- Prime Requisites:
- Strength
- Piety
- Suggested Races:
- Human
- Dwarf
- Gnome
- Orc
-
- Ranger
- The ranger is a skillful fighter with the abilities to track
- opponents, to search for hidden exits, monsters, and treasures,
- and to hide from enemies very well. A ranger can hasten, and
- thus be allowed to attack faster than other classes. Rangers
- are necessary for some of the quests, as tracking can be required
- in some areas. Parties without a ranger can become hopelessly lost.
- Skills:
- Track
- Haste
- Prime Requisites:
- Dexterity
- Suggested Races:
- Human
- Halfling
-
- Thief
- A thief is a very valuable player in any group of adventurers,
- and in some cases, necessary. A thief is capable of picking
- locks and stealing from opponents, and has the ability to sneak
- undetected from place to place. Like the assassin, a thief can
- backstab.
- Skills:
- Steal
- Pick
- Peek
- Backstab
- Sneak
- Prime Requisites:
- Dexterity
- Suggested Races:
- Human
- Halfling
-
- These suggestions are of course only guidelines, since a player
- of any race can become any class. The Realms have seen many a
- powerful Halfling Barbarian, Half-Giant Cleric, or Elven
- Ranger. Be wise to the fact that all classes have their
- strengths and weaknesses, and that a group of warriors will
- get no further than a group of mages, since cooperation between
- classes is vital to success. ^^^^^^^^^^^^^^^^^^^
- ^^^^^^^^^^^^^^^^^^^^^^^^^^^
-
- The Races:
-
- Dwarf
- A dwarf is a stocky and short demihuman, standing about 4 feet
- tall. Dwarves are sturdy fighters, and are known to be stubborn
- and practical.
- Adjustments:
- Strength +1
- Piety -1
- Elf
- Somewhat shorter than humans, the elf is of weaker constitution
- and higher intelligence.
- Adjustments:
- Intelligence +2
- Strength -1
- Constitution -1
- Gnome
- A cousin of the dwarf, gnomes are small demihumans which can
- become very capable clerics and paladins.
- Adjustments:
- Piety +1
- Strength -1
- Half-Giant
- A cross between the giant and human races, a half-giant is
- brutally strong and makes a very good warrior.
- Adjustments:
- Strength +2
- Intelligence -1
- Piety -1
- Half-Elf
- A cross between the elven and human races, a half-elf can become
- a master in any class.
- Adjustments:
- Intelligence +1
- Constitution -1
- Halfling
- Small and agile, the halfling specializes in dexterity, and thus
- makes a good thief, assassin, or ranger. They are also known to
- other races as hobbits, but they prefer to be called by their chosen
- name of halfling.
- Adjustments:
- Dexterity +1
- Strength -1
- Human
- What is man? Who knows? And if you are actually reading this,
- perhaps you should stop mudding for about a week, and read philosophy.
- Adjustments:
- Constitution +1
- Orc
- Orcs are fierce warriors, who in their homelands prefer banding
- together for hunting and raiding. Orcs are strong and make good
- warriors. Beware for many are anitsocial and you will meet them
- regardless on your travels
- Adjustments:
- Strength +1
- Constitution +1
- Dexterity -1
-
- A note on chaos:
- Those who choose to be chaotic be forewarned: you will be able
- to attack and steal from other players, but also can be attacked
- and stolen from. From time to time, a powerful chaotic character
- may decide to wreak havoc upon anyone of a lower level, and thus
- vulnerable to him or her. Remember then, that if you chose to be
- chaotic, you must accept both its benefits and its penalties.
- The Dungeonmasters, being the kind and sensitive people they are,
- will allow you to change from chaotic to lawful once in your life,
- if you have seen the light and wish to mend your sinful ways. A
- lawful player may never become chaotic.
-
- Where to begin:
- There are several areas designed for beginning adventurers, look
- for these in the areas surrounding Northgate. You will find plenty
- of areas to get you started.
-
- A note on quests and quest items:
- Once you have attained your third title, you may want to begin
- looking for quest items and begin completing the quests. To begin on
- your first quests, try talking to some of the permanent denizens
- scattered around the land. Of course, be sure to look at it before
- talking to it, or else you might find yourself in a battle you
- cannot win.
-
- Personnel:
- Currently the following persons are involved in bringing you
- The Northgate Rides
-
- Caretakers
- ----------
- None! this is still a beta of the engine you know
-
- DMs
- ---
- Magus
-
- You may contact them via any of the Realms post offices.
-
- A hint, the owner of this scenario may have felt up to linking in one
- of the cave complexes by now, perhaps it would be a good idea to go
- have a look!
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-