The Eudorian Chronicles

The official homepage for the Eudoria Roleplaying Game created by Malcolm Nygard.

Sunday, September 25, 2005

POST YOUR CHARACTERS HERE

Ay-oh! It's time to post our characters! Everybody participate now!
I don't need a set in stone chart or anything, just a general idea on what you want, and I can coach you towards better development. Just comment on this post and start typing. I'll start with a few samples.

Malcor the Human Knight
Malcor is a skilled knight, with pretty well-rounded, but generally high attributes (mostly intelligence and strength). He is a member of the Crimson Guard, the elite order of knights, so he wears a full crimson plate suit. He weilds a one or two-handed long sword, also crimson, and wears a hand crossbow on his belt. He owns his own castle and has an extensive library, in which he practices invention in his spare time. He has high long blade and ranged skills.
Skills: Chemistry, craft, defense, hand-to-hand, healing, horseback, inventing, knowledge (general and science), leadership, protection, researching, and willpower.

Gothric the Fool
Gothric is a half-elf traveling entertainer, who does magic, sings songs, tells tales, and talks in a loud voice to amuse his audience. He is also an undercover assassin. Yes, you read that right.
Gothric uses his performances as a front to cover the fact that he is one of the best killers, spies, and thieves around. He has a cool cart with all sorts of weapons disguised as props.
He has high short blade and throwing.
Skills: Acrobatics, assassination, bluffing, concealing, disarming traps, disguising, entertaining, escaping, forgery, hand-to-hand, luck, persuasion, reflexive dodge, stealth, targeting, thieving (lockpicking and stealing), unpredictability, and voice intimidation.

There's a start. Now, both of these characters would take a lot of points, and the player would need to take a lot of disadvantages to pay for these, or would need to start not as good and train their way up to get good. Maybe the knight could start as a soldier if he couldn't pay for all his skills.
Here's another:

Timrit
Timrit is a full elf vigilante, who patrols the packed and crime filled cities at night and deals out his own version of justice. He has the full amounts of acrobatics and climbing, which lets him jump and swing and flip, etc. from rooftop to the street to the rooftop. He wields two long knives and also two hand crossbows with a variety of arrows with different effects, including grappling hook thingies for climbing. He's pretty much Batelf.
He has very high combat and movement skills; with fighting, moving fast, seeing in the dark, he has it.

***Editor's note: I yanked Timrit's name for a human captain of the guard in my story, so this guy's nameless for now. Any suggestions would be cool, too.***

Ok, y'all, post! I'll be checking on this to help you out.

Race List

Oh man!
I can't believe I didn't post this right when I started! Here's the current list of playable races in the game, along with general characteristics of them.

Humans- The humans are the most balanced race. They have average amounts of all the attributes, with high intelligence and charm. Good for beginners.

Elves- Elves are very fast and agile, but have low strength and health levels. They have excellent senses, along with good stealth. They are the best race if you plan on not getting hit a lot, just striking and then vanishing.

Half-elves- Almost identical to elves in every single way except their stats. For all cases, anything that applies to "elves only", or whatever, can be shared by this race. However, half-elves have some human blood in them, which makes them a little less fast then normal elves, but a little stronger and with a little more health.

Dwarves- This race is very strong with a lot of health, but they are also pretty slow. They are good for taking a lot of hits or dealing heavy damage. They are not for comic relief.

Half-dwarves- Like before, these are a mix of humans and dwarves, which means they have a little less strength, but they are not as slow.

The Kee-rah- These are a race with human bodies but with the heads of falcons and eagles. They live on top of tall mountains in the south country, pretty far away from the rest of the world. Until a certain time, they were just thought to be legends, until they were discovered by a group of elven heroes in need of assistance. They suffer from prejudice based on fear in the rest of the world, due to their appearance. They are the best inventors in the world, having invented flight and other wonders far before the other cultures. They are the race with the highest agility, and also have excessive amounts of intelligence and wisdom. They are low in charm and senses, however.

The Shoran- These are a tribe of human bodies with wolf heads. They have different tribes and camps in the mountains in the south country. Their story is similar to that of the Kee-rah. They are 100% the best fighters in the game, using almost any kind of weapon well, and they also have very high strength, speed, and senses. They have very low intelligence, wisdom, and charm.

The last two would be very challenging to roleplay but also very fun. I would encourage more experienced gamers to try them out eventually.

Thursday, September 22, 2005

Coming soon...

Hey, all. No big update today, but just a heads up for what's coming.

Continuation of the Skill Dictionary. Starting on the letter e, I'll be adding to this section.

Job List. Complete list of occupations (ninjas, pirates, vigilantes, thieves, hunters, spies, treasure divers, it'll be good)

Show and tell. Members of the blog will be able to post their character designs and get advice on skills, etc.

Axe and Bow Weapon lists.

And more. Stay tuned...

Tuesday, September 20, 2005

Skill Dictionary A-D

Hey all, here's the first of an index of formal explanations of each individual skill.
It's pretty much self-explanatory.

Acrobatics (Agility) - This represents extra ability when it comes to quick movement. Special moves that involve quick dodges, big leaps, or cool flips will be based on this skill. Also, if falling from a height, you get to subtract up to your Acrobatics number from the amount of falling damage taken.

Assassination* (Stealth) - This is one of the only skills based on another skill. It could also be described as quiet killing. You would use it the same as an attack skill, only the amount of energy you put into Assassination cannot pass the skill you have of the weapon you are trying to silent kill with. The narrator compares the amount you put in with how much is necessary to kill undetected, and if it's equal or greater, you succeed.

Bluffing (Intelligence/Charm) - The simple art of getting away with something you did or someone you're not. "Acting not guilty" could be the easy term. Okay, so say you're trying to lie that you aren't carrying a certain object or trying to convince an enemy you have many hidden reinforcements. If your energy put into Bluffing is higher than your opponent's Intelligence, you succeed. Otherwise, he calls your bluff and you come up with a plan B.

Chemistry* (Intelligence) - This is the same as Inventing, except it applies to medicines, potions, formulas, etc. There is a list of un-invented chemicals and things (adrenaline boosts, even drugs) that tells what it takes to come up with it. If you have enough skill, you can invent it, and it enters the world and is usable. You can even sell it. However, what you can come up with is by no means limited to the often confining list. Any idea you have can be suggested to the narrator, and he can set how much time and skill it takes to invent it.

Climbing (Strength/Agility) - Getting from here to there, if there is up. The narrator sets an amount for a certain structure, tree, wall, etc., and if you have enough skill, you get up there.

Concealing (Senses/Intelligence) - This is when you want to hide something whether it's on your self, in a room, at the bottom of a lake, I don't care. You just compare how well you hide it with the Searching skill of anyone trying to find it.

Craft* (Intelligence) - This skill, invented by Drizzten, is the construction of various items and gadgets from what you have. Whether it's making a hammock out of vines or whatever,...
Yeah, I don't know what else to say. I hope you get it.

Creature Riding - This is your movement distance while riding a non-horse beast, be it a dragon, troll, or whatever you find. The amount of spaces you move directly relate to your skill in this area. Be sure to tame the creature before riding it (see below).

Creature Taming (Wisdom) - Getting a beast to allow you to presume ownership of it, thereby having it do your bidding. This could involve whips, nets, animal calls, soothing talking, etc. It's up to your style. Note that some creatures are harder to tame and require more skill.

Defense* (Agility/Speed/Strength) - Players without this skill can naturally put up to 30 energy into their personal defense, not counting auto-defense or armor. You are allowed to put in an extra 10 in for each 10 you have of this skill.

Disarming Traps (Agility) - Any questions and you can see me after class.

Disguising (Intelligence) - Being someone you're not. This could be for entering a race restricted area, pretending to be in a certain group, etc. As long as your disguising amount is higher than the Intelligence of those you're trying to fool, you'll be fine. Otherwise, it's time again for the previously mentioned plan B.

Guilds and Organizations List

Rangers and ninjas unite! It's time for the official list of guilds and organizations to join in Eudoria (until I add more). I will name it, describe its basic purpose, and any prerequisites for membership.

League of Adventurers - This is an informal group for basic pleasure/danger seekers looking for something challenging yet not invloving dragon slaying or ninja takedowns . There is a bulletin board where people can post missing artifacts, relatives, ask for an escort, ask for information, etc.
There are lower level smiths and healers for those returning from a quest, along with room and board, and the occasional experienced fighter to teach you some skills. Anyone can join and quests are take it or leave it, but there is no illegal activity allowed on the board or with the members.

Order of Rangers - This is a humans and elves only group that is co-run by the human and elven nations. It involves a vast scouting network through plains areas, forests, rivers, and lakes that keeps the people generally informed. Duties may involve scouting ahead, tracking, mapmaking, escorting a few travellers, carrying messages, etc. Good eyes, ears, and fast feet are a must, along with some minor scouting experience. Missions are mandatory.

Order of Thieves - This group is illegal, plain and simple. They find all sorts of bases to hide in secret, and operate for their own gain without public knowledge. Anyone can join, but one needs to prove some pretty decent stealth and theiving skill in order to be accepted. Even finding the Order requires careful questioning and hinting; you'll have to gain an agent's trust before you are admitted. All members must take an oath of secrecy if caught, so no ties are linked to the Order. The Order also has a minor link with certain assassin groups, in order to take out "tattlers."

Beginner's Archery Club - This one's really hokey, I'm not gonna lie to you. It's pretty much a club for Robin Hood wannabe dorks. It's where all the poor archers get together and practice shooting and talk/lie about their hunting exploits. They have dues, a password, a motto, and a secret handshake. (I'm not kidding, they need to act their ages.) The good part is you get free arrows weekly, but quite often the humiliation outweighs the benefits.

Hunter's Guild - The group you hire to kill someone, whether secretly or publicly. The guild is divided into 2 halls, Bounty Hunter and Assassin. Bounty Hunters use whatever means necessary and don't care about being secretive. Assassins poison people, kill them at night, set traps, sneak, pull kick-butt moves, etc. The irony is that both halls completely despise each other. Both run on the bulletin board basis, and stealth is recommended for assassins.

The Society of Dymh - This dwarf only group is based near the royal palace in the Dwarven capital city of Dymh. It is an elite gathering where the learned discuss and demonstrate the newest methods of mining, weapon crafting, armor crafting, engineering explosives, digging, inventing and other such dwarven skills. Some of the best stuff comes out of here, so if you're a dwarf who likes to fight and think, this is the place for you.

Ninja Brotherhood - This highly secretive group picks its members from the very best of the assassin guild, humans and elves only. It is a highly honorable and highly strict group, involving secretive killing on its own terms. The grandmaster of the brotherhood (the guy with the Dragyn Katana I told you about) makes all final decisions on assassinations. This is not an easy group to get into, and the more you screw up once you've joined, the harder it is to progress.

Knights (sorry, don't have an official name yet) - This is the order of knights loyal to the Human king and operating in the Human territories. They are the best soldiers in the land, and are skilled with horses, blades, and leadership skills. It is a human only group that can be advanced to from the Human military. A knight lives by a strong moral code which he relies on to make decisions when on his own. The more successful knights can gain titles and cool armor. The legendary crimson armor (2nd best!) is crafted mainly for those in the Crimson Guard, the elite knights. Even better (don't drool) you can be granted land, servants, and eventually build your own castle if you are favored by the king!!! YOUR OWN CASTLE!!! Hahahaha!!!!!

Okay, done for now. I know I missed some, but who cares. I'm tired.

Thursday, September 15, 2005

Campaign Ideas 2

Ay-oh! Well what do you know, I got so excited about "C.I. One" that I had to write some more!
Isn't it funny how that works? Okay, here we go.

Sandstorm- In this setting you meet a nomadic desert tribe of dwarves that travel the dunes on camels and bring their tents and their families with them as they herd sheep and find more... wells, or whatever they do. You know, pretty much Arabic dwarves. (Sweet, huh?... Shut up.)
Navigate through dangerous storms (including highly corrosive acid rain: deadly when thrown by high wind speeds) and see how hot the desert really is. (Ooh, that's bad.)

Mercenary- Small bands of savage orcs have been causing problems for a small human village located on the plains near a forest. The villagers are afraid to leave their walls, and no one can enter the forest to hunt for fear of their lives. Go get 'em, killer.

Frostfall- Same thing as mercenary except with wolves in the mountains in the snow. The difference is that there's probably some ancient stone ruins deep in the mountains to check out (sound familiar?) along with the possibility of encountering some of the deadly Ice Trolls. (Aahh... Ice Trolls... Aahh, suspense, danger...)

Trials of Mastery- This one's mostly for ninjas and assassins/wannabes in training, but others could probably find something to do. It chronicles an apprentice's journey to achieve mastery of the martial arts, while searching for 2 legendary twin swords. The first one is the Dragyn Katana, a bright red blade owned by the master of the ninja guild. Whoever can best him in combat will earn the right to wield it. (Trust me, not easy.)
The second is the Shadow Katana, which has been lost for decades and is rumored to be possessed by a great orc warlord (what do you know, he's in the mountains. What is it with me and ruins and mountains?) This is a Huge (note capitalization) thing, and would take a few months to finish. (Ninja is a really hard skill and guild, I won't deny it.)

That's it for now. Bedtime!

Wednesday, September 14, 2005

Campaign Ideas

Hey, all! Here's a suggested list, I guess, of different campaigns that I could do for the game.
There can be different types of scenarios (exploring in the wild, chilling in a big city, sailing out to sea) and which ones we do depend on what the general opinion is. Feel free to add to this list (by commenting on it) or shout out for the ones that are flippin' sweet.

Oh, and I have a few tentative titles, too, but nothing's set in marshmallow.

The Merchant's Peril- This mainly revolves around a large caravan of valuable goods (swords, gold, whatever) making its way to somewhere important. Options would be to defend it, hijack it, spy on its position, avoid it completely, etc.

Flooded Ruins (you better shout out, ghost blade!)- This is a huge castle left over from an ancient barbarian civilization that was completely flooded when a nearby river changed course. It is a huge castle, almost a city, with a cathedral, tombs, a keep, gardens, and even a primitive gladitor arena. This was actually based on a sand castle that I helped ghost blade and his brother build in the summer. Partially flooded gardens with vines and stuff everywhere, what's not to like? I think I can seriously say that this has the potential to be the best rpg campaign ever.

Exile- This campaign follows the trails of a powerful knight who was exiled to roam the wastelands in the South. Join him as he battles creatures and the elements in a quest to regain his honor (if that's not a video game ad, I don't know what is!)

Burning Water- Embark on a quest to slay, capture, train, or just ignore a great red dragon holed up in the mountains of dwarf country. No challenger has survived the onslaught of this fearsome beast, and the nearby Dwarvish mining camps are constantly plagued by his attacks.
Further adding to the mystery and excitement is the legend of the lake of fire where it dwells, referred to by some as "burning water."

The Quarry- Unravel the mystery of why you have bounty hunters and assassins making attempts on your life. Experience the challenge of trying to stay alert for attempts on your life and think at the same time (that almost sounded like an ad for the army, but it needs work)

Utopia- After a shipwreck on a tropical paradise island, you and your companions try to survive in the jungle while fighting off tribal orcs (wait, what?) and exploring (gasp) more ancient ruins!
Oh, and you get to eat a lot of fruit. (What, I'd go for that.)

The Hall of Smiths- Feel like a giant among, well, dwarves as you explore their capitol city of Dymh. Learn master forging and crafting skills from the best in the business, while exploring a huge city half stone, half machine. Maybe you can even do some searching for the legendary diamond armor, hmm? Hmmm? Are you aroused?
*Note: The author would like to correct the misconception that those that roleplay dwarves will gain any hight advantage while playing this campaign. Any resemblance between you and them is on purpose.

Phewf! (sp?)
That's all for now!
Post! Post!

(Isn't it funny how this started like casual conversation and ended like I was selling something?
Hey, maybe I could sell vacuums for a living instead of working on this stupid game!)

Tuesday, September 06, 2005

Sword List

Ay-oh! And back by popular request, for the first time, it's the list of blade weapon types.
There are short and long blade weapon skills, which are used for that size weapon. Some blades, which are medium sized, can be used by those with either skill.

Here are the blade types, listed in order of damage amounts.

Dagger
Tanto (samurai/ninja dagger)
Long Knife
Rapier
Short Katana (small ninja sword)
Short Sword
Saber/Cutlass
Broadsword
Katana
Long Sword
Long Katana
Greatsword
Ultimate Sword (these are big)

All of these come in different materials, some stronger than others. If you're rich and can find some, you can add a diamond edge to blades to give them armor penetration.

Also, and here's the cool part, once you start to become a hero character (basically someone who is a main character in the story and does major things to affect the plot for good), if you have a weapon that you've used and you are famous for, you can name it or something and you get cool bonuses for being famous and whatnot. (That was so a run-on sentence)