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Fantasy The Land of Eshal

Trevor Kay

BLACKJACK!
The species in Eshal have waged war against each other for ages, feuds lasting longer than can be remembered. But when the gods themselves appear and decree that peace is necessary for the challenges of the future, none disobey. Playing as almost any creature, work with others to uncover evil secrets or to raid ruins or even to sit down over drinks and make allies and enemies. The Land of Eshal holds plenty for all.
 
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Rules

1. Romance is okay but anything too graphic and FADE TO BLACK.

2. Combat between characters is okay so long as the dice system is used to fairly decide what hits and and what doesn't. More below.

3. No God-modding or Mary Sue characters.

4. Make your characters vulnerable at times, Eshal is a dangerous place if your character is attacked by a large group of bandits expect to be injured.

5. Factions can be created by anyone but first must be approved by myself.

6. If characters have control over magic specify what areas he/she knows and stay with that unless later trained. More below.

7. Keep Out of Character talk in the specified chat as much as possible, if it must be used in the main thread set it off with brackets[].

8. If certain parts of what are typed are meant to be character thoughts type that in italics.

9. If you have an idea for a plot run it past me so that I can approve it. If you just introduce something big without approval it will not be accepted as part of the story.

10. Signify that you read and agree to the rules, the combat system, and the magic system by putting Eshal United somewhere in your character sheet.​
 
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Combat System

1. The formula for combat will be a regular roll with three die that have six faces.

2. If rolls are the same defense always wins.

3. If fights are to the death make sure that both parties know and accept that. If they do not accept then the fight ends in the loser incapacitated.

4. Do not just go around randomly killing people.

5. Modifiers are only to be used if you have special equipment acquired during a quest. The modifier and equipment will be decided before the quest and you must list that you have that item in your character sheet.

6. Each character starts with 100 health and damage dealt will be decided with three die with five faces.​
 

Magic System

1. A character can only have one field of magic to start with unless otherwise worked out.

2. Magic is fueled by the wielder's body. So the longer you use magic the more drained you will be become. Use too much at one time and your character is at risk of dying.

3. The same principles of combat apply against characters, but magic can be useful during missions or against NPCs.​
 
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