It looks like you're new here. If you want to get involved, click one of these buttons!
|Adellion and Beta|
|Theme - what is Aryiure?|
In general, Adellion is about living the daily life of your character. What this entails is entirely up to you, as long as it fits into Adellion's rather humble setting.
|Cultures - which one is best?|
In the case of an heir, the heir will also be either Sakoian or Tarian depending on who eventually plays the heir. If it's the Sakoian character's player takes over the heir, that heir will look Sakoian.
|Role-playing - is it enforced?|
Yvoroc allows us to create a general explanation for OOC behaviour. Madness created by the disease causes its victims to rant of unexplainable things. This can be explained from an IC perspective and allows roleplayers to deal with OOC behaviour among other players.
We also will have features such as Yvorac, which can be used if necessary.
|Technical - can I play with my 386?|
|Starting Out - spare a newbie some oatmeal.|
|Nature - And laws thereof.|
|Skills - what can my character do?|
Actions can be divided into skill based actions and non-skill based actions.
What makes a non-skill based action different from a skill based action is that a character can fail/succeed in performing a skill based action and also it can be improved (a player can get better at performing the action). While the non-skill based actions are always the same and they always succeed, no matter who performs them.
For example weaving a cloth is a skill based action while building a fire is a non-skill based action.
Gain-wise all the main skills and sub-skills are also linked to each other. Meaning that when one uses the main skill all the related sub-skills also receive little gains, and vice versa, (see daily gains).
Most of the main and sub-skills are divided into more detailed actions.
All the skill related actions the players will be able to actively choose from/perform will be listed on the skills panel in the game interface or in smaller screens when an item is selected. Some of them will be visible from the start and some hidden until a player has become good enough at the skill.
Most of the skill related actions are active in nature and always require the presence of the character (for example sowing) while some are passive (more item/area related) and thus don´t (for example a crop growing). The passive actions are not listed in the interface, they can´t be "chosen", they happen as a consequence of other active actions.
The players can however in time learn to figure out how good they are from a number of things; from the time it takes to perform the skill, from the number of successes/failures they´ve had, from the quality/type of items they are able to produce, and so on. The matter just won´t be spelled out too much for them, to keep some of the mystery behind the skill system alive as long as possible, (and to make it harder for the players to discuss their skills in an unrealistic manner).
Specialization which will in turn create professions in a very natural way and make the characters different from each other; some people choosing to specialize in certain skills while others choosing to practice a larger spectrum of skills.
Skills will also deteriorate if not used.
A skill will only deteriate a little per day, however once a skills has reached a certain skill level it can never go below that again.
Skills will only deteriate if the player logs into the world (hence if a player doesn't log in over a period of a few weeks their skills will not deteriate.)
b) Related gains
Many main skills and sub-skills are related to each other in many ways which is why getting better at one will sometimes increase the other(s) a little too.
For example if a character receives a gain in blacksmithing main skill they will then also automatically get bonus gains to all the related skills of blacksmithing, (whether they have used/is aware of them or not).
When a character reaches a certain skill level in any skill (sub or main skill) they will be able to teach the skill to someone else.
Particular "apprenticeship contracts" can be drafted by literate enough players (scribes). These contracts can then be used to take another (single, less skilled) character as an apprentice.
A character can only be a master/apprentice to one character at one time (and in only one skill). Making the partnership a very personal one in nature (thus hopefully creating true, roleplayed apprenticeships).
On the whole the skills can be divided into actions that have short timers and actions with longer timers.
a) Short timers : These are basically the combat skills and other "instant" skills and actions. The time to perform these actions is quite short, usually from 1 to 30 seconds.
These short timers will not decrease as the characters get more skilled, they are always the same.
b) Long timers : These cover most of the trade and other peaceful actions/skills which take longer times to perform, usually from 30 seconds up to 4 minutes.
The more skilled the characters get the shorter these timers become.
c) Very long timers: These are not active actions performed by the characters but passive ones that happen as a result of the active actions (use of skills).
These actions are very long in nature, they can take from 1 minute up to several weeks. They do not require the presence of the character.
Sometimes the character skill level affects these times, sometimes they are the same every time, depending on the action.
For example crop or trees growing, piece of metal cooling, ale fermenting or piece of leather tanning all belong to this group of actions.
Additionally if a character has reached the master level in any skill and dies for the 3rd time leaving an heir behind it is presumed that the character had managed to teach some of that knowledge to the heir. However, the gains that heirs get are rather small, in fact, no bigger than those a new character would start with.
By using actions related to building the characters will be able to construct any large player crafted structure in the world, these are culture specific and can range from various building types to siege engines, sculptures to tombstones, wagons to ships.
By using actions related to farming the characters will be able to sow fields, plant trees, tend fields, and collect crops from fields, trees and bushes.
By using actions related to forage skill the characters will be able to gather all kinds of useful terrain specific materials from the ground.
By using actions related to lumbering the characters will be able to fell (most) trees and cut the fallen trunks into smaller pieces.
By using actions related to mining the characters will be able to dig up various types of valuable resources (iron, coal, silver, gems, granite, marble etc).
By using actions related to panning the characters will be able to pan up various types of valuable resources (gold, tin, salt, gems, amber etc).
Your skill in bows and crossbows.
Your skill in blowing weapons.
Your skill in unarmed combat.
Your skill in mounted combat.
Your skill in dual combat.
Your skill in fencing swords.
Your skill in knives and daggers.
Your skill in blunt weapons.
Your skill in unarmed combat.
Your skill in sling weapons.
Your skill in spears, staffs and pole arms.
Your skill in swords.
Your skill in throwing weapons.
Your ability to survive in the tundra.
Your ability to survive in the desert.
Your ability to survive in the forest.
Your ability to survive in the highland.
Your ability to survive in the grassy and dry plains.
Your ability to survive in the swamp region.
Your ability to survive at the sea.
Your ability to fight in the dark.
By using actions related to animal handling the characters will be able to tame certain wild animals (hawks, parrots, wild horses), look after and collect products from the domestic animals (cows, sheep, geese, dogs, cats), use certain animals as mounts and pack animals (camels, horses, llamas) and give specific commands to all tamed and domestic animals.
By using actions related to artistry the players will be able to truly draw/paint, and then sign and frame their drawings/paintings. The finished products can be used for example as house furniture (such is the world of art that sometimes the ugliest, least tasteful paintings become the most valuable).
By using actions related to blacksmithing the characters will be able to smelt and combine various types of ore and create valuable metal objects out of them.
By using actions related to brewing the characters will be able to ferment and produce different alcoholic substances, (ale, wine, mead, rum, etc).
By using actions related to carving the characters will be able to carve different items out of bone, horn, amber, stone, etc, (any material except wood, wooden items belong under woodworking).
By using actions related to climbing the characters will be able to descend and ascend sheer surfaces (trees, walls, towers, masts, any sheer surface basically).
By using actions related to cooking the characters will be able to roast raw meat/fish, as well as prepare delicious dishes that will keep hunger away much longer than any raw/single ingredients you might find.
By using actions related to disguise the characters will be able to mask their true identity from the other players.
By using actions related to fishing the characters will be able to catch various types of fish (from boats as well as from the shore) as well as gut and salt the caught fish (catching larger fish might prove to be hazardous).
By using actions related to glassmaking the characters will be able to blow and shape different type of glass objects.
By using actions related to healing skill the characters will be able to treat injured and ill characters, npc´s, as well as tame animals.
By using actions related to herbalism the characters will be able to mix and heat up various different substances (medicines, poisons, dyes etc) out of numerous herbs and other miscellaneous ingredients.
By using actions related to inventing the characters will be able to invent some of the more complex items in the game; from simple lanterns and traps to spinning wheels and forges (all items that require expertize in technology and the use of different materials).
By using actions related to leatherworking the characters will be able to tan animal hides and create various useful products out of the finished leather, from simple pouches to hardened leather armour.
By using actions related to lockpicking the characters will be able to pick locks; from regular door locks to chests to shackles and, eventually, any lock in the world.
By using actions related to mapmaking the characters will be able to produce accurate maps of local areas, as well as in-game world maps, and sea charts.
By using actions related to musicianship the characters will be able to play any instrument in the game, progressing from a "master of discords" into a talented bard, musician, whistler or singer.
By using actions related to papermaking the characters will be able to create pulp, mould paper sheets out of it and bind the sheets together into books.
By using actions related to pick pocketing the characters will be able to steal items from other characters.
By using actions related to pottery the characters will be able to shape and heat up pots (out of two different types of clay).
By using actions related to sailing skill the characters will be able to sail and row all the available vessels in Adellion, (a ship always requires at least two characters to handle properly).
By using actions related to sewing the characters will be able to sew clothes, sails, flags and other objects out of woven pieces of cloth.
By using actions related to the sneaking skill characters will be able to walk silently, as well as approach wild animals without scaring them.
By using actions related to swimming the characters will be able to stay afloat in water (training swimming can be hazardous to one´s health).
By using actions related to theology the characters will be able to perform all kinds of clerical duties as well as advance on the road to inner balance and spirituality.
By using actions related to tracking the characters will be able to track wild animals (the better the tracker the more accuarate the information becomes).
By using actions related to trapping characters will be able to trap many kinds of animals; from eels and crabs to small mammals (rabbits and squirrels) and bigger game (deer and wolves).
By using actions related to weaving characters will be able to spin yarn and weave many types of cloth from it (type of cloth depending on the material used).
By using actions related to woodworking the characters will be able to craft all kinds of items (boards, barrels, shafts, furniture, signs etc) out of different types of wood.
The language of the Drulon culture.
The language of the Dalmite culture.
The language of the Sakoian culture.
The language of the Tarian culture.
The language of the Salanian culture.
The language of the Aeathan culture.
An ancient language, used by scholars and traders of all cultures.
Your ability to read, write and draft written documents in the languages you know.
|Economy - from grains to fertilizer.|
|NPCs - grunts and animals.|
|Houses - make yourself at home.|
|Communication - getting the message across.|
It is also possible to rename the disguises after they are in place. Disguises do not last indefinitely and they can fail as well.
IC channels will also require the player to choose a language. You can only use languages you know or the chat information will be unintelligible. We may also use colours to identify characters speaking in different accents.
There may be an option for overhead IC text and possibly the ability to open extra chat windows for selective discussions, such as what is being said at a specific table.
|Travel - by land and by sea.|
In memory of Laura "Taera" Genender. Passed away on Aug/13/08 - Rest In Peace; you will not be forgotten