Reign of Blood
Purpose Statement: The Guildmaster of the Wyvern's Fang is seeking to advance the realm in which his guild thrives. This includes the follwoing goals:
Increasing the local economy, for adventurers, questers, merchants, and crafters
Culling the wild monsters let run free by the previous monarchs, namely Delu and Ibrahim, and to a lesser extent, the wilds-loving Duke Dratz.
Advancement of the burgeoning Guilds in our lands.
Promoting the advancement of individual goals
Missions:
Remove the lingering plague of the undead from our land. The ZPP did a good job of protecting numerous lands, but the zombie lords chased off from there had set up in Wyvern's Spur, to our detriment. Duke Delu negotiated with the intelligent of them, and they have been relocated to an adjacent wilderness now colloquiolly called 'Monster Mountain', but have since begun to spread like the unwanted plague they are.
The central forests so loved by Duke Dratz have been cleansed of the taint of Chaos. Their extended presence during Ibrahim's reign has left a number of rather unsavory cultists around. They should be removed.
The existence of this 'Monster Mountain' has left a burgeoning mass of beasts in a small area, all given permission to stay and protection to varying degrees by the promises of the previous monarch, Duke Delu Maethor. This excess of beasts should be culled, captured, and contained into a viable ecosystem that will not destroy that iconic mountain where our lands wyverns once had roosted, since chased off.
The 'Monster Mountain' has apparently been claimed by a dragon of magma and earth. The Water Dragon which has long called Wyvern's Spur its home is very displeased, and has demanded the mortals in his realm go deal with the problem, lest the two dragons have to fight... which will devastate the landscape.
Wyvern Hunt
Out of game Clarifications:
I'm going to be focusing on RP Advancement and Progress, for both individuals, and the lands, as well as our new and longstanding Guilds.
I'm planning on running a quest day every 3rd Sunday at park. Quests will be planning for 1 themed battlegame and 1 Quest battlegame
At every week, I want to hand out some of our wonderfully crafted coins made by Ubrik.
I want these coins to be used to purchase short term buffs and abilities for the park's regular games as well as quest games.
I want people to have fun.
For Sale: Potions
Rules: Potions are single-use trinkets. They must be purchased and announced before the game is begun. Potion effects are magical, not extraordinary, and the potion is considered the source of the spell. You cannot trade potions to another person - when purchased they are bound to you (You can give coins to someone so they can buy it). Activation of a potion destroys it - return the representation to a reeve. To activate a potion, you perform the appropriate incantation (this represents the full process of drinking the potion or applying it to a weapon) with the potion representation in a free hand. Barbarians can use potions.
Potion of Barkskin - 3 coins - Barkskin Enchantment
Potion of Blessings - 2 coin - Blessing against Wounds Enchantment
Potion of Healing - 3 coins - Swift Heal
Potion of Poison - 2 coin - Poison Enchantment
Potion of Freedom - 2 coin - Swift Release
Potion of Mending - 2 coin - Mend
Potion of Shadows - 3 coins - Shadowstep
Potion of Force - 2 coin - Force Barrier
Potion of Power - 4 coins - Confidence
Potion of the Bear - 5 coins - Bear Strength Enchantment
Potion of Magical Resilience - 9 coins - Sleight of Mind Enchantment
Potion of Improved Mending - 6 coins - Greater Mending
Potion of Infinite Health - 7 coins - Regeneration Enchantment
Potion of Stone Skin - 8 coins - Stoneskin Enchantment
Potion of Volume - 4 coins - Amplification
Potion of Glibness - 8 coins - Silver Tongue Enchantment
Potion of Great Health - 6 coins - Swift Greater Heal
Potion of Warding - 10 coins - Ward Self Enchantment
Potion of Serpents - 8 coins - Poison Glands Enchantment
For Sale: Scrolls
Rules: Scrolls are single-use trinkets. They must be purchased and announced before the game is begun. Scroll effects are magical, not extraordinary, and the scrolls are considered the source of the spell. You cannot trade scrolls to another person - when purchased they are bound to you (You can give coins to someone so they can buy it). Activation of a scroll destroys it - return the representation to a reeve. To activate a scroll, you perform the appropriate incantation (which will be inscribed on the scroll). You may target yourself or another with scrolls, unless otherwise specified.
Scroll of Dispelling - 8 coins - Dispel Magic
Scroll of Elemental Fire - 9 coins - Gift of Fire Enchantment
Scroll of Elemental Water - 8 coins - Gift of Water Enchantment
Scroll of Elemental Earth - 7 coins - Gift of Earth Enchantment
Scroll of Healing - 5 coin - Heal
Scroll of Bastion - 10 coins - Battlefield Triage Enchantment - Self Only
Scroll of Conjuration - 5 coins - Summon Dead
Scroll of Travel - 7 coins - Teleport
Scroll of Pain - 6 coins - Wounding
Scroll of Life - 11 coins - Resurrect
Scroll of Blinding - 12 coins - Stun
Scroll of Plague - 9 coins - Contagion Enchantment
Scroll of Hysteria - 10 coins - Agoraphobia
For Sale: Enchanted Trinkets
Rules: Enchanted Trinkets are longer-lasting items that grant a power for the duration of an entire battlegame. Any enchantments given by the trinkets count as a magical enchantment unless otherwise noted. Anyone can use a single Enchanted Trinket per battlegame.
Ghost-hunter Powder - 5 coins - Spawn at base with Spellball of Tracking (Once it is used successfully, it cannot be used).
The Warlock's Gift - 18 coins - Vamprism Enchantment for entire battle. Cannot be dispelled.
The Jester's Gift - 18 coins - When spawning at base, Silver Tongue Enchantment.
The Druid's Curse - 18 coins - When spawning at base or resurrected, Lycanthropy Enchantment. Can be dispelled.