Kingdoms of Khoyee is a work in progress with several documents and graphs going over the details of story, game mechanics, and more. If you are interested in the rp feel free to leave a comment below, just note that any actual campaigns taking place in the world will not start for a few weeks week from the time this is originally posted. Thank you.
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Kingdoms of Khoyee is an rp focused around the rise and fall of kingdoms across the land of Khoyee. Not every player is the leader of a kingdom, but every player has a role the play in their ultimate fate.
The land of Khoyee has been shrouded in shadow, great storms covered the massive landmass and the seas surrounding it making colonization impossible for centuries. Civilizations were limited to the islands thousands of miles from the southern coast of Khoyee. That is until the storms ceased almost entirely overnight. The adventurous of heart set their sights on these new lands for many a reason, to make a name for themselves, to explore new lands, or to call somewhere home. You play the part of one of these adventurous souls.
The land of Khoyee has been shrouded in shadow, great storms covered the massive landmass and the seas surrounding it making colonization impossible for centuries. Civilizations were limited to the islands thousands of miles from the southern coast of Khoyee. That is until the storms ceased almost entirely overnight. The adventurous of heart set their sights on these new lands for many a reason, to make a name for themselves, to explore new lands, or to call somewhere home. You play the part of one of these adventurous souls.
Nearly everything you do earns you two kinds of experience, General Experience, and Role Experience. General experience levels up your stats such as Aura, Strength, Dexterity, etc. Role Experience allows you to earn skills for that Role. Meaning if you perform acts of gathering, such as Hunting and Mining, you'll earn both General Experience and Gathering Experience.
Roles are the clusters of skills you can achieve related to your role in society. You can specialize in two Roles, these are referred to as your Primary and Secondary Roles. You earn 3x more Role Experience in your Primary Role and 2x more Role Experience in your Secondary Role. Refer to the Roles Diagram (in progress) for more info.
Leader - Determines your effectiveness as a leader be it on the battlefield or building a nation.
Gatherer - Skills related to gathering raw materials from activities such as mining and hunting.
Laborer - Skills related to the labor of turning raw materials into goods.
Caster - Skills related to casting spells, blessings, and hexes.
Beastmaster - Skills related to the tracking, combat, and capture of beast.
Rogue - Skills related to espionage and assassination.
Communicator - Skills related to diplomacy and bartering.
Cook - Skills related to cooking, boosting and healing your party between encounters.
Combatant - A massive cluster of subroles that are directly related to combat, determining the weapons, armor, and abilities you can use.
Armor - Skills that determine what kinds of armor you can use.
Swordsman - Skills related to swords.
Longarm - Skills related to longarms.
Brute - Skills related to brute weapons.
Bow - Skills related to bows.
Short Blade - Skills related to short blades.
Leader - Determines your effectiveness as a leader be it on the battlefield or building a nation.
Gatherer - Skills related to gathering raw materials from activities such as mining and hunting.
Laborer - Skills related to the labor of turning raw materials into goods.
Caster - Skills related to casting spells, blessings, and hexes.
Beastmaster - Skills related to the tracking, combat, and capture of beast.
Rogue - Skills related to espionage and assassination.
Communicator - Skills related to diplomacy and bartering.
Cook - Skills related to cooking, boosting and healing your party between encounters.
Combatant - A massive cluster of subroles that are directly related to combat, determining the weapons, armor, and abilities you can use.
Armor - Skills that determine what kinds of armor you can use.
Swordsman - Skills related to swords.
Longarm - Skills related to longarms.
Brute - Skills related to brute weapons.
Bow - Skills related to bows.
Short Blade - Skills related to short blades.
You set sail aboard a small ship departing your island origins, where you were a…
Select your back story, this affects your primary and secondary Roles. This can be altered later.
Custom
Come up with your own custom backstory and set of starting traits. (A custom backstory will have to be approved by a gm)
Captain
You were the captain of your own fishing vessel and a small crew of men. There you learned more than just how to fish and sail the seas, you learned how to lead men.
You start with the Leadership skill Captain
Your Leadership experience has a x3 boost
Your Gathering experience has a x2 boost
More to be added later...
Select your back story, this affects your primary and secondary Roles. This can be altered later.
Custom
Come up with your own custom backstory and set of starting traits. (A custom backstory will have to be approved by a gm)
- Starting skill
- Experience type has a x3 boost
- Experience type has a x2 boost
Captain
You were the captain of your own fishing vessel and a small crew of men. There you learned more than just how to fish and sail the seas, you learned how to lead men.
You start with the Leadership skill Captain
Your Leadership experience has a x3 boost
Your Gathering experience has a x2 boost
More to be added later...
Human - Most common sentient race of Khoyee and the islands surrounding it.
Race Passive Abillity
Family Taught: Start with + 1 Primary Role Skillpoint
Dwarf - Human-like in build, short in height, and masculine in both men and women.
Race Passive Abillity
Hard to Hit: +1 to miss on rolls against you. (1-8 miss chance becomes 1-9 miss chance)
Elfein - Forest spirits in the shape of man made of plant with wisp at their core.
Race Passive Abillity
Regrowth: +10% Health recovery per turn during combat.
Draken - Humanoid Drakes, hailing from the burning isles, these creatures are fierce and have a history of conflict with human kind.
Race Passive Abillity
Hot Scales - A Draken's scales are hard and spark like flint, strikes against a Draken's scales can be used to ignite flammable objects.
Race Passive Abillity
Family Taught: Start with + 1 Primary Role Skillpoint
Dwarf - Human-like in build, short in height, and masculine in both men and women.
Race Passive Abillity
Hard to Hit: +1 to miss on rolls against you. (1-8 miss chance becomes 1-9 miss chance)
Elfein - Forest spirits in the shape of man made of plant with wisp at their core.
Race Passive Abillity
Regrowth: +10% Health recovery per turn during combat.
Draken - Humanoid Drakes, hailing from the burning isles, these creatures are fierce and have a history of conflict with human kind.
Race Passive Abillity
Hot Scales - A Draken's scales are hard and spark like flint, strikes against a Draken's scales can be used to ignite flammable objects.
Name:
Age:
Appearance:
Race: (Human, Dwarf, Elfein, Draken)
Height:
Build:
Skin:
Eyes:
Hair:
Backstory: (Custom backstory has no skill bonus)
Primary Role:
Secondary Role:
Role Sheet (Link)
Starting Weapon: (Start with Tier I Skill of chosen weapon)
Age:
Appearance:
Race: (Human, Dwarf, Elfein, Draken)
Height:
Build:
Skin:
Eyes:
Hair:
Backstory: (Custom backstory has no skill bonus)
Primary Role:
Secondary Role:
Role Sheet (Link)
Starting Weapon: (Start with Tier I Skill of chosen weapon)
If your character dies you can choose to start anew or start as a New Character +. If you want to continue playing with your current party it is recommended that you play as a New Character +.
New Character +: When a player dies they can pick back up as a New Character + in the next province their party reaches. This new character will start with higher stats than a brand new character but have lower stats than the character that died. General Level will be 25% lower than their previous character and all Role levels will reduced by one. Stat Points and Role Points can be spent as desired. When you die, and it doesn't look like the party will be wiped, you should take the time between battle and traveling to come up with your New Character + and give a reason for them to join up with your last character's party.
Party Wipe: If your party is wiped it is up to you and your dm if you all start as new game + characters or start over with brand new characters.
Killed by Players: If you are all killed by other players then there are additional rules to prevent both parties from killing each other over and over again until your levels are far lower. Refer to Killing Players and Causing Chaos for more information.
New Character +: When a player dies they can pick back up as a New Character + in the next province their party reaches. This new character will start with higher stats than a brand new character but have lower stats than the character that died. General Level will be 25% lower than their previous character and all Role levels will reduced by one. Stat Points and Role Points can be spent as desired. When you die, and it doesn't look like the party will be wiped, you should take the time between battle and traveling to come up with your New Character + and give a reason for them to join up with your last character's party.
Party Wipe: If your party is wiped it is up to you and your dm if you all start as new game + characters or start over with brand new characters.
Killed by Players: If you are all killed by other players then there are additional rules to prevent both parties from killing each other over and over again until your levels are far lower. Refer to Killing Players and Causing Chaos for more information.
Stats have a major impact on how your character performs in battle. Two characters could have the same skill set but behave completely differently in battle because of their stat distribution.
Aura - Most damage is first dealt to aura, when this is depleted health will begin recieving damage. This replenishes after every battle or encounter.
Health - Characters and creatures are alive as long as they have heatlh, when this hits 0 they die. Health replenishes from meals and rest.
Strength - Increases damage with strength weapons and increases stun affliction.
Dex - Increases damage with dex weapons and piercing damage.
Intelligence - Increases effectiveness of casting spells, blessings, hexes, and summonings.
Fortitude - Resistance to piercing and stun. Each point adds +25 Stun Resist +1 Pierce Resist.
Starting Stats
Stat Points: 10
Points to spend on stats (+10 on start, +2 per level)
Aura: 25 (+25 per point invested)
Health: 100 (+25 per point invested)
Strength: 0
Dex: 0
Intelligence: 0
Fortitude: 0
Stun Resist: 0/0
Pierce Resist: 0
Aura - Most damage is first dealt to aura, when this is depleted health will begin recieving damage. This replenishes after every battle or encounter.
Health - Characters and creatures are alive as long as they have heatlh, when this hits 0 they die. Health replenishes from meals and rest.
Strength - Increases damage with strength weapons and increases stun affliction.
Dex - Increases damage with dex weapons and piercing damage.
Intelligence - Increases effectiveness of casting spells, blessings, hexes, and summonings.
Fortitude - Resistance to piercing and stun. Each point adds +25 Stun Resist +1 Pierce Resist.
Starting Stats
Stat Points: 10
Points to spend on stats (+10 on start, +2 per level)
Aura: 25 (+25 per point invested)
Health: 100 (+25 per point invested)
Strength: 0
Dex: 0
Intelligence: 0
Fortitude: 0
Stun Resist: 0/0
Pierce Resist: 0
Weapons do not require certain dex or strength stats but instead require related skills. For example using a Tier 3 Longsword would require you to have the skill Tier 3 Swords. Thus the longsword weapon type is Sword.
Some weapons can be multiple types such as a claymore. A claymore is a massive sword and is a Sword/Brute type. Meaning to equip a Tier 2 Claymore you either need the Tier 2 Sword skill or the Tier 2 Brute skill.
Although certain stats are not required, some weapons benefit from certain stats.
Example Weapons
Longsword
Tier I
Damage: 10-20 raw
Stun: 0
Piercing: 0
D20: (1-8) Miss | (9-19) Damage 10-20 with increments of 1 | (20) crit
Average longsword generally equipped by members of a militia.
Damage Breakdown:
1-8 = Miss
9 = 10
10 = 11
11 = 12
12 = 13
13 = 14
14 = 15
15 = 16
16 = 17
17 = 18
18 = 19
19 = 20
20 = crit
(Name, named weapons typically have better stats than unnamed weapons) [Weapon Type, listed if weapon has a name]
(Tier)
(Damage, and damage type. Some weapons, typically named weapons, have special damage types)
(Stun)
(Piercing)
(Dice Mechanics)
(Description)
(Damage Breakdown)
Weapon Types
Sword
Short Swords- Short Swords are typically weaker compared to longswords but are single handed and thus can either be dual wielded or paired with a shield.
Long Swords- Long Swords are reliable, raw damage weapons.
Sabers- A balanced blade of raw and piercing damage.
Scimitars- Thick bladed weapons known for causing bleeding damage.
Katanas- Long, curved blades that ignore fortitude.
Rapiers- Thin blades that excel in piercing damage.
Brute
Axes- Raw damage weapons that are known for cleaving.
Maces- weapons that balance raw and stun based damage.
Hammers- High stun based weapons.
Pillars- Massive poles of stone or wood used to crush foes.
Totems- Similar to Pillars, Totems are massive weapons made of wood with enchanted spirits sketched into the surface. These tend to do less damage and build up less stun compared to their Pillar counterparts but allow the use of healing, bless, and hex abilities.
Bow
Shortbow- Short-ranged weapons that can fire a volley of arrows in quick succession.
Longbow- Long-ranged weapons that deliver high piercing damage.
Crossbow- The use of unique bolts can alter the damage types of these weapons (fire, explosive, etc)
Foldingbow- Foldingbows are bows which fold up on themselves and can be easily stored. These are typically much weaker to other bow types but can be used as secondary weapons without requiring the secondary weapon skill. (Or used as a third weapon if you do have the secondary weapon skill)
Greatbow- Massive bows that benefit from strength instead of dexterity.
Longarm
Spears- Balanced raw and piercing damage weapons.
Javelins- High piercing damage weapons.
Throwing Spears- High damage, consumable weapons.
Staffs- Stun based weapons that benefit from dexterity instead of strength, but lack the ability to use execute skills.
Halberds- Cleaving weapons that do piercing damage.
Short Blade
Daggers- Quick weapons that can be readjusted midswing (rerolled)
Throwing Knives-
Needles-
Darts-
Weapons List
Longsword
Tier I
Damage: 10-20 raw
Stun: 0
Piercing: 0
Average longsword generally equipped by members of a militia.
Damage Breakdown:
D20
1-8 = Miss
9 = 10
10 = 11
11 = 12
12 = 13
13 = 14
14 = 15
15 = 16
16 = 17
17 = 18
18 = 19
19 = 20
20 = crit
Longsword II
Tier II
Damage: 40-60 raw
Stun: 0
Piercing: 0
Damage Breakdown:
D20
1-8 = Miss
9 = 40
10 = 42
11 = 44
12 = 46
13 = 48
14 = 50
15 = 52
16 = 54
17 = 56
18 = 58
19 = 60
20 = crit
Longsword III
Tier III
Damage: 120-160 raw
Stun: 0
Piercing: 0
Master crafted swords of knights.
Damage Breakdown:
D20
1-8 = Miss
9 = 120
10 = 124
11 = 128
12 = 132
13 = 136
14 = 140
15 = 144
16 = 148
17 = 152
18 = 156
19 = 160
20 = crit
Shortsword
Tier I
Damage: 6-14 raw
Stun: 0
Piercing: 0
Shortsword used by dual wielders and those fond of a shield.
Damage Breakdown:
D20 - Stunted Growth
1-8 = Miss
9/10 = 6
11/12 = 8
13/14 = 10
16/18 = 12
19 = 14
20 = crit
Shortsword II
Tier II
Damage: 20-36 raw
Stun: 0
Piercing: 0
Well crafted shortsword used by dual wielders and those fond of a shield.
Damage Breakdown:
D20 - Stunted Growth
1-8 = Miss
9/10 = 20
11/12 = 24
13/14 = 28
16/18 = 32
19 = 36
20 = crit
Shortsword III
Tier III
Damage: 72-104 raw
Stun: 0
Piercing: 0
D20: (1-8) Miss | (10-19) Damage 72-104 with stunted increments of 8 | (20) crit
Master crafted shortsword used by dual wielders and those fond of a shield.
Damage Breakdown:
1-8 = Miss
9/10 = 72
11/12 = 80
13/14 = 88
16/18 = 96
19 = 104
20 = crit
Saber
Tier I
Damage: 10-15 raw
Stun: 0
Piercing: 2-6
Curved blade used by those of horse and sea.
Damage Breakdown:
D20
1-8 = Miss
9 = 5
10 = 6
11 = 7
12 = 8
13 = 9
14 = 10
15 = 11 + 2 Pierce
16 = 12 + 3 Pierce
17 = 13 + 4 Pierce
18 = 14 + 5 Pierce
19 = 15 + 6 Pierce
20 = crit
Saber II
Tier II
Damage: 30-50 raw
Stun: 0
Piercing: 10-20
Well crafted curved blade used by those of horse and sea.
Damage Breakdown:
D20
1-8 = Miss
9 = 30
10 = 32
11 = 34
12 = 36
13 = 38
14 = 40 + 10 Pierce
15 = 42 + 12 Pierce
16 = 44 + 14 Pierce
17 = 46 + 16 Pierce
18 = 48 + 18 Pierce
19 = 50 + 20 Pierce
20 = crit
Saber III
Tier III
Damage: 100-140 raw
Stun: 0
Piercing: 30-50
Master crafted curved blade used by those of horse and sea.
Damage Breakdown:
D20
1-8 = Miss
9 = 100
10 = 104
11 = 108
12 = 112
13 = 116
14 = 120 + 30 Pierce
15 = 124 + 34 Pierce
16 = 128 + 38 Pierce
17 = 132 + 42 Pierce
18 = 136 + 46 Pierce
19 = 140 + 50 Pierce
20 = crit
Scimitar
Tier I
Damage: 10-15 raw, 1-2 bleed
Stun: 0
Piercing: 0
Curved blade used by those of horse and sea.
Damage Breakdown:
D20
1-8 = Miss
9 = 5
10 = 6
11 = 7
12 = 8
13 = 9
14 = 10
15 = 11
16 = 12
17 = 13
18 = 14 + 1 Bleed
19 = 15 + 2 Bleed
20 = crit
Katana
Tier I
Damage: 5-15 raw
Stun: 0
Piercing: 1-3
Sharp blades that cut through thick armor.
Trait:
Deep Cut - Ignore fortitude
Damage Breakdown:
D20
1-8 = Miss
9 = 5
10 = 6
11 = 7
12 = 8
13 = 9
14 = 10
15 = 11
16 = 12
17 = 13 + 1 Pierce
18 = 14 + 2 Pierce
19 = 15 + 3 Pierce
20 = crit
Rapier
Tier I
Damage: 1-10 raw
Stun: 0
Piercing: 1-10
Curved blade used by those of horse and sea.
Damage Breakdown:
D20
1-9 = Miss
10 = 1 + 1 Pierce
11 = 2 + 2 Pierce
12 = 3 + 3 Pierce
13 = 4 + 4 Pierce
14 = 5 + 5 Pierce
15 = 6 + 6 Pierce
16 = 7 + 7 Pierce
17 = 8 + 8 Pierce
18 = 9 + 9 Pierce
19 = 10 + 10 Pierce
20 = crit
Axe
Tier I
Damage: 12-17 raw
Stun: 0
Piercing: 0
Thick blades that chop through armor.
Trait:
Cleave - Reduce fortitude by 1
Damage Breakdown:
D20 - Stunted Growth
1-8 = Miss
9/10 = 12
11/12 = 13
13/14 = 14
15/16 = 15
17/18 = 16
19 = 17
20 = crit
Mace
Tier I
Damage: 10-15 raw
Stun: 1-5
Piercing: 0
Bludgeoning weapons with several curved edges around the end.
Damage Breakdown:
D20
1-8 = Miss
9 = 5
10 = 6
11 = 7
12 = 8
13 = 9
14 = 10
15 = 11 + 1 Stun
16 = 12 + 2 Stun
17 = 13 + 3 Stun
18 = 14 + 4 Stun
19 = 15 + 5 Stun
20 = crit
Hammer
Tier I
Damage: 5-15 raw
Stun: 1-10
Piercing: 0
A workman’s tool made bigger, and for hitting heads of bone instead of metal
Damage Breakdown:
D20
1-9 = Miss
10 = 1 + 1 Stun
11 = 2 + 2 Stun
12 = 3 + 3 Stun
13 = 4 + 4 Stun
14 = 5 + 5 Stun
15 = 6 + 6 Stun
16 = 7 + 7 Stun
17 = 8 + 8 Stun
18 = 9 + 9 Stun
19 = 10 + 10 Stun
20 = crit
Pillar
Tier I
Damage: 20-40 raw
Stun: 2-10
Piercing: 0
Massive weapons of wood and stone, slow to swing but when they hit, they hit incredibly hard.
Damage Breakdown:
D20
1-14 = Miss
15 = 20 + 2 Stun
16 = 25 + 4 Stun
17 = 30 + 6 Stun
18 = 35 + 8 Stun
19 = 40 + 10 Stun
20 = crit
Totem
Tier I
Damage: 5-25 raw
Stun: 1-5
Piercing: 0
Massive weapons of wood and stone, slow to swing but when they hit, they hit incredibly hard.
Damage Breakdown:
D20
1-14 = Miss
15 = 5 + 1 Stun
16 = 10 + 2 Stun
17 = 15 + 3 Stun
18 = 20 + 4 Stun
19 = 25 + 5 Stun
20 = crit
Longbow
Tier I
Damage: 4-12 raw
Stun: 0
Piercing: 6-14
Common bow of archers used for piercing armor at a range.
Damage Breakdown:
D20
1-10 = Miss
11 = 4 + 6 Pierce
12 = 5 + 7 Pierce
13 = 6 + 8 Pierce
14 = 7 + 9 Pierce
15 = 8 + 10 Pierce
16 = 9 + 11 Pierce
17 = 10 + 12 Pierce
18 = 11 + 13 Pierce
19 = 12 + 14 Pierce
20 = crit
Shortbow
Tier I
Damage: 14-22 raw
Stun: 0
Piercing: 0
A bow of hunters meant for piercing hide rather than metal.
Damage Breakdown:
D20
1-10 = Miss
11 = 14
12 = 15
13 = 16
14 = 17
15 = 18
16 = 19
17 = 20
18 = 21
19 = 22
20 = crit
Crossbow
Tier I
Damage: 12-20 ??? (based on bolt type)
Stun: 0
Piercing: 0
Easier to learn than a regular bow these straight shooting weapons offer flexibility over damage and range.
Damage Breakdown:
D20
1-10 = Miss
11 = 12
12 = 13
13 = 14
14 = 15
15 = 16
16 = 17
17 = 18
18 = 19
19 = 20
20 = crit
Foldingbow
Tier I
Damage: 7-12 raw
Stun: 0
Piercing: 0
A tool more so than a weapon, folds tightly into a small pack.
Damage Breakdown:
D20 - Stunted Growth
1-10 = Miss
11/12 = 7
13/14 = 9
15/16 = 10
17/18 = 11
19 = 12
20 = crit
Greatbow
Tier I
Damage: 4-12 raw
Stun: 0
Piercing: 6-14
Massive bows requiring great strength to wield.
Traits:
Greatbow - Piercing damage increases based on strength instead of dexterity.
Damage Breakdown:
D20
1-10 = Miss
11 = 4 + 6 Pierce
12 = 5 + 7 Pierce
13 = 6 + 8 Pierce
14 = 7 + 9 Pierce
15 = 8 + 10 Pierce
16 = 9 + 11 Pierce
17 = 10 + 12 Pierce
18 = 11 + 13 Pierce
19 = 12 + 14 Pierce
20 = crit
Spear
Tier I
Damage: 1-10 raw
Stun: 0
Piercing: 2-6
Made to keep your foes distant, also doubles as a charging weapon.
Damage Breakdown:
D20
1-9 = Miss
10 = 6
11 = 7
12 = 8
13 = 9
14 = 10
15 = 11 + 2 Pierce
16 = 12 + 3 Pierce
17 = 13 + 4 Pierce
18 = 14 + 5 Pierce
19 = 15 + 6 Pierce
20 = crit
Javelin
Tier I
Damage: 1-10 raw
Stun: 0
Piercing: 1-10
High piercing longarm.
Damage Breakdown:
D20
1-9 = Miss
10 = 1 + 1 Pierce
11 = 2 + 2 Pierce
12 = 3 + 3 Pierce
13 = 4 + 4 Pierce
14 = 5 + 5 Pierce
15 = 6 + 6 Pierce
16 = 7 + 7 Pierce
17 = 8 + 8 Pierce
18 = 9 + 9 Pierce
19 = 10 + 10 Pierce
20 = crit
Staff
Tier I
Damage: 6-15 raw
Stun: 2-6
Piercing: 0
Blunt weapons that are used to repeatedly bash your foes.
Traits:
Staff - Stun damage increases based on dexterity instead of strength.
Damage Breakdown:
D20
1-9 = Miss
10 = 6
11 = 7
12 = 8
13 = 9
14 = 10
15 = 11 + 2 Stun
16 = 12 + 3 Stun
17 = 13 + 4 Stun
18 = 14 + 5 Stun
19 = 15 + 6 Stun
20 = crit
Halberd
Tier I
Damage: 8-13 raw
Stun: 0
Piercing: 2-7
The longarm version of an axe with a pointed tip.
Trait:
Cleave - Reduce fortitude by 1
Damage Breakdown:
D20 - Stunted Growth
1-8 = Miss
9/10 = 8 + 2 Pierce
11/12 = 9 + 3 Pierce
13/14 = 10 + 4 Pierce
15/16 = 11 + 5 Pierce
17/18 = 12 + 6 Pierce
19 = 13 + 7 Pierce
20 = crit
Dagger
Tier I
Damage: 4-12 raw
Stun: 0
Piercing: 0
Weapon of choice for cut throats and assassins.
Trait:
Dagger - Active: Hits can be rerolled, go with the result of the second roll
Damage Breakdown:
D20 - Stunted Growth
1-8 = Miss
9/10 = 4
11/12 = 6
13/14 = 8
16/18 = 10
19 = 12
20 = crit
Some weapons can be multiple types such as a claymore. A claymore is a massive sword and is a Sword/Brute type. Meaning to equip a Tier 2 Claymore you either need the Tier 2 Sword skill or the Tier 2 Brute skill.
Although certain stats are not required, some weapons benefit from certain stats.
Example Weapons
Longsword
Tier I
Damage: 10-20 raw
Stun: 0
Piercing: 0
D20: (1-8) Miss | (9-19) Damage 10-20 with increments of 1 | (20) crit
Average longsword generally equipped by members of a militia.
Damage Breakdown:
1-8 = Miss
9 = 10
10 = 11
11 = 12
12 = 13
13 = 14
14 = 15
15 = 16
16 = 17
17 = 18
18 = 19
19 = 20
20 = crit
(Name, named weapons typically have better stats than unnamed weapons) [Weapon Type, listed if weapon has a name]
(Tier)
(Damage, and damage type. Some weapons, typically named weapons, have special damage types)
(Stun)
(Piercing)
(Dice Mechanics)
(Description)
(Damage Breakdown)
Weapon Types
Sword
Short Swords- Short Swords are typically weaker compared to longswords but are single handed and thus can either be dual wielded or paired with a shield.
Long Swords- Long Swords are reliable, raw damage weapons.
Sabers- A balanced blade of raw and piercing damage.
Scimitars- Thick bladed weapons known for causing bleeding damage.
Katanas- Long, curved blades that ignore fortitude.
Rapiers- Thin blades that excel in piercing damage.
Brute
Axes- Raw damage weapons that are known for cleaving.
Maces- weapons that balance raw and stun based damage.
Hammers- High stun based weapons.
Pillars- Massive poles of stone or wood used to crush foes.
Totems- Similar to Pillars, Totems are massive weapons made of wood with enchanted spirits sketched into the surface. These tend to do less damage and build up less stun compared to their Pillar counterparts but allow the use of healing, bless, and hex abilities.
Bow
Shortbow- Short-ranged weapons that can fire a volley of arrows in quick succession.
Longbow- Long-ranged weapons that deliver high piercing damage.
Crossbow- The use of unique bolts can alter the damage types of these weapons (fire, explosive, etc)
Foldingbow- Foldingbows are bows which fold up on themselves and can be easily stored. These are typically much weaker to other bow types but can be used as secondary weapons without requiring the secondary weapon skill. (Or used as a third weapon if you do have the secondary weapon skill)
Greatbow- Massive bows that benefit from strength instead of dexterity.
Longarm
Spears- Balanced raw and piercing damage weapons.
Javelins- High piercing damage weapons.
Throwing Spears- High damage, consumable weapons.
Staffs- Stun based weapons that benefit from dexterity instead of strength, but lack the ability to use execute skills.
Halberds- Cleaving weapons that do piercing damage.
Short Blade
Daggers- Quick weapons that can be readjusted midswing (rerolled)
Throwing Knives-
Needles-
Darts-
Weapons List
Longsword
Tier I
Damage: 10-20 raw
Stun: 0
Piercing: 0
Average longsword generally equipped by members of a militia.
Damage Breakdown:
D20
1-8 = Miss
9 = 10
10 = 11
11 = 12
12 = 13
13 = 14
14 = 15
15 = 16
16 = 17
17 = 18
18 = 19
19 = 20
20 = crit
Longsword II
Tier II
Damage: 40-60 raw
Stun: 0
Piercing: 0
Damage Breakdown:
D20
1-8 = Miss
9 = 40
10 = 42
11 = 44
12 = 46
13 = 48
14 = 50
15 = 52
16 = 54
17 = 56
18 = 58
19 = 60
20 = crit
Longsword III
Tier III
Damage: 120-160 raw
Stun: 0
Piercing: 0
Master crafted swords of knights.
Damage Breakdown:
D20
1-8 = Miss
9 = 120
10 = 124
11 = 128
12 = 132
13 = 136
14 = 140
15 = 144
16 = 148
17 = 152
18 = 156
19 = 160
20 = crit
Shortsword
Tier I
Damage: 6-14 raw
Stun: 0
Piercing: 0
Shortsword used by dual wielders and those fond of a shield.
Damage Breakdown:
D20 - Stunted Growth
1-8 = Miss
9/10 = 6
11/12 = 8
13/14 = 10
16/18 = 12
19 = 14
20 = crit
Shortsword II
Tier II
Damage: 20-36 raw
Stun: 0
Piercing: 0
Well crafted shortsword used by dual wielders and those fond of a shield.
Damage Breakdown:
D20 - Stunted Growth
1-8 = Miss
9/10 = 20
11/12 = 24
13/14 = 28
16/18 = 32
19 = 36
20 = crit
Shortsword III
Tier III
Damage: 72-104 raw
Stun: 0
Piercing: 0
D20: (1-8) Miss | (10-19) Damage 72-104 with stunted increments of 8 | (20) crit
Master crafted shortsword used by dual wielders and those fond of a shield.
Damage Breakdown:
1-8 = Miss
9/10 = 72
11/12 = 80
13/14 = 88
16/18 = 96
19 = 104
20 = crit
Saber
Tier I
Damage: 10-15 raw
Stun: 0
Piercing: 2-6
Curved blade used by those of horse and sea.
Damage Breakdown:
D20
1-8 = Miss
9 = 5
10 = 6
11 = 7
12 = 8
13 = 9
14 = 10
15 = 11 + 2 Pierce
16 = 12 + 3 Pierce
17 = 13 + 4 Pierce
18 = 14 + 5 Pierce
19 = 15 + 6 Pierce
20 = crit
Saber II
Tier II
Damage: 30-50 raw
Stun: 0
Piercing: 10-20
Well crafted curved blade used by those of horse and sea.
Damage Breakdown:
D20
1-8 = Miss
9 = 30
10 = 32
11 = 34
12 = 36
13 = 38
14 = 40 + 10 Pierce
15 = 42 + 12 Pierce
16 = 44 + 14 Pierce
17 = 46 + 16 Pierce
18 = 48 + 18 Pierce
19 = 50 + 20 Pierce
20 = crit
Saber III
Tier III
Damage: 100-140 raw
Stun: 0
Piercing: 30-50
Master crafted curved blade used by those of horse and sea.
Damage Breakdown:
D20
1-8 = Miss
9 = 100
10 = 104
11 = 108
12 = 112
13 = 116
14 = 120 + 30 Pierce
15 = 124 + 34 Pierce
16 = 128 + 38 Pierce
17 = 132 + 42 Pierce
18 = 136 + 46 Pierce
19 = 140 + 50 Pierce
20 = crit
Scimitar
Tier I
Damage: 10-15 raw, 1-2 bleed
Stun: 0
Piercing: 0
Curved blade used by those of horse and sea.
Damage Breakdown:
D20
1-8 = Miss
9 = 5
10 = 6
11 = 7
12 = 8
13 = 9
14 = 10
15 = 11
16 = 12
17 = 13
18 = 14 + 1 Bleed
19 = 15 + 2 Bleed
20 = crit
Katana
Tier I
Damage: 5-15 raw
Stun: 0
Piercing: 1-3
Sharp blades that cut through thick armor.
Trait:
Deep Cut - Ignore fortitude
Damage Breakdown:
D20
1-8 = Miss
9 = 5
10 = 6
11 = 7
12 = 8
13 = 9
14 = 10
15 = 11
16 = 12
17 = 13 + 1 Pierce
18 = 14 + 2 Pierce
19 = 15 + 3 Pierce
20 = crit
Rapier
Tier I
Damage: 1-10 raw
Stun: 0
Piercing: 1-10
Curved blade used by those of horse and sea.
Damage Breakdown:
D20
1-9 = Miss
10 = 1 + 1 Pierce
11 = 2 + 2 Pierce
12 = 3 + 3 Pierce
13 = 4 + 4 Pierce
14 = 5 + 5 Pierce
15 = 6 + 6 Pierce
16 = 7 + 7 Pierce
17 = 8 + 8 Pierce
18 = 9 + 9 Pierce
19 = 10 + 10 Pierce
20 = crit
Axe
Tier I
Damage: 12-17 raw
Stun: 0
Piercing: 0
Thick blades that chop through armor.
Trait:
Cleave - Reduce fortitude by 1
Damage Breakdown:
D20 - Stunted Growth
1-8 = Miss
9/10 = 12
11/12 = 13
13/14 = 14
15/16 = 15
17/18 = 16
19 = 17
20 = crit
Mace
Tier I
Damage: 10-15 raw
Stun: 1-5
Piercing: 0
Bludgeoning weapons with several curved edges around the end.
Damage Breakdown:
D20
1-8 = Miss
9 = 5
10 = 6
11 = 7
12 = 8
13 = 9
14 = 10
15 = 11 + 1 Stun
16 = 12 + 2 Stun
17 = 13 + 3 Stun
18 = 14 + 4 Stun
19 = 15 + 5 Stun
20 = crit
Hammer
Tier I
Damage: 5-15 raw
Stun: 1-10
Piercing: 0
A workman’s tool made bigger, and for hitting heads of bone instead of metal
Damage Breakdown:
D20
1-9 = Miss
10 = 1 + 1 Stun
11 = 2 + 2 Stun
12 = 3 + 3 Stun
13 = 4 + 4 Stun
14 = 5 + 5 Stun
15 = 6 + 6 Stun
16 = 7 + 7 Stun
17 = 8 + 8 Stun
18 = 9 + 9 Stun
19 = 10 + 10 Stun
20 = crit
Pillar
Tier I
Damage: 20-40 raw
Stun: 2-10
Piercing: 0
Massive weapons of wood and stone, slow to swing but when they hit, they hit incredibly hard.
Damage Breakdown:
D20
1-14 = Miss
15 = 20 + 2 Stun
16 = 25 + 4 Stun
17 = 30 + 6 Stun
18 = 35 + 8 Stun
19 = 40 + 10 Stun
20 = crit
Totem
Tier I
Damage: 5-25 raw
Stun: 1-5
Piercing: 0
Massive weapons of wood and stone, slow to swing but when they hit, they hit incredibly hard.
Damage Breakdown:
D20
1-14 = Miss
15 = 5 + 1 Stun
16 = 10 + 2 Stun
17 = 15 + 3 Stun
18 = 20 + 4 Stun
19 = 25 + 5 Stun
20 = crit
Longbow
Tier I
Damage: 4-12 raw
Stun: 0
Piercing: 6-14
Common bow of archers used for piercing armor at a range.
Damage Breakdown:
D20
1-10 = Miss
11 = 4 + 6 Pierce
12 = 5 + 7 Pierce
13 = 6 + 8 Pierce
14 = 7 + 9 Pierce
15 = 8 + 10 Pierce
16 = 9 + 11 Pierce
17 = 10 + 12 Pierce
18 = 11 + 13 Pierce
19 = 12 + 14 Pierce
20 = crit
Shortbow
Tier I
Damage: 14-22 raw
Stun: 0
Piercing: 0
A bow of hunters meant for piercing hide rather than metal.
Damage Breakdown:
D20
1-10 = Miss
11 = 14
12 = 15
13 = 16
14 = 17
15 = 18
16 = 19
17 = 20
18 = 21
19 = 22
20 = crit
Crossbow
Tier I
Damage: 12-20 ??? (based on bolt type)
Stun: 0
Piercing: 0
Easier to learn than a regular bow these straight shooting weapons offer flexibility over damage and range.
Damage Breakdown:
D20
1-10 = Miss
11 = 12
12 = 13
13 = 14
14 = 15
15 = 16
16 = 17
17 = 18
18 = 19
19 = 20
20 = crit
Foldingbow
Tier I
Damage: 7-12 raw
Stun: 0
Piercing: 0
A tool more so than a weapon, folds tightly into a small pack.
Damage Breakdown:
D20 - Stunted Growth
1-10 = Miss
11/12 = 7
13/14 = 9
15/16 = 10
17/18 = 11
19 = 12
20 = crit
Greatbow
Tier I
Damage: 4-12 raw
Stun: 0
Piercing: 6-14
Massive bows requiring great strength to wield.
Traits:
Greatbow - Piercing damage increases based on strength instead of dexterity.
Damage Breakdown:
D20
1-10 = Miss
11 = 4 + 6 Pierce
12 = 5 + 7 Pierce
13 = 6 + 8 Pierce
14 = 7 + 9 Pierce
15 = 8 + 10 Pierce
16 = 9 + 11 Pierce
17 = 10 + 12 Pierce
18 = 11 + 13 Pierce
19 = 12 + 14 Pierce
20 = crit
Spear
Tier I
Damage: 1-10 raw
Stun: 0
Piercing: 2-6
Made to keep your foes distant, also doubles as a charging weapon.
Damage Breakdown:
D20
1-9 = Miss
10 = 6
11 = 7
12 = 8
13 = 9
14 = 10
15 = 11 + 2 Pierce
16 = 12 + 3 Pierce
17 = 13 + 4 Pierce
18 = 14 + 5 Pierce
19 = 15 + 6 Pierce
20 = crit
Javelin
Tier I
Damage: 1-10 raw
Stun: 0
Piercing: 1-10
High piercing longarm.
Damage Breakdown:
D20
1-9 = Miss
10 = 1 + 1 Pierce
11 = 2 + 2 Pierce
12 = 3 + 3 Pierce
13 = 4 + 4 Pierce
14 = 5 + 5 Pierce
15 = 6 + 6 Pierce
16 = 7 + 7 Pierce
17 = 8 + 8 Pierce
18 = 9 + 9 Pierce
19 = 10 + 10 Pierce
20 = crit
Staff
Tier I
Damage: 6-15 raw
Stun: 2-6
Piercing: 0
Blunt weapons that are used to repeatedly bash your foes.
Traits:
Staff - Stun damage increases based on dexterity instead of strength.
Damage Breakdown:
D20
1-9 = Miss
10 = 6
11 = 7
12 = 8
13 = 9
14 = 10
15 = 11 + 2 Stun
16 = 12 + 3 Stun
17 = 13 + 4 Stun
18 = 14 + 5 Stun
19 = 15 + 6 Stun
20 = crit
Halberd
Tier I
Damage: 8-13 raw
Stun: 0
Piercing: 2-7
The longarm version of an axe with a pointed tip.
Trait:
Cleave - Reduce fortitude by 1
Damage Breakdown:
D20 - Stunted Growth
1-8 = Miss
9/10 = 8 + 2 Pierce
11/12 = 9 + 3 Pierce
13/14 = 10 + 4 Pierce
15/16 = 11 + 5 Pierce
17/18 = 12 + 6 Pierce
19 = 13 + 7 Pierce
20 = crit
Dagger
Tier I
Damage: 4-12 raw
Stun: 0
Piercing: 0
Weapon of choice for cut throats and assassins.
Trait:
Dagger - Active: Hits can be rerolled, go with the result of the second roll
Damage Breakdown:
D20 - Stunted Growth
1-8 = Miss
9/10 = 4
11/12 = 6
13/14 = 8
16/18 = 10
19 = 12
20 = crit
Most weapons and abilities are based a D20 dice roll, some weapons and abilities may use other dice in place of the D20 but the mechanics behave similarly. Let's take a weapon from an earlier example to explain D20 rolls.
Longsword
D20: (1-8) Miss | (9-19) Damage 10-20 with increments of 1 | (20) crit
D20 - This shows what kind of die is being used, as stated before this is typically a D20
(1-8) Miss - The lower numbers on a D20 typically represent your chance of missing. The higher the roll, the more likely you hit.
(9-19) Damage 10-20 with increments of 1 - The next major portion of the D20 determines the damage you do on a successful hit. You'll have a minimum damage (10 in this case) and a maximum damage (20). The increments determine what between min and max you end up doing in damage. So in this case, rolling an 18 would equal 19 raw damage. Here's a breakdown of the weapons roll results below...
1-8 = Miss
9 = 10
10 = 11
11 = 12
12 = 13
13 = 14
14 = 15
15 = 16
16 = 17
17 = 18
18 = 19
19 = 20
20 = crit (2.5x damage, pierce, and stun)
Also if you ever end up with a decimal for damage, such as 30.2, then you round up to the nearest whole number, 31 in this case. Decimals are typically avoided when creating weapons but may happen.
Longsword
D20: (1-8) Miss | (9-19) Damage 10-20 with increments of 1 | (20) crit
D20 - This shows what kind of die is being used, as stated before this is typically a D20
(1-8) Miss - The lower numbers on a D20 typically represent your chance of missing. The higher the roll, the more likely you hit.
(9-19) Damage 10-20 with increments of 1 - The next major portion of the D20 determines the damage you do on a successful hit. You'll have a minimum damage (10 in this case) and a maximum damage (20). The increments determine what between min and max you end up doing in damage. So in this case, rolling an 18 would equal 19 raw damage. Here's a breakdown of the weapons roll results below...
1-8 = Miss
9 = 10
10 = 11
11 = 12
12 = 13
13 = 14
14 = 15
15 = 16
16 = 17
17 = 18
18 = 19
19 = 20
20 = crit (2.5x damage, pierce, and stun)
Also if you ever end up with a decimal for damage, such as 30.2, then you round up to the nearest whole number, 31 in this case. Decimals are typically avoided when creating weapons but may happen.
I don't have art for the world (yet) but I imagine it being very similar to India, a peninsula with a cluster of islands to the south and south east. There is a massive landmass beyond the mainland of Khoyee but it's still covered in deadly storms that no mere man could survive for more than a few moments. As for the mainland of Khoyee...
Eastern Forest - Along the coastline just beyond the beaches is a thick forest that stretches from the southern cliffs to the northern tundra. This is the recommended starting point for any party as it has the easiest encounters and few dangerous elements of nature. It's easier to start a settlement here but because of that very fact many settlements rise and fall as they assault one another and battle for resources. This area is known for its lumber and hides.
Southern Cliffs - To the south as you come to the end of either the Eastern Forest of the Western Sands, you will come across the Souther Cliffs and Valleys. These lands are rigid and vary from dark chasms to several hundred foot tall cliffs, and the valleys that lay in between. The creatures that thrive here can either fly or climb and can harass traveling parties before vanishing off high or low. Finding flatland here is difficult and earthquakes make establishing a settlement even more difficult. This area is known for beastmasters who aqquire beast of siege that can climb or soar over city walls.
Western Sands - The Western Sands are notorious for being the death of many a traveler with their drastic change in temperature day and night, and the dangerous creatures that lurk within the sand itself. Establishing a settlement here is one of difficult beginings but thriving growth as resources are rare but valuable. The area is known for gatherers and merchants.
Centeral Plains - The majority of Khoyee is the immense plains that stretch from east to west, south to north. These are fertile farmlands and lush rolling hills of wildlife. Most of the population of Khoyee settles down within these plains and benefit from the trade and travel of all the surrounding nations. Nature is kind to the people of the plains but makes for great hunting grounds for some of the largest beast known to man.
The North - To the North is a vast stretch of snow and ice covered lands. Those that live here are the hardiest of souls as the conditions and beast of The North are some of the deadliest that Khoyee has to offer. Most of Khoyees metals and armaments come from the miners and smiths of The North.
Beyond The North - There are lands beyond The North that men dare not go. These lands are still plagued by the storms that once covered all of Khoyee and there are far more warriors of the dead than those of the living Beyond The North. These lands are the center of chaos and when death bringers come, they come from Beyond the North.
Eastern Forest - Along the coastline just beyond the beaches is a thick forest that stretches from the southern cliffs to the northern tundra. This is the recommended starting point for any party as it has the easiest encounters and few dangerous elements of nature. It's easier to start a settlement here but because of that very fact many settlements rise and fall as they assault one another and battle for resources. This area is known for its lumber and hides.
Southern Cliffs - To the south as you come to the end of either the Eastern Forest of the Western Sands, you will come across the Souther Cliffs and Valleys. These lands are rigid and vary from dark chasms to several hundred foot tall cliffs, and the valleys that lay in between. The creatures that thrive here can either fly or climb and can harass traveling parties before vanishing off high or low. Finding flatland here is difficult and earthquakes make establishing a settlement even more difficult. This area is known for beastmasters who aqquire beast of siege that can climb or soar over city walls.
Western Sands - The Western Sands are notorious for being the death of many a traveler with their drastic change in temperature day and night, and the dangerous creatures that lurk within the sand itself. Establishing a settlement here is one of difficult beginings but thriving growth as resources are rare but valuable. The area is known for gatherers and merchants.
Centeral Plains - The majority of Khoyee is the immense plains that stretch from east to west, south to north. These are fertile farmlands and lush rolling hills of wildlife. Most of the population of Khoyee settles down within these plains and benefit from the trade and travel of all the surrounding nations. Nature is kind to the people of the plains but makes for great hunting grounds for some of the largest beast known to man.
The North - To the North is a vast stretch of snow and ice covered lands. Those that live here are the hardiest of souls as the conditions and beast of The North are some of the deadliest that Khoyee has to offer. Most of Khoyees metals and armaments come from the miners and smiths of The North.
Beyond The North - There are lands beyond The North that men dare not go. These lands are still plagued by the storms that once covered all of Khoyee and there are far more warriors of the dead than those of the living Beyond The North. These lands are the center of chaos and when death bringers come, they come from Beyond the North.
The game world is split into Biomes like The Central Plains, Eastern Forest, so on and so forth. Each of those biomes is then broken up further into regions such as Eastern Forest Region 1, Eastern Forest Region 2, etc. Maps are made based on those regions, so when you play you'll mainly look at a minimap of the region rather than the world map. An example is attached below...
Eastern Forest Region 5
Icons for things like Ore Deposits will be added at a later date
The overall minimap is the region and then that region is divided further into areas, the locations with green names. When you enter an area for the first time it will be considered hostile and your party has a chance to run into an encounter there. If you defeat the encounter the hostility of the area will go down. The hostility of areas is broken down below.
Hostility Levels
Hostile - High chance of an encounter, roll a D20 upon entering the area or camping for over an hour in the location. 1-10 results in an encounter, 11-20 no encounter.
Tempered - Low chance of an encounter, roll a D20 upon entering the area or camping for over an hour in the location. 1-5 results in an encounter, 6-20 no encounter.
Peaceful - No chance of an encounter.
Everytime you defeat an encounter or if your roll results in no encounter, the hostility of the area go downs a level. This is to prevent parties from being stuck into a combat loop until they are worn down and killed in fights they would otherwise win.
Eastern Forest Region 5
Icons for things like Ore Deposits will be added at a later date
The overall minimap is the region and then that region is divided further into areas, the locations with green names. When you enter an area for the first time it will be considered hostile and your party has a chance to run into an encounter there. If you defeat the encounter the hostility of the area will go down. The hostility of areas is broken down below.
Hostility Levels
Hostile - High chance of an encounter, roll a D20 upon entering the area or camping for over an hour in the location. 1-10 results in an encounter, 11-20 no encounter.
Tempered - Low chance of an encounter, roll a D20 upon entering the area or camping for over an hour in the location. 1-5 results in an encounter, 6-20 no encounter.
Peaceful - No chance of an encounter.
Everytime you defeat an encounter or if your roll results in no encounter, the hostility of the area go downs a level. This is to prevent parties from being stuck into a combat loop until they are worn down and killed in fights they would otherwise win.
To balance out the two different ways to play KoK, experience is slowly generated as time progresses. Every day that passes in reality is equivalent to 8 hours in Khoyee. So it takes three days in real life for an in-game day to progress. Every in-game hour that passes earns you 1 exp in your primary role. Thus every real life day that passes earns you 8 exp in your primary role. Since you have a x3 bonus to Primary role experience you actually earn 24 experience per real life day or 1 exp per hour. Your party simply gets the 8 exp you earned prior to the multiplier. Because of this a larger party generates more passive experience than a small party since every member of the party is generating 1 exp per in game hour.
There are two primary ways to play Kingdoms of Khoyee, the traditional table-top way of having a session in a group that can last hours at a time, or through post you write on a forum or through dms. Regardless of the way you play you may encounter players of either play style on your journey. Here are some things to note about the different play styles.
Traditional
Post Written
Traditional
- Traditional can take place either in person or through chat groups like the KoK Discord
- During sessions progress can be quick as you are not waiting on people to post rather those around you act right away
- Sessions may have a lot of idle time in between, sessions could end up being weekly or bi-weekly, and members of your party may not always be able to attend every session
- Interactions between players may take time as other parties, even if they are also playing traditional, may not be able to communicate with you directly
Post Written
- Idle time is typically less between post as that between sessions however it is much more frequent and depending on how active your party is, progress may be slow
- Some party members may far less active than others, in that event you can have a more "permanent" camp or province of choice for your less active members to rest at while other members of the party keep progressing. All party members generate experience over time so banning the character from your party should be a last resort!
For the purpose of the rp we will be starting year 15 after the storms around Khoyee cleared away. Some settlements and towns will already be established by NPC characters and will serve as a place of trade and protection from beast (To an extent). Those of you choosing the route of a leader can either establish your own settlement or try to take over one of the already established settlements or towns. There are a lot of mechanics when it comes to building your own kingdom so I'll list those below.
Taking Over a Province
In order to take over an already established province, you need to sit on the throne and have the people accept your position. This can be done a number of ways...
Conquering
The most straightforward way is to conquer a province. To do this you need to defeat the local army either by completely vanquishing them or causing them to surrender. Then you must either kill or exile the current leader before you can sit on the throne. If the current leader flees then they can return and cause a mutiny.
Diplomacy (Friendly and Hostile)
A leader can only rule if the people under them wish to be ruled by them. If you can have enough of the wealthy members of the province vouch for your position you can push the current ruler out of their position. You just need to show that life under you could be better than the current leader. This can be done through "Friendly Diplomacy" or "Hostile Diplomacy". Positive Diplomacy is done through offering the upper echelon more money or land than they currently have access to, or by building such a relationship with them that they simply like you far more than the current leader. Hostile Diplomacy is done through assassination and blackmail where you make people feel like their current leader can't protect them. In the end, you can use either method or a combination of the two as long as the majority of the populous believe you are a better fit for ruler than the current one.
Trade
It is possible that if trade is so successful, and thus the quality of life is higher, that people of neighboring provinces will start to move to live within yours. If this continues the rulers of neighboring provinces could end up losing their entire populous to you or have to pledge servitude in return for a share of your trade.
Establishing a Settlement
You can also establish your own settlement from scratch and build it as you see fit. This does come with certain requirements. You'll need a source of gathering raw materials as well as labor. You can do this either through players or npcs. People will need a place to live, a source of food, and an income to live in your settlement. On top of that, you'll need to keep people happy and protected so they don't leave or die. It is recommended that you work with players to establish the beginnings of your settlement and then once you have something established you begin recruiting npcs.
Recruiting NPCs
After establishing a settlement npcs will start to show up as time passes and settle down in your province. However, this process is slow and unreliable for true growth, especially early on. If you wish to have npcs with certain skills living within your province you'll need to go find them and recruit them. To do this travel to other provinces (or find settlers out in the wild) and convince the skilled npc of your choice to come live in your province. For example, if you find a skilled blacksmith that has a large family living in a small house, offer to build them a large house if they leave their current province in favor of yours. Homes, land, and money can serve as a quick means of recruitment. You can also earn favor with an npc by performing task and going on quest for them. The more skilled the npc, the more they require before moving to your province.
Clearing Land and Districts
A leader can choose to clear a region to establish a Province or to add Districts to an already established Province. Clearing land takes a large amount of resources, manpower, and time to complete but turns the region into a cluster of plots of land.
Clearing a Region
Clearing a region will completely remove that region from the game world and turn it into either a Province or a District of a Province. In order to clear land you will need to do the following...
Clearing a Region means you will no longer be able to gather resources in that location and thus you must decide if plots of land to build upon are more valuable than the resources that would otherwise be found there.
Taking Over a Province
In order to take over an already established province, you need to sit on the throne and have the people accept your position. This can be done a number of ways...
Conquering
The most straightforward way is to conquer a province. To do this you need to defeat the local army either by completely vanquishing them or causing them to surrender. Then you must either kill or exile the current leader before you can sit on the throne. If the current leader flees then they can return and cause a mutiny.
Diplomacy (Friendly and Hostile)
A leader can only rule if the people under them wish to be ruled by them. If you can have enough of the wealthy members of the province vouch for your position you can push the current ruler out of their position. You just need to show that life under you could be better than the current leader. This can be done through "Friendly Diplomacy" or "Hostile Diplomacy". Positive Diplomacy is done through offering the upper echelon more money or land than they currently have access to, or by building such a relationship with them that they simply like you far more than the current leader. Hostile Diplomacy is done through assassination and blackmail where you make people feel like their current leader can't protect them. In the end, you can use either method or a combination of the two as long as the majority of the populous believe you are a better fit for ruler than the current one.
Trade
It is possible that if trade is so successful, and thus the quality of life is higher, that people of neighboring provinces will start to move to live within yours. If this continues the rulers of neighboring provinces could end up losing their entire populous to you or have to pledge servitude in return for a share of your trade.
Establishing a Settlement
You can also establish your own settlement from scratch and build it as you see fit. This does come with certain requirements. You'll need a source of gathering raw materials as well as labor. You can do this either through players or npcs. People will need a place to live, a source of food, and an income to live in your settlement. On top of that, you'll need to keep people happy and protected so they don't leave or die. It is recommended that you work with players to establish the beginnings of your settlement and then once you have something established you begin recruiting npcs.
Recruiting NPCs
After establishing a settlement npcs will start to show up as time passes and settle down in your province. However, this process is slow and unreliable for true growth, especially early on. If you wish to have npcs with certain skills living within your province you'll need to go find them and recruit them. To do this travel to other provinces (or find settlers out in the wild) and convince the skilled npc of your choice to come live in your province. For example, if you find a skilled blacksmith that has a large family living in a small house, offer to build them a large house if they leave their current province in favor of yours. Homes, land, and money can serve as a quick means of recruitment. You can also earn favor with an npc by performing task and going on quest for them. The more skilled the npc, the more they require before moving to your province.
Clearing Land and Districts
A leader can choose to clear a region to establish a Province or to add Districts to an already established Province. Clearing land takes a large amount of resources, manpower, and time to complete but turns the region into a cluster of plots of land.
Clearing a Region
Clearing a region will completely remove that region from the game world and turn it into either a Province or a District of a Province. In order to clear land you will need to do the following...
- Designate a Region for clearing, the map name will be adjusted to Region X - Marked for Clearing.
- Pacify all Areas within the Region. An Area is considered pacified once a party of players or NPCs has defeated all foes in the Area. An area remains pacified for 1 day.
- Harvest all Resource Points in the Region. A Resource Point is a spot in which resources spawn daily.
- Keep all resources harvested and all regions pacified for 3 days in a row, if an entire day goes by without meeting this requirement the region will no longer be marked for clearing.
Clearing a Region means you will no longer be able to gather resources in that location and thus you must decide if plots of land to build upon are more valuable than the resources that would otherwise be found there.
Introduction
After establishing a province and taking the throne at a place of ruling (Home of Dasai, Home of Mahapaline, Castle of Adheen Raheen) you can begin leading your people. There are several key factors to consider before making any ruling decisions. You should familiarize yourself with the current standings of your people.
Basic Needs of an NPC
Shelter - Larger homes will be needed for larger families. Higher quality homes will be needed for wealthier npcs.
Food - Farming, hunting, and trade can bring in food. You need to make sure you have enough of it to feed your population.
Income - People need a purpose and a means of buying their needs and wants. If a blacksmith moves into town but you don't have enough ore coming in for them to smith with, they won't live their long.
Advanced Needs of an NPC
Protection - You need soldiers to keep your population alive, players can do this to an extent but players tend to travel, you will need a garrison of NPC soldiers that can be posted at stations to guard.
Happiness - Several factors play into happiness but in short as long as you keep people sheltered, fed, paid, and protected they should be happy. Failing at any one of these could cause people to become unhappy so you must balance them all.
Specifics - Other players can recruit npcs out from under you, be sure to check on their specific needs from time to time. If you have a very skilled carpenter you want to keep and they're unmarried, another player could offer them courtship and whisk them away.
Overall Needs
Shelter, Food, Income, Protection, and Happiness will be listed for the overall population of a Province or District. These totals, or overall needs, will give you an idea of how your general population is doing but shouldn’t be relied upon entirely. The Overall Needs are simply an average, the happiness of a wealthy blacksmith within your city walls may be drastically different than a poor farmer outside those walls.
Taxes
As a ruler of a province you will be able to tax those within your city walls. Depending on the skills available to you, you may be able to break the population into different subgroups and tax each of them differently. Note that players and NPCs alike don’t generally liked to be taxed but can come to accept them. It is up to you as a leader to find what tax rates work within your province so that you can benefit as much as possible without causing people to leave your province or start a riot.
Monetary Taxes
Everyone that works, buys, or sells within your province owes you taxes in the form of coin. The overall tax rate can be adjusted without the use of a skill but if you want to break down the population into subgroups and tax them all separately you will need the related skill to do so. For example the Tariff skill allows you to tax the import and export of goods.
Resource Taxes
Those that produce a product on your land owe you a portion of the resources they gather. The default resource tax is 50% but this can be adjusted with the Resource Assembly skill.
Districts
Districts function much like a Province, the plots of land can be built upon in what way you see fit. Districts simply expand your Province beyond its prior boundaries. Districts will have their own needs that may vary from the rest of your Province. For example, you will need to build walls and station guards in a District as you had with your the rest of your Province. Districts can also be taxed individually so you can divide up the wealthy and working classes as you see fit, just remember that high taxes may lead to rebellion within your District.
Skills
Many skills expand on the possibilities of how you rule, refer to the Leadership Role for more information.
After establishing a province and taking the throne at a place of ruling (Home of Dasai, Home of Mahapaline, Castle of Adheen Raheen) you can begin leading your people. There are several key factors to consider before making any ruling decisions. You should familiarize yourself with the current standings of your people.
Basic Needs of an NPC
Shelter - Larger homes will be needed for larger families. Higher quality homes will be needed for wealthier npcs.
Food - Farming, hunting, and trade can bring in food. You need to make sure you have enough of it to feed your population.
Income - People need a purpose and a means of buying their needs and wants. If a blacksmith moves into town but you don't have enough ore coming in for them to smith with, they won't live their long.
Advanced Needs of an NPC
Protection - You need soldiers to keep your population alive, players can do this to an extent but players tend to travel, you will need a garrison of NPC soldiers that can be posted at stations to guard.
Happiness - Several factors play into happiness but in short as long as you keep people sheltered, fed, paid, and protected they should be happy. Failing at any one of these could cause people to become unhappy so you must balance them all.
Specifics - Other players can recruit npcs out from under you, be sure to check on their specific needs from time to time. If you have a very skilled carpenter you want to keep and they're unmarried, another player could offer them courtship and whisk them away.
Overall Needs
Shelter, Food, Income, Protection, and Happiness will be listed for the overall population of a Province or District. These totals, or overall needs, will give you an idea of how your general population is doing but shouldn’t be relied upon entirely. The Overall Needs are simply an average, the happiness of a wealthy blacksmith within your city walls may be drastically different than a poor farmer outside those walls.
Taxes
As a ruler of a province you will be able to tax those within your city walls. Depending on the skills available to you, you may be able to break the population into different subgroups and tax each of them differently. Note that players and NPCs alike don’t generally liked to be taxed but can come to accept them. It is up to you as a leader to find what tax rates work within your province so that you can benefit as much as possible without causing people to leave your province or start a riot.
Monetary Taxes
Everyone that works, buys, or sells within your province owes you taxes in the form of coin. The overall tax rate can be adjusted without the use of a skill but if you want to break down the population into subgroups and tax them all separately you will need the related skill to do so. For example the Tariff skill allows you to tax the import and export of goods.
Resource Taxes
Those that produce a product on your land owe you a portion of the resources they gather. The default resource tax is 50% but this can be adjusted with the Resource Assembly skill.
Districts
Districts function much like a Province, the plots of land can be built upon in what way you see fit. Districts simply expand your Province beyond its prior boundaries. Districts will have their own needs that may vary from the rest of your Province. For example, you will need to build walls and station guards in a District as you had with your the rest of your Province. Districts can also be taxed individually so you can divide up the wealthy and working classes as you see fit, just remember that high taxes may lead to rebellion within your District.
Skills
Many skills expand on the possibilities of how you rule, refer to the Leadership Role for more information.
Chaos
Beyond The North is the center of Chaos and the home of Death Bringers. Death Bringers are not a specific race of creature, almost anything that comes from Beyond The North is referred to as a Death Bringer as they are the only Tier VI creatures you will encounter. These creatures are attracted to Chaos and can wipe out armies and level cities. Chaos is created by the suffering of people. Once Chaos hits a critical mass Death Bringers will march from Beyond The North and come to the source of the chaos. There they will remain until vanquished or the source of Chaos has been removed.
Causes of Chaos
Chaos Distribution
Chaos comes in four different forms...
Personal Chaos
Personal Chaos is measured in a [0/100] meter, when you hit [100/100] a Death Bringer will begin the hunt for you. Personal Chaos can be reduced by killing those that also have Chaos. When you kill a player or Creature of Chaos reduce their Chaos form your own.
Party Chaos
Party Chaos is also measured in a [0/100] meter and is equal to the total chaos each party member has as Personal Chaos. If you have a party member that has 60 Personal Chaos and another member with 30 Personal Chaos, then the whole party has [90/100] Chaos. If that meter hits 100 Death Bringers are coming for the whole party regardless of who did the killing.
Kingdom Chaos
Kingdoms as a whole also have a measure of Chaos. Kingdom Chaos is measured [0/1,000]. This accounts for the players within the region but is mainly to track Chaos generated through war. If there is a battle and your kingdom kills 300 soldiers, your Kingdom now has [300/1000] Chaos. Unlike Personal and Party Chaos however it will dimminish over time, -10 Chaos per day. Death Bringers do not generate Chaos and thus if they attack a city and kill 500 NPCs they do not cause 500 Chaos. If you fend off an assault by Death Bringers your Kingdom Chaos resets to 0.
Kingdom Chaos' key purpose is to prevent a single kingdom from conquering the world and preventing other players from having kingdoms of their own. It is possible that a Kingdom could fend off a Death Bringer, but it is unlikely that they could afford to wage war, fend off a Tier VI creature, and then go right back to waging war.
Player vs Player
If players engage another group of players, the DMs of both parties must agree on the consequences of battle. Here are some suggestions...
Friendly KO - Players upon hitting 0 Health are KO'd instead of being killed. Their bodies can not be looted. They will later recover after the other party has left.
Hostile KO - Players upon hitting 0 Health are KO'd instead of being killed. Their bodies can be looted. They will later recover after the other party has left.
Death - Players die upon hitting 0 health. The killer recieves +20 Chaos.
If you are killed by a player, or party of players, then your New Character +, or New Character can not go straight for revenge against the players that killed your last character. The Chaos system should get revenge for you and your party. This is to prevent players from going back and forth killing each other over and over until both parties are very low leveled. (It was also decided by your DM that you could be killed, if you did not like that decision please speak with your DM)
Creautres of Chaos
Creatures of Chaos are creatures that have killed many an npc or player and are typically wanted dead by the local province. In addition to the rewards these come with they also reduce Personal Chaos for those that strike them down. (If in a party, make sure those with Chaos get the last hit)
Beyond The North is the center of Chaos and the home of Death Bringers. Death Bringers are not a specific race of creature, almost anything that comes from Beyond The North is referred to as a Death Bringer as they are the only Tier VI creatures you will encounter. These creatures are attracted to Chaos and can wipe out armies and level cities. Chaos is created by the suffering of people. Once Chaos hits a critical mass Death Bringers will march from Beyond The North and come to the source of the chaos. There they will remain until vanquished or the source of Chaos has been removed.
Causes of Chaos
- Killing NPCs - Killing NPCs be it in murder or through war, will generate chaos. +1 Chaos for every dead NPC. Because of this war can quickly generate Chaos, and if very powerful players and their armies go on a rampage, they will soon be hunted by Death Bringers.
- Allowing NPCs to Die - NPCs can also die by other means other than war such as starvation, bandit raids, killed by beast and so on. This also generates +1 Chaos per death.
- Killing Players - Killing players, seen as the heroes of the land, causes a lot of Chaos compared to NPCs. +20 Chaos per player killed.
Chaos Distribution
Chaos comes in four different forms...
Personal Chaos
Personal Chaos is measured in a [0/100] meter, when you hit [100/100] a Death Bringer will begin the hunt for you. Personal Chaos can be reduced by killing those that also have Chaos. When you kill a player or Creature of Chaos reduce their Chaos form your own.
Party Chaos
Party Chaos is also measured in a [0/100] meter and is equal to the total chaos each party member has as Personal Chaos. If you have a party member that has 60 Personal Chaos and another member with 30 Personal Chaos, then the whole party has [90/100] Chaos. If that meter hits 100 Death Bringers are coming for the whole party regardless of who did the killing.
Kingdom Chaos
Kingdoms as a whole also have a measure of Chaos. Kingdom Chaos is measured [0/1,000]. This accounts for the players within the region but is mainly to track Chaos generated through war. If there is a battle and your kingdom kills 300 soldiers, your Kingdom now has [300/1000] Chaos. Unlike Personal and Party Chaos however it will dimminish over time, -10 Chaos per day. Death Bringers do not generate Chaos and thus if they attack a city and kill 500 NPCs they do not cause 500 Chaos. If you fend off an assault by Death Bringers your Kingdom Chaos resets to 0.
Kingdom Chaos' key purpose is to prevent a single kingdom from conquering the world and preventing other players from having kingdoms of their own. It is possible that a Kingdom could fend off a Death Bringer, but it is unlikely that they could afford to wage war, fend off a Tier VI creature, and then go right back to waging war.
Player vs Player
If players engage another group of players, the DMs of both parties must agree on the consequences of battle. Here are some suggestions...
Friendly KO - Players upon hitting 0 Health are KO'd instead of being killed. Their bodies can not be looted. They will later recover after the other party has left.
Hostile KO - Players upon hitting 0 Health are KO'd instead of being killed. Their bodies can be looted. They will later recover after the other party has left.
Death - Players die upon hitting 0 health. The killer recieves +20 Chaos.
If you are killed by a player, or party of players, then your New Character +, or New Character can not go straight for revenge against the players that killed your last character. The Chaos system should get revenge for you and your party. This is to prevent players from going back and forth killing each other over and over until both parties are very low leveled. (It was also decided by your DM that you could be killed, if you did not like that decision please speak with your DM)
Creautres of Chaos
Creatures of Chaos are creatures that have killed many an npc or player and are typically wanted dead by the local province. In addition to the rewards these come with they also reduce Personal Chaos for those that strike them down. (If in a party, make sure those with Chaos get the last hit)
Tier I
Wolves
Common creatures of the Eastern Forest and are often found in large packs of five or more.
Exp Reward: 5
Aura: 0
Health: 30
Stun Resist: 25
Pierce Resist: 0%
Attacks and Abilities:
Bite - |Melee| Bites a single target
Damage: 9-19 raw
Stun: 0
Piercing: 0
Damage Breakdown:
1-8 = Miss
9 = 9
10 = 10
11 = 11
12 = 12
13 = 13
14 = 14
15 = 15
16 = 16
17 = 17
18 = 18
19 = 19
20 = crit
Wisp
Spirits of nature that can turn hostile if threatened.
Exp Reward: 5
Aura: 50
Health: 15
Stun Resist: 20
Pierce Resist: 0%
Attacks and Abilities:
Nature’s Shot - |Ranged| Shoots a condense projectile of energy at a single target
Damage: 5-14 raw
Stun: 0
Piercing: 5-14
Damage Breakdown:
1-9 = Miss
10 = 5 + 5 Pierce
11 = 6 + 6 Pierce
12 = 7+ 7 Pierce
13 = 8 + 8 Pierce
14 = 9 + 9 Pierce
15 = 10 + 10 Pierce
16 = 11 + 11 Pierce
17 = 12 + 12 Pierce
18 = 13 + 13 Pierce
19 = 14 + 14 Pierce
20 = crit
Drain - |Cast| (25 Aura) Connects to a single target and drains them of aura, replenishing the Wisp’ own aura
Damage: 25 Aura
Stun: 0
Piercing: 0
Damage Breakdown:
1-10 = Miss
10-20 = 25 Aura
Fuse - |Cast| (0) Fuses with the body of another, replenishing their aura up to 50
Dyrk
These creatures are similar to wolves though much larger and the majority of their fur is towards the front of their bodies, creating a large mane like appearance. This thick hide towards the front helps protect their vitals which are often targeted by other Dyrk in territory and pack fights. They are pack animals, much like their wolf relatives, though typically smaller packs.
Exp Reward: 10
Aura: 0
Health: 60
Stun Resist: 50
Pierce Resist: 0
Attacks and Abilities:
Bite - |Melee| Bites a single target
Damage: 14-24 raw
Stun: 0
Piercing: 0
Damage Breakdown:
1-8 = Miss
9 = 14
10 = 15
11 = 16
12 = 17
13 = 18
14 = 19
15 = 20 + 5 Pierce
16 = 21 + 6 Pierce
17 = 22 + 7 Pierce
18 = 23 + 8 Pierce
19 = 24 + 9 Pierce
20 = crit
Kabold
These lizard-like humanoids tend to spend most of their lives within dark caves and caverns. They are known for harassing miners throughout Khoyee.
Exp Reward: 10
Aura: 20
Health: 40
Stun Resist: 25
Pierce Resist: 10%
Attacks and Abilities:
Claw - |Melee| Claws a single target
Damage: 14-24 raw
Stun: 0
Piercing: 0
Damage Breakdown:
1-8 = Miss
9 = 14
10 = 15
11 = 16
12 = 17
13 = 18
14 = 19
15 = 20
16 = 21
17 = 22
18 = 23
19 = 24
20 = crit
Toss - |Ranged| Tosses a rock at a single target
Damage: 10-29 raw
Stun: 10-14
Piercing: 0
Damage Breakdown:
1-9 = Miss
10 = 10
11 = 11
12 = 12
13 = 13
14 = 14
15 = 15 + 10 Stun
16 = 16 + 11 Stun
17 = 17 + 12 Stun
18 = 18 + 13 Stun
19 = 19 + 14 Stun
20 = crit
Scorch Beetle
A beetle the size of a shield, navy blue in color with a red tint. These beetles can exhale an acidic vapor that singes the skin. In the front of their mouth they have a set of pincers that when struck together, ignite the vapor that the breath, scorching the area in front of them, hence their name. Like other winged beetles the Scorch Beetle can fly, however only short distances and is typically a means of traveling between trees.
Exp Reward: 20
Aura: 20
Health: 80
Stun Resist: 50
Pierce Resist: 10%
Attacks and Abilities:
Scorch - |Ranged| |AoE - 3 Meter cone|
Damage: 30-48 fire
Stun: 0
Piercing: 0
Damage Breakdown:
1-9 = Miss
10 = 30 Fire
11 = 32 Fire
12 = 34 Fire
13 = 36 Fire
14 = 38 Fire
15 = 40 Fire
16 = 42 Fire
17 = 44 Fire
18 = 46 Fire
19 = 48 Fire
20 = crit
Grasp - |Physical - 5 Meters| |Status| Flies and grabs onto a single target, doubling the damage of scorch to that target
Scorch Beetle - Hive
Some Scorch Beetles have large wasp hives across their back that prevent them from flying but provide a unique defense. The wasp and the beetle have a symbiotic relationship. The beetle generates heat creating a warm environment for the wasp and can quickly scorch small insects in the vicinity in front of it, providing a quick meal for the wasp of the hive. The wasp help harass and fend off larger predators that may otherwise harm the beetle.
Exp Reward: 20
Scorch Beetle
Aura: 20
Health: 80
Stun Resist: 50
Pierce Resist: 10%
Hive
Aura: 0
Health: 40
Stun Resist: Immune
Pierce Resist: 0
Attacks and Abilities:
Scorch - |Ranged| |AoE - 3 Meter cone|
Damage: 30-48 fire
Stun: 0
Piercing: 0
Damage Breakdown:
1-9 = Miss
10 = 30 Fire
11 = 32 Fire
12 = 34 Fire
13 = 36 Fire
14 = 38 Fire
15 = 40 Fire
16 = 42 Fire
17 = 44 Fire
18 = 46 Fire
19 = 48 Fire
20 = crit
Swarm - |Ranged| |Status| (15 Raw) per turn until hive is destroyed or the wasp recieve fire damage
Damage Breakdown:
1-10 = Miss
10-20 = 15 Raw per turn
Tier II
Kasheer
The Kasheer are hostile forest spirits that are known for killing hunters, loggers, any foolish enough to disturb their woods. Their appearance varies, some say they are made of dead animals, others say bits of plants, and some have seen them as moss covered rock. Regardless of what they are made of, a large wisp lies within its core. Kill that and the rest will tumble.
Exp Reward: 50
Aura: 200
Health: 60
Stun Resist: 150
Pierce Resist: 30%
Traits
Dual Caster - When using a cast ability, take a second turn.
Attacks and Abilities:
Wisp - |Summoning| Summons a Wisp
Root - |Cast| Roots a character in place for two turns or until the roots are destroyed
Root Health: 15
Toxic Cloud - |Cast| |AoE - 5 meter circle| |Status: 10 Turns| Creates a toxic cloud that inflicts Poison damage to those that enter it, doing 10 Poison damage per turn until cured or allowed to run its course.
Damage: 10 poison
Stun: 0
Piercing: 0
Damage Breakdown:
1-10 = Miss
11-20 = Success
Nature’s Spark - |Cast| Sends a bolt of green energy at a single target.
Damage: 20-38 raw
Stun: 0
Piercing: 0
Damage Breakdown:
1-9 = Miss
10 = 20
11 = 22
12 = 24
13 = 26
14 = 28
15 = 30
16 = 32
17 = 34
18 = 36
19 = 38
20 = crit
Wolves
Common creatures of the Eastern Forest and are often found in large packs of five or more.
Exp Reward: 5
Aura: 0
Health: 30
Stun Resist: 25
Pierce Resist: 0%
Attacks and Abilities:
Bite - |Melee| Bites a single target
Damage: 9-19 raw
Stun: 0
Piercing: 0
Damage Breakdown:
1-8 = Miss
9 = 9
10 = 10
11 = 11
12 = 12
13 = 13
14 = 14
15 = 15
16 = 16
17 = 17
18 = 18
19 = 19
20 = crit
Wisp
Spirits of nature that can turn hostile if threatened.
Exp Reward: 5
Aura: 50
Health: 15
Stun Resist: 20
Pierce Resist: 0%
Attacks and Abilities:
Nature’s Shot - |Ranged| Shoots a condense projectile of energy at a single target
Damage: 5-14 raw
Stun: 0
Piercing: 5-14
Damage Breakdown:
1-9 = Miss
10 = 5 + 5 Pierce
11 = 6 + 6 Pierce
12 = 7+ 7 Pierce
13 = 8 + 8 Pierce
14 = 9 + 9 Pierce
15 = 10 + 10 Pierce
16 = 11 + 11 Pierce
17 = 12 + 12 Pierce
18 = 13 + 13 Pierce
19 = 14 + 14 Pierce
20 = crit
Drain - |Cast| (25 Aura) Connects to a single target and drains them of aura, replenishing the Wisp’ own aura
Damage: 25 Aura
Stun: 0
Piercing: 0
Damage Breakdown:
1-10 = Miss
10-20 = 25 Aura
Fuse - |Cast| (0) Fuses with the body of another, replenishing their aura up to 50
Dyrk
These creatures are similar to wolves though much larger and the majority of their fur is towards the front of their bodies, creating a large mane like appearance. This thick hide towards the front helps protect their vitals which are often targeted by other Dyrk in territory and pack fights. They are pack animals, much like their wolf relatives, though typically smaller packs.
Exp Reward: 10
Aura: 0
Health: 60
Stun Resist: 50
Pierce Resist: 0
Attacks and Abilities:
Bite - |Melee| Bites a single target
Damage: 14-24 raw
Stun: 0
Piercing: 0
Damage Breakdown:
1-8 = Miss
9 = 14
10 = 15
11 = 16
12 = 17
13 = 18
14 = 19
15 = 20 + 5 Pierce
16 = 21 + 6 Pierce
17 = 22 + 7 Pierce
18 = 23 + 8 Pierce
19 = 24 + 9 Pierce
20 = crit
Kabold
These lizard-like humanoids tend to spend most of their lives within dark caves and caverns. They are known for harassing miners throughout Khoyee.
Exp Reward: 10
Aura: 20
Health: 40
Stun Resist: 25
Pierce Resist: 10%
Attacks and Abilities:
Claw - |Melee| Claws a single target
Damage: 14-24 raw
Stun: 0
Piercing: 0
Damage Breakdown:
1-8 = Miss
9 = 14
10 = 15
11 = 16
12 = 17
13 = 18
14 = 19
15 = 20
16 = 21
17 = 22
18 = 23
19 = 24
20 = crit
Toss - |Ranged| Tosses a rock at a single target
Damage: 10-29 raw
Stun: 10-14
Piercing: 0
Damage Breakdown:
1-9 = Miss
10 = 10
11 = 11
12 = 12
13 = 13
14 = 14
15 = 15 + 10 Stun
16 = 16 + 11 Stun
17 = 17 + 12 Stun
18 = 18 + 13 Stun
19 = 19 + 14 Stun
20 = crit
Scorch Beetle
A beetle the size of a shield, navy blue in color with a red tint. These beetles can exhale an acidic vapor that singes the skin. In the front of their mouth they have a set of pincers that when struck together, ignite the vapor that the breath, scorching the area in front of them, hence their name. Like other winged beetles the Scorch Beetle can fly, however only short distances and is typically a means of traveling between trees.
Exp Reward: 20
Aura: 20
Health: 80
Stun Resist: 50
Pierce Resist: 10%
Attacks and Abilities:
Scorch - |Ranged| |AoE - 3 Meter cone|
Damage: 30-48 fire
Stun: 0
Piercing: 0
Damage Breakdown:
1-9 = Miss
10 = 30 Fire
11 = 32 Fire
12 = 34 Fire
13 = 36 Fire
14 = 38 Fire
15 = 40 Fire
16 = 42 Fire
17 = 44 Fire
18 = 46 Fire
19 = 48 Fire
20 = crit
Grasp - |Physical - 5 Meters| |Status| Flies and grabs onto a single target, doubling the damage of scorch to that target
Scorch Beetle - Hive
Some Scorch Beetles have large wasp hives across their back that prevent them from flying but provide a unique defense. The wasp and the beetle have a symbiotic relationship. The beetle generates heat creating a warm environment for the wasp and can quickly scorch small insects in the vicinity in front of it, providing a quick meal for the wasp of the hive. The wasp help harass and fend off larger predators that may otherwise harm the beetle.
Exp Reward: 20
Scorch Beetle
Aura: 20
Health: 80
Stun Resist: 50
Pierce Resist: 10%
Hive
Aura: 0
Health: 40
Stun Resist: Immune
Pierce Resist: 0
Attacks and Abilities:
Scorch - |Ranged| |AoE - 3 Meter cone|
Damage: 30-48 fire
Stun: 0
Piercing: 0
Damage Breakdown:
1-9 = Miss
10 = 30 Fire
11 = 32 Fire
12 = 34 Fire
13 = 36 Fire
14 = 38 Fire
15 = 40 Fire
16 = 42 Fire
17 = 44 Fire
18 = 46 Fire
19 = 48 Fire
20 = crit
Swarm - |Ranged| |Status| (15 Raw) per turn until hive is destroyed or the wasp recieve fire damage
Damage Breakdown:
1-10 = Miss
10-20 = 15 Raw per turn
Tier II
Kasheer
The Kasheer are hostile forest spirits that are known for killing hunters, loggers, any foolish enough to disturb their woods. Their appearance varies, some say they are made of dead animals, others say bits of plants, and some have seen them as moss covered rock. Regardless of what they are made of, a large wisp lies within its core. Kill that and the rest will tumble.
Exp Reward: 50
Aura: 200
Health: 60
Stun Resist: 150
Pierce Resist: 30%
Traits
Dual Caster - When using a cast ability, take a second turn.
Attacks and Abilities:
Wisp - |Summoning| Summons a Wisp
Root - |Cast| Roots a character in place for two turns or until the roots are destroyed
Root Health: 15
Toxic Cloud - |Cast| |AoE - 5 meter circle| |Status: 10 Turns| Creates a toxic cloud that inflicts Poison damage to those that enter it, doing 10 Poison damage per turn until cured or allowed to run its course.
Damage: 10 poison
Stun: 0
Piercing: 0
Damage Breakdown:
1-10 = Miss
11-20 = Success
Nature’s Spark - |Cast| Sends a bolt of green energy at a single target.
Damage: 20-38 raw
Stun: 0
Piercing: 0
Damage Breakdown:
1-9 = Miss
10 = 20
11 = 22
12 = 24
13 = 26
14 = 28
15 = 30
16 = 32
17 = 34
18 = 36
19 = 38
20 = crit
There are three main damage types, Raw, Piercing, and Stun.
There are some less common damage types in the form of elements, these act very similarly to the three listed above with some differences.
- Raw damage goes to Aura first and will only hurt health once Aura hits 0.
- Piercing goes to health and ignores Aura.
- Stun fills up a character's Stun Gauge and once that Gauge is full for example, 50/50 Stun, then the character becomes stunned and is unable to act for a time. Stunned characters can not dodge and thus all hits will land, Misses will instead do minimum damage.
There are some less common damage types in the form of elements, these act very similarly to the three listed above with some differences.
- Fire is just like Raw damage but can ignite flammable substances and cause explosions for extra damage.
- Poison acts like Piercing and goes to health and ignores Aura, typically doing less direct damage than piercing but can build up over time unless cured.
- Ice acts exactly like Stun but instead of being stunned for a brief time you can be frozen for a longer period of time.
Hunting
Meat
Tiers I-V
Used primarily as a cooking ingredient
Hide
Tiers I-V
Used primarily for crafting armor
Horns
Tiers I-V
Used primarily for crafting weapons
Lumberjack
Wood
Tiers I-V
Used primarily in construction
Mining
Ore
Tiers I-V
Used primarily in crafting weapons and armor
Farming
Cotton
Tiers I-III
Used primarily in crafting light armor
Silk
Tiers IV-V
Used primarily in crafting light armor
Carrot
Tier I
Used primarily in cooking
Lettuce
Tier II
Used primarily in cooking
Pear
Tier II
Fruit used primarily in cooking
Corn
Tier III
Vegetable used primarily in cooking
Apple
Tier III
Fruit used primarily in cooking
Wheat
Tier III
Grain used primarily in cooking
Sheep
Tier I
Can be regularly harvested for wool or butchered for Tier I meat
Pig
Tier II
Can be butchered for Tier II meat
Cow
Tier III
Can be regularly harvested for milk or butchered for Tier III meat
Cooking
Basic Ingredients
Tier I
Used primarily in cooking Tier I meals
Stew
Tier I
Heals half a party’s health
Vegetable Soup
Tier I
Increases a party’s mana by 25% for the next engagement
Lamb Chops
Tier I
Increases roll results for an individual by 1 for the rest of the day
Advanced Ingredients
Tier II
Used primarily in cooking Tier II meals
Three Course Meal
Tier II
Heals all of a party’s health
Fruit Salad
Tier II
Party has 10% aura regeneration for the next engagement
Roast
Tier II
Give an individual a free attack once per engagement for the rest of the day
Rare Ingredients
Tier III
Used primarily in cooking Tier III meals
Feast
Tier III
Recovers the party's health entirely and increases it by 50%, non-recoverable
Apple Pie
Tier III
Gives the party a deflective barrier that negates the damage of a single attack
Steak
Tier III
Gives an individual haste for the rest of the day
Meat
Tiers I-V
Used primarily as a cooking ingredient
Hide
Tiers I-V
Used primarily for crafting armor
Horns
Tiers I-V
Used primarily for crafting weapons
Lumberjack
Wood
Tiers I-V
Used primarily in construction
Mining
Ore
Tiers I-V
Used primarily in crafting weapons and armor
Farming
Cotton
Tiers I-III
Used primarily in crafting light armor
Silk
Tiers IV-V
Used primarily in crafting light armor
Carrot
Tier I
Used primarily in cooking
Lettuce
Tier II
Used primarily in cooking
Pear
Tier II
Fruit used primarily in cooking
Corn
Tier III
Vegetable used primarily in cooking
Apple
Tier III
Fruit used primarily in cooking
Wheat
Tier III
Grain used primarily in cooking
Sheep
Tier I
Can be regularly harvested for wool or butchered for Tier I meat
Pig
Tier II
Can be butchered for Tier II meat
Cow
Tier III
Can be regularly harvested for milk or butchered for Tier III meat
Cooking
Basic Ingredients
Tier I
Used primarily in cooking Tier I meals
Stew
Tier I
Heals half a party’s health
Vegetable Soup
Tier I
Increases a party’s mana by 25% for the next engagement
Lamb Chops
Tier I
Increases roll results for an individual by 1 for the rest of the day
Advanced Ingredients
Tier II
Used primarily in cooking Tier II meals
Three Course Meal
Tier II
Heals all of a party’s health
Fruit Salad
Tier II
Party has 10% aura regeneration for the next engagement
Roast
Tier II
Give an individual a free attack once per engagement for the rest of the day
Rare Ingredients
Tier III
Used primarily in cooking Tier III meals
Feast
Tier III
Recovers the party's health entirely and increases it by 50%, non-recoverable
Apple Pie
Tier III
Gives the party a deflective barrier that negates the damage of a single attack
Steak
Tier III
Gives an individual haste for the rest of the day
DM - (Me Temporarily)
Party Member 1 - Yang Teng @JELDare
Party Member 2 - Ade Moore @Torack
Party Member 3 - Mier Coles @Jerkchicken
Party Member 4 - Autumn @OtomostheCrazy
Party Member 5 - Fahall the Frozen @rush99999
Party Member 6 - ???
Party Exp
General
0
Leader
0
Gatherer
0
Laborer
0
Rogue
0
Beastmaster
0
Cook
0
Caster
0
Combat
0
Party Google Drive Folder (Role Sheets and other Docs)
Party Member 1 - Yang Teng @JELDare
Party Member 2 - Ade Moore @Torack
Party Member 3 - Mier Coles @Jerkchicken
Party Member 4 - Autumn @OtomostheCrazy
Party Member 5 - Fahall the Frozen @rush99999
Party Member 6 - ???
Party Exp
General
0
Leader
0
Gatherer
0
Laborer
0
Rogue
0
Beastmaster
0
Cook
0
Caster
0
Combat
0
Party Google Drive Folder (Role Sheets and other Docs)