Welcome to the Land of Rhay! Here there be no great kingdoms or states. Pockets of civilization are scattered throughout a wild expanse of forest, mountain, swamp, and desert. The few noble cities in this region have naturalized and share virtually no connection to the far away kingdoms from whence they came.
Our tale begins in the Great City of Hombarion where you were born and live. You have come of age and are a Rank 1 user of elemental spells, creatures, and strategies. You work for the Serendipity Guild, which operates in Rhay’s two great cities: Hombarion and Bahyrst. You may take on Grade 1 missions. As you acquire experience you may register for higher grade missions and gain additional benefits.
The current mission available to you is to travel to Hombarion’s sister city, the Great City of Bahyrst. You will deliver a small package of important, classified substances, which the Serendipity guild is experimenting with to create new cards. It is a ten day journey to Bahyrst, assuming a smooth journey. The payment for successful completion is 500 gold coins and an oetg card of your choice.
Travel throughout Rhay can be dangerous and unpredictable. Be prepared! Your route is due west across the Dhamma Desert to the small city of Pamor. Then you will continue between the Blue Mountains and the Sea of Ares, passing the Ilandre and Silverwood forests. The Fortress of Vila and Caham Tower will be your next stops. May RNG be with you.
Mission Map: https://i.imgur.com/QtwbETv.pngYour route begins on the right/west side of map; you'll work your ways left/eastFull Map of Rhay: https://i.imgur.com/Fu68Ioh.jpgMission Bestiary:A major part of professional questing as part of a guild is preparation. The serendipity guild collects and provides its own intel to guild questers. Guild members in return share detailed data about their missions. The following bestiary is not an exact accounting of what creatures and challenges (cards/decks) you may encounter on your journeys. But, the knowledge of the areas you will travel and recent intel suggest there's a reasonable chance you may encounter these entities. You may face threats that are not on this bestiary. Your threat or challenge may be a specific individual with unique fighting style for which the guild does not have data. You may very well not face some of the threats from the bestiary. Use the bestiary as a source for preparation.
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Dhamma desert - strong chance of cards from
, medium chance from
Pamor - it's a fishing village by the sea, so cards from
are a strong possibility
Illandre and Silverwood forests - lush forests with strong chance of cards from
Fortress of Vila - a friendly military fort that manufactures battle equipments; they offer friendly training duels, so expect at least some cards from
, but individual fighters could specialize in any cards/styles/elements
Vila to Caham tower - a wilder, rocky hills region with paths between mountains; look out for
Caham tower to Bahyrst - a mix of forest, plain, and desert region; Mana desert is not a dry/sand desert, but an area where strange things can happen like quanta disruption, so be on guard for
and
Camping - some nights you will stay at inns/forts, others you will camp; be ware of entities of
Not likely to encounter - never say never, but questers traveling your route rarely report encountering threats from
. A few common creatures, like salamanders, of course, can be found roaming everywhere.
Starter Mission: Bahyrst Delivery Mission Registry - create a new post with the following information
Questing Name -
Brief description of self -
Class -
If you are a sorcerer, list 4 elements -
Card Inventory (copy/spoiler dek code) -
Timezone, Preferred time for questing -
Select Class & Card InventoryClass:
BeastmasterClass bonuses: 2 base card upgrades; 6 creature card upgrades
Class restrictions: Decks must contain 6 or more creatures; Decks may not have both weapons and shields
Evasion: 70%
Class:
ClericClass bonuses: 4 base upgrades; May self-revive self or others once per mission
Class restrictions: Decks must include 3 or more cards from purify, heal, Shard of Gratitude, Sanctuary, and/or Shard of Divinity
Evasion: 70%
Class:
InfiltratorClass bonuses: 2 base card upgrades; may upgrade stealthy cards - no limits
Class restrictions: May not use fire or light cards
Evasion: 95%
Class:
SorcererClass bonuses:10 base card upgrades
Class restrictions: May access up to 4 elements*; Decks must contain 6 or more spell cards; decks may not contain both weapons and shields
Evasion: 70%
*Future access to other elements possible but acquisition will be slow and costlyClass:
WarriorClass bonuses: 6 base card upgrades
Class restrictions: Decks must include 3 or more copies of weapons and/or shields
Evasion: 70%
Class:
WizardClass bonuses: 2 base upgrades; access to additional intel/insight
Class restrictions: Decks must contain 6 or more spell cards; decks may not contain both weapons and shields
Evasion: 70%
Base card inventory- Questers may carry card scrolls from which they can build decks
- Level 1 novices start with 50 total card scrolls in their initial inventory
- Each copy of an oetg card = 1 card scroll
- Pillars, Pendulums, and Towers do not count towards the 50 card total
Example Card inventory
How questing works Game Master’s role (GM)- Describes your surroundings; narrates your experience
- Asks you to make choices
- Announces challenge/battle instances
- Will duel you with a pre-built deck representing your challenge or battle
Quester’s role- Design character, pick class, build card inventory, study quest intel
- Make decisions when given options; answer questions when asked
- Slice of life details like setting up camp, buying food/lodging, etc., are not things you need to track; assume you have the imaginary coin to do these things when presented with options/questions "i.e. Would you like to order another apple juice?"
- When presented with a challenge decide whether to engage in challenge* or battle** or avoid challenge/battle (run away)
* Challenges are always non-lethal, but losing challenges can lead to negative affects
** Battles are usually lethal, meaning if you lose you will die; the GM will confirm if you have actually diedQuesting with a partyThis area of event will be more developed and fleshed out if multiple players express interest. Basic idea is that 2-3 players will quest together, and use their class advantages to help out the group. Having a wizard in your party helps mindgate opponents, clerics can revive/buff, etc. This will be especially useful if higher grade missions are developed, which may be very challenging for a single player to complete successfully without dying. Depending on oetg development, group PVP may be a future option (2+ players fighting an opponent at the same time). Also open to idea a player can build and control all characters in a party, but this only makes sense if there's a lack of community members to party with and there are a lot more missions. Ultimately, think it would be most fun and best for community to team up with other players.
Pre-Challenge/Pre-Battle- The GM will announce how much time you have to prepare and build your deck before you enter the challenge/battle; the default time for deckbuilding for normal instances will be 5 minutes. There are some instances where you will have more or less time depending on the situation.
- Before your accept the duel, send the GM the deck you are playing for quick legality check
- Tell the GM if you accept the challenge/battle or want to run away. When accepting, there’s no running away after the instance begins. The GM will send you a duel and tell you how much time you have until you must accept (usually 5 minutes). If you lose a battle you can die (more about dying below)
- If you choose to run away from a challenge/battle, the GM will roll an evasion dice; evading an instance will not give you experience; if the evasion attempt fails, you must face the challenge/battle; Evasion rates - Infiltrator =95%; all other classes = 70%
Challenges- Are never lethal. They are events in which you complete a puzzle, combat training, or other non-lethal task.
- Some challenges are not avoidable; you must attempt them
- Challenges still require you to duel in pvp; the gamemaster will battle you with a deck that represents the non-lethal threat
- Challenges grant experience
- Losing the challenge can result in negative affects like reduced upgrades, losing cards, facing an additional challenge, etc.
Battles- Accept the duel invite from GM within the time allotted (usually 5 min.)
- Fight until you defeat the opponent
- Battles are often lethal, meaning if you lose, you can die. There may be instances you lose a lethal battle but are spared death or are revived.
Dying/lasting effects - What happens after you die?
- You may let your character stay dead, or the Serendipity guild will resurrect you. If you did during a mission and are able to be revived, you are back to life. If you cannot revive, you die for good and then choose if you want to resurrect; resurrection is like resetting your character; revive is giving a character life again mid-mission without any reset
- After resurrection: Your skills, reputation and experience will be reset to level 1.
- After resurrection: You will receive a -2 base upgrade penalty in your next adventure as a level 1 quester; the penalty is removed if you move on to rank 2
- Instead of death, some challenges/battles may result with negative effects beyond the mission; these might include losing cards from your inventory, losing base upgrades, having curses placed on you (i.e. you can no longer use cards from gravity element, etc.); there may be opportunities to correct these negative statuses or you can accept the loss
Post-Battle- The GM will confirm if you have won or lost
- Collect experience; while you could evade many battles, your character will level more slowly
- The GM will share the GM deck that represented your opponent/challenge
- If you or other party member are able to cast revive after a death, you may do so now
- There is no loot or coin reward for battles; you get paid for completing your mission
Mission End; Experience; RewardsUpon successfully reaching Bahyrst and delivering your package, you will receive 500 gold coin, 500 experience and 1 card scroll of your choice. By acquiring experience, you'll be able to gain higher rank, which gives you access to higher grade missions and various benefits. The purpose of coins may be further developed and provide potential benefits.
Rank promotion; Higher rank benefitsRank promotion- Start with 0 experience, begin at rank 1, access to grade 1 missions
- After gaining 500 experience, promoted to rank 2, access to grade 2 missions
- After gaining 1500 experience, promoted to rank 3, access to grade 3 missions
- After gaining 5000 experience, promoted to rank 4, access to grade 4 missions
- After gaining 15000 experience, promoted to rank 5, access to grade 5 missions
Higher rank benefits- With each rank promotion, you earn the following default benefits: (a) 3x additional base upgrades, (b) 3x additional card inventory slots, (c) option to re-pack card inventory- you may swap up to 10 of your previous cards for new cards
- With each rank promotion, you may choose one of the following rank benefits (repeatable selections)
- (1) Power boost: An additional 7 base upgrades (10 total) and 2 additional cards/card slots (5 total)
- (2) Versatility boost: expand card inventory/new cards by 12 (15 total) and 1 base upgrades (4 total)
- (3) Life boost: Acquire 2x self-revival charges (stacks), charges are one-time use; they don't recharge each mission and can't be cast on other party members (except clerics)
- (4) Class enhancement (1st time): (see more below)
- (5) Class enhancement (2nd time): (see more below)
Spoiler for Class enhancements:
Class enhancements
Class: Beastmaster - designate a creature from your inventory as your companion for entire mission; for each copy of that card in your deck, add +1 base upgrades (i.e. Choose phoenix as familiar; 4 phoenix in deck = 4 additional base upgrades for deck)
2nd time enhancement - acquire stampede skill; when playing decks with 15 or more creatures, you may fully upgrade your deck unless other quest effects/ailments apply
Class: Cleric - gain another revive charge; master a protection buff
2nd time enhancement -gain another revive charge; master a second protection buff
Cleric enhancement buffs
(1) Osmosis; when osmosis is cast at beginning of instance, the GM will roll a 1d4 dice. The number rolled will reduce upgrades to opponent's deck (priority order is quanta cards, then permanents, then spells, then creatures). Those upgrades lost by the GM deck are transferred to the cleric and/or party. If playing with a group, upgrades may be dispersed as desired to party members as base upgrades.
(2) Nullify; when nullify is cast at beginning on instance, the Cleric may select one spell card to nullify from the opponent's deck. If present in deck, GM will not be able to play card from hand; card will still be in GM deck and thus vulnerable to yoink, mindgate, etc.
(3) Give; when give is cast at beginning of instance, the GM will roll a 1d6 dice. The GM will add X number of Y card to deck. X = dice roll and Y = the card selected by the cleric from the cleric's card inventory
Class: Infiltrator - acquire 4x cloak charge; charges are one-time use
2nd time enhancement -acquire 6x cloak charge (stacks); charges are one-time use
Cloak may be cast on self or party member and essentially grants invisibility; player with cloak may escape from a fight mid-battle with 100% evasion rate; cloak may only be cast prior to death, not after
Class: Sorcerer - only required to use 5 spells in decks; add access to 1 more elements (5 max) but will lose 3 base upgrades; card inventory expands by 3
2nd time enhancement - only required to use 4 spells in decks; add access to 1 more elements (6 max) but will lose 3 base upgrades; card inventory expands by 3
Class: Warriors - only required to use 2 weapons or shields in decks; may upgrade all deck weapons/shields, upgrades don't count towards base upgrades
2nd time enhancement - Berserker mode; may be used once per mission - warrior may play a fully upgraded deck
Class: Wizard - only required to use 5 spells in decks; gains precognition orb and will be able to see the first half of the deck of next opponent before challenge/battle; rare opponents may block precognition
2nd time enhancement - only required to use 4 spells in decks; gains rewind ability once per mission and, after starting a battle, is able to cast rewind (on self or party member) and replay entire battle from start; must be alive to cast
Event development and feedbackMost importantly, questing should be fun and streamlined. I would love feedback to improve the event, both thematically and mechanically, as well as balancing character creation, battles, risks and rewards. It would be totally awesome if other people want to serve as a game master or design missions (even their own realm). Also the world itself (missions, places you'll visit) and mechanics of questing are likely to develop as the event progresses. Ongoing feedback is always welcome and thanks in advance if you notice some changes to rules, balancing, etc.