step by step

S T O N E K E E P

Enchanted Gate Index


Guide To Creating A Character


Be sure you have changed your nick to be the nick you wish to use for this character.

In the bot (Rasbott) type: !initialize <password>

e.g. !initialize julybaby

Note the password is one of your choosing and will be needed to login and access your money balances.

The bot will take you through the various areas of creating your character. If you have problems with the bot during creation of your character contact an Op. You may wish to familiarize yourself with items on this page before starting the creation of a character.

Rasbott steps when creating your character

Character Creation

Initialize Race
Subrace Stats
Gender Age
Weight Alignment
Classpoints  

Role Playing Guides

Character Level

The channel bot allows you to advance your skills and character with a points system based on your activity in the roll play. Remember you must be logged in to receive experience points.

Time of Day

Please see the channel's topic in the heading for time of day.

Magic

Magic is a living force on this world, but it isn't a god. Or if it is a god it is the god of this world (other gods use magic). Mages still cast spells with it a bit like summoning demons or devils from hell and having them do the work for them.

It works like this: mages summon magic to themselves (usually an instantaneous action, even for large amounts of magic. Any characters in this channel won't be powerful enough to be concerned with drawing huge amounts of magic, sorry folks), then they basically think what they want to do. Quite often a mage performs actions with his hands or other sticky-outtie body part, or chants or prays, but none of that is vital in casting a spell (although it may be to the character). After that comes the effect, whether it be a magic arrow, a fireball or to bloom a pretty flower.

Be warned, there is the chance that a spell will fail and possibly backfire, and wearing armor will affect that chance, although not to the degree that it does in the Dungeons & Dragons system. (The full magic system is still under construction, along with a great deal of other things that aren't implemented yet)

Healing

A character doing the healing takes a hit to their HP in equal measure. For exaple if you heal 10 hit points worth of damage you loose 10 hit points to your character.

Death

No one comes back from the dead, except the undead, and most people are scared of zombies. The natural limits of the medieval period would apply here. Think of healing and raising as technologies that haven't yet been discovereds.

Magic Items

Magic items are rare, but not so much so that it is written down in the history books whenever someone finds one. The Kingdom of Stonekeep will have several unique items that the Queen has that you will be able to borrow.

There are artifacts on this world but they are far beyond the grasp of most normal (and even most powerful) people. Lost and not yet recovered is the magical ring with the royal seal. It was lost by Swannoch's twin brother Brannoch somewhere in Lands-End. The magic of the ring will only work for someone of the royal lineage and bloodline of Swannoch's family.

Most artifacts are ancient and were made by the gods, however some do exist, usually lesser artifacts, that were mage-made.

The instant magic item upon character creation must have prior approval from either Swannoch or Wulf1. If you want a magic item as part of your inventory you have to contact either Swannoch or Wulf1. Explain to them what you want and you'll be given a yes or no sometime in the near future. The process may take some time, so don't count on getting these items instantly.

Gaining Experience

It is important to note that you'll only gain experience if you're logged in. It is also important to note that you'll need to log in every time you leave the channel either on purpose or by accident (if you are on the side of a net split that the bot isn't on you'll have to log in again when the split is mended and you "come back to the channel".) Changing your nick also logs you out.

Other Worlds

According to anyone who is a native of this planet there are no other worlds anywhere. Anyone playing in this channel is a native of this world.

Dress Code

Think Medieval Dress Code. There aren't any 21st century materials in this world, nothing like rubber or latex or anything like that. This site will give you some idea of what the clothes were made of, how they were worn and give you the general idea. Medieval Clothing

Other than those fairly basic guides you are free to dress or undress your character as you please (within reason).

NPCs (Non Player Characters)

NPCs are characters that are usually run by a DM. The kingdom does have NPC guards and slaves. However, the players will take on the key roles and positions in the Kingdom.

Bad guy characters are also allowed up to 10 NPCs at any one time. This does not mean they can control 10 and one of their friends can control 10 more, if the character has more than 10 in their little army. A bad guy can only take 10 NPC henchmen with him wherever he goes. If he's at his castle or manor there can only ever be 10 henchmen played at once in any one encounter.

For example, say a bad guy is planning an attack in the kingdom. He can take 10 men with him, and however many Player Characters (PCs) are with him at the time, but those other PCs cannot bring any of their own henchmen, if they have any, and cannot control a further 10 of the main bad guy's group, if he happened to have more available.

Further, say one of the kingdom's subjects was captured and held at a bad guy's castle or distant kingdom, the capturee could fight off 10 henchmen in one encounter and not have to be concerned about reinforcements for that encounter. However, the moment he steps into another room of the castle, more NPC henchmen could descend on him, but not a further 10 all at once. Further encounters shouldn't have more than 5 henchmen in them at a time.


Enchanted Gate Index