• Facebook Social Icon

Company Details: Majestic Oak Limited, Company Registration Number: 05441414, VAT Registration Number: 183 7611 90, Director: JMC Ely, Correspondence: Huntley Wood, Draycott Cross, Cheadle, ST10 2NS 

Contact: XIsle.info@gmail.com

© 2019 by Majestic Oak Limited. Proudly created with Wix.com

Creating a Character

In order to create a character it is important to come up with a concept that you find interesting. Key decisions include your race and which guild (if any) you intend to belong to as well as the type of things you are good at.

 

What are you good at?

The skills and abilities are divided into seven groups: Physical Abilities; Weapon Skills; Crafting Skills; Knowledge Skills; Magical Gifts; Mental Abilities; and Racial Gifts. New characters prioritise these deciding which are most important to them. 

Humans must choose an area of focus:

  • If they select Self Discipline as their area of focus, Physical and Mental Abilities are priority 1; all other groups are priority 2

  • If they select Combat as their area of focus, Physical Abilities and Weapon skills are priority 1; Crafting and Knowledge skills are priority 2; and Magic and Mental Abilities are priority 3

  • If they select Magic as their area of focus, Magic and Mental Abilities are priority 1; Crafting and Knowledge skills are priority 2; and Physical Abilities and Weapon skills are priority 3

  • If they select Study as their area of focus, Knowledge and Crafting are priority 1; Magic and Mental Abilities are priority 2; and Physical Abilities and Weapon skills are priority 3

  • If they select Adventure as their area of focus, Weapons and Magical Skills are priority 1; Physical and Mental Abilities are priority 2; and Knowledge and Crafting are priority 3

 

Non-humans must choose priority 1 for Racial Gifts; they then choose an area of focus:

  • If they select Self Discipline as their area of focus, Physical and Mental Abilities are priority 2; all other groups are priority 3

  • If they select Combat as their area of focus, Physical Abilities and Weapon skills are priority 2; Crafting and Knowledge skills are priority 3; and Magic and Mental Abilities are priority 4

  • If they select Magic as their area of focus, Magic and Mental Abilities are priority 2; Crafting and Knowledge skills are priority 3; and Physical Abilities and Weapon skills are priority 4

  • If they select Study as their area of focus, Knowledge and Crafting are priority 2; Magic and Mental Abilities are priority 3; and Physical Abilities and Weapon skills are priority 4

  • If they select Adventure as their area of focus, Weapons and Magical Skills are priority 2; Physical and Mental Abilities are priority 3; and Knowledge and Crafting are priority 4

 

When you buy skills the cost is multiplied by a factor based on the priority in which they lie:

  • Priority 1 : x1

  • Priority 2 : x1½ 

  • Priority 3 : x2

  • Priority 4 : x3

 

Character Development

 

When you improve your character’s abilities, the cost is affected by a further multiplier which is determined by the total basic cost (not multiplied up) of the abilities and skills you already have:

  • Skill Total < 1501 : x1

  • Skill Total < 2001 : x1½ 

  • Skill Total < 2501 : x2

  • Skill Total < 3001 : x3

(detailed further elsewhere)

 

Races

Humans can choose to be in any guild they wish and start play as guildman rank in that guild; alternatively they may be a Mystic or a Druid. They can also elect to be an initiate in a faith of their choice and may choose to be devoted if they wish and purchase Faith I. They can then spend their starting experience allocation on skills from that guild and/or church. Finally they may have any basic equipment (armour, weapons etc) that they can use and start play with 10 shillings (half this if a Mystic or devoted to a god).

Fae characters must select their court and define the race of the fae that they come from if they wish (otherwise they are generic fae) seeing advice from the game team as required. They may join a guild if they wish but are considered to be an associate member only; alternatively they may be a Mystic or a Druid. Fae cannot be initiates. They then spend their starting experience allocation on skills from that guild and/or race. Finally they may have any basic equipment (armour, weapons etc) that they can use and start play with 10 shillings (half this if a Mystic).

Spirit characters select their spirit type. They are limited to certain guilds by their spirit type but if they join a guild but they are considered to be an associate member only; alternatively they may be a Mystic or a Druid. Spirits cannot usually be devoted to a god. They then spend their starting experience allocation on skills from that guild and/or race. Finally they may have any basic equipment (armour, weapons etc) that they can use and start play with 5 shillings.

A new avatars can select any guild (or be a Druid or Mystic) and build their core skills with their starting experience allocation. Avatars do not become devoted to the churches of the gods. This then forms their core skills – they restart all future lives with these skills. Finally they may have any basic equipment (armour, weapons etc) that they can use and start play with 10 shillings.

Adventuring Companies

If a group of characters wish to start play as an adventuring company, this is encouraged. You will be allowed to form your company prior to the start of play. Depending upon the size of your company and its composition you may receive extra cash and useful equipment; this will depend upon the size of the company and its composition – a well-balanced larger company is like to receive more.

Adventuring companies are also allowed to purchase certain equipment directly. from the Alchemists for fixed prices (this is only possible between events). These prices can vary but the following is an indication:

 

 

 

 

Members of adventuring companies can take missions when the company as a whole are unavailable; if enough of the company are present they can take jobs as normal; if individual members want to contract as independents that is also possible but they wont receive the credit for their company.

If you wish to join or form an adventuring company, please contact us so that we can help you with this process. 

This site was designed with the
.com
website builder. Create your website today.
Start Now