Lucid

The hourglass drips on and on, and over time history fades.


What is truth to a king? A tyrant? A god?

And you? What do you value most?

Once upon a time, the land of Aspasia prospered under the peaceful rule of a grand council. Now it's kingdoms lay shattered, its people divided, and its most ancient civilization forgotten. After a thousand years of struggle and the recent opening of ancient portals, long considered obsolete, the world is changing, and its inhabitants struggling. Each choice, each decision, now more important than ever. And you? Which side will you choose?

Companions

Companions are just what they're called. They're companions that are bonded to your character. The dynamic between your character and their companion can take any form, and it can range from the natural relationship that humans have with pets in real life, or they can be connected through a mental link and share thoughts and emotions. Companions are considered normal animals in the game but can gain sentience through the magical bond with the player-character if the member desires.

Rules:

  • Each character can have up to two companions.
  • Companions cannot be RPed without their bond present in the post in some way.
  • Companions can be realistic, mythical, and with any design depending on the companion type.
  • Companions cannot be human.
  • Companions can be any size as long as they do not surpass 8 feet tall at the shoulder and are a reasonable size for their species (example: no 7 foot tall squirrels). If you want a companion (such as an elephant) that would normally be over 8 feet tall at the shoulder, they may be smaller than they would in real life.
  • Companions may communicate with their bonds via a mental link.
  • Companions can only communicate with unbonded characters who have the Companion Whisperer item.
  • Companions can be gained by purchasing them in the store, winning them in a contest, buying unused companions from other members, or by gaining them through IC quests.
  • Each character can only have one companion gained from a quest at a time.
  • Companions cannot be RPed until they are approved.
  • Companions may be used in battle. Details are under the battling section.
  • Companions that are of a species that is naturally venomous cannot do permanent damage to other characters without the member's consent. Rather they will be limited to mild loss of feeling and/or numbness, and even then they would need permission to use their "venom". This venom may not be used in battle, however, it may be full strength with NPC's or regular animals.

Questing

In order to gain companions, top levels of magic, find items, and increase their skills, characters will need to go on quests. While there are many varieties of quests, all quests can be sought out at the various temples, shrines, and the Cheery Crusader. This is to keep things organized and to ensure that staff don't overlook any quests.

General Quest Rules:

  • In order to apply for a quest a character needs to go to any of the temples, shrines, or the Cheery Crusader and request it IC. There must also be an accompanying OOC form complete at the bottom of the post.
  • Characters may ask to quest for almost anything (if you are unsure, please ask a staff member). However, remember that the difficulty of the quest will depend on what is being asked for.
  • Characters may only be on one quest at a time with the exception of Level 4 Magic quests, Marriage/Mateship quests, and Companion quests. These quests may be done in succession with other quests if necessary.
  • If their quest is denied, a character must wait two weeks to ask for a new one.
  • There is a one (1) month cooldown between when a character completes a random quest successfully and when they can ask for a new one. If a character fails a quest they only have to wait two (2) weeks.
  • Once a quest has been completed, the character must return to the same temple, shrine, or The Cheery Crusader to determine their success.
  • Quests have a 50% chance of being awarded when the character asks for one. If a character is denied a quest, they may come back in two weeks and ask again.
  • After a quest is completed there is a 50% chance that your character is successful. If they are not, they may be sent out again immediately on a second quest. Once the second quest is finished there will be a 90% chance of success. If they do not succeed, then they may return in two weeks to ask again.
  • If a character has the Lucky Pendant, they will be awarded their quest automatically, and dice will not need to be rolled. This does not guarantee quest success the first time, only that they will be awarded the initial quest. If their first quest fails, they will have automatic success after they return from their second one.
  • Complaining about the difficulty of a quest will not be tolerated. Quests are a fun way to gain items, but are not meant to be easy. Sometimes they will be difficult and trying. Just remember that this is a game, and that you can take as much or as little time to complete these quests as you need.
  • If for some reason you decide to drop or cancel a quest, you must have your character come back to the initial thread where they applied for the quest and ask to have it cancelled. However, remember that if you do this, you will anger the deities, and your character may not ask for another quest for two (2) months.

Quests for Immortality:

  • Immortality may only be quested for once the character has completed all of the requirements listed under the immortality guide.
  • Characters who are questing for immortality (or any other high-value item) may use the Lucky Pendant, however, it will only guarantee that they will start their quest immediately. It will not guarantee a 100% success rate. The first time they return will yield a 50% chance of success. If they need to go out and complete a second quest, there is a 80% chance of success.
  • If the character who is questing for immortality fails their quest, yet have completed all the objectives under the immortality guide, they may try again in 1 month.

Quests for Level 4 Magic:

  • While quests for Level 4 magic will not be as difficult as quests for immortality, there will still be a high level of difficulty, and it will not be easy.
  • Quests for Level 4 Magic MAY be overlapped with other quests. However, they will need to wait two weeks after applying for the Level 4 Magic quest before returning and asking for another quest.
  • Quests for Level 4 magic will continue to have a 50% pass rate for the first attempt. However, if they are asked to go on a second quest, their pass rate increases to 100% upon return.
  • If a character has to go on a second quest for Level 4 magic, the second half of the quest will not be as difficult as the first half.

Quests for Companions:

  • Quests for companions will be the easiest type of quests, and may be completed at any time.
  • Companion quests MAY be overlapped with other quests, however, they need to wait two weeks after applying for their companion quest before returning and asking for another quest.
  • The Lucky Pendant will ensure that they are awarded a companion quest immediately, rather than having a 50% chance of being denied the quest.
  • Companion quests will continue to have a 50% pass rate for the first attempt. However, if they are asked to go on a second quest, their pass rate increases to 100% upon return.

Marriage/Mateship Quests:

  • Quests to complete marriange and mateship are very easy quests, and may be completed after the requirements for mateship/marriage have been met.
  • Marriage and Mateship quests do not need a Lucky Pendant to be awarded automatically.
  • Both characters seeking Marriage and Mateship will be required to go on the quest and complete it together. Furthermore, they both need to ask for the quest at the same time in the same thread.
  • Marriange and Mateship quests will continue to have a 50% pass rate for the first attempt. However, if they are asked to go on a second quest, their pass rate increases to 100% upon return.
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