Bloodspear is a massively multiplayer online roleplaying game being developed by Winterdyne Software. Bloodspear is set in a medieval fantasy world of warring kingdoms and age-old conflict, where kingdoms war for control of resources, lands and fantastic artifacts. Characters in game can gain experience and skills which will set them apart from others, as well as being completely customisable from a player’s point of view. Players can also form alliances and companies within the game world to further their aims, or those of the kingdoms which they may serve.
Geography 
KINGDOMS Ethronia is a temperate land of rolling hills and plains with mountains in the West and the Merchant Sea to the East. Its capital, Carrick sits on the estuary of the River Andurye, which flows from the Dragonback Mountains in the West. Its main produce is meat from arable farming, though the mines in the West are reputedly the richest in the world. Warriors from Ethronia favour the spear, as it is suited to regimental fighting on the plains. Ethronia’s horsemen are also famous for their skill and daring in the saddle. Sarania is a desert kingdom to the South of Ethronia. Mountains to the West lead down to the Glass Desert, an area ravaged in ages past by the Aelfar War. This region is famed for its gemstones and libraries, since the warm desert air keeps parchment in good condition. Sarania’s capital, Alsar sits on a peninsula into the Merchant Sea, and is the only major port Sarania has. As such, its seaward defences are the envy of the world. Due to its prepensity for learning Saranian magicians are generally accepted as the best in the world. Reach is a temperate kingdom North-West of Sarania, and South-West of Ethronia. Its geography is varied, with desert in the South, the tail end of the Dragonback Mountains in the East and a mix of woodland and plains in the North. Not having a great deal of natural resources, Reach’s strength comes in politics and subterfuge, with agents in every kingdom, almost nothing happens in the world without the King of Reach knowing about it. Reachite diplomats, traders and scouts are therefore often given more respect than those of other kingdoms. Vylnia lies to the North of Ethronia. Its lands are heavily wooded, cold and inhospitable to anyone but a Vylnian. Due to the lack of farming land, the Vylnian fishing fleet is the largest in the world, and so is their navy as a whole. Vylnian seamen are reputedly born on ship, and swim as naturally as fish. Vylnian warriors favour the axe and brute force approach to problem solving, reasoning that if you can’t think your way round a problem it is probably better to cleave it in two. Foxland was once part of Vylnia. It is the smallest kingdom in the world, with only a handful of towns and one city. It is, however, also the most devious, Foxland’s terrain is heavily wooded, steeply hilled and rugged. To hide, one moves to Foxland as the saying goes. Keeping one’s purse there is another matter. Foxland prides itself on its people’s natural abilities as scouts, thieves and assassins. This is probably why the Vylnians threw them out in the first place. Foxlander herbalists, scouts and assassins are in high regard and demand in all of the other kingdoms. Tyrellia is a group of three islands in the Merchant Sea, collectively known as the Merchant or Tyrellian Isles. Kibbuk, Hasfur, and Mishak each have ports, vinyards and rich trade houses. Only the Tyrellian navy keeps Tyrellia from falling to raids from Vylnia. Tyrellian seamen are as respected as the Vylnians. Tyrellian warriors favour light armour since they are often based on ships, and short weapons for ship to ship combat. Tyrellian pirates are feared greatly across the whole Merchant Sea. GEOGRAPHICAL FEATURES The Dragonback Mountains run from the glass desert in southern Sarania to the north coast of Vylnia. Rugged and difficult to climb, they form a natural barrier between the human kingdoms. They are also rich in metals and minerals, giving wealth to the nations through which they pass. Travellers in the mountais should beware, for they were not lightly given their name. The Merchant Seais generally calm and easy to sail. The nations of Ethronia, Tyrellia, Sarania and Vylnia all regularly trade across its azure waters. However, with rich trade, comes an equally rich population of pirates. The Wolfen Forest lies alongside the Dragonback Mountains from Vylnia in the north to Ethronia at its southern end. A wide range of trees exist within its shadowy glades, harboring an equally wide range of creatures, from the common wolf to the thankfully less common giant spider. The Gapis a narrow strait between the frozen Ice Lands of the far north and the human kingdoms. Frequented by whales and other gigantic sea creatures, it is a favorite initiation into the ranks of the more insane arms of the Vylnian navy to take on one of its behemoths. Foxwood almost entirely covers Foxland. Its dense pine coverage and often insanely steep terrain confuse and frustrate those who seek its denizens. The woodfolk of Foxland revere its tranquility and respect the creature which live with them in this mysterious forest. The Trackless Sea extends to the west further than anyone has sailed. Rumours persist of a lost kingdom somewhere within its bounds, but none who have gone searching for it have ever returned. The Glass Desert is an unnatural wonder, blasted by magics during the Aelfar war, its once golden sands now are studded with twisted crystalline monoliths, monuments to the folly of war. A mighty Aelfar city once stood at its centre, but now it is nothing but ruins. Ruins haunted by things that should be dead, and visited by those foolhardy enough to risk all in the pursuit of the treasures of the ancients. The Serpent Strait forms the southern passage around the human kingdoms. To the south are the Desert Lands, barely 200 miles away, across fairly calm waters, with generally kind weather. Yet the crossing is not easy, if it is possible at all, for like the Dragonback Mountains, the Strait was given its name for a reason. Ruleset CHECKS, STATS AND SKILLS The Bloodspear ruleset relies on a number of different statistics (stats) and skills to operate as a system. Statistics basically describe the innate attributes of something, whereas skills describe what may be learned and practised. Checks in Bloodspear are always made by the roll of one or more 10-sided dice (D10s). In general a check is of the form below; all tasks always take three stat values (though the same stat may be included more than once). (StatA + StatB + StatC + D10* + Skill Level**) - Difficulty = Threshold * = Rolling a natural 10 allows another throw in addition. This may result in really lucky rolls. A natural 1 always counts as a 1. ** = If the task is a skill check, the Skill Level of the character making the check is added in addition to any rolls. If the task is a basic stat-check there is no bonus from any skills. A positive threshold indicates a success, negative failure. Greatly positive results may indicate a critical success in a task. Greatly negative results a critical failure. The exact results of a critical success or failure are down to the test involved. If a skill is being checked, the amount of experience gained in that skill is equivalent to the difficulty of the test. No experience is gained for failed tests. STATISTICS Statistics range from zero (no ability in that area at all) upward. Human characters start with 5 across the board in all statistics and are limited to a maximum of 10 in any single statistic. Statistics may be increased by magic or by training the appropriate skills. Statistics may also be decreased by critical wounds (breaking a leg does not do your agility any good). Strength (STR) is the raw physical strength of a creature - the sheer amount of power that its muscles can exert. Strength is a major factor in determining melee combat damage, and is a component in many physical skills. Agility (AGI) is a measure of how quick and graceful a creature is in its movement. Agility determines speed of movement, and is used in agility based skills such as climbing, dodging and acrobatics. Dexterity (DEX) is used to describe manual dexterity - the ability of a creature to manipulate small objects. Dexterity is used in skills such as pickpocket, and lockpick, as well as crafting skills such as tailoring and leatherwork. Intelligence (INT) is used to decribe a creature’s ability to apply logic, deductive reasoning and memory. It is used in skills such as research, fast talk, tracking and alchemy, as well as the various magical skills. Perception (PER) is a measure of how keen a creature’s senses are. It applies equally to vision, hearing, touch, taste and smell. It is used in skills such as observe, tracking, archery and evaluation. Endurance (END) is used to describe exactly how much physical punishment a creature can take. It is used heavily in long-duration, physically demanding tasks such as swimming and running. It also determines how much damage a creature can take. Charisma (CHA) is used as a cover all term for a creatures general attractiveness to other creatures. Personal hygiene, grooming, and just plain good looks all form a part of this statistic. The statistic is used in skills which rely on these things, such as charm, fast talk, negotiate and barter. Willpower (WIL) is used to describe how much mental punishment a creature can take, or how strong its convictions are. This statistic is used in skills which rely on force of mind, such as concentrate and the magical skills. SKILLS There are a great number of skills in Bloodspear, and more are being added all the time. The lists below are a small selection of those we’ve already decided on including. Check these lists from time to time and see what’s changed. RANGED COMBAT SKILLS Archery (AGI, PER, STR) - use of bows and arrows. Marksmanship (AGI, PER, DEX) - use of crossbows, hand crossbows and handguns. Small Throwing Weapon (AGI, DEX, DEX) - use of small throwing weapons such as darts, knives, stones, hand-bombs and shuriken. Large Throwing Weapon (AGI, PER,STR) - use of large throwing weapons such as javelins, axes and hammers. Artillerist (INT, PER, PER) - the operation of catapults, arbalests and cannon. MELEE COMBAT SKILLS Swordsmanship (DEX, STR, AGI) - the use of broad bladed weapons, such as broadswords. Axe-fighting (AGI, STR, STR) - the use of axes in melee combat. Fencing (DEX, AGI, AGI) - the use of narrow bladed weapons, such as foils and rapiers, and the use of complimentary weapons such as main gauche. Knife-fighting (DEX, DEX, AGI) - the use of short bladed weapons such as knives and daggers. Polearm (STR, AGI, AGI) - the use of two-handed, piercing weapons with a shaft of five feet or more in length, such as halberds, long spears and poleaxes. Blunt Weapon (STR, AGI, AGI) - the use of blunt, crushing weapons such as clubs, cudgels, and maces. Lancing (STR, AGI, AGI) - the use of a lance in combat. Only used when on horseback, when equipped with a long spear or lance, and in the first round of combat. Shield Use (STR, AGI, DEX) - the use of a shield to take damage instead of the user. Only used when a shield is equipped. Also covers using the shield as an offensive weapon when the opportunity presents itself. Fist-fighting (STR, AGI, DEX) - the noble art of pugilism, or smacking one’s opponent in the gob. A good way of putting someone down in a non-lethal way. Wrestling (STR, STR, AGI) - the art of putting someone in a position where they can’t move. Perhaps more useful than you’d think. Strike to Stun (INT, PER, STR) - knowing where to hit someone to knock them out rather than kill them. Used in conjuction with fist-fighting or blunt weapon. Blows landed are more likely to be critical, and all criticals result in KO. Strike to Injure (INT, PER, STR) - knowing where to hit someone to hurt them badly. Used in conjunction with any weapon-type skill. Blows landed are far more likely to be critically damaging. RESOURCE GATHERING SKILLS Mining (STR, STR, PER) - the skill of finding rocks with stuff you want in them, and getting that stuff out. This skill is used both to prospect in rocks for resources and to extract them. Resources gained range from clay to adamantite. Lumberjacking (STR, STR, AGI) - swinging axes at trees. Different trees produce different woods. This skill produces kindling, firewood, and logs, which can be used by other skills. Fishing (PER, INT, DEX) - the use of rod and hook and net to catch fish and other water-dwelling animals. Occasionally, the lucky fisherman may catch something entirely unexpected. Trapping (INT, INT, DEX) - the art of laying traps to capture critters. When left, traps attract and may ensnare (if they’re set up correctly) any wildlife in the area. Butchery (INT, DEX, DEX) - the skill of obtaining usable meat from corpses. The type of meat is entirely dependent on the type of corpse. Butchery also covers skinning corpses for their skins. RESOURCE USE SKILLS Tailoring (INT, DEX, DEX) - the art of making things from cloth. Also for the sake of simplicity covers spinning and weaving. Leatherwork (INT, DEX, DEX) - the art of making leather, and making things from leather, such as boots, gloves, leather armour, belts, saddles and scabbards. Metalwork (STR, DEX, DEX) - the crafting of items from any metal. Different metals will result in different difficulties on the scale. Also covers the smelting of ore into usable ingots. Woodwork (DEX, DEX, DEX) - the manufacture of any item from wood. Different woods result in different difficulties. Jewellery (DEX, DEX, INT) - very fine metalwork or woodwork, gem-cutting and setting all fall into this skill’s domain. Cooking (INT, PER, DEX) - anything from roasting meat to baking a cake. Alchemy (INT, INT, INT) - brewing potions from non-magical ingredients. Masonry (STR, DEX, DEX) - making things from stone. MAGICAL SKILLS Corporealism (INT, INT, WIL) - magic to do with the body and living things. The spell effect colour is dark blue. Cosmisism (INT, WIL, WIL) - magic to do with the universal laws of physics. The spell effect colour is white. Daemonology (INT, WIL, WIL) - magic to do with the servants of the gods, usually evil. The spell effect colour is red. Divination (INT, INT, INT) - magic to do with identifying what things are and where they are. The spell effect colour is green. Pyromancy (INT, INT, WIL) - magic to do with fire. The spell effect colour is orange. Geomancy (INT, INT, WIL) - magic to do with earth and stone. The spell effect colour is brown. Aeromancy (INT, INT, WIL) - magic to do with the air and the sky. The spell effect colour is light blue. Aquamancy (INT, INT, WIL) - magic to do with water and liquids. The spell effect colour is teal. Enchantment (INT, WIL, WIL) - the application of a magical effect onto an item or creature. The spell effect colour is purple. Illusionism (INT, INT, WIL) - the creation of an imitation creature, item or effect in the attempt to fool observers into thinking it is real. Illusions may be seen through by sharp observers! The spell effect colour is yellow. Necromancy (INT, WIL, WIL) - magic to do with death, the undead and spirits of the dead. The spell effect colour is dark grey. Prayer to [god name] (CHA, WIL, WIL) - spells which the creature believes are drawn from a divine being as a favour. A separate skill exists for each god in the game. Spell effect colour will vary from god to god. Druidism (INT, WIL, WIL) - spells which the creature believes are drawn from the powers of nature itself, and merely guided by the creature itself. Spell effect colour will vary depending on spell. |