Note: The following pertained to the original group. Players entering later in the story, especially those of a different race, will obviously have different information to work with.
ADDITIONAL WORLD INFORMATION
Languages:
You all speak Common. You know that many monsters in the world have their own languages as well, such as Goblins and Giants. You know of Dwarves and Elves and roughly where their respective lands are. Elemental forces and ancient arcane languages exist for your study in Cornelia's liabrary.
Basically every D&D language is in this campaign.
http://www.d20srd.org/srd/skills/speaklanguage.htm
If you speak it, someone else will too. I do not suggest learning Sylvan or Gnoll, but it is possible for them to come up. Druidic is out for obvious reasons. Everything else is a thumbs up.
Landscape:
Maps are available to look at. The world, as was taught to you by royal tutors in your childhood, is admittedly incomplete. The knowledge of the elders who founded Cornelia has been lost through strife. It is rumored the earth itself is capable of shifting quite a bit after thousands of years, so ancient maps are regarded as nearly useless outside of academic curiosity when they are found.
Cornelia is surrounded by oceans, forests, and rivers. There are mountains in the distance. The bridge just north of town has been damaged and closed for repairs. The royal navy suffered immense losses to sahuagin and pirates within the past 10 years, but it is common knowledge the coast closest to Cornelia is on a giant, nearly land-locked sea--the Aldi.
Religion:
It is known that religion used to be a much larger part of people's lives in Cornelia. As first hand experiences are turned to accounts, and those into stories, and those into legend, and those into myth, much of it has simply been forgotten. There are still many superstitious people in the world, but it is a far cry from the original faith that most likely spawned such beliefs.
Stories of gods and demons, powers from other worlds, and great heroes overcoming immortals are numerous and enjoyed by many. Few think such stories are rooted in truth, and fewer still actually know it.
There are no gods for you to worship, per se. There are shrines to natural forces, ancient heroes, and wondrous entities of ages past. Any sort of actual effect such mythical beings could have on the world has never been apparent to you.
As you travel the world you may encounter a variety of different spiritual practices or even complete religions devoted to a deity of some kind. Whether or not these targets of worship are of any actual significance will be up to you to discover.
Calendar:
There are 8 days a week, and 50 weeks a year. The succession of the days:
Firesday
Earthsday
Watersday
Windsday
Iceday
Lightningsday
Lightsday
Darksday
Different cultures consider different days as the beginning of the week. In Cornelia, this day is Lightsday.
The weeks have no progression and are merely numbered. Different civilizations celebrate new years in generally the same week, but on different days.
The weather changes with the seasons in Cornelia, but nowhere near what we're used to in North America (especially those of us who have lived above the mason-dixon).
HOW TO POST
General:
Post text your character is actually saying as
Aqua.
Post all combat rolls in
Red. This is attack rolls, damage, and offensive effects. Include your reason for the roll in the dice roller itself. There is a text field for this.
Post all non-combat rolls in
Green. This includes skill checks, initiative, and anything else that isn't Red.
Out of character text is in
Orange.
All other descriptive text, such as "BUTT inspects the door's lock and hinge mechanisms for signs of a trap." are in black.
I'm not a color-nazi. Please try to remember this as often as possible for the clarity of other players. If you forget too much I WILL TAKE 50 DKP.
Other colors you may see:
Experience gain and sometimes other rewards will be in
Purple.
Sometimes I'll post things in
Blue. This will almost always be important information or a point I'd like to make exceptionally clear as the DM.
In Combat:
Wait for me to repost the initiative order for your turn. If you want to give me explicit instructions of what to do on your next turn, or would like me to play your character for you due to absence, let me know. If I don't hear from you for over a day, I'll take your turn for you to the best of my ability. In rare situations where I am not comfortable doing this, we will pause the game and wait for you. Please be polite and let us know if you cannot be active for over 36 hours. Life happens; just try to let us know when it does.
DICE ROLLS
Due to the nature of PbP, attackers will always roll relevant miss chance percentage dice to hit targets with concealment.
Whenever practical you will always be rolling the dice for yourselves. If you would like to speed the game up, and all agree to, I can roll Initiative and the like for you. You will always roll your attack and damage. You can decide if you want me to roll your save DCs for you. It's not like you're any better/worse at rolling 1d20 + 5 than anyone else is.
If we were at a table surrounded by books and empty cans of soda, I'd have the players roll everything on the table. A lot of the time I'll even let them roll certain dice on themselves, such as how long they are on fire, etc. Sadly, in PbP, such actions can take more time than letting the DM roll some of this. Again, let me know what you guys would prefer in the OOC thread.
There are, of course, situations where hidden rolls are appropriate. If you feel like, after the fact, you should have gotten to roll something, send me a PM. I promise you that I did, and I'll be happy to send you a copy/paste of the dice log with a timestamp and label. We're all on the same team here.
CHARACTER STATUS POST
In this regard, please keep your character sheets as accurate as possible. Please only keep track of permanent effects. I will have all of the status effects and damage your character has received in the character status thread. Note: certain things, such as contracting a disease, may not show up there. There are some effects that require a successful Heal check to recognize. Generally, I operate, as a DM, somewhere between meta-knowledge for players and realism. You might not know what exactly is causing your friend SHIT's skin to turn grey and what is motivating him try to eat your flesh, but I'm going to go ahead and put his Zombified status up in the thread for you. At the same time, if FUNK gets bitten by a werebear and then that night runs off into the woods with much more hair than normal, don't blame me for not putting it up for everyone to see.
CARRY WEIGHT AND CURRENCY
You are expected to keep track of your carry weight. I am not a super-fascist about this either, but I do check it and I do expect it to be accurate 90% of the time, especially when in combat.
Currency in this game is not a bothersome matter. If you go to town, you can exchange your gold into whatever pieces and gems that are light enough to carry. Currency gotten in town or from an NPC has no weight.
If you find 10,000 gold pieces in a cave, do not expect to simply pick it up. Gold weighs a lot. The 5,000 you're already carrying is a mixture of exotic gems and higher denomination coins, weighing nothing (you're welcome). The 10,000 you find weighs as much as gold normally does, 50gp per 1 pound, meaning someone or something has to carry that 200lbs of gold pieces out of there.
The standard rules apply for standard coins:
1 PP = 10 GP = 100 SP = 1,000 CP.
As I said before, assume there are higher denominations of rare elements and gems that continue to exchange for more and more. Currency almost always bears a sign of where it was minted or gathered. Most people (all shopkeepers) accept currency as currency, regardless of where it is from. Cornelian gold coins are colloquially known as "gil" by its inhabitants.
This message was last edited by the GM at 08:36, Sat 15 Dec 2012.