Ragnarok XXI Quest (title TBA) o Parties consist of 8-10 members, all with a race and class. These must be determined beforehand; a sheet will need to be submitted to Sirilay before the Sunday of Ragnarok XXI (said sheet will be made available later). o There are no requirements for the number of classes per party, but note that without some classes, the quest will be that much more difficult. It’s recommended you have at least 1 of every class in your party. o The quest consists of several events throughout the week, ranging from battles ot investigations to interactions or reconaissance missions. Each quest event is not mandatory beyond the opening revel, but note that, like the classes, the fewer the attendees, the more difficult of a time you’ll have. o As with all Dagorhir events, honor is of the utmost importance. Take your hits. Don’t lie if you’re a paladin. Know your abilities and when you can or can’t use them. Don’t try to bribe or weasel solutions or clues from the other parties. The heralds will be allowed to give reminders and such, but staying in character will make the quest better for all. o Extraneous role-playing is highly encouraged. If your ranger abhors organized society, s/he will stay away from cities. If your rogue prefers the quiet life, s/he might only talk when absolutely necessary. Bring a group standard if you have one. Talk in an accent. Make up a backstory. o Each party will have a herald. Heralds will volunteer on their own and be matched up preferrably with a party not from their own realm. Parties made of members from several different realms are also acceptable. As always, the herald’s decisions are final. o Targets of traps are determined when trap is first discovered. For example, the party’s rogue opens a chest and sees a piece of paper saying, “Trap.” All party members are affected as they are positioned at that point in time. There are no restrictions on backing away from area before the paper is discovered. If trap is not discovered, herald notifies party of its effects if/once it is triggered. Classes: Cleric Spells: o Minor Healing: restores one lost limb or 2 incapacitated from green weapons; touch range; 4 per day o Major Healing: heals all damage to body; touch range; 2 per day o Resurrection: bring one being back to life; touch range; 1 per day o Firestorm: fiery power rains down from above, setting one being ablaze, spend 30 count putting it out; thrown rock tied with strip of red cloth; 1 per day Requirements: o May only use any combination of the following: mace, flail, rocks, medium shield; bludgeoning weapons not mentioned above may be submitted for approval; can wear any armor or helm o Must carry some sort of holy symbol & submit appropriate incantations for spells above; class designated by white strip of cloth tied around head or onto helm Rogue Abilities: o Sneak: while saying “Sneak” repeatedly, can pass undetected visually and audially; wait 30 count from the end of sneaking to take any actions; unlimited use o Detect Traps: declare a search and find any traps, normal or magic; specific object (such as a chest) or an area no larger than 30’ diameter must be specified; 3 uses per day o Disarm Traps: after trap is found, declare disarm to break; 3 uses a day o Poison: spread poison onto blade or arrow; next hit, armor or not, kills target within a 50 count; target without special abilities cannot detect poison; 1 use per day Requirements: o Weapons: bow & arrows, rocks, short sword (blue bladed weapon with total length less than or equal to 2 ½ feet), dagger, small shield; nothing more than leather armor and or helm; any other type of armor and/or helm disallows disarm traps and sneak o Class designated by black strip of cloth tied around head; darker colors of clothing preferred Ranger Abilities: o Sylvan Aptitude: grants general knowledge of woodlands and lore— identifying trees, plants, tracks, weather patterns; notify herald and wait 30 count for results; unlimited use o Camoflauge: pass unnoticed visually, any sounds audible can be heard (aka your silence is what you make it), only usable outdoors; 3 uses per day o Hide: undetectable by all natual senses as long as you remain still and relatively hidden by surroundings; must say “Hide” continuously; 2 uses per day o Spirit of Wolf: everyone else must slow to a walk for 30 count, you may move normally; “Spirit of Wolf” must be shouted so everyone may hear; only available outdoors; 2 uses per day Requirements o Weapons: any non-red weapon, no spears; nothing more than leather armor, no helm or shields o Class designated by green strip of cloth around head; green and earth-toned colors for clothing preferred Fighter Abilities: o Mighty Blow: hold striking surface of blue weapon for 20 count; considered red until next blow to a body, make sure to yell “Red!” when striking; 3 uses per day o Blacksmithing: repair 1 piece of armor (i.e leg, arm, torso) or broken shield, touch range; 2 uses per day o Sunder: shout “Sunder!” when striking; target struck is destroyed; if weapon, weapon dropped, unusable; if shield, shield breaks; if armor, weapon goes straight through to body; not usable with arrows, javelins, rocks, or spears; 2 per day Requirements: o Any armor, shield, weapon combination allowed o Class designated by red strip of cloth around head Paladin Abilities: o Discern Truth: demand the truth to a question, target cannot lie; 1 use per day o Commune with Spirits: talk to spirits of the dead; intelligent creatures, not animals or those without a language; cannot communicate in other languages they wouldn’t normally have; 2 uses per day o Smite: shout “Smite!”; next hit, if successful, kills an evil creature; if blocked or misses, weapon returns to normal; 2 uses per day Requirements: o Any armor, shield, or weapon combination allowed o Class designated by blue strip of cloth around head; bear some representation of holy symbol; when asked questions, required to tell the truth at all times; considered lawful good in alignment Races Elf -Talk with Animals: able to read body language and sounds of animals to determine what they are saying; cannot answer complicated questions (What is in the spellbook of such and such wizard?) rather simpler ones containing information they would pay attention to (Did a man looking like this pass by here recently? Did he look intent on harming anyone or nervous?); usable only on natural animals, not magical or tampered with in any way -immune to spells that inhibit movement Dwarf -Darksight: able to see and sense surroundings in the dark; shout, “Darksight!”, monsters must reveal glow collars, herald will need to describe what s/he can see; usable only at night; will not work in magical darkness -immune to illusions Halfling -Love of Riddles: able to pick out a detail or two about a puzzle or riddle that others overlook; in describing above, herald denote what extra information halflings deduce -immune to spells that inhibit movement Human -Language: able to understand one other language of his/her choice aside from Common; must stay constant throughout the week -Versatile: given insight into relations with other races and cultures; in confrontations with other characters, herald will need to give extra information relating to traditions, customs, etc.