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Cost Information
A 2-Character Adventurer Position costs £2.00 per turn. (£1.00 Base Turn Fee,
£0.50 each for two characters.)
Startup and Rules is FREE, including 2 turns for two characters, if you are
playing entirely by email..
YOU CAN BE PLACED IN THE GAME WITHIN TWO WEEKS- GUARANTEED!
To Sign Up for an Adventurer Position in the world's largest
PBEM adventure game simply fill in this form and press 'submit'
Please see below this form for explanations of character types and setup
items.
Basic Character Types
Normally, players who are trying DungeonWorld for the first time start with two characters. The game was designed to be entirely playable with just two characters, although players can control more if they wish. We recommend you choose two from this list of options, but should you feel excited enough to start with more, each additional character costs £2.00 to set up and then 50p per turn thereafter. You would need to send these additional characters by using the form a second (or more) times until all characters you had requested were sent.
These are the basic character types available to new players:-
Human & Dwarven Fighters
These characters can be male or female. They represent the classic fantasy warrior,
who stands at the front row of a conflict and goes toe-to-toe with the enemy.
The Dwarven fighter is about half the height of a human but far broader of chest
and (usually) a long beard.
Human Rogues
Rogues are the classic fantasy thief/scout class. While they are fair fighters,
they are somewhat weaker and not so finely trained. However, they have other
skills and abilities that give them distinct advantages, including the abilities
to pick locks and pockets! They can be male or female.
Human Enchanter/Enchantress
Summoning Fire Sprites to sizzle their enemies, shielding their bodies with
crackling fields of energy. Enchanters are the main magical class in the game,
casting spells from scrolls which only they can make! They can be male or female.
Human Priests
These holy men and women worship the Gods of Light and can use their powers
to heal the sick and wounded. They are normally fairly tough as well, making
them a useful addition to any adventuring group.
Human Monks
Human Monks can only be male, since the remote mountain schools which teach
them, still stuck in ancient prejudices, will not take female applicants. Monks
are masters of the martial arts, being devastating hand-to-hand fighters, but
being limited by the weapon and armour choices they are allowed.
Elven Warrior Maidens
Elves in the DungeonWorld have a very distinct class system in which the women
are the superior fighters. Consequently, these classes can only initially be
female. Elven Women, like other fighter forms, have the usual warrior strengths,
but add some unique Elven abilities in their possible skill selection.
Human Assassins
In the political hotpot of DungeonWorld there have always been those rogues
who take one step further into the darker profession of Assassination. In time,
these people have found their skills can be used for the cause of good too!
Their ability to make poison and use a special 'backstab' attack with an Assassins'
Curved dagger is useful too! Assassins can be male or female.
Glacier Barbarians
These huge brutish Southerners come from the icy wastes. Their huge girth and
resistance to cold are infamous, as is their fiery temper. They start the game
with a special weapon called a ''Strach'' (a kind of axe.) They can be male
or female.
Human Necromancers
The study of death has long been feared in the lands of Bereny. Necromancers
are mistrusted and misunderstood characters who use the dark magics of entropy
in their quest for magical knowledge. Although they are still adventuring heroes,
Necromancers never quite seem to be accepted by society. Like Enchanters, they
have low combat and health stats. They can be male or female.
Human Crusaders
Crusaders are holy warriors who work for the Church and the Crown. While they
worship all the gods, they are split into 'arms' which each honour one of the
Deities in particular. Crusaders start with armour and a shield and are a powerful
initial class, *but* they have a downside. Each 'arm' of the Crusaders is ruled
by a 'Lord Crusader' who's word is *law*. If they issue a command your character
will be expected to obey or suffer dire consequences.
The Crusader option is recommended for advanced players only.
If you do choose to take one you should choose which sort and write your choice
in a space on the signup form:-
Crusader of Cambron (God of Justice) - Must be male
Crusader of Selador (Father of the Gods) - Must be male
Crusader of Merl (God of Commerce) - Must be male
Crusader of Marial (Goddess of Healing) - Must be female
Crusader of Bethseline (Goddess of Love) - Must be female
Crusader of Shanna (Goddess of Nature) - Must be female
Human & Elven Bards
Bards are the entertainers, musicians and minstrels of DungeonWorld. They have
fair fighting abilities and can use their music to 'influence' others, both
negatively for their enemies and positively for their friends. They can be male
or female, but be warned, Elven Male Bards are extremely weak because of a magical
curse which affects all Elven men in the game.
Centaurs
Half-man, half-horse, centaurs are a magical man and animal hybrid. Able to
carry other characters on their backs and negotiate the overland at a faster
rate than a two-legged humanoid, they are nevertheless restricted to a limited
range of armour and gear. Can be male or female.
Human Alchemists
These homely scholars study the properties of Alchemicals and other elements
of nature, mixing them in smoky labs, or walking the halls of a dungeon with
components ready for experimentation. Although they are probably the weakest
character type in combat, their knowledge and potential financial growth are
often considered on of the greatest of all adventurers. Recommended for experienced
players only. Can be male of female.
Human Rangers
Wanderers of the overland, these characters are the scouts and masters of the
road and countryside. From the icy wastes, through the hot Summer Ward and on
to the fog-shrouded North, they excel at navigating the wild areas and strange
places above ground.
Human Druids
Living in tune with nature, Druids are another class well suited to the overland.
Their abilities to summon animals to their aid and to mend and heal where nature
has been torn asunder are rather specialist, but useful in certain situations.
The Adventurer's Market
To get your characters started you'll need to purchase some equipment for them.
You can fill in what purchases you want to make on the sign-up sheet. Each character
has 50 gps (Gold Pieces) to spend at the Adventurers Market. There are thousands
of items available in the game, but for the purposes of this setup we've limited
your choices down to a few pieces of basic equipment. The rest you can find
later... while exploring the game!
Please note the following armour restrictions:
Enchanters, Alchemists, Barbarians and Monks are not allowed armour of any kind.
Rogues, Rangers, Bards, Assassins and Crusaders of Shanna are not allowed Plate
Mail.
Druids can only wear natural armour which they make themselves.
Centaurs cannot initially purchase armour (because they need to find and buy
special 'Barding' (horse armour) during the game.)
Please note the following special setup Items which you do not need to buy
when setting up:-
Glacier Barbarians start the game with a weapon (a Strach) automatically.
Rogues start the game with lockpicks automatically.
Human Enchanters and Human Necromancers start the game with scrolls detailing
their four initial spells.
Assassins start the game with a special curved assassin's dagger automatically.
All Crusaders start the game with a special shield and armour automatically.
All bards start the game with a musical instrument automatically.
Rangers start the game with a 'Rangers Bow' automatically.
Centaurs start the game with a 'Centaurs Bow' automatically.
Please note the following special options available on some character types:-
Glacier Barbarians can choose to start the game with a Timber Wolf. (No cost
in-game, but 10p per turn to run in real money.)
Crusaders can choose to start the game with a squire. (No cost in-game, but
10p per turn to run in real money.)
Explanations
Its best to get a weapon, since bare hands don't do much damage in combat...
unless you're a monk or a Glacier Barbarian, in which case, don't bother with
a weapon for now. Fighters might want some sort of armour too. A ''Teleport
Home'' Scroll is useful, magically returning your character to the start point
and might be very handy to get back after you've explored as far as you want
to before returning to lick your wounds and sell your gains for a while. A ''Shadow
Cloak'' is a tool for rogues, made from a low-friction lightweight material,
but not actually magical, it's the best thing for dodgy dealings! A ''Petty
Title'' gives your character the affix of ''Lord'' before their name. It's of
little use except for show, but it does have some weight in bureaucratic circles
and might be useful if you plan to get involved in game politics. A ''Guard
Dog'' actually functions as another character, having it's own orders and working
independently of it's owner. However, if you buy a guard dog your position will
be charged an additional 10p in *real* money, (not a great sum, but it covers
the printing costs, etc.) All characters are considered ''clothed'' in basic
tunic, leggings and sandals until other clothing is bought. Enchanters start
the game equipped with everything they need for basic spells.
House Rules (you must read these before signing up.)
The following House Rules are official rules under which you are participating
in the game.
Your understanding of and acceptance of these rules are conditions of playing
the game.
These rules are binding in all situations.
Any player not wishing to play by and be bound by these rules should not
sign up!
Your continued play is only allowed under the conditions supplied herein:-
(1) Madhouse decision in all game-related matters is final.
(2) If you wish to drop out and receive a refund of turn credit you should send your most recent game order sheet and a note to say so. A fee equal to the value of one current turn will be deducted from your refunded credit as a management charge. No refunds are available unless requested as stated here. Cash sent in payment of any form of game special offer is not available for refund at any time, in whole or in part.. If you wish your cash to be available for refund, do not purchase special offers.
(3) Mailed turns should be sent allowing plenty of time to reach us before the return date shown on your turnsheet. E-Mailed and Faxed turns must be sent at least TWO DAYS BEFORE the due date or they may not be accepted.
(4) Madhouse take all possible precautions to be sure of reliability of post. However, we cannot be held responsible for any lost turnsheets or missed turns resulting from postal failure (or machine failure in the case of faxed or e-mailed turns). Games will be run on time and if a turn is missing the position will still be run and updated with the usual fee charged. You will receive the turn update as usual. Orders sent late will not be used for the following turn except in the written instruction that they should be.
(5) Players must keep their accounts positive at all times. While Madhouse reserve the right to allow accounts to go into the red you should not count on or expect this. Your GM may decide to drop your position if your account does not hold sufficient funds to process the turn.
(6) If you wish to drop out you must inform Madhouse in writing, remembering to quote your name, account number, player number, game name and game number. Failure to do so may result in your *not* being dropped out and the resulting red account will be a legal and valid debt in your name which you will be expected to pay in full. The easiest way to drop out is to send us back your order sheet, blank, with 'dropping out' written across it in large letters. If you decide to drop out and your account is in the red, you are required to clear your overdrawn account balance within 7 days. Since Madhouse have no wish to change anybody for turns they do not wish to play we cannot stress strongly enough send us notification if you no longer wish to play so that we can correctly remove your position from the game!
(7) Players are encouraged to contact each other in the spirit of friendly rivalry or good diplomacy. However, all contact between players should be in the spirit and good-nature of the game. Players acting irresponsibly or unpleasantly will be immediately removed from the game without refund. We would add that we have never had to do this, and we very much hope we never will.
(8) All cheques or postal orders should be made payable to 'Madhouse'.
(9) Madhouse cannot accept payment by credit or debit cards. Sorry.
(10) As an *emergency service* players can call their orders in by phone during the publicised helpline times. However, there is a charge of £1.00 for this service. Fax and E-Mail orders have no supplemental charges.
(11) If you think Madhouse have made a mistake with your turn... contact us and let us know! We'll try to put it right or compensate your position in some way if we believe it is our fault, or explain where you want wrong if we feel you are mistaken. However, Madhouse have a strict policy of *never* re-running a turn. Whatever had happened we would not ever do so at any time unless *all* players were affected by the problem.
(12) Madhouse have the right to make amendments to your position at any time, should they deem it necessary. This includes changes in ANY GAME ELEMENT that the GMs consider important or necessary. While we try not to use these powers very often, you should understand that this is a condition of your participation in the game. Madhouse welcome player comments and contributions of all kinds. We're here to help you. If you have any queries of suggestions of any kind then drop us a line! We'll be looking forward to it!