User:Horja
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[edit] Deranged Horja
Short RP story about Horja and a short history of how me in Prophecy.
[edit] RP: Horja's entrance
It was night and everything was still and silent in Morindland. Animals sensed something, becoming scared, quiet, and hiding as well as they could. Wizards of clans woke up from their dreams and screamed in unison, using the foul language of demons. All babies given birth the following day were stillborn. Mothers and wizards of clans were in frenzy because the dead babies shared another thing besides death. They entered the world wearing a hideous grin on their lifeless lips.
No one knew what had happened but everyone had felt a change. No one could explain exactly how but the general emotions were from stability to chaos, from evil to good, all mixed. Talk of demon prophecies sprang to life again and Wizards began to plan a meeting. They summoned imps to carry messages to other wizards but not one of the imps ever returned or reached their destination. They had gone elsewhere.
Horja was exhausted. He had not realised just how painful and draining it would be to force the portal from hell open and to enter the land of the mortals without being summoned. He would need to regenerate. Smiling hideously, he slowly began to suck the life from the wombs of all living creatures. The next day Horja began to summon lesser demons already on the plane of mortals. The grin on Horja's face changed into a leer, as he stood before hundreds of thousands of demons, all ready to do his bidding.
Only one thought existed in Horja's mind - "I will change this world, feed and rampage among humans" - and he roared, a deranged, manic laughter.
[edit] History in Prophecy
Bla blaa.. started playing.. bla bla bla.. favourite food and music bla blabla.. nope?
[edit] Quests: in general
Starting from here I explain what kind of behavior I expect from participants in my quests.
[edit] Good to know
Please pay attention when you read the rules and description of a quest. When questions come up please ask those before the quest is started. If you think you have found an edge not everyone could think of send me a tell. It is possible and real that I haven't covered all the loop holes with rules. You may ask it in private (pray/tell) so that if you indeed have found an edge that is legal it is not ruined for you. Often breaking the rules will most likely earn removal from the quest and in the worst case scenario a NoQuest flag for a good while. Ignorance is not an excuse.
[edit] Behavior in quests
What is expected from participants
- Common sense
- Polite behavior
- Good spirit
- No arguing or condescending behavior
- Concentration to the quest
[edit] Quest: The Amazing Race
Weekly race between players. Luck, good or bad really matters and area skills give you an edge too.
[edit] Description
Horja or Zubrette will stand at the Temple of Ul and wizslap you. Wizslap throws you to a random room in the world and reduces your Hp, Mana and Mv points to 10% of the maximum. Once you are wizslapped your objective is to return to the Temple of Ul and tag the immortal who wizslapped you. The time will be recorded and there will be a weekly roster. There is a lag of few seconds (roughly 6-7) when you are wizslapped and you need to stand up after the slap. Nevermind where you land, make haste to Sendar. If you see Horja or Horja's other characters online you may request the Amazing Race (be polite).
[edit] Rules and information
- You have 10 wizslaps(tries) per week
- You may purchase a new wizslap with 10 000 gold
- Wizslap reduces your hp/mana/mv to 10% of the maximum
- If you die, there will be no restore if you lose rot_death items
- You may request being wizslapped from Horja (be polite)
- You may use any items you acquire from areas after you have been wizslapped
- You may use mprogs or existing portals on areas
- You may not be summoned
- Do not use any potions, pills, scrolls or wands you posses before the wizslap
- Do not use following spells, skills or abilities you have learned
- refresh
- gate
- portal
- nexus
- home
- teleport
- word of recall
[edit] Prizes
Three players with fastest times get a choice between quest token and a placement token.
- 1st place token in the Amazing race or a token of ac/hp/mana/etc
- 2nd place token in the Amazing race or a token of 3 QPpts
- 3rd place token in the amazing race or a token of 2.5 QPpts
Placement tokens do not work alone. You need at least two.
- 1st place token combined with 1st place token = a piece of high level Quest eq
- 1st place token combined with 2nd place token = a piece of mid level Quest eq
- 1st place token combined with 3rd place token = a piece of low level Quest eq
Combinations of 2nd and 3rd place are not worth a thing. Take notice that placement tokens might be good items to trade with.
[edit] Special prize
If you score a time under 10 seconds it will be called a "lottery wizslap". Why is it called that one might ask? Because to score a time of 9 seconds or less you will have to land only few rooms away from the Temple of Ul. It requires a lot of luck and no mistakes even if you land close. However, if you manage it you will be closed from that week's race and you will receive a prize which is going to be a piece of Quest Equipment.
[edit] Quest: Twisted FTI
We've all seen several version of Find the Immortal. This is mine. Sometimes it's a PKquest sometimes not.
[edit] Description
My version is based on giving tips about the location I am in. I do not copy the room description directly but give some hints about the area in general and the specific room in am in. The twist is to give the winner of previous round a harder time to win the next round. This is accomplished by wizslapping winner of the round. Like this movement points of that person are low for the next round. I will also freeze the quest until I find the next location further away from the previous winner.
[edit] Rules and information
- You may use portals existing as part of areas
- You may use mprogs on areas to transport yourself
- If the FTI is PKquest, whoever dies is 'off the next round
- You may not use potions to refresh yourself
- You will be restored before every round
- Do not use following spells, skills or abilities you have learned
- refresh
- gate
- portal
- nexus
- home
- teleport
- word of recall
[edit] Prizes
- If more than 6 participants: first three will be rewarded
- Reward limit 3 Qps (3 x first place or 6 x second place, etc)
- First to tag me = A Qp
- Second to tag me = Half a Qp
- Third to tag me = 50 AQpts
- If less than 6 participants: first two will be rewarded
- First to tag me = half a quest point
- Second to tag me = 50 AqPts
- No win limit
[edit] Quest: Furious Scavenger
I am a big fan of scavenging. Just not the long term quest type of scavenging. Even so, I do appreciate hours spent on long scavengers just as well. Still, this is my shortened version of scavenger type quest.
[edit] Description
Idea of this quest is to host scavenger type quests and give everyone an equal chance of doing well instead of quest being based to how many hours someone be logged on during a week or two or if they are online when new scatter happens. I will scatter hundreds of tokens and your task is to gather as many as you can by all means necessary. This means that you can heal your mana and movement points, gate around, teleport do anything you want. Quests lasts about 30-60 minutes depending on how many people participate. Tokens are also small AqPts tokens. Not all are found in the Furious Scavenger so searching around after this quest can be a good way to make your AqPts purse fat.
[edit] Rules and information
- Tokens scattered in the quest are following:
- (Horja) 1 Scavenger Points (5 AQpts)
- (Horja) 2 Scavenger Points (6 AQpts)
- (Horja) 3 Scavenger Points (7 AQpts)
- (Horja) 4 Scavenger Points (8 AQpts)
- (Horja) 5 Scavenger Points (9 AQpts)
- Quest will be ran for minimum of 5 players
- You may use any spell and skill you posses
- No complaining/bitching to other players scavenging in same area
- First three players do not get to keep the tokens (aqps)
- Everyone else can cash their tokens in or do as they please (give away)
- Points will be counted after the quest, one by one
[edit] Prizes
Depending on amount of players there is two categories for prizes.
- Category 1: if less than 8 players - normal tokens
- 1st place = token of ac/hp/mana/etc
- 2nd place = 2 QpPts token
- 3rd place = 1 QpPt token
- Category 2: If more than 8 players - a choice between token and a placement token.
- 1st place token in the Furious scavenger token or a token of ac/hp/mana/etc
- 2nd place token in the Furious scavenger token of 3 QPpts
- 3rd place token in the Furious scavenger token of 2 QPpts
Placemenet tokens do not work alone. You need at least two.
You may combine these tokens with the Amazing Race tokens in future
- 1st place token combined with 1st place token = a piece of high level Quest eq
- 1st place token combined with 2nd place token = a piece of mid level Quest eq
- 1st place token combined with 3rd place token = a piece of low level Quest eq
Combinations of 2nd and 3rd place are not worth a thing.
[edit] Quest: RP-KTM
This is a quest which involves a bit of RP, a plot to follow and some fighting
[edit] Description
This is a group quest for minimum of four players. Me and possibly other immortals have prepared a plot for the group to follow. We will play the part of mobs and prepare items with tips of what to do next. There are different paths and choices for the group to decide with different results (when the quest is well prepared). This quest may end up in a failure just as well. During the quest group will have to decide the type of prize they are going to go after. In RP-KTM (Role Playing - Kill the Mob) type quests I expect a lot of activity from the group. I will assign a leader to the group. Group's purpose is to tentatively test where the plot leads them instead of me pulling them through it. This of course works only when the quest is well prepared.
[edit] Rules and information
- How does the quest work?
- Immortals will play part of mobs
- There will be items, tips and clues the group may gain
- I will instruct the group leader if things do not proceed
- Quest will be frozen during "acts" having something to do with plot
- Everyone in the group may talk with the mobs (and with everyone)
- I expect some level democracy in making the decisions
- You may not use following spells and skills
- home
- nexus
- word of recall
- gate
- portal
- teleport
- scry
- pass door
- fly (not even perm)
[edit] Prizes
About grading and what is estimated in the quest.
- RP in general (group and individual)
- Behavior in group and with group members
- How dynamic and co-operative the group is
- How the quest ends, failure or not
During the quest there will be a situation in which the group decides about the prize.
- The group prize: Quest eq
- In the end it is necessary for the group to decide few things if they choose this
- To sell it and divide the profit among group members
- For someone to buy it from inside the group
- There are other options if the decision doesn't come easy
- For an example forced auction between the group members
- If this doesn't help it will lead to open quest auction
- The individual prize: Gold or Qps (It will not be revealed during the quest)
[edit] Quest: Trivia
I do not host trivias. Do not ask for trivias.
[edit] Quest: Scrimmage
You may not request for a scrimmage unless I have qnoted that I take scrimmage requests.
-Horja

