The Journal of
Keller
Drakmoar
The character creation and gameplay guide
For
End of legends
T o whom ever reads this, I hope the information contained in these scribing will aid you in your futile struggle of survival. Know now, whatever values you have, whatever gods you prey to or spirits that you worship. Know now, that all of them, all of your teachings, and your skill, and your magic, mean nothing to the viscous hatred that the desert has designed to tear your soul apart.
This is not just a land of opportunities, is a beast that seeks to consume us all and erase our names with a smear of our own blood. Innocence
This land has no name, the people here have no need to name it as it to call this place home or claim it is a curse that leaves entire villages swallowed by the ever shifting lands, and the monsters and creatures that grow massive feeding off of the cursed magic that leaves the land barren, and the creatures cruel and vengeful.
I, Keller Drakmoar, was one of those monsters once. A shadow that dwelt in the blood stained chaos. Living on the blood that came with cutting throats and ending the life of anyone who was unlucky enough to catch the attention of a coward.
I can't help but regret some of the blood on my hands. Innocent people, good men and women and children sent to the ocean of ghosts all to keep their voices silent....
Their are worse things out there than beasts. Things more murderous than the stray anomalies of magic that roam the wastes looking for souls to consume.
This is a land of stray gods, Demons, ghosts, dragons and wonders only ment to be witnessed by the brave. This is a place of deadly magic, of witches wizards and beings of magic that transcend both, but are equaled by one consistent and ever advancing fact.
I don't know when exactly this happened, when this evil was released upon the land, but weapons of a diabolical nature have made wizards of everyone, capable of death from miles away from where they stand.
I do not know if you have these in your land, or whatever realm you come from. But the "Gun" or a "Hex Gannon" Is a piece of technology too easily accessed by the foolish. It can make warriors out of farmers, wizards out of swordsmen, killers out of saints, and is a curse upon the dignity of all who stand at the end of a clumsily pointed barrel.
It is easy to kill, even easier to die. Wars can be started and ended in a single well placed shot, or entire armies can be mowed down without a single winner to be named. War isn't a dance of swords, it is a barrage of steel and thunder, and lighting, and the only ones who survive is those angry enough to catch the lighting in their hand, and make it deadlier than it was before.
This journal itself is like a gun. In the hands of anyone it can insure, or sustain your ability to survive. What you do with this information, weather good or evil, or neutral, is up to you and your decision.
Your Guidance. Keller Drakmoar
K. D.
How to play
The Nameless Land is a place of death and survival, if one is to proceed to discover its mysteries, and unravel its secrets, it must be known how to engage those most capable of ending your fight for survival.
Eight Moves of Combat
Eight basic moves.
Move: This is your ability to change position. Every “Step” Costs you one move point.
Draw Weapon: This allows you to pull out or holster on of your equipped weapons. Strategies using your weapons. Costs one move her draw or holster.
Engage: This is your “attack” and “Spell Casting” Option. This allows you to shoot a gun, use and hold spells. Or use you class moves.
Talk: Speak to an enemy. Starts a character conversation. The only time you can talk mates and enemy.
Reload: Reload your main, special, mechanical and gun type weapons, that require bullets or ammunition.
Use Item: Use an item that allows you to place a buff on yourself, others or the heal wounds, extend conversation range pause the game or effect the field of play.
Dodge: Attempt to avoid damage completely from melee, attacks, spells, and gunshots. Some attacks cannot be dodged. But your skill & learning stats can extend the length of your dodge. (Base distance 3 Steps)
Block: Attempt to avoid damage by combating it with the power of one of your weapons. (None Sheila weapons can only block for 1\3 of their total damage. Shield weapons block for full damage.)
There are moves that can be made by any class. These moves are essential to combat, play, and interaction between characters, and their opponents.
Each move requires the use of. “Movement Points”.
BINABASA MO ANG
End of Legends: Character creation and player guide.
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