~
The greatest kingdom of Sornieth thought it would never fall. Their island was vast and impenetrable. The rulers held the respect of their people, and their warriors were strong and courageous enough to fend off any danger that should threaten the sanctity of their home.
Then the rift struck. Brother turned on brother, sister on sister. What had once been a place of peace was now writhing with betrayal and bloodshed. Each side fled to the edge of the island, fortifying their newly formed borders and scheming to overturn their rivals and claim the land for themself. The war raged for generations, each hatchling raised to fight, and to die when they were old enough.
The war would have continued for an eternity had not a greater danger struck the two kingdoms. Rising from the depths of the sea, a great eldritch monstrosity ravaged the island, razing both sides to the ground. The survivors banded together to fight off the threat, but even that was futile. They had no choice but to flee.
Together, two powerful sorcerers, one from each kingdom, crafted a pair of keystones and encased them in matching ruby rings. The keys opened two portals, one on each side of the island, for the dwindling survivors to flee through. On the other side, they built new lives for themselves, never speaking of their home again. None must return there. The rings were given to a single keeper who was to destroy them as soon as possible. The Island was to be forgotten to history, lost to time.
Without anything to prey on, the monster returned to to depths. Centuries passed, and the once-great structures fell to ruin. Yet, the heart of the island once again began to stir, and a call went out. The war was not yet over, and the kingdoms must rise again.
~
So I love to write. And I LOVE creating characters and sub-clans, and being super convoluted with my lore. But for some reason, Pinkerlockes never seemed to work for me. Maybe it was the piling up of all the pulls. Maybe it was the fact that I could only do one pull a day. I don't really know, but I never made it far when I was trying to write one. So I decided to come up with a new style, one that worked better for me. So my best friend @Petall and I sat down to come up with a new game, and we did: A Timelocke.
Both Petall and I are doing a joint-but-seperate pair of Timelockes, so you can check out her's here! You will probably see our stories/dragons cross over quite frequently, so I would suggest reading both! :D
Anywho, enough chattering on. I will be following the rules set in this thread (by me lol).
How To Play wrote:
Basic Rules
Rolls
set your random number generator for 1 - 170
1 - 50 -- challenge - roll to see if your team of dragons survive
51 - 150 -- neutral - develop your characters, create more depth in your locke
151 - 165 -- new dragon - purchase a new dragon off the AH using the following rules
166 - 170 -- breed a nest - if there is a pair that is RTB and is alright to have a nest lore-wise, breed them. If not, see the rules.
- When a dragon hits a death number (explained later), that dragon MUST be exalted - this is the life blood of every locke.
- Write - don't get to bogged down in the menial tasks of hoping for a certian pull...BE CREATIVE!
- There are no rules about dressing your dragons, giving them apparel, or getting them art...just have fun with it!
- Every update MUST correspond with a number generation.
- You can start your Timelocke with however many dragons you want, however three is the recommended number. Just follow the New Dragon Rules!
Rolls
set your random number generator for 1 - 170
1 - 50 -- challenge - roll to see if your team of dragons survive
Challenge Rules wrote:
When you get a challenge, the first thing to do is take note of the number you rolled (1 - 50). That is the number of 'battles' or rolls you must complete. Choose your difficulty mode and begin.
easymode - set your rng to 1 - 100. Your death number is 7. Roll once for each battle. If you land on 7, one of your dragons is in danger. Roll to see who it is, and then roll between 1 and 2. If it is one, they live. If it is 2, they die. Once a dragon has been in danger, your challenge is over.
neutralmode - set your rng to 1 - 100. Your death number is 7. Roll once for each battle. If you land on 7, one of your dragons is going to die. Roll to see who it is. Once a dragon has died, your challenge is over.
hardmode - set your rng to 1 - 100. Your death number is 7. Roll once for each battle. If you land on 7, one of your dragons is going to die. Roll to see who it is. Even if a dragon dies, continue your challenge until you have finished all battles.
When a dragon dies in a challenge, YOU MUST EXALT IT! This is the most essential piece of playing a Timelocke.
easymode - set your rng to 1 - 100. Your death number is 7. Roll once for each battle. If you land on 7, one of your dragons is in danger. Roll to see who it is, and then roll between 1 and 2. If it is one, they live. If it is 2, they die. Once a dragon has been in danger, your challenge is over.
neutralmode - set your rng to 1 - 100. Your death number is 7. Roll once for each battle. If you land on 7, one of your dragons is going to die. Roll to see who it is. Once a dragon has died, your challenge is over.
hardmode - set your rng to 1 - 100. Your death number is 7. Roll once for each battle. If you land on 7, one of your dragons is going to die. Roll to see who it is. Even if a dragon dies, continue your challenge until you have finished all battles.
When a dragon dies in a challenge, YOU MUST EXALT IT! This is the most essential piece of playing a Timelocke.
51 - 150 -- neutral - develop your characters, create more depth in your locke
151 - 165 -- new dragon - purchase a new dragon off the AH using the following rules
New Dragon Rules wrote:
Roll from 1 - 14 to determine the breed of the dragon.
Roll from 1 - 11 to determine the element of the dragon.
After that, it is up to you. Here are some variations:
- fae
- gaurdian
- mirror
- pearlcatcher
- ridgeback
- tundra
- spiral
- imperial
- snapper
- wildclaw
- nocturne
- cotal
- skydancer
- bogsneak
Roll from 1 - 11 to determine the element of the dragon.
- earth
- fire
- wind
- water
- shadow
- ice
- lightning
- light
- nature
- plague
- arcane
After that, it is up to you. Here are some variations:
- Pick the cheapest dragon in the AH that meets the requirements.
- Choose your favorite dragon (in a certain price range).
- Purchase the first named dragon.
- Buy the first dragon with something in it's bio.
- Go with a certain gene.
- or....ANY OTHER VARIATION YOU WANT!
166 - 170 -- breed a nest - if there is a pair that is RTB and is alright to have a nest lore-wise, breed them. If not, see the rules.
Breed a Nest Rules wrote:
If you can, breed a nest. When it hatches, roll 1 - 2 for each hatching.
1 = the hatchling survives
2 = the hatchling dies
HOWEVER if there is only one egg, the hatchling will automatically survive.
IF all of the hatchlings roll to die, roll for one of them to survive.
This way, at least one dragon will survive from each nest.
AAAAAAAAND if you do not have a pair RTB (or it doesn't make sense, lore-wise), you have two options.
EITHER hatch an elemental egg OR buy the cheapest hatchling on the AH.
1 = the hatchling survives
2 = the hatchling dies
HOWEVER if there is only one egg, the hatchling will automatically survive.
IF all of the hatchlings roll to die, roll for one of them to survive.
This way, at least one dragon will survive from each nest.
AAAAAAAAND if you do not have a pair RTB (or it doesn't make sense, lore-wise), you have two options.
EITHER hatch an elemental egg OR buy the cheapest hatchling on the AH.
there will be many many more added as we figure this out, but these are all the rolls to start with