Skyrunner Tribe Dicemaster Guide:

Dice System Introduction


Foreword

Welcome to the information handbook on the Skyrunner Dice System. Here you will find information regarding our D20 based events, systems, character creation and so much more. It is hoped that with this system we are able to accomplish two things. First is to create a fun and rewarding system that offers abundant character choice and flexibility so that the player can fully experience the RP of the guild in a way that you want. Second is to allow for the quick completion of events so that in a large group of people an event does not take 5-6 hours to complete but instead can expedite the process to make events more impactful and fun.

If you have any questions or need assistance when creating your character, please do not hesitate to ask Kanatu or a member of the Creative Team. We are here to make sure you have a fun and wonderful time with us!

Dicemaster

Dicemaster is a mandatory Add-On for our guild. It is an incredibly detailed app that allows players to create their own spells and fill out stat sheets much like a tabletop RPG. Moreover, there's tools for easy rolling and Dungeon Master (DM) aids to assist in larger events and keep everyone's rolls straight. With the addition of the Unit Frames feature to help visually display enemy or ally NPCs, this Add-On has become a must-have for us.

You can download Dicemaster on Curse's website, through the Twitch app, or wherever you get your Add-Ons.

To see our Quick Guide, click here and to visit the Add-On's own guide, click here

In all of these chapters, we will use links to help you navigate to relevant information quickly. All links will take you away from the chapter you're reading, so we recommend opening them in a new tab or window.

Furthermore all links are safe and will not bring you to any scary or dangerous website. You can even open them on mobile!

Art Credit

  • Ishmael Hoover - Tauren Shaman

  • Chistopher Chang - Shadowmoon Orc Concept

  • Wang Jianxi - Tauren

  • JNickBlack - Manticore

  • Julien Carrasco - Manticore

  • Blizzard Entertainment - Death of Ysera

  • Ben Wooten - Tauren Paladin

Starting Out

The first and most important thing about this guild is that story comes first. Be it driven by character decisions, consequences of overarching themes, or simply luck, our stories are our number one priority. We want to tell the best story possible, together, and sometimes that involves leaving things up to chance. It's more interesting if your arrow can miss, or a critical healing spell is interrupted, than simply assuming everything works all the time. But the in-game system for rolling is, admittedly, incredibly lackluster. So, how do we remedy this?

System Overview

To those familiar with Dungeons & Dragons, you will find our system to be similar to the 5th Edition rulebook. However, our system is far lighter and we favor storytelling over hard-and-fast rules and rolls any day of the week. At the dramatic conclusion of a personal storyline, it would be awfully anticlimactic if you missed the killing blow, wouldn't it?

However, for standard combat and basic actions, we follow a simple post-and-roll flow. To speed up encounters, we encourage players to post their action first, and then follow it with a roll to determine if they succeed or not.

Setting Up Your Sheet

Character sheets are incredibly easy to set up and are important to reference for things that otherwise cannot fit into Dicemaster. These sheets are also linked on your character's page on the guild's website, so you can peruse other guildmates' characters with ease! See someone use a neat ability? Wonder just how high that Druid's Healing stat is? You can easily find it with a few clicks on their page!

To set yours up, simply click here and follow the survey questions.


Roll Order

The Rolling Order will be posted in Raid Warning at the start of the event based on the raid leader’s raid roster order with the NPC actions interspersed between players. This roll order will also be posted in the Event Resources Channel for reference and saved in-game to be posted whenever it is needed. When it is your turn next, after the person currently taking an action, you will be notified verbally so that you can prepare your action in advance.

On your turn, you make your post and roll for the action. However, after your turn, you may still post reactions and conversations among other members of the group, to help enhance and reinforce the idea that combat is on-going and doesn't pause at one-minute intervals.

Turn orders are simply there to ensure people are not simply spamming rolls to try and "win" faster or confuse the DM.

Health

Every player and NPC starts with a maximum of 10 health unless otherwise stated. Some items and class skills allow you to have a higher max health, but for the most part we operate with 10 HP. All ground mounts and companion pets have a maximum of 5 HP unless otherwise stated. Wyverns have 5 HP unless Armored, in which case they gain a base +2 HP. Enemies have higher or lower HP depending on how many players are engaged in a certain encounter.

It is also possible for you to start with lower health than your maximum. This depends usually on personal preference or event limitations. For example, you can decide that your character's broken arm means they start the encounter with 7 health instead of 10. In another example, perhaps the group has entered a place with thick crippling fog that causes everyone to start with 8 health instead of 10. Regardless, you should let the DM know if you are choosing to start with lower health, or the DM will let you know if there are environmental factors affecting maximum health.

Rolling the Dice

Roll Values

We use three main types of rolls in combat: Single Target, AOE (Area of Effect), and Healing. The tables below outline the values and levels of success in each.

Single Target Rolls
Roll Value Result
1 Critical Miss - Player takes 1 damage
2-6 Miss
7-12 1 damage
13-16 2 damage
17-19 3 damage
20 Critical Hit - 4 damage
AOE Rolls
Roll Value Result
1 Critical Miss - Player and anyone in AOE range takes 1 damage
2-6 Miss
7-12 1 damage to 2 targets
13-16 1 damage to 3 targets
17-19 1 damage to 4 targets
20 Critical Hit - 2 damage to 3 targets
Healing Rolls
Roll Value Result
1-6 Miss/No effect
7-12 1 health
13-16 2 health
17-19 3 health
20 Critical Success - 4 health

Roll Terms

Critical Miss: Rolling a natural 1 without any modifiers.


Critical Hit: Rolling a natural 20 without any modifiers.


Advantage: Roll twice, and select the higher outcome.


Disadvantage: Roll twice, and select the lower outcome.


Critical Range: The range in which you can critically hit or miss a target. The base range is 20+ for a Critical Hit, and 1 and lower for a Critical Miss. This can be modified with abilities, buffs, and debuffs.

Wyvern & Companion Roll Values

Whether you're a Hunter with a pet bear, a Warlock with a Felguard, or a Windwarrior with a Bonded Wyvern, you can use these companions in combat. Ground Mounts and Companions roll out of 10, while Wyverns roll out of 20. Unless otherwise stated, these creatures do not have stat points to add to their rolls, making them all "flat" rolls.

Ground Mounts and Companion Pets
Roll Result
1-4 Miss
5-8 Hit, 1 damage
9-10 Critical, 2 damage
Wyverns
Roll Result
1 Critical Miss, take 1 damage
2-6 Miss
7-12 Hit, 1 damage
13-16 Hit, 2 damage
17-19 Hit, 3 damage
20 Critical, 4 damage

Skills and Stats

As you may have noticed by now, we rely on rolls to achieve goals in a lot of our RP. But how do we establish what to roll? This is where skills and stats come in.

Stats

Stats are our characters' core building blocks. From these stats come many of the modifiers to other rolls and skills, and are the ones most important to many characters. This is your character's foundation.

Stats
Name Description Skills It Effects
Charisma A measure of your character's influence over other people in a social aspect Bluff, Diplomacy, Disguise, Intimidation, Performance
Constitution A measure of your character's stamina and ability to take damage Defense, Fortitude Save
Dexterity A measure of how dexterous your character is Ranged Attack, Acrobatics, Disable Device, Escape, Stealth, Reflex Save
Intelligence A measure of how intelligent your character is and their magical power Spell Attack, Spell Defense, Knowledge, Spellcraft
Strength A measure of your character's raw strength Melee Attack, Athletics, Grapple
Wisdom A measure of your character's application of knowledge and inner strength Healing, Insight, Perception, Survival, Will Save

Non-Combat Skills

Non-Combat Skills are skills that are typically used outside of combat. In certain circumstances you might be able to convince an enemy to stop fighting you with a good Intimidation roll, but overall these are used before or after combat.

Non-Combat Skills
Name Description
Acrobatics An attempt to dive, roll, flip, parkour, or maintain balance
Athletics An attempt to swim, climb, flee, fly, or outrun someone
Bluff An attempt to deceive, trick, or lie to someone
Diplomacy An attempt to persuade or win favor with someone
Disable Device An attempt to disarm a trap or disable a lock
Disguise An attempt to change your appearance
Escape An attempt to slip bonds and escape from grapples
Grapple An attempt to disarm or disable an enemy
Healing An attempt to mend wounds or restore health to someone
Insight An attempt to discern intent or decipher body language
Intimidation An attempt to taunt, coerce, or frighten someone
Knowledge Your education or understanding of a particular topic
Perception An attempt to notice fine details and alert yourself to danger
Performance An attempt to impress an audience with your talent and skill
Spellcraft An attempt to sense or identify spells and magic items
Stealth An attempt to avoid detection and remain unseen
Survival An attempt to survive or navigate in the wilderness

Combat Skills

Combat Skills are skills that are typically used in combat. In certain circumstances, you might be able to break a lock with a good Melee Attack roll, but overall these are used during combat.

Combat Rolls
Name Description
Melee Attack An attempt to strike an enemy with a melee weapon or barehanded
Ranged Attack An attempt to strike an enemy with a ranged weapon
Spell Attack An attempt to cast a spell upon an enemy or ally
Defense An attempt to defend yourself from enemy damage
Spell Defense An attempt to defend yourself from enemy spell damage

Saving Throws

Saving Throws can be used before, during, and after combat. These are used to resist, dodge, or endure an enemy's attack or an environmental danger, such as harsh weather or a hidden trap.

Saving Throws
Name Description
Fortitude Save An attempt to resist physical punishment or pain
Reflex Save An attempt to avoid or prevent an unexpected action
Will Save An attempt to resist mental influence

Allocating Stat Points

During the Character Creation process (outlined in the next section), you will receive various points to add to skills and stats based on your race and class. Later on, your character might receive level-ups, items, or quests that increase different stats at different times. It is important to note that while we encourage creativity and freedom in building your character, we do not recommend building a glass cannon or min-maxing your stats.

Ultimately, you should build based on your character's story and what makes the most sense for them.

New Character Creation

This section deals with information regarding the initial set up of your character within the Dice System. Those characters that have Ally, Unblooded, or Tribesman status have access to the system and you must create a new sheet per character.

Creating Your Character

These are the steps to take in order to fully flesh out a character within the dice system of the guild. Where applicable, some steps might provide links to additional Homebrewery pages to peruse. This is to help cut down on length and clutter and present all this information in a clean format. If you need any help at all at any step, do not hesitate to ask Kanatu or a member of the Creative Team for assistance!

Step One: Race

This is the first step in the creation process. You should probably have a good idea of what race you want to play in the guild before deciding on their class or any backgrounds, mounts, etc. After all, we don't usually say "I'm a Mage Goblin" now do we?

The playable races are the same ones in-game, with a few exceptions. You can play as a Goblin, Orc (both Azerothian and Mag'har), Pandaren, Blood Elf, Nightborne, Tauren (both regular and Highmountain), Troll (all kinds), Undead, and Vulpera.

Certain races and half-races will be allowed in on a case-by-case basis. As always, talk to Kanatu for approval before doing so!

To see the full list of races and their racial abilities, please click here to head to that chapter.

Step Two: Class

Now that you've chosen your race, it's time to pick your class. Everyone starts out with one of the basic playable classes in-game. Choose a class that best fits your character's in-game class. The playable classes are Druid, Hunter, Mage, Monk, Paladin, Priest, Rogue, Shaman, Warlock, and Warrior.

For Demon Hunters and Death Knights, select one of the above listed classes that best fits your character. Demon Hunters and Death Knights are considered Prestige Classes and will be covered in a later section.

To see the full list of classes and their abilities, please click here to head to that chapter.


Step Three: Mounts and Companions

The use of mounts is integral to the Skyrunner Dice System. We wanted to truly capture the special bond Azerothian Beasts create with the more sentient races of the planet and because of that mounts, both ground and flying, as well as pet companions play a unique role within our RP and our D20 System. Every new character has the opportunity to detail the specifications of their Ground Mount in regards to the Dice System as do any classes that use companion pets.

Do note that we are a wyvern-riding tribe, and our lore, story, and events center around these creatures as mounts. Using a non-wyvern flying mount is on a case-by-case basis and must be approved by Kanatu before joining up with one.

Any member of the tribe that is not bonded to a wyvern at the Windwarrior rank is loaned a wyvern from the tribe's pride and given their stat sheet to use in events.

For full details on mounts, companions, and wyverns, please click here to head to that chapter.

Step Four: Knowledge Proficiencies

The last step of the character creation process is to flesh out areas of expertise for your character. What are they exceptionally good at? Can they craft maces? Are they a master angler?

These knowledges are widespread and applied situationally. You might think your character's Anduin trivia will never come in handy, but then we bet our zeppelin on a game of bar trivia!

A character can have up to a maximum of 5 Knowledge proficiencies, and each of these are rolled with a +3 bonus. This stat can increase over time if you use your proficiencies frequently enough, or through RP scenes or quests involving them. It can also decrease over time if you never use it or practice it. Consider this very carefully when picking your proficiencies!

You also can gain new proficiences through extended practice or effort to learn new things. If your character has helped the tribe's leatherworkers out every day since they joined, of course they're going to gain a bit of knowledge in leatherworking!

Lastly, not every character needs to have a full 5 proficiencies. Most average characters have between 1 - 3 things that they are quite capable at, while the rest are unremarkable or of average skill.

Advanced Gameplay

The basics of the dice system have been covered, and now comes the more detailed parts. This section should only be read once you have gone over the previous sections to ensure you are not confused or lost when reading about certain things.

Basic Class Leveling

You gain levels through various actions taken within the game setting. Some experience points will be awarded through regular RP interactions and some will be awarded through D20 specific actions. Additionally, should you earn an Inspiration point during an encounter you can use it to apply to your leveling progression. Below you will see tables reflecting the various levels of both the Basic and Prestige Classes and what each level unlocks.

Basic Class Leveling Path
Level Skill Bonus Feature
1 Selection of Class Skill Bonus (total 1) Selection of class Toolkits (Choose 2)
2 +1 to selected Skills (total 2) -
3 - Class Toolkits increase to Rank 2
4 +1 to selected Skills (total 3) -
5 - Unlock a Special Action. Unlock access to a Prestige Class

Prestige Classes

Prestige Classes are high-level classes that you can specialize your character into once they max out their base class. These unique classes take longer to achieve levels but their impact on your gameplay as well as the strength and progression of your character is designed to make Prestige Classes fun and desirable for your character. Unlike Basic Classes where you can only select 2 Toolkit Abilities a Prestige Class allows you to choose three abilities as well as unlocking your second of four Special Abilities.

You do not have to level a Prestige Class, of course, but it allows for a unique way to further customize your character's playstyle in combat.

When you begin to level a Prestige Class, you take your Base Class Toolkit abilities with you. This allows for a lot of fun inerplay between Base Classes and Prestige Classes and offers a vast amount of combinations and styles of play. You want to be a Mage that becomes a Protection Tank? You can do that!

Prestige Class Leveling

As stated above, Prestige Classes level much more slowly than Base Classes. This is to ensure the power creep is maintained and controlled, and allows each of your decisions on Toolkit abilities to feel weighty and important. Below you will find a chart similar to the Basic Class leveling path.

Prestige Class Leveling Path
Level Feature
1 Selection of 1st Toolkit
2 Selection of 2nd Toolkit
3 Selection of 3rd Toolkit
4 Toolkit Selections increase to Rank 2
5 Unlock a Special Action

A full chapter on Prestige Classes is currently under construction. If you would like to browse which ones are currently available for play, please click here to view them on our website.

Special Actions

At Level 5 (or Level 4 if your Racial Affinity removes the need for Level 5), you unlock the first of up to 4 Special Actions. A Special Action is a custom-made "elite" spell that you and Kanatu work together to create. These actions should be cornerstones for your character and what makes them shine in combat. These actions can be Active or Passive abilities and can have a wide variety of effects.

When designing your Special Actions, keep in mind that this action, when used, should signify to other players that your character is doing their big thing. When your Sunwalker activates his Call of An'she's Wrath, they should know that it is something only your Sunwalker can do. If you need help, advice, or suggestions for your Special Action, simply speak to Kanatu or one of the Creative Team members!

Special Action Acquisition
Number How to Acquire
1 Reaching Level 5 in your Base Class
2 Reaching Level 5 in your Prestige Class
3 Completion of an Epic RP Quest
4 Completion of an Epic RP Quest
5 Elite Action - Council and Chieftain Rank

An Elite Action is unlocked only for those that attain the rank of Council or Chieftain.


Inspiration & Negative Traits

Inspiration Points and Negative points are both gameplay mechanics related to the Dice System that are meant to create deep character development through two aspects. The first being positive in nature and rewarded through character interaction with NPCs, creative character action and any number of other actions you take through RP. The second aspect is negative in nature and designed to reflect the hardships of the world in which our characters live in. These negative points are assigned when your character fails, gets into a situation that can be detrimental and irreversible, or mental or emotional harm comes to them.

Inspiration points are used to increase your character's experience points, automatically succeed on a complicated action in an encounter, or upgrade a looted item after combat ends into something powerful or enchanted.

Condition Terms

Sometimes in combat, you will use an ability that causes a unique effect on your enemies or allies, rather than just dealing flat damage. Other times, an enemy might do something to you that will trigger an effect. These are called Conditions, and take the form of buffs and debuffs. Below is an outlined list of the Condition terms we use most often in combat. It's not an exhaustive list, as very rarely we might use something completely unique to the story or combat setting.

Condition Terms
Term Effect
Grappled The target is unable to move, but may still attack or perform certain actions. Some actions may be at Disadvantage at DM discretion.
Stunned The target is rendered unable to act at all. Attacks made against them cannot miss and deal double damage. Additionally, the target may be non-lethally captured without the need for a roll to do so.
Charmed The target is under the sway of another creature or person. They perform commands to the best of their ability, or follow some kind of pre-determined action. At DM discretion, the target may make Will Saves to overcome the Charm.
Slowed The target is unable to act as quickly as before. Instead of taking an action every turn, they take their action every other turn.
Frightened The target is frightened of another creature or person. They immediately try and move as far away from the source of their fear as possible, and all attacks they make against that source is at Disadvantage.
Blinded The target cannot see, and all checks relying on sight automatically fail. Additionally, all attacks they make are at Disadvantage.
Deafened The target cannot hear, and all checks relying on hearing automatically fail.

Command

A unique Skill to the Skyrunner Tribe is Command. Command is your character's ability to control and order a group of NPCs or fellow player characters, based on their Charisma plus their Tribe Rank. On your turn, you may use your action to command a group of NPCs or player characters. All affected NPCs or player characters can immediately make a free action based on your command, with a bonus based on your roll, outlined in the table below:

Roll Free Action Bonus
1-4 No bonus
5-10 +1
11-15 +2
16-19 +3
20 +4

The skill points for your Command roll based on your Tribe Rank is outlined in the table below. Remember, you also add your character's Charisma stat to determine the full bonus to your Command roll:

Rank Command Stat Bonus
Ally/Unblooded -
Tribesman +1
Windwarrior +2
Towateke +3
Sky-Reaver +4
Council +5
Chieftain +6

You can add your Command skill into Dicemaster as a custom Skill. Simply go to the header under Skills in the addon frame, and click the plus-sign (+) to add in a custom skill. Type in "Command", then select "Charisma" as the Stat for the skill to be based off of. Once it's added to your list, you may then adjust the bonus based on your rank as you would any other skill or stat.

If you need any assistance in creating this skill, let one of the officers know!

RP Quests

Sometimes, our characters want something that they do not have, or need to progress in their skills and abilities, or need to work through a Negative Trait. When moments like these arise, a character is encouraged to undergo an RP Quest. These are usually personal character affairs, involving some or all of the tribe, in order to solve a problem or accomplish a task related to your character.

The Creative Team are the facilitators of these RP Quests, and can be contacted at any time to set up quests to undergo. There is no set timeline for RP Quests, as each one is different, and should be discussed with your respective quest-giver.

Types of RP Quests

Crafter Quests are quests that you can initiate with an NPC or another member of the guild that can provide your character with something specific such as armor, a new weapon, potions and elixirs, enchantments, and just about anything else. The complexity of your quest chain to gain these items will be determined by the power scale you wish to give your item or it's important to your character development.

Tribe Rites are RP Quests that are designed specifically to fit into Tribe Lore and progression within the Tribe social and ranking structure. These quests can be completed by anyone without increasing their rank if it is not fitting for the character or the player, but that is their primary function. Completing Tribe Rites also gives access to points that you can spend on your character stat sheet as well as greater standing with the Tribe within the story.

Free Quests are quests that your character can undergo to gain a variety of rewards and skills. These are character-driven and specially crafted quest chains to explore your character development. Free Quests, just like Crafters Quests, vary in length and difficulty depending on what you are looking to accomplish. Access to Prestige Classes, Unlocking your last two Special Abilities, and the removal of Negative Traits are all examples of what you can gain as a reward for going through Free Quests.


Crafter Quests

On a character development level, these quests are designed to stretch your character with new experiences, people, and locations. This type of quest revolves heavily around the interconnection of your character with others so you can expect a full array of emotional and personality-based complications to arise just like we do when seeking to gain something from someone. Factors of the Dice System do fit into these quests and your relationship with those you interact with but so does your character's general attitude, the other parties involved, your standing relationship with them, your understanding of their motivations and so on.

Example Crafter Quest Givers
Character Offered Services
Enyetof Stormstride Herbalism, medicines, alchemy
Kireena Skyrunner Common goods, ingredients, escorting, retrieval
Harnor Skyrunner Food and drink
Narv Hidecrafter Leatherworking, skinning, animal parts
Muuran Basic blacksmithing, excellent mace-crafting
Koza Steelheart Basic smithing, fishing, mediation of conflicts, trinkets
Korgig Strongblade Expert smithing, spikes

Tribe Rites

Each Rite in the table below is clickable to take you to the main page where there are more details on the Rites, their history and significance in the Tribe, as well as OOC instructions on what to expect from them. These can often be the most impactful for shaping your character into who they will be in the future of the guild.

Note: Clicking on the links will open a new page and take you away from this document. Be sure to open them in a new tab or new window!


Offering of the Blooded Feather

The first rite for all those not born of Skyrunner blood.


The Offering of the Blooded Feather is a ceremony created to allow members not born of the Tribe to receive full rites as a tribe member.

Rite Requirements

You must be Unblooded rank.

You must declare your intention to join the tribe fully to the Chieftain.

How to Accomplish

You must undertake a hunt of a feathered beast to provide meat, hide, and bones to the tribe.

You must collect a feather from the kill to present to the Chieftain and the tribe.

Completion

Upon presenting the Chieftain and tribe with the feather, you will undergo the blooding before the tribe upon the White Spire.

Rewards

You will rank up to Tribesman.

You gain +1 point to put towards any Main Stat.



Judgment of the Wyverns

The Tribe's most ancient and sacred rite.


The Judgment of the Wyverns is a very old rite among the Skyrunner Tribe, and represents their eternal bond with wyvern-kind. This is the way of Tribal life for the Skyrunners and is incredibly sacred.

Rite Requirements

You must be Tribesman rank.

You must craft a Necklace of Binding and declare your intention to the Chieftain.

How to Accomplish

You must undergo a journey to a wild wyvern pride that will take many days or weeks to accomplish.

You must declare your intention to the wild wyvern champions or Pride-Lords and undergo a bond with a wyvern that finds you worthy.

Completion

The tribe watches the final bond and cannot interfere in any way. It is possible to die or fail a binding, depending on the test the wyvern puts forth to you.

If you survive, you and your wyvern take the First Flight to seal the bond alongside the Tribe. Afterwards, there is a great feast and celebration on the way back to tribe lands.

Rewards

You will rank up to Windwarrior.

You will gain access to your own personal wyvern mount.

You will unlock custom armor and creation of special abilities for your wyvern.

You will gain the Necklace of Binding, allowing for mental communication with your wyvern and granting a bonus to a Main Stat and Skill unique to your Judgment.

Druids: You may choose to use your flight form instead of a wyvern, and gain +2 to Dexterity and +1 to Intimidation upon successful completion of the rite.


Feat of Honor

A feather to show your dedication to the tribe and its foundational pillars.


A Feat of Honor is a special achievement for a member of the Skyrunner Tribe. This achievement is awarded to those individuals that have gone above and beyond in their duty to the tribe.

Rite Requirements

You must be Tribesman rank.

How to Accomplish

You must exemplify one of the pillars of the tribe and represent it in such a way that your dedication and lessons learned are unmistakable. You may accomplish multiple Feats of Honor over your time in the tribe.

Completion

Upon being recognized for your deed, the Chieftain will present you with a feather that represents the pillar you exemplified and announces your feat to the tribe.

Rewards

Part 1 of the requirement to rank up to Towateke. These can be completed in either order.

Gain +2 points to put into any Skill.

A title that reflects your Feat of Honor.

A feather to wear on your person with pride.



The Skypath

A dangerous obstacle course meant to test the limits of a rider's skill and bond with their wyvern.


There is no denying that the Skyrunner Tribe are a people who love competition and challenge. The Skypath is a representation of the latter. Developed as a gauntlet meant to prove skill, and mastery over the skies this unique challenge has become a celebration of the Skyrunner way of life and a beloved observance for those not participating.

Rite Requirements

You must be Windwarrior rank.

How to Accomplish

You must undertake an arduous gauntlet in the air with the tribe as witness. Often this involves some goal, be it finishing in under a certain time, gathering feathers, flying through rings, or navigating treacherous weather.

Completion

It is entirely possible to fail The Skypath, but it may be undertaken repeatedly, win or lose.

Completing The Skypath is a great feat and proves to the tribe your dedication to wyvern-riding as well as your prowess as a hunter of the skies.

Rewards

Part 2 of the requirement to rank up to Towateke. These can be completed in either order.

Gain +2 points to put into any Skills.

The title of "Skyseeker".

A totem of the Winds to represent your mastery over the skies. Grants +2 Dexterity to you while you are mounted on your bonded wyvern. Subsequent victories grant an additional +1 Dexterity up to a maximum total of +5.


Rite of the Elements

A willingness to show your dedication to the Elements that guide the tribe.


The elements have always been an inseparable part of the Tauren people and the Skyrunner Tribe. The use of the Elements as well as gaining their respect has been a long tradition of the Tribe and those who seek to represent the Tribe as champions must prove their willingness to honor the Elements and gain their power.

Rite Requirements

You must be Towateke rank.

How to Accomplish

A minimum of 5 RP Quests must be undertaken, each designed around an element (fire, water, earth, air, and spirit). This is an incredibly personal journey, and no two Rites of the Elements are alike.

Completion

Upon being granted the blessing of all five elements, the tribe gathers in recognition of your deeds. The Chieftain announces your success to the tribe and a feast is held in celebration.

Rewards

You will rank up to Sky-Reaver.

You will gain +2 points to use in any combat stats and +1 point to use in any Saving Throw.

You unlock an elemental core of your choosing for your own personal use. This can be added to armor, weapons, or any number of ways to enhance your character.



Trial of Mu'sha

The Guiding Light.


Mu'sha is a being of the Earthmother and revered for its dominance over the night sky. The power it grants favors those of the wilds, druids and Holy Striders. It guides their way through the Dream and the night while offering guidance and compassion to all it looks upon.

Rite Requirements

You must be Sky-Reaver rank (for War Council) or Towateke rank (for Spirit Council).

How to Accomplish

You must complete an RP Quest designed around trust and compassion.

Completion

Upon passing the Trial, you are granted the blessing of Mu'sha. You are recognized for your deeds by the tribe and Chieftain by an honor feather.

Rewards

You unlock 1 of 3 trials required to rank up to Council Member.

Gain +1 point to put towards any Main Stat.

An honor feather to show your status.

Upon completing all 3 trials, unlock the Elite Ability.


Trial of An'she

The Burning Gaze.


The light of truth is thought to come from An'she. Nothing is hidden from its gaze and under the heat of its embrace impurities may be purged from the soul. It can be a painful process but one that leaves those that experience the cleansing of the divine body more peaceful and powerful than before.

Rite Requirements

You must be Sky-Reaver rank (for War Council) or Towateke rank (for Spirit Council).

How to Accomplish

You must complete an RP Quest designed around judgment, fatal flaws, and mental fortitude.

Completion

Upon passing the Trial, you are granted the blessing of An'she. You are recognized for your deeds by the tribe and Chieftain by an honor feather.

Rewards

You unlock 2 of 3 trials required to rank up to Council Member.

Gain +1 point to put towards any Main Stat.

An honor feather to show your status.

Upon completing all 3 trials, unlock the Elite Ability.

Free Quests

The larger the change in your character from completing a Free Quest, the greater the power both ICly and through the Dice System. The themes you wish to explore can stretch out a Free Quest chain for many months. Change in character and growth in their abilities should be met with difficulty so that their achievement is all the more important. It's also important to recognize that Azeroth is a deadly and hostile place to live and grow.

Example Rewards from Free Quests:

  • Up to two Special Abilities
  • Armor or weapon enhancements/changes
  • Changing your chosen Class or Toolkits
  • Unlocking your Prestige Class


Trial of the Blue Child

The Seeker.


The Blue Child is something beyond even Tauren understanding. It can come and go as it pleases and once it vanished from the sky for many years, only to return just before the Legion's arrival. Many think that it is the ever-searching eye of the Earthmother that continuously looks out for her children to warn them of threats far beyond their own world.

Rite Requirements

You must be Sky-Reaver rank (for War Council) or Towateke rank (for Spirit Council).

How to Accomplish

You must complete an RP Quest designed around guidance, seeking purpose, and spiritual wisdom.

Completion

Upon passing the Trial, you are granted the blessing of the Blue Child. You are recognized for your deeds by the tribe and Chieftain by an honor feather.

Rewards

You pass all 3 trials required to rank up to Council Member.

Gain +1 point to put towards any Main Stat.

An honor feather to show your status.

Upon completing all 3 trials, unlock the Elite Ability.

Items

Finally, Items are a source of gaining new stat points, appearances, and combat effects. Items are typically found as loot after a combat event, purchased from a trader, or crafted by a tribemate. Some effects only last a few rounds, while others are permanent increases to skills or stats.

There are four main types of Items: Weapons, Armor, Consumable, and Enchantments.

Weapons

Weapons are anything that can be used to inflict damage on an enemy. These can be things like axes and spears, or more improvised things like table legs or a mug. Weapons can be crafted by the tribe smiths or found on corpses after combat. Some weapons are enchanted or do special things in our Dice System. Weapons like this that are looted will come with an item card so you can better understand what you're holding.

Crafted weapons must be discussed with a master smith OOC and IC to establish what sorts of benefits it might grant you in combat. Weapons can also simply be cosmetic and offer no gains in the Dice System.

Armor

Armor is anything that is worn and protects you from harm. This includes shields, plate, chainmail, and leather armor. Armor can be crafted by the tribe smiths, or found on corpses after combat much like weapons. Some armor is enchanted or does special things in our Dice System. Armor like this that is looted will come with an item card so you can better understand what you're wearing.

Crafted armor must be discussed with a master smith OOC and IC to establish what sorts of benefits it might grant you in combat. Armor can also simply be cosmetic and offer no gains in the Dice System.

Consumable

Consumable items are anything that typically have a limited use. A potion, a fortified meal, dust and powder, special ammunition are all examples of consumable items. Unlike weapons and armor, consumable items typically are not cosmetic and provide a meaningful boost to your stats or give enhanced effects.

Enchantments

Enchantments are scrolls, recipes, or reagents that enhance a weapon or piece of armor. Usually these have limited uses, but might be learned by a skilled enchanter or magic-smith. These often require an Enchanter, Ritemaster, Runemaster, or Magic-Smith to apply to weapons or armor unless otherwise stated.



Side Splitter

Dagger, Weapon


When struck with this dagger, the target will be afflicted by a Laughing Curse which deals an additional +2 damage the following round. Target is considered Disabled for that round in a fit of giggles.


Plate Gloves of the Mage Hand

Gloves, Armor


When worn, the wearer gains +4 Intellect and Wisdom for 3 rounds. Allows for the handling of any object or substance without harm, including lava or magical phenomenon. Provides +1 Constitution when worn for at least 3 events.


Tauren's Blood Elixir

Potion, Consumable


When drunk by a non-Tauren, gain the Brawn ability for the duration of the encounter. Deal increased damage when Critically Striking a Melee Attack, hitting for 5 damage instead of 4.


Rune of the Setting Sun

Scroll, Enchantment


Unleash the power of the scroll once per encounter for 2 encounters. The indescribable beauty created in the setting sun radiates off your person, granting +7 to Charisma for 3 rounds.

Learnable.