The Journey Begins:
Before we proceed to section one, we need to assign Issel's skill points to his 5 skills. That's really all the preparatory work we need to do. While the book tells us to keep track of new items we pick up, we are not told to write down any kind of starting equipment, implying that whatever Issel may have on his person in the beginning (which probably includes the Seal of Franzos) won't be checked and can't be lost. It's also assumed that he fights with a sword (hence Swordsmanship being one of his 5 skills).The Glade of Dreams is well known in Raithan folklore. It lies somewhere in the Wailing Forest, far from civilization, and is built on, and draws its power from, the sleeping body of the great dragon, Bel-Gath.
Within the glade, it is said, a dreamer may sleep and awake to the fulfillment of his dreams. Anything - treasure, truth, knowledge, fame, power - can be attained by he who can survive the world of his dreams. Many have tried; few have returned. And of those whose dreams came true none will speak of what they experienced in the glade.
You are Issel - proud, practical and upright. You are driven by an obsession, the belief that you are descended from an ancient line of Kings, and you are determined to regain your rightful heritage. Your knowledge of your past in shrouded in mystery. The only proof of your heritage that you have is the Great Seal of Franzos and a strip of ermine. These were given to you by your grandmother - your only known relative - just before she died. The land of Franzos, your home, is dominated by a ruthless and murderous ruler, King Theo. Desperate and penniless, you hear of the glade, and its promise; you see it as your last hope.
Your journey across the country is not without danger. Al that hear of your quest shuns you, some even try to kill you. The power and dread of the glade strikes fear far and wide and many speak of the nameless horrors that stalk deep in the Wailing Forest. Is what they tell fact of fiction? Soon you will discover the truth.
As you draw closer to your goal you meet fewer and fewer people: they take the threat of the glade very seriously. Few live near the forest, and none will venture into it. Soon, completely alone, you stand atop a hill, overlooking the vast sprawling mass of trees that extends for miles in every direction: the Wailing Forest. Spurring yourself onwards, as the heavens open with a lashing rain, you descend towards your destiny.
So, just a quick run through: Issel starts with 50 skill points to assign. All skills are between 2-12 (so we need to assign at least 2 points to every stat, and at least 4 points to Magic). The 5 skills that he can assign the points to are:
Strength: Equivalent to "hit points". If it goes down to 0, Issel is dead. We must also spend Strength if he wants to cast spells.
Agility: Required for climbing, dodging and other athletic feats, and probably will be tested by 2D6 dice rolls when we attempt such feats.
Luck: Probably similar to Luck tests in FF, except we don't need to deduct Luck points when we test it in this book.
Magic: Determines what kind of spells are available to us. Note that Issel must spend 2 skill points for every 1 point he wants to raise for this skill.
Swordsmanship: We will be rolling against this skill to hit enemies in combat.
Spells were described in the main thread, but I'll repost that here for convenience:
And that's it for the introduction! Once Darth (and anyone else who wishes to join the game and play as Issel) has finished assigning skill points, we will proceed to section 1.1. Sense Danger
Reveals hidden danger to the player. Can be from an object or from another person. This is the spell with the lowest requirement, needing a minimum Magic stat of 4 and costing 1 Strength point each time it's cast.
2. Fire Hand
Requires Magic skill of at least 6, and burns 4 Strength off enemies when used. Costs 2 Strength to cast.
3. Death Blow
Requires Magic skill of at least 8, and deals an auto-kill to one enemy. Costs 3 Strength.
4. Mind Over Matter
Allows caster to move objects without touching. Can lift objects for up to 30 seconds. Requires Magic to be at least 10. Costs 4 Strength.