Introduction

PeaceOff is a **multiplayer RPG browser-based game**. Players start their journey by joining one of the **3 tribes** of **Tetractys**, the one and only continent of planet **Froso,** and with a number of skill points that are shared among their **6** **main attributes** and their **3** **special signs**. These attributes and signs can be upgraded based on the players' performance in the world of Tetractys and through skill points that they can acquire:
a) By completing a mission successfully.
b) By joining tournaments or events.
c) By increasing their XP points.

Planetary, cartographic and meteorological information
*Tetractys* is a continent in the size of Africa that occupies almost half of *planet Froso's* northern hemisphere. It consists of 4 large peninsulas, the *Aurora,* the *Northa,* the *Longa* andthe *Gelida* peninsula, which surround an internal sea. Froso's axial tilt away from the rotation axis of the sun (the sun of its unique planetary system) creates a 90 degree angle; as a result, and by period, one of Froso's poles points directly at the sun (24 hours of sunlight, very hot temperatures) while at the same time the other pole lies in complete darkness (extreme and nonstop cold).
In the season that we’re at, the biggest part of Tetractys is steadily facing the sun; the only change that can be noticed during the day is the sun’s position in relation to the horizon.
Here's an illustration of Froso's planetary system and a map of it's northern hemisphere, i.e. the continent of Tetractys.

The duration of the planet's rotation around itself lasts exactly 24 hours, so 1 day on planet Froso lasts the same as 1 day on planet Earth.
Due to the lengthy duration of the planet’s rotation around the sun, the transition from one season to another lasts millions of years (1 year on planet Froso corresponds to 3.852 Earth years). As a result, one may observe periods of prosperity and cultural growth or periods of utter decadence and desolation.
The south hemisphere of planet Froso consists of a vast aquatic area and a small number of scattered islands.

Cultural elements
Planet Froso is home to a varied group of skilful and adept species; the most populated ones are found in **3 human-like tribes**, the **Pi-rait**, the **Nin-zaa** and the **Zom-bee** tribe, which share a common ancestor. The Pi-raits used to inhabit the coastal areas of Tetractys; the Nin-zaas were settled in the woods, while the Zom-bees were usually found occupying caves and mountains. Today, all three tribes are spread across the continent.
Planet Froso also hosts a great number of **non-humanoid races**, few of which have significant populations; these races are usually found on the outskirts of Tetractys or in the sun-scorched centre of the continent.
The most important resident of the planet is an ageless creature, a primitive sample of the course of evolution on planet Froso who chooses to always inhabit the pole that lies in complete darkness. This creature has seen countless periods of prosperity and decadence on Tetractys, and is known in the ancient language of the continent as **Dim-bo-o**. Most Tetractians call him **Abat-jour**, inspired by his inability to be exposed to sunlight. The few times that Dim-bo-o or Abat-jour needs to come to the light, he makes sure to walk around in a full-body, cylindrical costume.

Global peace and the ancient prophecy
In the current era, Tetractys is in a state of **global peace** thanks to Dim-bo-o's consistent efforts. The Tetractians are more or less peaceful, but they enjoy demonstrating their fighting skills in special, enclosed spaces, the **arenas**, where they can fight each other over and over.
The peaceful era that we're at does not depict Dim-bo-o's first attempt of bringing peace to Tetractys, although this time he was more prepared than ever. When the last period of cultural growth began, Dim-bo-o spread the word of an ancient **prophecy**, which said that global peace would come to Tetractys only when the pillars of the ancient temple on the island **Territalaa** would stop casting shadow for 24 hours. The temple of Territalaa is located in the North Pole of planet Froso; the moment for the pillars to stop casting shadows eventually came, convincing the Tetractians (a superstitious population, for the most part) that their destiny lied in the hands of global peace.

The counter-prophecy
Unfortunately for Dim-bo-o, his plan became threatened by **mass confusion.** Among the small elements that he had spread around to help plant the idea of peace in the minds of the Tetractians, he included a beautiful song about peace; he carefully hid the lyrics and the sheet music of the song in a secret location, for a talented musician to find and make a top hit. The sheet music reached the hands of the musician intact, **but** **the lyrics were altered**, resulting to the confusing chorus *"All we are slaying, don't give peace a chance!"*. Passionate fans of the song (including you) were inspired by the song so much, that they decided to overthrow Dim-bo-o and his plans for peace.
This is where your big journey begins.

Locums and arenas
The **arenas** are specially designed spaces where Tetractians practice their martial arts. They are built on the remains of ancient travel gates, which operate based on teleportation. The construction technique of these travel gates was lost during the last cycle of prosperity and decadence on Tetractys, however they are still in good function. The Tetractians became very appreciative of this lost technique over time, and for this they decided to build 30 arenas exactly where these travel gates are situated.
In an aim to restrain the counter-prophecy fans, Dim-bo-o decided to place a number of creatures in strategic positions across the continent, to control and oversee the maintenance of peace. These creatures, generally known as **Locums**, remain friendly towards Dim-bo-o and his cause. In each of the 30 Arenas mentioned above, Dim-bo-o allocated a team of powerful Locums, known as **Mother Locums**, to make sure that the old custom of the fighting tournaments (which Tetractians joined to practice their fighting skills) would not be revived. He also positioned an extra group of guards in strategic places around the Arenas; these guards, called **Evergreen Locums**, are less powerful compared to Mother Locums, but they possess the ability to be reborn – an ability that makes them practically immortal. Every reborn Evergreen is stronger than its ancestor, and its powers are also reflected on the power of every Locum that is positioned in the same area.
The Locums that are found in the areas around the Evergreens are a mix of different races and species, and for this they go by the name **Anon Locums**. Anon Locums are considerably weaker that the rest of the Locums, however, they play a significant part in creating obstacles as players march on the land of Tetractys.

End of the journey
Your purpose is to force each and every Mother Locum out of the 30 arenas of Tetractys. Your journey will not be easy, and you will need to steadily improve your performance in order to face the challenges of the game and the increasing powers of the Locums that you meet.
While you'll be busy marching through Tetractys and sending Locums back to their Mothers, Dim-bo-o, intimidated by your onslaught, will seek to activate his ultimate instrument of control: the almighty **Lofty Locums**! These creatures are **the most powerful of all Locums**, and have the ability to grasp on their opponents' weaknesses and fears **plus** to automatically adjust their fighting techniques whenever they need to. The only drawback for Lofty Locums is their speed; they are **extremely slow**, and so Dim-bo-o can only plan a limited number of interventions using Lofty Locums to prevent you from freeing the Arenas.
If and when a player manages to free all 30 arenas of Tetractys, Dim-bo-o will be bound to make his last move: send each and every Lofty Locum that he's got to fight that player. This final fight, same as every other fight against Lofty Locums, requires collaboration between players.
A player that stands alone has no chance of making it through this last attack; and for this, we created the **Guilds**!
*Guilds* are teams that allow players to collaborate with each other and join fighting tournaments, in order to practice and improve their skills plus prepare for the final fight against Dim-bo-o's Lofty Locums. Working with other players is a key idea of Peace Off, and to make sure you overcome the game's obstacles you will need to join the Guilds **from the very beginning of your journey.**
All details about your journey, your abilities, the chances to display your skills and the rewards you'll receive for your efforts are described in detail in the following chapters. The only thing you need to grasp at the moment is that you're here to fight for your right to compete with all the tribes of Tetractys, in fair play mode, and demonstrate your mighty skills. **Success or failure, it's up to you.** We, who have relived this experience during previous cycles of planet Froso, cannot tell you but this: it's going to be a long journey, a difficult journey for the most part, and sometimes you might find yourself tired or even discouraged from the obstacles that you come across. But fear not, as you will never stand alone; with the help of your companions you will come to explore how exciting and thrilling this journey can be – and how much more electrifying it can become if you're determined to **give it all you got!**