recursal/Fanatic-Fandom huggingface dataset:
Jesters jinx

**Jesters jinx** is a very simple card game of chance in the form of Higher and Lower and knowing when to hold 'em and when to fold 'em.

## Rules

Each turn, a card will be displayed. You will be given an opportunity to change your current bet. The parameters determining the minimum and maximum bet is determined by the level you are playing at.

Once you have decided your bet, if you even change it at all, you decide if you are betting whether the next card to be pulled will be higher or lower than the displayed card.

You can quit at any time, but the amount you win will be determined by the round at which you quit. If you go all the way, you win the game and 125% of the pot! If playing at the global level and you win the game, you also get the proceeds of the global pot as well.

All coins NOT won by players gets contributed to the global pot regardless of game mode.

## Example

```
> play jinx
Welcome to a new game of Jester's Jinx!
The cards have been shuffled and destiny awaits.

 -------- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
 -------- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
            0    60%   65%   70%   75%   80%   85%   90%   95%  125%

The denomination for this game is slag coins.
Enter a bet or select higher, lower [1-25/h/l/q]: 25

 -------- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
 -------- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
            0    60%   65%   70%   75%   80%   85%   90%   95%  125%

You change your bet to 25 slag.
Enter a bet or select higher, lower [1-25/h/l/q]: h

## You choose HIGHER.
 -------- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
 -------- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
            0    60%   65%   70%   75%   80%   85%   90%   95%  125%

Your card is: 4D
The following card has been turned up: 5D
The card drawn was HIGHER!
The pot has been increased by 50 to 52 coins.
Enter a bet or select higher, lower [1-25/h/l/q]: h

You choose HIGHER.

Your card is: 5D
The following card has been turned up: 3S
You chose higher.

The card drawn was LOWER.
You have BUST!

```
Elf

**Elf** is one of the Races in the game Threshold.

Elves are an ancient humanoid race distantly related to faerie folk. They are generally nimble, thin, intelligent, and tend to have a great love for nature. They are often arrogant and haughty as a result of their advanced age both as a race, and as individuals. Their enormous life span is envied by all the other races.

They are not terribly adaptable to changing conditions - perhaps as a result of their specialized evolution, or an inborn resistance to change resulting from their natural arrogance.

Elves are slightly smaller than humans, and not as strong or resistant to illness, poisons, or other physical afflictions.

## See also

* Races

Playable races
Craps

**Craps** can be played, among other places, in the Parlor of Games of the Green Griffon Tavern. To play, you will need a pair of of dice.

## Commands

```
play craps - start a game with you as the player (must be held)
roll dice - roll the dice
bet <amount> on <win/crips/craps/snakeyes/boxcars> (CANNOT be held)

```

## Rules

The basic rules of craps are simple. If you roll a 7 or an 11 on your first roll, you get crips and win. If you roll a 2 or a 12 on your first roll, you get craps and lose. After your first roll, you must roll that combined total on any subsequent roll in order to win. If you roll a 7 or 11 on any rolls after the first, you get craps and lose.

Bets are not deducted from you, but are kept track of. Whoever is running the game of craps must manage the awarding of coinage and odds for the game. Bets cannot be placed when the dice are held by someone.

You can also play for points, and keep score- with a prize of some sort going to the winner or just for fun.

### Stages

1. One player picks up the dice and types: play craps
2. This player drops the dice.
3. Now everyone can bet.
4. When the betting is over, the original player starts rolling.
Bulletin boards

Magic Bulletin Boards exist all throughout Sable and Thrace, as a place for adventurers to communicate with each other, guildmates, clanmates, and so on.

## Bulletin Board Commands

post (title) - post a note. without title, it will be (No Title)

post anonymous (title) - on IC boards, you can post anonymously

read next - read next note from the last you read

read # - read note number #

followup # - followup to note number #

edit # - edit note number # if you wrote it

remove # - remove note number # if you wrote it

note # - set current note pointer to <num> without reading it

mailnote # - mail yourself a copy of note number #

## Boardcheck Command

boardcheck - checks all the boards on your list for new posts

boardcheck list - lists all the boards on your check list (and numbers them)

boardcheck add - if there is a board in your room, it is added to your list

boardcheck remove - if there is a board in your room, it is removed

boardcheck remove # - remove a specific board from your check list even if you are not in the same room as the board (you should use boardcheck list to see which board is which)

## Help File

* help boards
* help boardcheck
Hell hound

The twisted cousin of the canine lives by the name, Hellhound for sound reasons. These dog-like perversions seem to know only hatred, and seem to want nothing but blood- Yours! They are known to attack any and everyone on sight without provocation, and will fight till the bitter end- Again, Yours!

They can be found scattered all across the land in various dens. They are even used as guard dogs by some of the more hideously evil mortals. Their lairs are usually rank and filthy, making even the most stern of stomach wish they had not ventured there.

If one wishes to combat these overgrown monstrosities there are certain strategies to which they should pay heed. One is the hellhound's gaping maw. It is filled with razor sharp teeth with which the hound enjoys rending the flesh from its victims' bones with the amoral ease. Most importantly, be ever wary of the hound's most frightening ability: Firebreathing! It is most wise to wear a ring that will protect you from the elemental forces of fire, or have a protective spell cast upon yourself before combating this foe. The hounds will almost always breath a pillar of fire on their victims to speed along their pursuit of a yummy meal — YOU!

Upon successfully defeating a hellhound you may be able to extract its sharp teeth from its dead corpse. If so, you have found yourself a valuable treasure that is sought after by many archmages, alchemists, and other adventurers. Their use is not widely known, but their value is unquestioned.

Extreme caution is advised when confronting them!
Heritage

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

You may be looking for one of the following:

* Information about your heritage levels.
* A character's heritage.
* The heritage channel.
Crim203-1

*See:* Case history

# Brief for the King, submitted by Dalaena
```

King's Brief for the Prosecution of Vermillion for the Extortion of Lexandrious

Lexandrious, the mage, contacted the Justicars with a complaint that Vermillion, the thief, was attempting to extort 12 orbs from him. The initial extortion amount was 10 orbs, or Lexandrious had a choice to die. Lexandrious had no possible way to pay the amount, so he gave himself up to death. He approched Vermillion with no armor and no arms and offered Vermillion his life. Vermillion refused the offer and said that he now wanted 12 orbs from Lexandrious and that 'there were things worse than death.'

Vermillion later admitted to all of Threshold that he was indeed attempting extortion:

```
Vermillion [threshold] I confess to the crime of extortion.
Vermillion [threshold] I confess to the crime of extortion of
                        Lexandrius.
```

Vermillion is guilty of extortion upon his own confession. The prosecution recommends that Vermillion be fined, keeping in mind the severity of his threats and the fear and despair that the mage, Lexandrious, experienced during the time in which Vermillion was attempting extortion.
Basilisk

A basilisk is an eight-legged reptilian monster that usually has dull brown scales and a yellowish underbelly. Although no-one has ever lived to describe what they look like in life, when slain, its eyes continue to glow a pale green or sometimes blue. Its mouth is strong and filled with long, sturdy teeth. Despite its many legs, it moves about rather slowly- perhaps due to its slow reptilian metabolism. All the Legends tells us that basilisks can turn flesh into stone with merely its gaze. This legend has not be confirmed by the Alchemists of Sable for they have as yet been unable to secure a live basilisk in Sable. An interesting side-note is that the Green Griffon Tavern serves a "basilisk sirloin" entree on its menu. The sirloin is by far the most popular item in Sable because of its large portion, delicious taste, and its excellent price. Though there is no way to doubt the veracity of Emirikol's word, it is unknown if "basilisk sirloins" are actually made of basilisk meat. Emirikol, the proprietor, refuses to reveal his supplier for fear that the profits from the sale of basilisk sirloins could plummet if others sellers were to enter the market. He would hate to have to stop his current 1/2 price special!

Legend also has it that the basilisk's gaze can only turn into stone those who make eye contact with it. Likewise, if a basilisk stares at its own eyes in a reflection, it will turn itself into stone. Proper lighting is also thought to affect the basilisk's gaze. In other words, its stone gaze reportedly is not effective in the dark.

Should one encounter this legendary beast, eye contact should be avoided at all costs. Extinguish your torch if necessary, and keep the front of your shield well polished and mirror-like to reflect the lethal gaze back at the basilisk if necessary.
Accessibility

Threshold RPG is committed to providing people with entertainment with value. As such, we are now working toward making some of our commands more accessible to the blind or vision impaired and who use screen readers. Additionally,
we recognise that some people play over mobile devices with smaller screens and so we will attempt to make some of our messages more appropriate for these as well.

While we will be making an effort to get the core commands that are used to be more accessible, we cannot guarantee that all commands will be modified to this end, but we will do what we can, where we can.

## Special Note

Use the settings command to toggle your accessibility options. Note: You cannot be set for both blind and mobile, you need to pick one and setting either "off" turns them both off.
Inventory command

While generally inventory refers to the contents of any container, in Threshold, it most often refers to everything a player is carrying, wear, wielding, or holding.

## Usage

```
i or inventory
i bags
i <arg> or inventory <arg>
ii or i carried or inventory carried

```

This command lists the items you are currently carrying. Your total weight includes the weight of coins you are carrying. You may also supply an argument to this command, and it will only list items that have that argument
as an identifier. If carried is the arg, it will list all items not wielded, equipped, or thrown.

The letter i has been globally aliased to inventory, so you need not type the word inventory in any of the above-explained circumstances.

ii has been globally aliased to inventory carried, making that easier also.

## Help File

```
help inventory

```
Endurance points

Endurance points (EP) are your character's ability to perform physically exhausting tasks, such as walking, running, punching, kicking, engaging in combat, crafting, and checking how much coin is in your purse. Having high endurance is vital when locked in combat. If you're too weary to attack, you leave yourself open to be swiftly and brutally thrashed by whatever it is you're fighting. As with HP and SP, your max EP rises as you advance in player levels and guild levels. There are also some bloodjewels that will raise your max EP or even help you regenerate EP faster than you would normally.

For a tradesman, running out of endurance results in the task becoming much more difficult. You will not be able to craft while your endurance is below 1.

There are numerous combat styles and crafting styles that require varying levels of endurance to be able to properly execute while fighting and crafting. While each one offers a different and unique benefit, they are all much more exhausting to manage, and require time and practice to better yourself in each one.

You can check your current HP, SP, and **EP** by typing **hp** in game.
Aristotle

Aristotle is the founder and original creator of Threshold RPG. For many years he was the sole designer, programmer, writer, and administrator. He still does quite a bit of design, a little bit of coding, a decent amount of writing, lots of community management and roleplaying, and a good portion of the administrating. On October 11th, 2010, Aristotle officially handed over the reins of **Lead Developer** to Gesslar.

## Description

```
Your eyes seethe and burn hot within their sockets as you try to gaze
upon the frighteningly divine aspect of the mighty Aristotle!

You fall to your knees in supplication, praying the most fervent
prayers ever imagined that He will have mercy upon your disgusting,
wretched, and disrespectful soul..........

```

## Beyond the Threshold

Aristotle, aka *Michael Hartman*, is the founder, President, and CEO of Frogdice: the studio behind Threshold RPG. Frogdice was founded in 1996 and has 7 published games.
Greater earth stone

A greater earth stone is a greater elemental stone of the elemental type earth.

## Description

```
greater earth stone

   This heavy brown stone is remarkable in its density and hardness. It is a
chunk of the elemental bedrock itself, without which "where" would be
nowhere.

```

## Lesser Stone

There exists a lesser, more common version of this stone.
Ethos system

Redirect to:

* Axis
Along with all the different deities, Threshold RPG also has three different alignments for characters to choose from. The Ethos command will display your character's moral and ethical outlook and his or her general stance on the Final Battle. Ethos can change over time, and as a result you are allowed to change your ethos once every 30 RL days. You can only move one step (good/evil to neutral, or neutral to good/evil) each time; it would take 60 days to move from good to evil or vice versa.

## Usage

ethos - Check your ethos

ethos <good/neutral/evil> - Change your ethos

## Special Note

Changing your character's ethos is not without cost. Changing your ethos has a cost of either 20 ThreshCredits or 75 orb. You can choose at the time you make the change. **The first time you set your ethos has no cost or penalty.**

Ethos changing should always be something that happens through roleplay. This is a significant part of the overall story line of Threshold, and it should be taken seriously. Changing ethos simply for a game mechanic benefit is totally inappropriate and should not happen. We have given players the ability to change ethos on their own as a role play device. It should be used in that manner.
Damage types

*See:* Resistance

## Physical

Physical damage types are those which are typically delivered by the swing of a weapon. They are also the most common damage types used by monsters within the game, apart from their special attacks. Certain spells and abilities *also* deliver this type of damage, depending on the nature of the spell.

* Blunt
* Cutting
* Thrusting
* Missile

## Non-Physical

Non-physical damage types are more common in magical attacks such as those done by mages, psions, or monsters such as elementals, evil wizards or magical traps.

* Acid
* Asphyxiation
* Cold
* Disease
* Electricity
* Fire
* Gas
* Magic
* Poison
* Psionic
* Vampiric
Clerics

The life of the cleric is one of the most demanding and unique in the realm of Threshold. Sworn to advance the beliefs, ideas, power, and influence of its deity's mythos, the cleric is an ever vigilant epitome and paradigm of that which the chosen deity represents.

In the material world of mortals, the cleric speaks for and acts on behalf of his or her deity. In return, the deity grants the cleric with many varied and powerful spells. Their power depends heavily on the devoutness of the cleric, as well as the quality of continued service over many, many years.

This duty is demanding and rigorous. A cleric must be constantly mindful the deity's desires and wishes, and must always remain true to the values he or she is seeking to spread. The cleric must not only actively spread the word, but serve as a living, breathing example to everyone interacted with. Often, straying from the path can bring great punishment or even a loss of powers!

To pursue the life of the cleric, one must already show great wisdom in the ways of the word before any deity would waste its efforts on a such a mortal servant. For without wisdom, how can one's devotion be trusted? As for spells, the abilities of the cleric are quite varied. Aside from their well known (and appreciated) healing and resurrecting abilities, clerics have a wide array of defensive, combat, and information gathering spells. This guild is one that demands absolute devotion, and for such the rewards are great.

## Symbol

A cleric can be recognized by their carried Periapt of Faith. This will change, however, once they become chosen by a deity and wear the symbol of that faith.

## See also

* Guilds
* Religions
Guide:fishing

Fishing is easy, but it does take patience. If you have any questions about fishing, you are invited to ask a STEA person for help.

## Basic Fishing Supplies

To start fishing, you will need some supplies. The most ready place to get such supplies is at The Happy Hooker on the docks of Sable. There, Scully, the Harbormaster will be pleased to sell you all you need to get started.

Basic Fishing Supplies
 tackle box | 200

## Fishing Locations

There are some very well-known fishing locations and some not so well-known locations. Below are the most common places to fish.

* Sable docks
* Lake Serith in Victory Park
* Fishing charter
* Deep sea fishing charter
* Banyee docks
* Ellamere Park

### Fishing Lures

Some jewelers have recipes for making fishing lures that they can craft. You can attach a fishing lure to your fishing line in order to receive a higher chance of hooking a fish.

## Steps to Fishing

1. Wield your fishing rod (wield rod)
2. String your fishing rod with line (string rod)
3. Attach a fishing hook (tie hook)
4. Add some bait to your hook (bait hook with earthworms/minnows/shrimp/squid)
	1. Optional: Add a fishing lure (attach lure)
5. Cast your line! (cast close/far/really far)
6. Periodically reel it in to see if you've hooked something! (reel in)

## Tips and Tricks

1. Fishing areas (each individual room) have an order of preferred bait. This means that some bait will more easily attract fish than others. This is random and is reset once every two hours. Each room will be different as this timer is based on when the room was loaded. Some rooms don't load very often as their locations don't see much traffic, however, places like the Sable docks see constant activity. When this happens, a soothing message in blue will appear. The message may vary, but, it will happen once per two real life hours.
2. When you do not have a fish on the line, you may reel in frequently, but be careful not to reel in too frequently, or you may lose your bait.
3. When you do have a fish on the line, you need to be careful with the intervals at which you reel in. If you reel in too fast, you risk losing your fish! Patience.
4. You may be prompted to tug on the line or provide some slack. You must type the word tug or slack with as little delay as possible, or it may no longer be effective and you will lose your fish.
5. When you land your fish, it is customary to do a happy dance, or you will never catch another fish.
Battle card expansion

The battle card expansion is a project to make the Battle Card system more exciting, engaging and fun to collect.

## Stage 1

### Proposal

1. Make uncommon and rare available to all cards
2. Revamp the way rarity is determined
3. Revamp the way cards are saved/loaded from storage

### Information

This is the first stage that needed to happen in order for the expansion to proceed. It involved recoding some bits of save/load routines to cards and also made it easier to generate rarities for all cards, rather than individual rarity card files for each type, which after working with it for a couple of years, just caused it to be daunting to maintain or add new cards.

## Stage 2

### Proposal

1. System to cannibalize cards you no longer need to provide XP to your favourite cards.

### Information

You will be able take cards to a battle brazier and combine them to add XP to your preferred card. This will destruct the sacrificed card. The amount of XP will depend on several factors

1. The level of the card being sacrificed
2. The rarity of the card being sacrificed
3. If the cards are from the same deck
4. If the cards are the same creature

## Stage 3

### Proposal

1. Battle against an NPC (card master?) at a battle brazier (1 vs. AI)

### Information

Sometimes it can be challenging to find someone to duel. You can practice dueling against an NPC who will help you level up your cards. The amount of XP you gain will not be as much as if you dueled against a player.

## Stage 4

### Information

You will be able to team up against your friends in 2v2 combat called Party Mode. In this mode, the winning team will be that which completely annihilates the other. Several considerations are in mind as to how this will work.

## Stage 5

### Proposal

1. Glyphs to improve your cards and give them abilities

### Information

In addition to finding cards in the wild, you will also find glyphs. Glyphs can be attached to cards, 4 in total, that will enhance your card's stats and sometimes grant abilities.
Clan abode

The Clan Abodes are one of the more exciting elements of the clan system. When you form a clan, the initial coin tribute you must pay goes towards the construction of your clan abode. When first built, it includes a Common Hall and a Founder's Chamber. The Common Hall is host to the main clan board, the clan coffer where the clan's wealth is stored, and the Clan Charter. The Founder's Chamber is a private room whose access permissions are controlled by the clan founder.

Members with permission to decorate the abode can design the short and long descriptions for rooms in the clan abode. Sensory information and specific item descriptions cannot be configured as that would intrude too much on the uniqueness of player owned housing. There are items, however, that can be purchased for rooms that accomplish a similar result.

Designing the short and long descriptions is just the beginning. Using money held in the clan coffer, members with decorating permission can expand the abode limitlessly. Not only can new rooms be constructed, but items and
features can be purchased for specific rooms to make them even more useful or enjoyable. Prices are subject to change and there will most likely be more expansion features added over time. Below is a chart that shows some of the things you can buy for your abode. The most up-to-date list is available via the clandecorate command.

Payments for abode enhancements come from the clan coffer. You are encouraged to have dues or some other means of encouraging your clan mates to contribute to the coffer.

## Help File

```
clan abode

```
J4

## Jumpin' Jehosephat's Java Junction

Jumpin' Jehosephat's Java Junction, alternately known as the J4, is a coffee house in Thrace. It's a gathering place similar to the Green Griffon Tavern where everyone is welcome. One notable difference from the Green Griffon is that the J4 permits its clientele to keep their weapons in hand, though Jehosephat does demand a certain level of civility in his establishment. Jolly Jingles. There is a board of framed apologies above the bar for anyone to read.

### Food

 Jehosephat's Picnic (Meal) | 600 | 150/150/150

### Drinks

The J4's main draw is coffee rather than alcohol, though milk is also available (which regenerates 20 EP per cup). There is also a bar that permits patrons to add chocolate, sugar, cinnamon, vanilla, and cream to one's coffee.

 Thracian Roast | 20

## Jolly Jingles

Jolly Jingles was a gnome who for, quite some time, replaced Jumpin' Joe as the barista in the J4. During a strange space-time shift, she has somehow disappeared and Jumpin' Joe replaced her. Her current whereabouts are unknown. Joe does not recall any such person being in his place.
Crow lodge

## Lodge details

This lodge takes great interest in using their intellect and their spirit to defeat any challenge. It is with their strong inner constitution that they are able to wield some of the more destructive and wondrous abilities.

## Abilities

### Dimension Fold

 **Zenith effect** | 50% reduced cooldown.

Dimension Fold is probably just as impressive as it is useful. Using this spell, a caster bends and twists space between their present location and their desired destination. The caster must be able to reach the desired destination by walking in a straight line in order for this spell to function.

Thus, if you typed 'fold 5 north' and you could not walk five paces north, then the spell will work but to undesirable ramifications. Experimentation and practice will ensure wise dimensional travel.

The distance you may travel is 1 + number of points invested in this ability.

### Elemental Sensitivity

 **Zenith effect** | Increased sensitivity.

Casting this ability upon your foe will reduce their ability to resist elemental damage, effectively making all abilities which do cold, fire or electrical damage stronger and more painful. Even against those who might otherwise be resistant or immune to these types of damage.

The greater the number of points assigned to this ability, the more effective this ability becomes.

### Evoke Wariness

 **Zenith effect** | Increased wariness.

With this ability, a Crow causes a being to become extra cautious. The level of wariness borders on paranoia. This type of psychological attack reduces your target's ability to properly defend himself since his attention is spread too thin, he makes mistakes. The net result is that he will take more damage from blunt, cutting and thrusting weapons.

The greater the number of points assigned to this ability, the more effective this ability becomes.

### Martyrdom

 **Zenith effect** | 50% additional damage.

The caster of this spell is able to cannibalize his own health, mystical power, and endurance and translates it into direct magic damage toward his current foe.

While this spell may seem a little underwhelming at first, the increasing damage factor at higher investments makes this ability well worth the sacrifice.

### Nova

 **Zenith effect** | 25% additional damage, 2 seconds additional stun.

This complicated ability, when focussed upon by a Crow of sufficient investment causes the formation of what resembles a small star. It shines brightly for a brief period before exploding in a furious brightness that does both damage and stuns all opponents in the immediate area who are not in the same party as the Crow.

The amount of damage inflicted as well as the duration of the stun are directly tied to the number of points invested in this ability.

### Sanctuary

 **Zenith effect** | Double duration.

With this power, a Crow may confer the following restrictions to his current room:

* no stealing
* no teleporting
* no scrying
* no eavesdropping
* no sneaking
* no peeking

The duration of this effect is one minute per point invested in this ability.
Jolly Jingles

Jolly Jingles was a gnomish barista who once, in a different timeline, served as the barista at the J4. The story is that Jumpin' Joe had become fed up with the violence and the uncouth masses that he decided to take a vacation that really appeared to be more of a retirement. As it stands, nobody knows Jolly's present whereabouts and Joe is unconcerned and completely adamant that no such person ever served in his coffee house.

## Description

```
Jolly Jingles, the gnomish barista

   This blond gnome possesses a sweet, smiling face and braided blond hair.
Her blue eyes twinkle merrily, and her rosebud lips tilt upwards at the
corners. Tiny laugh lines at the corner of her eyes indicate that she is
not young, but they add friendliness to her fine, beautiful features.

   She wears a frilly white apron over black leather pants and a simple,
white cotton shirt. Her black, leather shoes appear comfortable and
practical for someone who spends all day on her feet.

She is a female gnome, 4'2" tall, weighing 87 pounds.
She has bright, twinkling blue eyes.
She has braided blond hair.
She is in Perfect Condition.

```
Dwarf

**Dwarf** is one of the Races in the game Threshold.

Almost all dwarven societies live underground, and the grueling work of building caverns, mines, and other such structures fits their natural penchant for hard work very well. They are short and stocky, not terribly humorous, often very serious, and love good booze and precious metals.

They are a proud race, though not arrogant like elves. In fact, it is this elven arrogance that is a major reason for the dislike between the two races. Dwarves are proud of the craftsmanship of their caverns, their mines, and their weapons and armor. All of these tend to be extremely strong and generally of great quality. They are also quite proud of their beards (males and females) as they are a sign of age, wisdom, and beauty.

Other races find dwarves relatively unattractive, as their stocky bodies and bearded faces seem too masculine and rough for most people.

Dwarves mistrust most forms of magic, and will never become mages or psions.

## See also

* Races

Playable races
Crim205-1

*See:* Case history

# Brief for the King, submitted by Skywarden
```

Referencing the Prosecution of Vargul for the Attempted Robbery of Xena, the Assault with Intent to Murder/Maim of Xena, and Perjury before the Justicar Skywarden

**Facts of the Case**

On or around Torrid 27, 204, Xena of the Cleric's Guild was attacked by a then unknown assailant in the sewers of Sable. The assailant fled after attacking Xena but failed to make off with any property. Xena was able to see the features of her attacker. Later that day, Xena did run into the same individual within the confines of the Green Griffin (a tavern within the confines of Sable). She then verbally assaulted this individual and challenged him to a duel. This individual then wielded weapons inside the Green Griffin (a haven from weaponry which is severely frowned upon by the citizenry of Sable as well as the owner Emirikol) and did backstab Xena. A fight insued the ultimate result of which was the departure of the thief.

This fight was witnessed by Blaez (a cleric). Blaez did inform this Justicar he had heard the male catfolk called Vargul some time before the melee inside the tavern. He confirms Xena's version of events in which Xena was attacked unduly inside the tavern. Blaez interfered in the fight and fatigued the thief Vargul. Vargul then ran.

In his testimony before this Justicar, Vargul did admit to being involved in a fight inside the Green Griffin. His claim of flying swords thrown at him by the cleric Xena seem highly dubious and are no doubt an attempt to justify his assault. His vague notions of the fight being started by Xena are directly contradictory to the testimony of both Blaez and Xena. Thus did Vargul perjure himself before this Justicar.

In conclusion, it is this Jusitcar's opinion the thief Vargul did assault Xena within the sewers, did furthr assault her again within the confines of the Green Griffin and further did perjure himself before this Justicar. It is recommended Xena be recompensed for the foul attack upon her by Vargul.
Carrion crawler

This tome has been lost or stolen!

If anyone has a copy of this work, please contact the Grand Sable Librarian immediately. As recently as a year ago, this tome was part of the Bestiary collection, but somehow it has disappeared. The assistance of the Sablean citizenry is much appreciated in its re-location.
Character creation

This page deals with the process of creating a character in ThresholdRPG.

## Picking a Name

Picking a name for some comes easy, but for others it presents more of a challenge. If you're stuck, you can always try a name generator to find one you like. There are plenty of ideas here: http://fantasynamegenerators.com/#fantasyNames

Give it some thought. The name of your character is something you may potentially have to live with for a long time. Please review the name rules for Threshold before committing to the one you create or find. As it is impossible to rename your character, you will have to start all over again with a new, more acceptable name.

## Gender

It might seem a small matter, however, there is an important thing to note about gender. There exist dryads in the game and they can only be female. If you desire to play a dryad, you will need this information before-hand and must select female.

## Race

Before you can select your race, you will need to type **approve me** and follow the prompts to agree to some rules and conditions.

Now it's time for a little body snatching, as the saying goes. This is where you select the race of your character. The available races are:

If you've selected male as your gender, you will not be able to select dryad as a race, as previously mentioned.

## Stat Selection

At this point in creation, you may now allocate stats to qualify you for the guild of your choice. You can **list *guildname*** to see an introduction to a guild.

### Automatic

You can let the game generate stats for you based on the guild you want to join. This is the **simple** method and it makes sure you will qualify for the stat restrictions for your guild of choice. People new to this genre of game or unsure may wish to opt for this as you're essentially guaranteed to get what you need.

*Once you complete this method, you cannot revisit this section to do it over. The only method of changing your stats once you're done is after you have completed heritage, but before you've joined a guild, you can enter the Stat Re-Allocation Room in the adventurers guild.*

### Manual

If you have more experience and/or are familiar with fantasy roleplaying stats allocation, or just want to play with it, you're welcome to try the more advanced method by typing **begin**. This process will update you when it finds guilds that match the stats you have selected.

*Once you complete this method, you cannot revisit this section to do it over. The only method of changing your stats once you're done is after you have completed heritage, but before you've joined a guild, you can enter the Stat Re-Allocation Room in the adventurers guild.*

## Features

Now comes some creativity in the form of setting your features.
Battlecard glyph

A battlecard glyph is used to enhance the stats of a battlecard. A glyph's name is derived from the primary stat on the glyph. The primary stat is the first stat on a glyph. In the case of a horn bonus card, it is also the horn bonus when the glyph is of the enhanced variety. Stats on a glyph are random. There is no specific formula for determining what stats appear on a glyph apart from the fact that a glyph will not contain a stat more than once; the exception being horn bonuses.

## Rarities and Degrees

Glyphs come in four rarities (common, uncommon, rare, and elite) and two degrees (normal and enhanced), although a common glyph will only come in the normal degree. The rarity of a glyph determines both the number of stats on the glyph as well as the stat values. An enhanced glyph of the same stat will also possess higher values in each stat on the glyph.

### Rarities, Degrees, and Stats

 Elite | Normal Elite Glyph | Enhanced Elite Glyph | 4

## Horn Bonus

An enhanced glyph has the additional benefit of possessing a horn bonus. When two glyphs bearing horn bonuses of the same stat are paired in the horns of a battlecard, the battlecard will profit from even further enhancements of the glyphs' primary stat. A caveat to be mindful of, however, is that while you may place enhanced glyphs of any rarity in the horns, when the horn bonus is calculated, the glyph with the lowest horn bonus stat is applied.

## Halo

There is no bonus applied to placing an enhanced glyph in the halo, however, enhanced glyphs do have higher stats than normal, so general advice would be to also place enhanced glyphs as often as you can in the halo.

## Using a Glyph

Glyphs may be applied to a card by means of an Engraved silver sorberus.
Homestead

Herastia is loved and honored by many for the many blessings that she represents to all of us. Please join the Herastian Honor Society in celebrating Homestead, a holiday that
promotes good neighbors, hospitality, and plain ol' fashion fun.

Visit as many homes as you can and knock on the front door. You may receive a trick or a treat in addition to getting to know your neighbors and their homes. A home can often tell you much about your family, friends, or even
strangers. Join us in celebrating Homestead today!

## Homeowners

Homeowners have the option of decorating their home to give out treats or tricks.

### Syntax

```
decorate homestead <trick/treat/dark>

```

 Dark | Tell those grubbing beggars to bug off, no candy here!
Greater idol of Bast

## Description

```
   This thracium idol is circular shaped, standing 10 inches tall, with a
smooth mirrored top and bottom. The sides of the column are intricately
engraved with delicate jasmine flowers made of pearls, ruby-eyed undulating
serpents and curved-relief humanoid figures of all shapes and sizes in
every manner of repose and embrace imaginable. The bodies are entwined with
the serpents in bizarre and disturbing poses, with scattered jasmine
covering every inch of space so that the entire circular sculpture is an
amazingly detailed orgy of designs.

```
Economy

The most basic components of the Threshold economy is wealth. Wealth may be earned directly from the game world, exchanged between players, or received as a registration reward. Money is earned directly from the game world by killing NPC enemies or completing tasks.

Money in Threshold is all a single currency divided into four currencies, and in order of lowest to highest are:

* Slag
* Danar, equal to 10 slag
* Crown, equal to 100 slag
* Orb, equal to 1,000 slag

Threshold currencies are universal and may be earned or used in every location in the game, including Sable, Thrace, and elsewhere.

## Banks

Coins are stored in the player's purse, but optionally (often out of necessity), in banks located in both major kingdoms.

## ThreshCredits

ThreshCredits (TCs) are a special currency you receive along with your normal registrations. You earn 1 ThreshCredit per $1 of registration.

### TriCrowns

ThreshCredits can be referred to in character as TriCrowns
Gesslar

Tweets by @gesslarwindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));
Gesslar is the **Lead Developer** of ThresholdRPG. He enjoys coding new areas the most, though squishing bothersome bugs is a close second. He created the Gesslar character on Sunday, November 12, 2006 at 20:49:02 ET. He is heavily into social media, favouring Google+ and largely shunning Facebook, except where he helps manage the ThresholdRPG fan page.

He wishes more people would contribute to the Wiki, as it is a lot of work for mostly just one person.

## Description

```
Gesslar Rassleg the mewfaciest mewface that ever mewfaced
He is a male salamae, 6'6" tall, weighing 178 pounds.
He has red eyes.
He has brown hair.
He has long, tubular nipples with bits of fur sticking out from the tips.
He has a prominent 8====D on his forehead.

```

## Player Character

Gesslar also has a character named Karahd whom he has been playing since Tuesday, May 18, 1999 at 01:20:26.
Banyee Village

**Banyee Village** is a small fishing village located on the Isle of Thrace. Newcomers to Thrace are encouraged to wander around the floating platforms, and engage with the various Banyee Gypsies that call this place their home, and enjoy the grub and swill available at **Chugger's Lair**. There are birds to fight, docks to fish on (though the Thracian Government might have something to say about that), and more. If a newcomer should choose to test their strength against a gypsy, choose carefully, as one or two of them are practically invincible!

## Directions from Thrace dock

west, southwest, west, southwest, 2 east, 3 south, west, 2 south
Character history

When you create your character, you select a Heritage. The Heritage you select gives your character background and depth, and determines the course he or she will follow throughout its life.

This does not necessarily have to be seen as a defining attribute of your character, however. Many players select a heritage for their characters only to move past it once they join a guild.
Duergar dwarf

These malevolent dwarves live underground and are quite short and stocky. These hard-working dwarves build many structures such as mines, caverns and any other structures that suit their traits. I wouldn't recommend trying to joke around with them, for they don't tend to be humorous at all. In fact, they are very serious beings. If you ever want to make friends with them, just hand them some cold booze. They love booze as well as shiny objects.

They are quite proud of the craftsmanship of their homes as well as their armor and weapons. The massive amount of work done on their weapons and armor tend to make them quite strong and durable. Male or female, you will usually find all types of dwarves with beards. Their beards are a sign of age and beauty to them, but most still find dwarves to be unattractive.

Duergar dwarves live generally in dark, cool places. These particular dwarves live on a dark, rock floor that is kept very cool. Their skin is a shade of grey to match their unclean, ragged hair. Their armor, old and plain, without any adornment at all. You can usually find these beings suited up in a suit of chainmail and some sort of chain helmet. Their weapon of choice, a doubled-bladed battle axe. A weapon made for slicing their foes into shreds.

The combat style of these malevolent beings is a rather offensive one at that. Sure, they may seem weak, but looks may be deceiving. They are indeed rather strong and skilled with their battle axe. Armored with strong chain, defeating a dwarf in battle takes some skill. For someone younger to Sable, these dwarves may be quite a challenging task, but for someone older, they have no problem handling the tactics of the dwarves. But, be always careful, you never know what such malevolent beings might have up their sleeves. They might surprise you someday.
Crim206-2

*See:* Case history

# Brief for the King, submitted by Dalaena
```

King's Brief for the Prosecution of Garic for Rioting submitted by Dalaena

On Twighlight 23, 204, I chanced upon a loud argument in front of the Green Griffon that look as if it would escalate. Garic, Rig, and Tangel were arguing about honor and assault. I got a contradicting story from each of them and was ready to send the case in for prosecution. They, however, wished to work it out between themselves. Since they were all seemingly mature citizens, I then instead had them promise that they would work it out and that there be no more attacks. Each of them promised to work it out in a quiet and mature manner, though Garic seemed very upset that it took intervention for them to want to work it out at all. Thus, I left them to go read some mail and with Kraxe as a peacekeeper. Afterall, if Citizens can work out disputes between themselves, they should be allowed to do so.

After being in the post office for an hour, I thought I heard a ruckus outside. The three were fighting terribly in front of the Green Griffon! The two thieves, Rig and Tangel, were attacking the mage, Garic, who had no qualms about fighting back. Patrons of the Green Griffon were nervous about the ruckus with several even asking me if they could come out of the Green Griffon safely. The peace was being seriously distrubed by the violence.

I yelled several times for the fighting to stop. Tangel left, and I thought that he was willing to be the first to stop the rioting. Kraxe was, at this time, yelling to me of how the fight started. Apparently, the thief, Rig, had attacked first. Tangel then snuck back, and the next thing I saw was his blade protruding from Garic's chest. I tried to fatigue him but could not, so I sent him running with a bladebind instead though making sure to heal him so he would not die. Next, Rig left. He came back in and did not fight. Garic, instead, attacked him. This was after I had screamed at least 5 times for the fighting to stop. So, I muted Garic, since he was also a heretic, and Rig left again. The fighting finally ended here. However, a lot of blood and gore had already been strewn about the front door of the Green Griffon causing patrons to be concerned and Emirikol's business to suffer.

By accounts of a witness, Kraxe, Rig started the fight after Garic made a comment, "You know you were riffling through my pack." Tangel then joined in the fight. They argue that it was in 'defense of guild honor, ' but they had already promised to work out their differences peacefully. Instead I found them brawling in front of the Green Griffon with patrons trapped instead and others wanting to walk that street and not daring to do so.

**Recommendations:** The Prosecution recommends that Garic be fined for brawling in the streets of Sable and causing a riot. The Prosecution would like to point out that Garic was extremely unhelpful in answering questions and spent much time making inane comments and screaming. He, however, by the witness' accounts, pleaded from the very beginning to work it out peacefully.
Hegemony gear

*See:* Armor, Xp reduction, Suit armor list, Gear sets

Once you reach the level of a hegemon (level 20), the gear you pick will be essential to surviving the higher level areas. A piece of gear is determined to be hegemony based on the amount of armor it contributes to that particular slot. There are old pieces of gear as well as new that will constitute hegemony gear. Normally, it is safe to assume that if it's the best armor for that slot, or maybe even second best then it will probably be counted as hegemony. The drawback to kitting yourself out in all the best gear is that you will notice that monsters and NPCs lower than level 20 will reward much less XP. This is directly related to the number of hegemony pieces you are wearing, so be forewarned. This is to promote the idea that you should be fighting harder monsters, since wearing all the best gear renders lesser monster fights much less experience-worthy.