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Far away from the known lands, on a huge island, a city sprawls from the edge of the sea to the mountains close behind. It is a city blessed with all the resources necessary to support itself. The sea provide bountiful fish. Streams of fresh water tumble down from the many mountain lakes above. A forest covers the northern third of the island, except for some land that's been clear-cut for farming.
The main export of the island is Fire Emeralds, found deep within the mountains. Living on and within those mountains are many dangerous creatures, including the Lavogres, and their pet Fire Drakes. As a race the Lavogres are as large and strong as ogres, with a cunning cruelty to match. For the most part they seem to leave the city alone.
Though the isle is isolated, the people of this prospering city are surprisingly diverse. All races can be found here as can temples for all the known deities. The reason for such incredible diversity is that the population is constantly receiving new slaves.
* All characters must start as a slave using a character creation form. A character cannot travel into Deathsgate.
* All slaves are branded with a slave tattoo. Buying freedom will remove the tattoo.
* Slaves are not allowed to leave Deathsgate.
* Minotaurs start with a minotaur bracer. If you're not sure what that means don't worry; it's a good thing.
* Slaves may not ask for quests.
* Slaves may not bet on fights, or visit any places in the city. Thus the only Special Actions available to slaves are: meditate, exercise, devote to a deity, break devotion, scout another character, buy freedom, and rest.
* Slaves can donate to a deity, as the priests visit the slave quarters.
* No character (slave or free fighter) may transfer, buy, or sell items. Likewise, transferring gold is not allowed.
* Freedom may be purchased for the everyday low price of 2000 gold crowns. To do so use the Special Action: Buy Freedom. Free fighters in Deathsgate are able to bet on fights, as well as attempt any actions (extra, special, or otherwise) that involves leaving the arena hall.
* Once a character has bought freedom, he or she may leave Deathsgate. This is handled on the Improvement form with the "Travel to..." line. Except for the little detail of the dragon (see below), travelling out of Deathsgate is just like travelling between other cities... your orders on the travelling turn will be processed at your destination guild.
* If a slave wanted to attempt escaping the island, they could try travelling to another guild using the "Travel to..." setting. Getting caught is likely to hurt.
* Deathsgate characters that are free can join or form groups as normal.
* In Deathsgate a special type of groups exists: the Gladiator School. Schools will keep their own statistics, and will be ranked separately from the other groups. Free characters can join, leave, or form schools as normal. Slaves start in a school, and cannot leave while a slave.
* At any time a character can try to become a senior member (including guild leader). To do so one must simply beat a current senior member in a grotto match. Upon becoming a senior member, the character becomes an NPC (non-player character). By having your character replace a senior member you effectively "lose" the character, no longer having any control over him or her. But besides the satisfaction of having a character become a senior member (even if only briefly) there is another reward: a Powerstone. A Powerstone is an item that a character can destroy with an Extra Action, and if done within the first three turns of the character's existence, will give the character a huge boost in EPs and KPs. Destroying it with more turns than three will result in less rewards.
If your character replaces a senior member you can get your Powerstone by creating a new character in Deathsgate (or another guild), and reminding the GMs with a note that your new character should start with a Powerstone.
Only Powerstones gained by replacing a senior member can be given to a new character in Deathsgate, with a maximum of one to a new character.
* The people who control the city of Deathsgate have no intention of allowing arena fighters to become possible threats to their power. Free fighters can voluntarily leave Deathsgate, but upon reaching 6000 PL any character will be sacrificed to the Dragon. Whether voluntary or forced, the only way for common folk to leave Deathsgate besides dying is to visit the Dragon. This legendary beast lives in a cave outside of the city, and seems content to stay there and munch on the many people that are tossed into the cave. No one can recall a person ever coming out of the Dragon cave. [What really happens... a character entering the cave might encounter something, or might not. Regardless, the character will be teleported away to the guild city of Antar, unless they request a different guild.]
* Characters must participate in guild Battle Fights each turn, and a challenge fight (either arranged or pool). Combat in Deathsgate is much more brutal than in the "regular" guilds, and the healers not nearly as caring or skilled. Suffering serious damage can cause permanent injuries (i.e. stat losses,) so you may want to consider using a yield setting to avoid going unconscious.
* You can die in challenge fights.
* No resurrection funds possible!
* The Challenge Fights each turn will sometimes be held in a dangerous or challenging setting. One week might have the challenge fights occurring on very muddy ground, the next might involve combat on pillars 30 feet in the air. Any such deviations from the normal terrain will be announced ahead of time so that the fighters can prepare their challenge fight strategy as they see fit. Suggestions for other arena settings are welcome.
* No adventuring or Monster Battle Fights possible.
* No field challenges, city patrols, or temple raids possible.
* Turn cost is $4.75 in Deathsgate, with no credits for multiple characters in the same guild turn.
Due to the fact that their positions may not be held for very long, the Deathsgate senior members are not listed here. If you wish to scout any of them, their ID numbers range from 20 to 30. Number 30 is the guild leader. Regular Deathsgate NPC ID numbers range from 31 to 50.
Senior members and NPCs are available for challenge fights. They will usually accept, unless their power level is significantly lower than the challenger's. Senior members must accept grotto challenges for their positions.