RACES:
Humans:
The bulk of the somewhat recently established Granthean Empire. These bipedal, round-eared humanoids have managed to adapt almost any environment to meet their necessities for survival, and thus some can be found almost everywhere on Boerengia. Their culture varies by region, though the majority spends their lives as farmers, fishermen, or miners, creating the backbone of their monarchy. Never a fully unified race, there is no specific personality trait that exists throughout all humans.
Appearance: Hopefully all of our players will be familiar with human appearances.
Advantages: None
Disadvantages: None
Moor Cats:
The felinoid residents of the dark and dangerous Moors. They are said to live for the thrill of the hunt and often at year's end, when the cold forces them to seek shelter for a prolonged period of time, their tales of adventure and daring liven up many a warm hearth. Outside of the swamps Moor Cats can often be found employed as guides and trackers through the more wild regions.
Appearance: Look like bipedal cats.
Advantages: Claws & Tracking (12 build), Cat Stealth (+1 backstab, 7 build), and able to move well through swampy terrain.
Disadvantages: Double cost for blunt weapon styles, 10 point maximum armor.
Orcs:
Hardy and rugged, these warriors hail from the mountains. They are highly revered for their militaristic society. They have green skin and two long protruding tusks extending from the bottom jaw. It is said that these tusks denote fighting prowess and honor within the ranks of the Orcs.
Appearance: Green skinned humanoids with protruding tusks.
Advantages: +4 body, +1 Strongarm (10 build), Orcish Dance, Orcish Drummer (5 build).
Disadvantages: Double cost for scholarly skills, unaffected by alchemical healing.
Ogres:
These gray skinned cousins of the Orcs coexist within the Orcish empire. Though not as physically tough as the Orcs, they are seen as elders and as advisors in both military and social life. In times of war, they serve the armies with the rhythmic drumming that drives them onward.
Appearance: Gray skinned humanoids with protruding tusks.
Advantages: Orcish Drummer (5 build), Cast Portents (4 build)
Disadvantages: Double cost for base weapon skills.
Trolls:
There is an old saying- "Lift a stone to build a wall and Trolls will surely come". They are known for their vigilance to protect the hearth and home, extending this to adopted homes and towns they share with others. Their sense of community comes even before regard of kin, "Hearth before Blood" as the Troll saying goes. Trolls are often seen filling the ranks of small town militia or even supplanting them in the outlying areas. Although generally above suspicion, Trolls are sometimes unwelcome in "civilized" areas due to their reluctance to take on "city ways" and their stubborn mindset. Due to a history of being derogated as a "primitive culture, any Troll is likely to resent treated as stupid or uncivilized. No Troll is happy for long without a family of some kind.
Appearance: Brown skinned humanoids with more utilitarian clothing.
Advantages: Troll Regeneration, Premonition (4 build)
Disadvantages: Cannot use shields, can only purchase premonition before first event character is played.
Elves:
Hying from the hidden recesses of the Aberdyne forest, the Elves seen in the Borderlands speak of a far off Elven Kingdom where many of their people live in ancient splendor in towers of marble and groves of tall trees. Indeed it is often that an Elf will refuse to speak of their Homeland - only those exiled from their own people or fleeing the Elven realm ever pass into our world. They can never describe their home in great detail but will take on a forlorn look, as if trying to recapture a precious memory from childhood. In all things since leaving their homes they have excellent and far-reaching memories - some reaching back four score years or more. Elves are known for their sharp minds and gracious speech. It is perhaps due to their longer lifespan that Elves possess a long-term view of all things and a surpassing sense of calm, even in trial. Most Elves are passing fair in skill with the bow.
Appearance: Humanoids with pointed ears.
Advantages: 1/2 cost for archery, -1 build ritual cost
Disadvantages: -1 body, double cost for 2-handed melee weapon styles.
Dunewalker:
Descendants of a great nation that disappeared in the southern desert ages ago, the Dunewalker are a wise and patient race. Dressing in fine clothing and polished armor they have been said to let their powerful presence speak for them. Indeed they are not known to speak simply to hear it but are purposeful in what they say and do. Their legendary tolerance to pain and the elements gives them a fearful reputation as warriors despite a normally calm nature. It is also true that they succumb to mortal wounds or disease far less than other races.
Appearance: A lizardish humanoid with a vestigial tail.
Advantages: Can purchase a 1x a day resist poison (4 build), 2 minute bleed out count.
Disadvantages: Cannot take build deaths.
Waifkin:
Having no true homeland but a home nearly anywhere, Waifkin possess a strong sense of fairness and tend to be rustic rather than taking to life in cities. Although enthusiastic and honest as a rule they possess a very relaxed view of personal possessions. In short they do not tend to cling to items but will often trade when the mood suits them. Waifkin are prone to wanderlust, picking up simple belongings and traveling to a new home for a season or two. For this reason Waifkin communities rarely get very large. Waifkin's open natures and tendency to travel make them welcome for stories and trading goods. Waifkin are often spared more than most in calamity.
Appearance: Humanoids with rosy cheeks, messy hair, and small pointed tips on their ears.
Advantages: Wild Luck, cannot be raised as undead, Waifkin trading.
Disadvantages: Cannot wear armor, start events in the woods.
Warplings:
More of a child's lecture on what happens to one when you are bad, these "Warplings" as they are called appear in many folk tales. They were once described as unlucky men or women marked by a bloodline reaching back to a sorcerer who brought misfortune upon himself in his greed for forbidden knowledge. They are said to be humans but with perhaps a serpent's tail, a single curling horn, golden eyes like a cat, or even hoofed feet. Signs of the blood aside, no two are said to be alike save sharing a peculiar eroding effect upon lasting magics. This coupled with tales of them casting small magics by exercise of will rather than study only enhances their fanciful image. There are those who maintain that Warplings do in fact exist, however due to their image in people's minds they would likely be ostracized (or worse) if revealed in the wrong place and time. Some towns are as alarmed by mention of them as by the word "plague".
Appearance: Varies per player, but cannot duplicate other race.
Advantages: Can purchase Warpling Spells (3 build each). Timed and permanent spell effects that effect the Warpling last 1 minute Maximum (Ala. sleep, charm, or web), except for ritual or for some plot effects. Gets to design own make-up as long as it does not mimic another race or isn't OUT OF GAME offensive.
Disadvantages: Timed and permanent spell effects that effect the Warpling last 1 minute Maximum (Ala. protectives), except for ritual or for some plot effects. Unlucky at ritual magic.
Resurrection & Death:
Build Death: When you die, you have the option of choosing to take a Build Death or a Spirit Death (except if you are a Dune Walker.) If you choose a Spirit Death, you must draw from a bag full of white and black stones to see if you successfully resurrect. A white stone means you managed to resurrect, while a black stone means your character has permanently died. The number of black stones in the bag increases with the number of spirit deaths you have taken. Build Deaths take 5 build off your card (you may choose which skills are lost if you do not have enough free build.) and you resurrect successfully. All characters get their first 2 deaths free without having to take either option. From an In-Game perspective when you resurrect you are either weakened bodily and need to relearn some skills or weakened spiritually and are closer to permanent death.
Resurrection: Instead of resurrecting inside an earth circle, characters resurrect inside a Resurrection Point. This is an area or object enchanted by powerful ritual magics. You will be told where this place is before you start game, so you know where to go when you die. Upon resurrection you also get a skill reset, beyond the normal reset at 6 PM.
Build & Training:
Build System: The Build System now goes to a 5-4-4-3-3-2-2-1-1-1-1-1-1... build per blanket system and 20 starting build. There is no OUT OF GAME turning in money for training, all that must be handled in the appropriate IN GAME manner. We will only accept goblin for blankets once every event in an attempt to keep levels down.
Training: To 'max out' you must find a NPC trainer capable of training. These NPCs will generally require payment for their services, the amount dependent upon how skilled the person being trained is.