ZenDog
09-25-2003, 09:27 PM
ALIGNMENT
what is alignment? Alignment determines how your character will react in certain situations. In role-playing terms it could be said a characters alignment is the way they choose to live their lives or the moral codes they choose to follow.
More generally speaking alignment it something you write at the top of your character sheet and forget about.
THE THREE ALIGNMENTS
Awful Do Good
Also know as a do'ger (Short for do good'er)
You are a shining paragon of light, a beacon of good in a world of evil.
Defender of the weak, smiter of the unjust you are not one to stand by and witness an injustice.
However that doesn't stop you slaughtering the non human races wholesale driving them from their homelands and looting gold from their still warm corpses. You raving hypocrite you.
Neutered
Able to see both sides of the coin you are drawn neither to good or evil.
Hey bud why not grow a pair and get off the fence!!
Psychotic Weevil
Youre evil. Plain and simple you like cruelty for the sake of cruelty. Killing things and looting the bodies comes naturally to you.
Loyalty to the self is your only creed. You trust no one and wouldn't even turn your back on your self.
Well done you'll fit right in.
THE RACES OF MERTH
The races are divided into three main divisions Human, Semi-Human and Non-Human
HUMANS
No race is more numerous or successful than that of the Humans.
Humans are the most adaptive, free thinking, inspired, ingenious, Parasites ever to blight the universe.
Nothing is more dangerous and destructive than a tribe of humans on the move and once they settle nature becomes little more than a resource to strip and an inconvenience to be cleared.
As Dangerous as Humans are to nature they pose an even greater threat to themselves and other races.
Their arrival in Merth is clouded in mystery all that is know is they came from the north and they came to kick ass and kick ass they did brutally attacking all the Non-Human races which had previously inhabited Merth in peace and tranquillity.
Millennia passed and now the humans of Merth have settled into a routine of warring among themselves building their filthy stinking cesspits of cities and asset stripping Merth.
The Slaughter of Non-Humans has now become a mere sideline or career (some would say hobby) for Social misfits who go by the name of adventurers. Paid in slaughter points by the Empire to keep the Monster populations at controllable levels.
These Adventurers forgo the safety and security of normal live for the glory fame and wealth that is associated with the world of Adventure.
This glory seeking of course spread to the Semi-Humans but Humans are still the most numerous of the Adventuring Guild.
Languages: Arrogant and lazy humans rarely learn languages (why bother everyone speaks common right). If they encounter someone who doesn't speak common then they just speak slower and louder believing that will do the trick.
"I SAID HOW MUCH IS THE AXE." Whilst mumbling asides to their human companions. "Blummin furriners, should learn common if they want our money...wha...I WAS JUST SAYING HOW LOVELY YOUR COUNTRY IS."
Human Characters have no attribute modifiers, other than 1d6 Will
They get either Swords and Shields at half price of Exotic weapons at Half-price.
1d6 Will Roll not to try and take charge of any situation 1d6 Will roll not to start a fight in any situation
SEMI-HUMANS
There are a number of non Human races that bear such a resemblance to humans that it proved impossible to slaughter them and loot their homelands. Thus alliances were formed with the Semi-Human races of Dwarves, Elves and Boggins.
The slightly less tolerated Half -Irks are not an actual race in themselves, but rather more of an embarrassing side-effect of adventure gone awry.
DWARVES
Dwarves are a small, stocky and sturdy, clannish race. They make their homes in great mountains halls, carved into the very mountains by their revered ancestors. Their renown for engineering and metal-craft is second only to their renown for meanness. Almost without exception Dwarves sport huge ginger beards (and that includes the lady Dwarves). When not dressed head to foot in mail (which is most of the time) have been know to have a weakness for wearing tartan miniskirts in private (though it is never wise to bring this fact up in conversation).
Dwarves seem to prefer axes and hammers, primarily because they derive a great deal of satisfaction from franticly bashing larger races over the head, which is not as satisfying with a sword or spear.
They are also said to love gold and it's acquisition more than the other races (although some say this is nasty rumour put about by elves).
One thing that nobody can deny dwarves love and that is ale. When not Adventuring dwarves can be found staggering around human cities, accosting citizens with lewd limericks, or cornering them and boring them on the subject of how great their homeland is. Which has led human philosophers to debate the subject; 'Dwarves if their homeland is so good why don't they just sod of back to where they came from?'
Dwarves hate Irks and will attack them on site (who doesn't though!) they also have issues with Elves.
Languages: Dwarves have their own language, but for unknown reasons prefer to speak common with a dialect, or accent .
"Hoots man ah dinae ken wot ye're on aboot."
Dwarf Character adjustments.
+ 1d6 Str
+ 1d6 Con
- 1d6 Dex
- 1d6 Will
Dwarves can get chainmail, axes, and warhammers at a 50% discount,
They must make Will Saves 1d6 not to attack Irks on sight and Will saves 1d6 not to drink ale on sight.
ELVES
Tall, graceful, elegant and noble, Elves also known as the fair folk are the paragons of light. They love the woods and forests from which they come, and would gladly lay down their lives to protect their sacred glades.
Of course this is when they are not wading knee deep in Non-Human blood and filling their backpacks with gold.
Being naturally nimble (or as one Dwarf king put it 'light on their Loafers') Elves are very natural athletes and archers of renown.
They have been known to spontaneously burst in song, or recite poetry, which tends to isolate them socially.
Languages: Although they speak common fluently, Elves awkwardly insist on speaking one of their many convoluted 'high' languages. When they do speak common it is with strange inflections.
"Alas wither are the noble summers of yesteryear ah gentle forest winter is encumberent upon thee."
Elf character adjustments.
- 1d6 Str
- 1d6 Con
+ 1d6 Dex
+ 1d6 IQ
+ 1d6 Chr
- 1d6 Will
They can get a good supply of both, bows and arrows and also spears at 50% discount.
-1d6 Will roll not to hug trees. -1d6 Will role not to burst into song, or loud poetry, when battle is imminent.
DROW
Contrary to common misconception, Drow are not in fact a separate race, they are in fact normal Elves who band together because they have been rejected from eleven society. They always dress in black and falsely believe themselves to be bad.
Languages: common with strange secret words.
Hey n00b you better believe I'm uberl33t, you just try messin with me, I'll frickin take you out, STFU loser n00b.
Drow can get Black leather armour, poison and throwing knives at half price.
-1d6 Will roll to run from a fair fight. -1d6 Will roll to attack from behind if given the chance.
BOGGINS
Smaller and slightly more portly than Dwarves, these fair faced, cheerful and simple living folk are friendly and gregarious.
Which is all just a front, as anyone who has ever met them can confirm. They are in fact the biggest bunch of inveterate thieves to ever walk the planet. The smiles and pleasantries, are all just a ploy to put people at ease, before they relieve them of their belongings.
The only exception to this is, whilst adventuring after generations of 'learning the hard way', Boggins have found it's not cost effective to steal from their fellow adventurers.
The Boggins also know as Bogginsses but more commonly know as 'Those thieving little *********!!!!!' live in Shires (the largest being Leicestershire). Which are scattered with Boggin Holes (sometimes referred to as Bogholes) handy places to hide their ill-gotten gains.
The only thing they are more renowned for than stealing is eating. The average Boggin eats 11 square meals a day and snack in between.
Boggins go barefoot, having no need for shoes, due to their tough leathery soles. It is a compliment for one Boggin to say of another 'I reckon he would even steal shoes' .
Languages: Boggins speak Boggit, which is actually a dialect of common, which can sometimes be understood.
"'ere yung 'un where 'e geddin to with that thar pie'.
Boggin Character adjustments.
1d6 Str
+ 1d6 Con
+ 1d6 Dex
+ 2d6 Lk
- 1d6 Will
Boggins can get Rogues gear, backpacks and provisions at half price.
1d6 Will roll not to steal (anything and everything). 1d6 Will roll not to eat any food they see (irrespective of its location and condition).
HALF-IRKS
Half-Irks though rare in society at large, are common enough in adventuring circles.
Some say that this attraction to adventure is a result of their origins, (their origins being, over amorous human adventurers, and poor unfortunate Irks, caught out on their own).
Nominally accepted in human society, they are however considered an aberration by wild Irks, who will try and kill them on sight.
This is rather unfortunate as Half-Irks are uncontrollably drawn to their pure blood cousins, and will often seek to befriend them.
Like the Irks, Half-Irks are great natural warriors, however the traumatic background of their origins and the outright and partial rejection of their two parent races, makes them intuitive members of the priesthood.
Not particularly renowned for intelligence, there are few accomplished Half-Irk mages.
Languages: All Half-Irks learn Irk (from humans) as part of their obsession with their ancestry, they also speak a slow guttural form of common spoken in a deep thick accent .
" I will wuv him and hug him and call him George"
Half-Irk character adjustments.
+ 2d6 Str
+ 2d6 Con
- 1d6 Dex
- 2d6 IQ
+ 1d6 Lk
- 1d6 Will
- 2d6 Chr
Half-Irks can buy helmets, and blunt weapons at half price.
1d6 Will roll to not head-butt strangers 1d6 Will to not try and befriend Irks.
NON-HUMANS
The Non Humans more commonly know as Monsters, are considered by the Humans and Semi-Humans as fair game for slaughter. These so called Monsters are generally objectified by adventurers, as little more than their value in Slaughter Points (SP). Numerous and Diverse there are many different races of non human, each with their own unique physiology, socio-economic, cultural nuances and histories as diverse and intricate as any human or Semi-Human societies.
Of Course all any adventure ever wants to know about Non-Humans is...
...WHAT DO I GET FOR KILLING IT.
Any comments or crits would be Welcome.
what is alignment? Alignment determines how your character will react in certain situations. In role-playing terms it could be said a characters alignment is the way they choose to live their lives or the moral codes they choose to follow.
More generally speaking alignment it something you write at the top of your character sheet and forget about.
THE THREE ALIGNMENTS
Awful Do Good
Also know as a do'ger (Short for do good'er)
You are a shining paragon of light, a beacon of good in a world of evil.
Defender of the weak, smiter of the unjust you are not one to stand by and witness an injustice.
However that doesn't stop you slaughtering the non human races wholesale driving them from their homelands and looting gold from their still warm corpses. You raving hypocrite you.
Neutered
Able to see both sides of the coin you are drawn neither to good or evil.
Hey bud why not grow a pair and get off the fence!!
Psychotic Weevil
Youre evil. Plain and simple you like cruelty for the sake of cruelty. Killing things and looting the bodies comes naturally to you.
Loyalty to the self is your only creed. You trust no one and wouldn't even turn your back on your self.
Well done you'll fit right in.
THE RACES OF MERTH
The races are divided into three main divisions Human, Semi-Human and Non-Human
HUMANS
No race is more numerous or successful than that of the Humans.
Humans are the most adaptive, free thinking, inspired, ingenious, Parasites ever to blight the universe.
Nothing is more dangerous and destructive than a tribe of humans on the move and once they settle nature becomes little more than a resource to strip and an inconvenience to be cleared.
As Dangerous as Humans are to nature they pose an even greater threat to themselves and other races.
Their arrival in Merth is clouded in mystery all that is know is they came from the north and they came to kick ass and kick ass they did brutally attacking all the Non-Human races which had previously inhabited Merth in peace and tranquillity.
Millennia passed and now the humans of Merth have settled into a routine of warring among themselves building their filthy stinking cesspits of cities and asset stripping Merth.
The Slaughter of Non-Humans has now become a mere sideline or career (some would say hobby) for Social misfits who go by the name of adventurers. Paid in slaughter points by the Empire to keep the Monster populations at controllable levels.
These Adventurers forgo the safety and security of normal live for the glory fame and wealth that is associated with the world of Adventure.
This glory seeking of course spread to the Semi-Humans but Humans are still the most numerous of the Adventuring Guild.
Languages: Arrogant and lazy humans rarely learn languages (why bother everyone speaks common right). If they encounter someone who doesn't speak common then they just speak slower and louder believing that will do the trick.
"I SAID HOW MUCH IS THE AXE." Whilst mumbling asides to their human companions. "Blummin furriners, should learn common if they want our money...wha...I WAS JUST SAYING HOW LOVELY YOUR COUNTRY IS."
Human Characters have no attribute modifiers, other than 1d6 Will
They get either Swords and Shields at half price of Exotic weapons at Half-price.
1d6 Will Roll not to try and take charge of any situation 1d6 Will roll not to start a fight in any situation
SEMI-HUMANS
There are a number of non Human races that bear such a resemblance to humans that it proved impossible to slaughter them and loot their homelands. Thus alliances were formed with the Semi-Human races of Dwarves, Elves and Boggins.
The slightly less tolerated Half -Irks are not an actual race in themselves, but rather more of an embarrassing side-effect of adventure gone awry.
DWARVES
Dwarves are a small, stocky and sturdy, clannish race. They make their homes in great mountains halls, carved into the very mountains by their revered ancestors. Their renown for engineering and metal-craft is second only to their renown for meanness. Almost without exception Dwarves sport huge ginger beards (and that includes the lady Dwarves). When not dressed head to foot in mail (which is most of the time) have been know to have a weakness for wearing tartan miniskirts in private (though it is never wise to bring this fact up in conversation).
Dwarves seem to prefer axes and hammers, primarily because they derive a great deal of satisfaction from franticly bashing larger races over the head, which is not as satisfying with a sword or spear.
They are also said to love gold and it's acquisition more than the other races (although some say this is nasty rumour put about by elves).
One thing that nobody can deny dwarves love and that is ale. When not Adventuring dwarves can be found staggering around human cities, accosting citizens with lewd limericks, or cornering them and boring them on the subject of how great their homeland is. Which has led human philosophers to debate the subject; 'Dwarves if their homeland is so good why don't they just sod of back to where they came from?'
Dwarves hate Irks and will attack them on site (who doesn't though!) they also have issues with Elves.
Languages: Dwarves have their own language, but for unknown reasons prefer to speak common with a dialect, or accent .
"Hoots man ah dinae ken wot ye're on aboot."
Dwarf Character adjustments.
+ 1d6 Str
+ 1d6 Con
- 1d6 Dex
- 1d6 Will
Dwarves can get chainmail, axes, and warhammers at a 50% discount,
They must make Will Saves 1d6 not to attack Irks on sight and Will saves 1d6 not to drink ale on sight.
ELVES
Tall, graceful, elegant and noble, Elves also known as the fair folk are the paragons of light. They love the woods and forests from which they come, and would gladly lay down their lives to protect their sacred glades.
Of course this is when they are not wading knee deep in Non-Human blood and filling their backpacks with gold.
Being naturally nimble (or as one Dwarf king put it 'light on their Loafers') Elves are very natural athletes and archers of renown.
They have been known to spontaneously burst in song, or recite poetry, which tends to isolate them socially.
Languages: Although they speak common fluently, Elves awkwardly insist on speaking one of their many convoluted 'high' languages. When they do speak common it is with strange inflections.
"Alas wither are the noble summers of yesteryear ah gentle forest winter is encumberent upon thee."
Elf character adjustments.
- 1d6 Str
- 1d6 Con
+ 1d6 Dex
+ 1d6 IQ
+ 1d6 Chr
- 1d6 Will
They can get a good supply of both, bows and arrows and also spears at 50% discount.
-1d6 Will roll not to hug trees. -1d6 Will role not to burst into song, or loud poetry, when battle is imminent.
DROW
Contrary to common misconception, Drow are not in fact a separate race, they are in fact normal Elves who band together because they have been rejected from eleven society. They always dress in black and falsely believe themselves to be bad.
Languages: common with strange secret words.
Hey n00b you better believe I'm uberl33t, you just try messin with me, I'll frickin take you out, STFU loser n00b.
Drow can get Black leather armour, poison and throwing knives at half price.
-1d6 Will roll to run from a fair fight. -1d6 Will roll to attack from behind if given the chance.
BOGGINS
Smaller and slightly more portly than Dwarves, these fair faced, cheerful and simple living folk are friendly and gregarious.
Which is all just a front, as anyone who has ever met them can confirm. They are in fact the biggest bunch of inveterate thieves to ever walk the planet. The smiles and pleasantries, are all just a ploy to put people at ease, before they relieve them of their belongings.
The only exception to this is, whilst adventuring after generations of 'learning the hard way', Boggins have found it's not cost effective to steal from their fellow adventurers.
The Boggins also know as Bogginsses but more commonly know as 'Those thieving little *********!!!!!' live in Shires (the largest being Leicestershire). Which are scattered with Boggin Holes (sometimes referred to as Bogholes) handy places to hide their ill-gotten gains.
The only thing they are more renowned for than stealing is eating. The average Boggin eats 11 square meals a day and snack in between.
Boggins go barefoot, having no need for shoes, due to their tough leathery soles. It is a compliment for one Boggin to say of another 'I reckon he would even steal shoes' .
Languages: Boggins speak Boggit, which is actually a dialect of common, which can sometimes be understood.
"'ere yung 'un where 'e geddin to with that thar pie'.
Boggin Character adjustments.
1d6 Str
+ 1d6 Con
+ 1d6 Dex
+ 2d6 Lk
- 1d6 Will
Boggins can get Rogues gear, backpacks and provisions at half price.
1d6 Will roll not to steal (anything and everything). 1d6 Will roll not to eat any food they see (irrespective of its location and condition).
HALF-IRKS
Half-Irks though rare in society at large, are common enough in adventuring circles.
Some say that this attraction to adventure is a result of their origins, (their origins being, over amorous human adventurers, and poor unfortunate Irks, caught out on their own).
Nominally accepted in human society, they are however considered an aberration by wild Irks, who will try and kill them on sight.
This is rather unfortunate as Half-Irks are uncontrollably drawn to their pure blood cousins, and will often seek to befriend them.
Like the Irks, Half-Irks are great natural warriors, however the traumatic background of their origins and the outright and partial rejection of their two parent races, makes them intuitive members of the priesthood.
Not particularly renowned for intelligence, there are few accomplished Half-Irk mages.
Languages: All Half-Irks learn Irk (from humans) as part of their obsession with their ancestry, they also speak a slow guttural form of common spoken in a deep thick accent .
" I will wuv him and hug him and call him George"
Half-Irk character adjustments.
+ 2d6 Str
+ 2d6 Con
- 1d6 Dex
- 2d6 IQ
+ 1d6 Lk
- 1d6 Will
- 2d6 Chr
Half-Irks can buy helmets, and blunt weapons at half price.
1d6 Will roll to not head-butt strangers 1d6 Will to not try and befriend Irks.
NON-HUMANS
The Non Humans more commonly know as Monsters, are considered by the Humans and Semi-Humans as fair game for slaughter. These so called Monsters are generally objectified by adventurers, as little more than their value in Slaughter Points (SP). Numerous and Diverse there are many different races of non human, each with their own unique physiology, socio-economic, cultural nuances and histories as diverse and intricate as any human or Semi-Human societies.
Of Course all any adventure ever wants to know about Non-Humans is...
...WHAT DO I GET FOR KILLING IT.
Any comments or crits would be Welcome.