It is back once again by popular demand.
Unlike previously I thought it would be nice if you got a little choice regarding the whole starting situation. So here are your choices:
Starting Area:
- Forest - Apart from an ancient forest this area also contains a stream, forest animals (some of which are dangerous) and a few caves which are either animal lairs or spookily abandoned.
- Mountain Pass - A pass through a large mountain range which has a stream originating from a nearby hot spring as well as caves nearby. The local wildlife is harsh but large and tasty.
- Verdant Plains - Plains with clay and little in the way of tree cover. Herds of beasts roam and their predators are close behind.
- Dustside - The edge of a large lake at the edge of a desert. Trees and vegetation grow near the lake and animals flock to it for water but little is known about the desert.
- Mountaintop - The top of a mountain which is only accessible by skyship. Land at the peak is scarce and cold so going deeper into the mountain is your only choice for expansion. Known animals are harmless but dangers could lie below.
All of the starting areas will be on trade routes so you won't have problems with getting people to show up but you will have problems getting them to stay long enough to spend some money.
All of the areas have a water source too so don't worry about that.
I'll also let you pick two races for your starting party to be made of. The other races may turn up as migrants or antagonists.
Humans: | Average in Strength and size humans typically make better craftsmen then the other races due to their higher intelligence. | Humans are created when they are delivered by storks. |
Mungo: | Above average in strength and weak skinned but numerous, Mungos are the least intelligent of races and can only function with the assistance of rare Mungos who have been born with intelligence comparable to a less intelligent Human. | New Mungos are created as fruit by the Mungo tree when they drop off they seek out the nearest intelligent Mungo. |
Rapn: | The Rapn are more intelligent then Mungo but are largely disorganized due to their short attention spans and short tempers. Small and weak Rapn defeat their foes using numbers. | Rapn seem to just appear when no one is looking. |
Yolc: | Yolc are the strongest of the races with intelligence below that of humans but are still capable of organizing themselves and developing industry. Typically having slower reaction times Yolc are ineffective with weapons that require finesse. | New Yolc are delivered by hawks. |
Goblins: | Goblins have intelligence on par with Yolc but are lacking when compared along the lines of strength. This strength disadvantage is made up for with numbers. Goblins are largely hated for their cruel nature. | New goblins are pulled from pools of filth. |
Starting Bonus:- Extra Equipment - More starting equipment
- Extra Food - More food
- Extra People - More people in the initial expedition
- Extra Wealth - You'll start out with some extra coin
- Extra Fame - Everyone knows who your party is.
Gods: You can pick a god. Priests of the gods will gain magic related to that god. You can worship other gods later if you want to but the priest who comes with your initial party will worship this god.
- God of Life - Bonuses to crops and livestock as well as healing powers.
- God of Death - Powers over death and the undead
- God of Mana - Magical powers will be bestowed onto the priests.
- God of Flesh - The ability to change and control living bodies.
You'll also need an
avatar:
Race:
Name:
Gender:
Profession:
Favorite colour: