Turn 14 - Current TurnTrickster - RTD((Wall of text below.))
The world of Gaia is in trouble as wars between nations rage across the land, demons walk among the countries ravaging all in their path, and what little magic that remains slowly begins to disappear. The country of Pertinia, one of Gaia's last stable, and peaceful nations, has begun to gather wandering mages, traveling mercenaries, heroes, and other numerous kinds of people to solve the problems that plaque Gaia, and bring peace back to her surface once more. You, and four others are some of the few who have been hired to assist in this endeavor, and you find your self in the fortress city of Bright Gate where roving groups of bandits, and demons harm the lands people, and threaten to in-danger the entire nation. You are tasked with stopping the bandits, and banishing the demons around the city, but many dangers await you around every corridor, and tunnel. Will you save the world of Gaia, assist in its plunge into darkness, or simply profit from the widespread death, and chaos this has caused it is all up to you Heroes of this great world, Gaia.
Name:
Gender:
Age:
Race: See Spoiler Below
Description:
Bio:
Attributes: See Spoiler Below
Strength -
Agility -
Speed -
Endurance -
Intelligence -
Willpower -
Charisma -
Luck -
Spirituality -
Class: See Spoiler Below
Title: See Spoiler Below
Jikarans One of the newest races to grace the lands of Gaia, the Jikarans are believed to be descendants of Elves who praised the Goddess Jikara, and as the tales go they were one day thrown out of their civilization for praising a different god, and were thus punished by the rest of their race for their different beliefs. Angered at their people for this unrighteous act the group decided to ask their Goddess for help in their vengeance, and she heard their prayers, and came down to grace them with her presence. Upon her arrival she scolded the group for their anger, and told them that though they were cast out they still had their Goddess,and that was all they need, their belief, and thus that day she laid upon them a blessing granting them powers of great speed, and wisdom, but this great blessing came at a cost it made their lifespans far shorter, and making them far weaker in their strength. Upon gaining this gift their Goddess told them that she would one day return to her children, but until that day she asked that they look over her forests. Thus, the teachings of Jikara began, and the Jikarans began their vigil from that day forward the Jikarans have protected the Great Forest 'Yggdrasil' from harm, and have thus named it their home. They watch over the forest protecting it from great harm, but allowing those who need to take what they need from the forest. The Jikarans have settled in numerous Great Trees known as 'Soul Polops', so vast, and large that they in-compass entire miles of ground before ending, and yet they still tower into the sky even higher than they bases. These great trees have protected the Jikarans from numerous great wars that the Elves have declared on the Jikarans claiming that they have defied the rules of the Elven gods, and should thus be punished for their crimes against the Elves, and their Gods.
Bonuses, and Penalties: +4 to Willpower, Intelligence, Speed, Agility; -3 to Strength, Endurance, Spirituality; -3 to Speech rolls with Elves; +1 to Speech Rolls with others of your race; +1 to interaction with animals
Dwarves The Second Race to grace the world of Gaia the Dwarves are one of the three ancient races, and as thus are respected greatly, and have far greater knowledge of the mountains, and valleys of Gaia, but Dwarves are Mountain loving creatures, and rarely venture far from their Mountain-Homes found in the Nations of Ironia, and Stovinia which border Pristania to the south, and east. Dwarves were created by the God Kain deep in their lost Mountain-Home the 'Home of the Gods', and their they flourished as Kain watched over them, and there is where they created the Golems to do their bidding. Little did they expect the Golems to slowly evolve, but they did, and slowly, but surely they began to hate the Dwarves for forcing them to do this labor with nothing in return. This hatred slowly grew, and finally reached its climax over five-thousand years after the Golems were created, and in a great war the Dwarves came to call 'The War of Stones' the Golems rose up, and fought the Dwarves who, and try with all their might to beat them the Dwarves did, but in the end they failed as the Golems strength, and numbers were to great, and the dwarves were cast out, and left to fend for themselves for their god Kain had abandoned them many years ago as they began to missuse, and mistreat the Golems. They traveled across deserts, and through the Great Forest before finally reaching the Dragonspine Mountain Range where they decided to make their homes for they reminded them, so much of their old home. Over the years the Dwarves slowly split into two nations one with a governing council, and another with a steadfast Monarchy, and this was the only thing that split the Dwarves into two nations a simple fact of differing governments. The Dwarves have always had a rickety diplomatic status with the Jaikarians, and the Elves, because of the Dwarves misuse of the forests, and its animals.
Bonuses, and Penalties: +5 to Strength, Endurance; -3 to Intelligence, Spirituality, Willpower, Agility; +1 to Speech Rolls with other Dwarves; -2 to Speech Rolls with Elves; +1 to Blacksmithing Rolls
Elves The Elves are the first race to ever exist, and have, ever since they were created, watched over it protecting the world from ever-lasting harm, but over the years many things have happened, and the Elves have forgot the purpose of their creation, so now they cling to their forests, and protect their cities among the trees only ever leaving the safety of the forest for war, and now is that time the Elves have marched from their forest, and begun a war against both the Demons, and Jaikarans claiming it to be for the cleansing of Gaia, but only two of the original Elven Gods now watch over them, and those two are Hirishiga, God of Forests, and Rirsata, Goddess of the Moons who have since the creation of the Elves have always looked over, and guided them, and even now they guide the Elves through this war. Elves are usually protective of most animals, and plants, but there are a few who care not what happens to it, and those are exiles of the Elven race, and are scattered throughout the world mostly settling in the free nation of Pristania. The Elves look to their Gods for government, and guidance, and thus are usually slow to act unless angered as they are now. They call this war they have set out for 'The War of Holy Light'.
Bonuses, and Penalties: +2 to Intelligence, Willpower, Agility, Speed; +3 to Spirituality; -3 to Luck, Charisma, Endurance; +1 to Speech Rolls with others of their race; -3 to Speech Rolls with Jaikarans; -2 to Speech Rolls with Dwarves
Human Little is to be said of the Humans, the newest race to walk the lands of Gaia, they are inbetween all other races not having any great strengths, nor any great weaknesses, and they have neutral diplomatic relationships with all other races, and nations.
Bonuses, and Penalties: None
You have 55 points to distribute among your various attributes, so spend them wisely
Strength This affects how much you can carry around with you at one time, how much physical damage you deal, what weapons you can wield, how well you can use certain crafting tools, etc.
Point Gain Formulas
Inventory Slots: 1 = 1 Point of Strength
Physical Damage Bonus: 1 = 5 Points of Strength
Weapon Weight Ranks: 1 = 10 Points of Strength
Strength Based Crafting Bonuses: 1 = 10 Points of Strength
Agility Penalty: -1 = 5 Points of Strength
Feats of Strength Bonuses: 1 = 5 Points of Strength
Attack Speed Penalties: 1 = 10 Points of Strength
Agility This affects how nimble you are increasing your chances your to dodge attacks, your accuracy, how good you are at crafting requiring swift, and precise work, etc.
Point Gain Formulas
Attack Speed Bonuses: 1 = 5 Points of Agility
Dodge Bonuses: 1 = 10 Points of Agility
Accuracy Bonuses: 1 = 10 Points of Agility
Agility Based Crafting Bonuses: 1 = 10 Points of Agility
Ranged Damage Bonuses: 1 = 15 Points of Agility
Strength Penalties: 1 = 10 Points of Agility
Feats of Agility Bonuses: 1 = 10 Points of Agility
Speed This is a measure of how fast you can move determining what order you take in the combat order, how easily you can escape from an enemy, and even how fast you can attack.
Point Gain Formulas:
Attack Speed Bonuses: 1 = 10 Points of Speed
Speed Bonuses: .1 = 1 Point of Speed
Fleeing Bonuses: 1 = 15 Points of Speed
Endurance Penalties: 1 = 10 Points of Speed
Endurance This is a measure of your constitution the higher it is the harder a time the enemy will have trying to kill you. This determines your HP, Defense Bonuses, Resistance to certain things, etc.
Point Gain Formulas:
HP Increase Per Rank: 5 = 10 Point of Endurance
Base HP Bonuses: 5 = 10 Point of Endurance
Poison Resistance Bonuses: 5% = 10 Points of Endurance
Disease Resistance Bonuses: 5% = 10 Points of Endurance
Physical Defense Bonuses: 1 = 15 Points of Endurance
Speed Penalties: 1 = 5 Points of Endurance
Demon Control Bonuses (Used in Magic): 1 = 15 Points of Endurance
Intelligence This is a measure of how smart you are, and the smarter you are the more magical power you will have to use against those you see to be your opponents. This Determines your MP, Magical Damage Bonuses, and gives bonuses to inventing, and creating rolls among other things.
Point Gain Formulas:
MP Increase Per Rank: 5 = 10 Points of Intelligence
Base MP Bonuses: 5 = 10 Points Intelligence
Magical Damage Bonuses: 1 = 15 Points of Intelligence
Intelligence Based Crafting Bonuses: 1 = 10 Points of Intelligence
Inventing, and Creating Bonuses: 1 = 15 Points of Intelligence
Spirituality Penalties: 1 = 5 Points of Intelligence
Feats of Intelligence Bonuses: 1 = 10 Points of Intelligence
Willpower This is a measure of your mental strength, and the stronger it is the better your control over magic, and other things will be. This Determines your Magical Defense Bonuses, Control Bonuses, and other numerous things.
Point Gain Formulas:
Magical Defense Bonuses: 1 = 10 Points of Willpower
Demon Control Bonuses: 1 = 10 Points of Willpower
Mental Defense Bonuses: 1 = 15 Points of Willpower
Mental Attack Bonuses: 1 = 15 Points of Willpower
Spirituality Penalties: 1 = 5 Points of Willpower
Charisma This is a measure of how charming you appear to other people, and how easily you can convine them to do what you wish, and the higher it is the easier you cna gather companions, or the cheaper you can get that golden great sword. This Determines your Barter, and Speech Bonuses; the cost of items, and the selling price of your goods; the number of Companions you can have; and many other things.
Point Gain Formulas:
Speech Roll Bonuses: 1 = 10 Points of Charisma
Barter Roll Bonuses: 1 = 10 Points of Charisma
Buying, and Selling Prices: Hidden
Max Companion Number: 1 = 10 Points of Charisma
Companion Bonuses: 1 = 5 Points of Charisma
Luck Penalties: 1 = 10 Points of Charisma
Luck This is how much of a lucky person you are, and it will have varying effects throughout the game that can help you take advantage of situations.
Point Gain Formulas:
Luck Roll Bonuses: 1 = 15 Points of Luck
Gambling Bonuses: 1 = 10 Points of Luck
Critical Chance Bonuses: 1 = 20 Points of Luck
Critical Damage Bonuses: 1 = 20 Points of Luck
Charisma Penalties: 1 = 10 Points of Luck
Spirituality This how connected you are to the Spiritual Plane, and through that the Gods of Gaia, and the higher your connection the stronger the power you can wield from the spiritual plane, the more power a god will gift, and many more things.
Point Gain Formulas:
Spiritual Control Bonuses: 1 = 10 Points of Spirituality
SP Increase Per Rank: 5 = 10 Points of Spirituality
Base SP Bonuses: 5 = 10 Points of Spirituality
Spiritual Power Level: 1 = 15 Points of Spirituality
Intelligence Penalties: -1 = 5 Points of Spirituality
Willpower Penalties: -1 = 5 Points of Spirituality
Pick Pocket - You learned to be a simple thief at a young age learning to steal, flee from the guards, and hide from the suspicious looks of possible targets, but this way of life left little time for studying, school, and other such trivial means making you far less intelligent than you would have if you hadn't been fending for yourself on the streets.
Starting Status:
HP - 20/20
Inventory Slots - 4/8
MP - 0/0
SP - 0/0
Speed - 2
Starting Gear:
Rusty Dagger (D-1, AS-4, S-1, AP-0)
Black Cloak (PD-0, MD-0, SD-0, Stealth +1)
Worn Peasant Rags (PD-0, MD-0, SD-0)
Bags of Coins (58 C, 2 S)
Starting Bonuses, and Penalties:
-2 to Willpower, Intelligence, Charisma, and Spirituality
+2 to Agility, Speed, and Luck
Magi Trainee - You learned the ways of magic from your master whether he be an old hermit in a secluded hut, or great magi in a Magician's School, but your training is incomplete, and all your magic relies completely on rituals, and spellbooks. You are severely weak physically, because of this, but you can use any form of magic as long as you have a book containing the spell, the ritual materials, or have actually managed to imprint a spell for your use.
Starting Status:
HP - 10/10
Inventory Slots - 3/5
MP - 30/30
SP - 0/0
Speed - 1
Starting Gear:
Wooden Staff (D-2, AS-1, S-1, AP-0)
Basic Spellbook (Contains Basic Spells (Level 1 Spells))
Ritual Ingredients (Contains enough stuff for 6 Level 1 Rituals, 6/6)
Magi Robes (PD-0, MD-1, SD-0)
Starting Bonuses, and Penalties:
+2 to Willpower, and Intelligence
-2 to Agility, Strength, Endurance, Spirituality
Can only use Magic from Spell-books, Scrolls, Grimores, Tomes, and Imprinted Spells
Hunter - You hunted, foraged, and trapped to make a living to keep you, your family, or loved one afloat, and have thus learned the fine arts of Marksmanship, and Trapping. These skills increased your finesse, and speed, but have harmed your studying time.
Starting Status:
HP - 15/15
Inventory Slots - 3/7
MP - 0/0
SP - 0/0
Speed - 2
Starting Gear:
Wooden Hunting Bow (D-3, AS-1, S-2, AP-1)
Quiver of Arrows (50/50 Arrows, DM-0, AM-0)
Leather Jerkin (PD-1, MD-0, SD-0)
Bag of Dried Meat Strips (12/12, Heal 5 HP per Strip)
Starting Bonuses, and Penalties:
+2 to Agility, and Speed
-2 to Willpower, Intelligence, Endurance
+1 to Damage with Bow Weapons
Student - Most of your life has been devoted to studying, writing, and learning all you can from the numerous books, and teachers that you have read, and studied under. Your time studying has made you smarter, but your physical abilities have been weakened due to little action.
Starting Status:
HP - 10/10
Inventory Slots - 4/6
MP - 0/0
SP - 0/0
Speed - 1
Starting Gear:
Empty Book (Costs 15 Ink Units)
Roll of Parchment (5/5, Costs 5 Ink Units Each)
Quill, and Ink Well (25/25)
Scholar Robes (PD-0, MD-0, SD-0)
Starting Bonuses, and Penalties:
-2 to Strength, Endurance, Agility, Speed, Spirituality
+3 to Intelligence, Willpower
Can Craft Level 1 Scrolls, and Spell-books with sufficient supplies, and records
Monk You studied the arts of connecting with your chosen god, and have thus gained a connection with the spiritual plane though it is a small connection it has gifted you with slight power, and your training in hand-tohand combat has provided you with a way to defend yourself when your Spiritual Energy has run out.
Starting Status:
HP - 20/20
Inventory Slots 3/8
MP - 0/0
SP - 10/10
Speed - 2
Starting Gear:
Fists (D-1, AS-5, S-0, AP-0)
Monk Ropes (PD-0, MD-0, SD-1)
Bag of Coins (89 C, 4 S)
Scroll of Teachings, and Prayers (Allows use of Certain Level 1 Prayers)
Starting Bonuses, and Penalties:
+1 to Strength, Endurance, Agility, Speed, Spirituality
-2 to Luck, Charisma
+2 to Unarmed Damage
Herbalist
Starting Status:
HP - 10/10
Inventory Slots 3/6
MP - 0/0
SP - 0/0
Speed - 1
Starting Gear:
Peasant Rags (PD-0, MD-0, SD-0)
Mortar, and Pestle (Used to Craft Herbal Concoctions)
Bag of Random Herbs (20/20)
Starting Bonuses, and Penalties:
-2 to Endurance, Strength
-1 to Agility, Speed
+2 to Willpower, Intelligence, Charisma
Can Craft Herbal Concoctions
Smith
Starting Status:
HP - 8/8
Inventory Slots 2/8
MP - 0/0
SP - 0/0
Speed - 1
Starting Gear:
Blacksmithing Tools
Deed to (?)
Starting Bonuses, and Penalties:
-2 to Intelligence, Willpower, Agility
+2 to Strength, Endurance
+1 to Smithing
Can Smith Weapons, and Armor at your Smithy
(?) = Name your Smithy, and that will go their (Your Smithy also has a house on the grounds containing food, and smithing materials as well as a safe place to sleep which heals your hp)
Caravan Trader
Starting Status:
HP - 10/10
Inventory Slots 0/6
MP - 0/0
SP - 0/0
Speed - 1
Starting Gear:
Trader Robes (PD-0, MD-0, SD-0, +1 to Barter, & Speech Rolls)
Caravan Deed
Bag of Coins (15 S, 5 G)
Starting Bonuses, and Penalties:
-2 to Strength, Endurance, Agility
+2 to Intelligence, Charisma, Luck
+1 to Barter, and Speech Rolls
Guardsmen Trainee
Starting Status:
HP - 25/25
Inventory Slots 0/10
MP - 0/0
SP - 0/0
Speed - 2
Starting Gear:
Wooden Spear (D-1, AS-3, S-3, AP-1)
Wooden Round Shield (BC-25%, SC-10%)
Worn Leather Armor (PD-3, MD-0, SD-0)
Bag of Dried Meats (6/6, Heal 15 HP per Piece)
Wineskin full of Water (12/12, Heals 3 Hp for 5 Turns)
Starting Bonuses, and Penalties:
+2 to Strength, Endurance, Agility, Speed
-3 to Intelligence, Willpower
+2 to Physical Damage with Spears, or Swords
Lesser-Priest
Starting Status:
HP - 10/10
Inventory Slots 0/6
MP - 25/25
SP - 25/25
Speed - 1
Starting Gear:
Wooden Staff (D-3, AS-1, S-1, AP-0)
Priest Robes (PD-0, MD-1, SD-2)
1st Pillar, Book of Prayers (Allows use of Certain Level 1 Prayers)
Scroll of (?)
Starting Bonuses, and Penalties:
+2 to Intelligence, Charisma, Luck, Willpower, Spirituality
-3 to Agility, Speed, Endurance
-1 to Strength
Can use Prayers if a Prayer Book for that Pillar (Level) is owned
(?)= Random Spell
Performer
Starting Status:
HP - 10/10
Inventory Slots 0/8
MP - 0/0
SP - 0/0
Speed - 2
Starting Gear:
Traveling Performers Clothes (PD-0, MD-0, SD-0)
Small Knife (D-1, AS-5, S-0, AP-0)
Bag of Coins (45 C, 5 S)
Bag of Tricks (15/15, Required for the Use of Tricks, and Certain Skills)
Starting Bonuses, and Penalties:
+2 to Speed, Agility, Luck
+1 to Strength, Endurance, Charisma
-3 to Spirituality
Wanderer
Starting Status:
HP - 15/15
Inventory Slots 3/8
MP - 0/0
SP - 0/0
Speed - 2
Starting Gear:
Worn Short-sword (D-2, AS-2, S-3, AP-1)
Worn Peddler Rags (PD-0, MD-0, SD-0)
Bag of Dried Meat Strips (12/12, Heal 5 HP per Strip)
Starting Bonuses, and Penalties:
+2 to Strength, Endurance, Agility, Speed
-2 to Intelligence, Willpower, Spirituality
+1 to Damage with Swords
I will give you an example of a 1 on 1 fight between two very early game foes that you will come across,a nd if you have anything after that that you can't understand then I will explain it to you.
Combat Example:
Sickly Zombie (Note: They may be weak, but you will see these things in droves, and if you underestimate them you will end up dead.
Status:
HP - 5/5
Speed - .5
Weapons:
Claw (D-1, AS-3, AP-0)
Bite (D-3, AS-1, AP-2)
Abilities:
Tainted - Will regenerate half of its HP a turn if not killed.
Wounded Giant Rat
Status:
HP - 5/5
Speed - 2
Weapons:
Bite (D-2, AS-3, AP-0)
Abilities:
Flesh-Eater - If it eats the flesh off a dead humanoid this enemy will regain all of its health.
Fight Start
Initiative:
Wounded Giant Rat (1)
Sickly Zombie (2)
Round 1:
Wounded Giant Rat;
Rat - Accuracy: 1,7,9; Hits: 1 Miss, 1 Glancing Hit, & 1 Direct Hit; Damage: 3 (Direct Hit = 2, Glancing Hit = 1)
Zombie - Dodge Roll: 8 (Due to the Rat Having over twice the Zombie's speed the zombie only gets 1 Dodge Roll)
Damage Calculations: Direct Hit = 2, Glancing Hit = Negated; Zombie Suffers 2 Damage; Zombie has 3 HP Remaining
Sickly Zombie;
Zombie (Bite) - Accuracy: 7; Hits: 1 Glancing Hiy; Damage: 2 (Glancing Hit = 2)
Rat - Dodge Roll: 3 (Fail)
Damage Calculations: Glancing Hit = 2; Rat Suffers 2 Damage; Rat has 3 HP Remaining
Round 2:
Wounded Giant Rat;
Rat - Accuracy: 4,8,9; Hits = 1 Glancing Hit, & 2 Direct Hits; Damage: 5 (Direct Hits = 4, Glancing Hit = 1)
Zombie - Dodge Roll: 1 (Epic Fail)
Damage Calculations: 3x Direct Hit = 6 (Due to the Zombie's Dodge Roll being a 1); Zombie Suffers 6 Damage; Sickly Zombie is Dead Wounded Giant Rat Wins
These Titles are names of power given to every person when they are born, and when they achieve some great feat in life, and each has a different effect on your character from increasing your HP by large amounts to allowing you to summon a Greater Demon of some sort every twenty turns to gaining the divine protection of god for part of your life force. These Titles have such power that you are limited to the use of five at anyone time though all the Titles you gain are kept for use later all you need to do is touch a God Stone, and it will allow you change your Titles among other things.
(You may chose one to put in your character creation)
Titles
Prestige 1
Iron Wall - You were born with a sturdy constitution, and a near amazing immune system it was as if you were blessed by the gods for many thought you would die upon your birth yet here you stand alive.. (+10 HP, +5& Resistance to Poison,and Disease)
Berzerker - You were born with the power of one of the most feared warriors to ever roam Gaia, the Berzerker, and in times of need you can draw upon this power giving you unmeasurable strength, and endurance, but if your will is to ever waver you will lose control, and harm everyone, and everything around you. (Grants you the skill Berzerk, and a Natural +2 to Strength, and +5 to HP)
Brave-heart - You are one of the few gifted the power to stand tall, and calm in the face of immense terror, and as thus no matter what, or who stands before you you shall not waver. You will have the power to stand, and fight were an army of thousands would turn, and run, but this power if used for to long will slowly weaken you, and in the worst case kill you. (Grants you the passive ability Fearless, and the skill Brave-heart)
Kind-Hearted - You were born with a sense of kindness, and true justice blessed by those Gods who protected Gaia from all its harm. (You start with 10 Points into the Good Side of the Karma Meter, and a Permanent Blessing from your chosen God, but you are limited to only worshiping Good Gods)
Vile Being - You were born with an ability to easily inflict acts that others would call Evil, and you thought nothing of it even as you committed these various crimes. (You start with 10 Points into the Evil side of the Karma Meter, and a Permanent Gift from you chosen God, but you are limited to only worshiping Evil Gods)
Born Warrior - You were born with a natural knack for fighting, and from a young age have always understood how to effectively fight an opponent. (You gain +1 to Strength, and Endurance; a +2 to Physical Damage; and a +1 to Physical Defense)
Power of the Hound - You were born with the a natural speed far greater than others, and you even some how attracted animals to you as if you were an animal your self (You gain +3 to Speed (Attribute), and can start with an Animal Companion (Dog, Wolf, or Bird))
Magically In-tuned - You were born with a natural talent for magic giving you a strength that allowed you to control magic at a young age, but you had little control over your power. ( You gain +25 to MP, and +2 to Magical Damage, but must start as a Magi Trainee)
Perfect Liar - You were born with the ability to lie perfectly to anyone you came across making you far more charismatic than many of the other people around you. ( You gain a +4 to Charisma, and a natural Speech Bonus of +1)
This is how good, or evil your character is in the eyes of other residents of Gaia, and the Pantheon of the Gods, and Goddesses of Gaia. Depending on how good, or Evil you are some factions will react differently, some gods will neglect you, others will help you, and some will even try to attack you, so keep that in mind when you decide which path you wish to head down. This also controls which spirits will aid you, what miracles you can use, and what curses you can use as well as effecting those who have heard of your deeds be it in a positive, or negative way. You will also gain differing skills, and bonuses depending on which side of the Karma bar you wish to proceed down, but keep in mind changing, and trying to turn from Good to Evil, or vice-verse will be hard, and may cause hatred from both Good, and Evil Gods. The Meter Measures from 0 to 1000 in both Evil, and Good.
Ranks are Basically the levels in Trickster, and can be gained in a multitude of ways varying from completion of major Quests, slaying of unique monsters, creation of artifacts, and many others that will be discovered as you progress through the game. Now Each time you gain a Rank you Gain 5 Attribute Points, and 2 Skill points to distribute amongst your varying attributes, and the massive amount of skills available to you through-out the game depending on your level, stats, and class among other things that will remain secret. Then, for every three Ranks you gain you earn a new prestige, or 'Title' from a list that will be shown to you upon gaining that Prestige, and each Title will have varying effects on your character from greatly increasing health to giving you the power to summon a greater demon to aid you in combat. Though keep in mind you can only have a total of three Titles activated at one time, and the only time you can change them is when you are in Neutral, or Higher Disposition Town, Castle, Fortress, etc.
Companions are beings who have agreed to follow you into battle, and help you in your adventures they can vary from a talking squirrel to a towering Giant of the North, but no matter what race, or size each Companion will take up 1 Companion Slot which you all start with a base 1 before bonuses from your Charisma is added. Companions will gain varying bonuses the higher your Charisma is, and each will also grant you a bonus of some sort varying from stat increases to a specific skill. Some Companions such as Mercenaries will require some kind of pay for each mission completed, and if you do not pay them they will leave your party, but don't worry if they do leave you can go back to where you first meet them, and re-hire them if you wish, but if your Companion dies they are gone for good unless you have the Curse, or Miracle that will allow you to revive them. Keep in mind that the Companions you can recruit will vary if depending on if you are Good, or Evil; your reputation with an Empire; and other various factors which you will discover along the way.
Guilds
Guilds are only found in large cities, and capitals of every nation across Gaia, because of the vast number of members a Guild requires to be successful. These Guilds will vary from Mercenaries Guilds, to Magi Guilds, but each will offer you jobs if your Disposition in that City, or Capital is high enough. These jobs will be anything from buying foodstuffs in the market to slaying a Possessed Hill Giant, but each will pay more, or less depending on how safe, or dangerous that mission is. For example a mission where you have to slay a Dragon will pay about 10x the amount of a mission where you have to go buy something from the market. The More Jobs you do for a Guild the higher your Disposition with that Guild will be, but if you do jobs for its Rival Guild then its Disposition will decrease, so keep that in mind when you are looking for jobs with other Guilds, and you have a good Disposition with another. Also if you manage to get your Disposition with a Guild up to 50 you will be able to join that guild, and earn varying things from quarters in the guild house, to weapons, to armor.
Task Boards
These can be found in every village, city, and town that you ever come across, and will give you a host of quests to choose from, but your rewards for these quests are random, so don't be surprised if you get a rusty longsword for killing a basement full of giant rats, because not every citizen of Gaia are Nobles, or Kings with rooms full of gold, and shiny suits of armor. Though the rewards are never as great as those from Guilds, or Imperial Decree Quests these are easier to obtain, and far easier to complete, so if you are feeling a little low on money, or you need just that one more Silver to get your House then these are your best bets for quick, and easy to medium gear/funds.
Imperial Decrees
Imperial Decrees are missions given to you by the governing forces of each nation, and these quests though they are far more difficult than others have great rewards, and if completed successfully will increase your Disposition with that Nation. Imperial Decrees are about the only way to increase your disposition with a Nation, so make sure you finish them successfully if you want to befriend that nation. These mission are usually either helping that country protect one of their cities, or helping that nation assault, and take a rival nations city in those missions are one of the few times were you will find Friendly NPCs in abundance, but those are also where you will have to fight the most amount enemies than most other missions.
Gaia's technology level is roughly Medival with some area such as Pertinia containing gunpowder, muskets, and pistols. Most of the stuff you find will be on the medival tech level such as swords,a dn axes, but throughout the game you will find Rennisance era tech, and if you visit the Gnomes you may even find steam engines. Most of this advanced tech will be usless to you as you cna not obtain it, but you can obtain Muskets, Pistols, etc., but they will be costly due to the time, and resources required to build them. You as the player can also create technology if you are willing to put the time in effort into it that is.
Beware though some technology can change the world drastically even causing wars for the blueprints,and resources to make it, so beware waht you make, or you may be the cause of the next Great War.
Current Players-
Sonia Cavaliere, SeriousConcentrate
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Mikaya, wolfchild
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Wellrock Crimson, Tersr
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Cor Umbar, Ultimuh
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Sinclair, Sinpwn
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Kazen Landt, Talarion
Waiting List-
Alrael Tyairithsti, Son_of_Orion
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Laitir Lamora, Ahra