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Creating a character
When you create a character to join the Lands of Androhil, there are two important decisions to make. Of what race do I want my character to be and what skills do I want him or her to have. It all depends on who you want him/her to be. A wizard? A warrior? A nagging sage, annoying all around him with stories from the 'good old days'? You decide. But there are a few restrictions: Not every skill can be learned by every race. Dwarves, for example, don't make good wizards (but excellent warriors). Which race can learn what and to which level is detailed in racial limits. When creating your character, you may not choose the same skill twice. Races
There are many sentient races living on the Lands of Androhil, but only some have members that take on the adventuring profession. These are dwarves, elves, halflings and humans. Each race has its own strengths and weaknesses which lie in e.g. the skills they can learn.Dwarf
Legend and song assert the dwarves to have been born of stone, naming them as sons and daughters of the earth. They are a stalwart people, comfortable below ground, where they delve labyrinthine mines and palatial dwellings. Dwarves are masters of metal craft; but unlike those unsavory cavern dwellers, they design their works to exhibit beauty as well as strength and utility. Full of ridicule for the ways of conjurers, they employ such magicks only to enhance the powers of the weapons and artifacts reluctantly released from their forges. Dwarves are short and stocky with ruddy complexions; their dark eyes are deep set, generating the illusion of great wisdom, and their hair is brown or black, occasionally flame-colored. Both men and women grow long beards, which they often braid. Dwarves favor colorful, hooded clothing and hand arms. Many are proficient with standard bows, but a liking for mechanical devices prompts them to employ crossbows when a need for missile weapons arises.Elf
The lordliest of all humanoids, they have golden-blond hair, blue eyes, and pale skin. Melody and song frequent their gatherings, since even the least of them can play the harp or sing, while the more talented compose music or delight the ear with expertise on several instruments. Garments of white, silver or gold enhance the nobility of the fair elf's demeanor.Halfling
Shallow burrows dug into hillsides comprise the majority of residences in halfling villages, although small cottages house a few families and provide taverns or inns for local meeting places. All of these structures tend to have round windows and doors, like portholes, and are painted in bright colors. Halflings prefer the ease and quiet of a sedentary life, avoiding the excitement and danger that accompany adventure. Love of good food and drink leads them to spend much of their time at taverns and friends' houses, eating and growing fat. Despite plumpness, halflings can move very quietly and possess exceedingly nimble fingers. Their large feet are hairy, almost furry; Halflings rarely wear shoes. Their garments tend to be bright and colorful, like their houses, for halflings are a merry folk, full of gaiety and ready to enjoy life's bounty.Human
Humans are very average, but their appearances could vary greatly depending on what skills they decide to focus on and their civilization. Although generally honorable, there are always exceptions such as a few backstabbing rogues. Their power lies in their ability to become good at whatever they choose; they are by far the most flexible race.Attributes
As every race has its own strong and weak points and they are reflected in many things, not least their attribute scores. Your character starts with attribute scores determined by your race, and they can be increased by training. Anyone who chooses the path of the warrior can expect his strength to increase. Wizards are more likely to excercise their intelligence. Etc.Starting attribute scores are as follows:
Skills
Your character will start out with two skills of your choice. Selecting a certain skill does not limit your character in any way; During the course of the game, your character can acquire new skills as well as improve her existing ones. You will receive some starting equipment, based on the chosen skills. E.g., a character with the sword skill will start the game with a sword already in her belongings, a character with a magic skill, will already know a first level spell from that school of magic.Combat skills
Androhil holds dangerous lands and every adventurer who's worth his salt should acquire at least some skill in combat. Even the most sissy mages respect that.Note: If you do not have a certain weapon skill, you are still able to use weapons from that particular category. You’re just not very good at it. Bare hands
Everybody has got them and they’re definitely weapons. Fists are fast and furious. They don’t do the damage that metal weapons do, but when wearing knuckles or spiked gloves, they come a long way. Characters starting with this skill also start with a set of brass knuckles.Polearm
Polearms are generally slow and unwieldy, but their blow is devastating. They include halberds and more exotic weapons like voulges, guisarmes and fauchards. Spears and javelins are also considered polearms when used in melee combat. Characters starting with this skill also start with a spear.Axe
From the humble lumberjack’s tool to double bladed magical battle-axes. Not the easiest to use, but they pack a heavy blow. The best battle-axes of Androhil are made by dwarven master smiths. Characters starting with this skill also start with a hand axe.Dagger
Any small blade falls into the category of daggers. They include daggers, knives and even short swords. Daggers do little damage when compared to the bigger weapons, but they are fast, allowing its wielder to strike more often than anyone. Characters starting with this skill also start with a knife.Sword
This category encompasses any sword larger than a gladius. Those are scimitars, rapiers, cutlasses, broad swords and a lot more. Most are slashing weapons, but a few are piercing, like the rapier. Characters starting with this skill also start with a wooden practice sword.Cudgel
Cudgels are clubs, hammers, maces, flails, staves and generally anything you can boink someone on the head with. Ranged weapons such as bows and crossbows are also considered cudgels when used in melee combat. Characters starting with this skill also start with a wooden club.Bow
Just that: bows. Be it short bow or long bow, plain, composite or magical elven bow. They all fall into this weapon skill category. Characters starting with this skill also start with a short bow.Crossbow
This includes crossbows of all shapes and sizes and a few more exotic point and shoot weapons. Characters starting with this skill also start with a light crossbow.Throwing
The throwing skill is used to throw daggers, javelins or anything else. Whether employing throwing tools, such as slings, or not. Characters starting with this skill also start with a sling.Offense
This represents general combat skill and knowledge of different combat styles. Characters starting with this skill also start with a padded armor.Shield
The shield skill represents the character’s ability to block attacks with a shield. It is directly added to your block score. Characters starting with this skill also start with a buckler.Dodge
The dodge skill is used to dodge attacks. It is directly added to your evade score. Characters starting with this skill also start with a padded armor.Magic skills
In the Lands of Androhil there are 5 different magic schools, each with its own collection of spells. Each school must be mastered separately.Nature magic
Nature magic draws its power from the wild. It’s spells offer physical health and aid from mother nature herself. Characters starting with this skill also start with the 'lesser healing'-spell.Spirit magic
Spirit magic works on the minds and spirits in this world. It plays with emotions as fear and courage and offers a view into the netherworld. Characters starting with this skill also start with the 'soulburn'-spell.Elemental magic
Skill in elemental offers mastery of nothing less than the matter that makes up the universe. Mastery of fire, water, earth and air gives you access to the most devastating direct damage spells, as well as protection from them. Characters starting with this skill also start with the 'flames'-spell.Dimension magic
Dimension magic affects the realm of time and space. Spells from this school include summon and teleport. Characters starting with this skill also start with the 'haste'-spell.Sorcery
The sorcery skill allows you to cast spells from the sorcery school whose spells work on magic itself. This school holds fewer spells than the others, but with the intricate knowledge of magic that it offers, sorcerers also gain some magic resistance. Characters starting with this skill also start with the 'magic bolt'-spell.Miscellaneous skills
Skills that don't fit in either the 'combat skills' or 'magic skills' category are listed here.Scouting
This skill enhances your ability to scan your surroundings and be more aware of the lands that you travel. Characters starting with this skill also start with a pair of leather boots.Lock picking
The ability to pick a lock is one of the favorite skills of any dungeoneer. You do want to enter that treasure room, don’t you? And open those chests, right? The lock picking skill is often hard to come by, as teachers are reluctant to openly advertise their skills. Characters starting with this skill also start with a lock pick.Fortitude
The fortitude skill offers a higher pain tolerance, allowing characters with this skill to survive more and deeper wounds than others. Characters starting with this skill also start with a padded armor.Endurance
Rigorous training allows characters with the endurance skill to endure more physical exercise without getting tired. Characters starting with this skill also start with a pair of leather boots.Haggling
The Haggling skill allows you to adjust prices of goods and services in your favor, whether you are buying or selling. Characters starting with this skill also start with extra funds.Lore
Intensive study at libraries and other places gives characters with the lore skill the knowledge required to identify exotic items and creatures. Characters starting with this skill also start with a study book.Religion
Intensive study at temples and from religious books gives characters with the religion skill the knowledge required to commune with higher beings. Characters starting with this skill also start with a copy of the Holy Book.Racial limits
Not every race has the same talents. A character’s race determines the skills he is capable of learning, as well as the maximum level of expertise of those skills.Legend:
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