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Usir Mods ([personal profile] usirmods) wrote2018-10-15 04:06 pm

Alternate Universe Guide

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Choosing a Kingdom • Choosing a Profession • Choosing an Animas • Workshop
🜙 Choosing a Race
Before you start building your character's history you should decide what race you want to play them as. You do not have to pick a race that makes perfect sense for your character but you are expected to explain why you choose your character's race. More scrutiny is placed on uncommon races. Awakened characters may not be one of the rare or extinct races.

You can learn about some of the history and culture of the races in Breath of Usir here. Each race has a unique set of traits they are known for and different races are more common in different kingdoms. You will also be choosing one racial trait for your character from those available to their race.

⤛ Humans and elves are the most prevalent races in the game world and as a result, they are more universally accepted by NPCs. They are also the races most commonly in power. Elves and humans are more likely to be seen as leaders and will be welcome in any city without issue.
⤛ Dwarves and halflings are the second most common races. They are more durable with stronger bodies and will have an easier time getting others to trust them. Their physical strength allows them to wield heavier, more powerful weapons and their status as a trustworthy race makes it easy for them to get information and allies.
⤛ Orcs are the second strongest playable race but their history makes other races view them with suspicion. Antagonism toward orcs is common from NPCs and they will have a harder time gaining trust. They are natural animal tamers and their size and strength are intimidating enough to make certain monsters think twice before attacking them.
⤛ Beastfolk are the most diverse race in the game. Their appearance and their species play a role in their acceptance and general view in society. The more animalistic beastfolk, especially mammals, are the most readily accepted. Beastfolk may have skills based on their species, such as heightened balance, climbing skill, sense of smell, night vision, or venom. They are widely accepted by elves and humans and other beastfolk, though herbivores tend to be more wary of carnivores and omnivores. Reptilian and insectoid beastfolk are viewed with more suspicion and discomfort. Beastfolk are slightly less trusted than elves or humans due to the possibility that they may go feral or turn to their more beastly impulses.
⤛ Shiftlings who keep their identities separate or hidden find their place similar to the race or creature they resemble in their active forms. Known shiftlings are not trusted by most NPCs even though they are accepted. Those with forms that show they are descendants of were-cursed races are trusted even less and viewed as dangerous. Shiftlings are in high demand by those seeking illicit services in the black market, especially for spies, assassins, and private investigators.
⤛ Half-Humans are another diverse species. Half-elves and half-dwarves are not easy to identify as different than elves, humans, or dwarves without knowledge of their family situation. They are as readily accepted as their parents' races and are often stronger both physically and in their magical affinity than their parents' races. Half-orcs are more readily accepted than orcs and are much stronger than humans. They have an affinity for taming animals and are often talented fighters. Orcs and elves are not accepting of half-humans, especially ones that are part of their respective races. They are not accepting of mixing bloodlines. Half-goblins are more accepted than half-orcs but are often viewed as unattractive by both goblins and humans, and people actively avoid discussing families around them.
⤛ Tieflings are readily accepted by most races. Their natural talents make them well-trusted as guides and protectors for anyone traveling into the wildlands and they are seen as reliable due to their bravery. Tieflings have a natural affinity for harnessing the elements through magic and for being very skilled hunters due to their sharp eyesight.
⤛ Like shiftlings, dhampir are readily accepted only when their status as dhampirs is unknown. Known dhampirs are viewed with active suspicion and disgust by NPCs. Fear plays a bigger role in the distrust of dhampirs than it does with shiftlings (other than those known to be the children of were-cursed races). Dhampirs who embrace their cursed heritage can find powerful strength and health in drinking the blood of others. Dhampir are stronger than humans and elves and when they do earn the trust of others they are seen as ideal vessels for harnessing magic from the temples or as providers of (often forbidden) magical potions and charms.
⤛ Goliaths were not widely accepted before the war but are in the newly reformed kingdoms. Previously they were viewed as just smaller giants, a race that terrified most other races for their destructive and violent tempers and massive size. Now they are viewed as a gentler, calmer race whose size and strength make them reliable defenders and powerful assistants in physical labor. Goliaths are the favorite race of gremlins who love to ride on their shoulders. They help each other compensate for their extreme sizes. They are a very powerful race physically but have difficulty with magic.
⤛ Gremlins are viewed as childish, impulsive, dangerous, and annoying by most other races. They are troublemakers who pay little mind to the cultures or societal boundaries of other races. They are very clever and although many of their inventions backfire they are seen as capable inventors. They are also viewed as a race that is very easy to trick into participating in dangerous or risky ventures. They are one of the most common members of the underground black markets in the kingdoms and are frequently part of airship crews due to their general lack of fear.
⤛ Goblins are highly respected inventors. They are well liked by other races but are not accepted into the same circles. Goblins have a frustrated relationship with gremlins due to the general disregard for safety or logic used in gremlin inventions and their habit of stealing goblin inventions to play with. Goblins invented many of the advances that have pulled the cities into a new era of convenience and automation. Because of this, their position in society is respected from an intelligence perspective. They are still viewed by most races as physically and magically weak.
⤛ Satyrs and Centaurs are not common in the cities but they are not disliked. As two of the oldest races, they are widely accepted by most of society though both have their stigmas. Satyrs are viewed as tricksters and charmers with silver-tongues and more musical talent than any other race. Centaurs are seen as standoffish and proud. They are powerfully strong and fast. On the rare occasion they allow it they can give someone a swift ride across the city. Both races have a hard time in the denser, more populated areas of the city but make good friends with the halflings and woodland elves. They are very comfortable in the outskirts and more open areas.
⤛ Arboreons are not comfortable in the cities and have a more difficult time adapting to life there. They are very in tune with nature and magical control over plants. Beastfolk and arboreons form close bonds throughout the city, sharing ancestral ties of coming from wild things altered by magic. They are viewed with curiosity by other races, though goblins and gremlins have a hard time connecting with or understanding them.
Each of the playable races has a skill or ability that all members of the race have access to. These can be found on the races & cultures page linked above.
🜙 Choosing a Kingdom
Choosing a kingdom your character would have lived within is the second step in helping to create their backstory. Different kingdoms have different cultures, backgrounds, lifestyles, and racial diversity. Your character doesn't have to live in the kingdom that makes the most sense but their kingdom should play a role in their background as a character of this world.

Atrómitos - The Fearless Kingdom.
Atrómitos was the first city and kingdom to be built. Their kingdom crest was simplistic, a yellow dragon on a green backdrop. The dragon was modeled after the constellation of the Atromo the Golden Dragon that looks down over Mount Natusmater. It was home to Epithymetikon, the black giant who favored bravery, strength, and an appetite for success, victory, and improvement. Forever under construction, Atrómitos was constantly growing in size and height. They were at risk from attacks by dragons, the open land races, and wild beasts, as well as dust storms and flooding. The city had the largest and strongest army and the most land of any of the kingdoms. It also had the largest and most diverse population, before Thalassa accepted orcs and gremlins. Farming was a massive export for this city, and the river's constant flow through the city's outskirts allowed them to make use of mills and boats to produce and transport new goods. Atrómitos was home to humans, elves, halflings, beastfolk, arboreons, tieflings, goliaths, and goblins. It was the only kingdom to be home to a large population of centaurs and satyrs. Atrómitos had a massive trade district and industry and was home to a diverse number of craftsmen. It was the only city to have an elf ruler from its creation until its destruction. Atrómitos was a conquest city with heavy historical significance placed on strengthening its people and being prepared for war. Strength and a desire to achieve and gain more was prized in its people. Celebrations were based around victories and harvest seasons and involved feasts, competitions, feats of strength, plays, organized fights, parades, and ranking contests over successful hunts and harvests.

Thalassa - The Kingdom on the Coast.
Thalassa was the second city built and kingdom created. Their kingdom crest was white and blue with a fearsome silver binturong as their symbol. Thalassa was home to Logistykon the white dragon who favored strategy, honesty, and reason. As a coastal city, sailing and fishing were a big part of the city's culture. They were at risk from attacks by orcs, merfolk ambushes, flooding, and seasonal storms. It was the first city to have a non-elf ruler through King Corlo. Thalassa was seen as the weakest kingdom when it came to armed forces and power, but their strength in strategy and diplomacy were superior to the other kingdoms, resulting in many victories won without actual battling involved. Built on stolen land, Thalassa was in near-constant conflict with the orc armies. The population of Thalassa had a high percentage of elves, humans, beastfolk, arboreons, tieflings, goliaths, gremlins, goblins, and halflings. It was the first city to accept orcs and gremlins into its gates. Thalassa had a naval force and a strong presence of temples and monasteries to worship the various deities and ancestors of the different races. Dhampir and other unwanted orphans were taken in from any kingdom by the temple guards and trained into priests, soldiers, and various unwanted professions. Knowledge, truth, and a sense of honor were prized in Thalassa's people, with a heavy focus on education and justice throughout the city. Celebrations were based on tidal and fishing seasons and involved fireworks, lantern boats, bonfires, music, and dancing.

Krimnos - The Cliff City.
Krimnos was the youngest and smallest city. Their crest was red and black with a black cliff hawk as their symbol. Built with extensive help from the dwarves it had a dangerous construction, perched on and between the cliffs of two mountains. It was home to Thymoeides, the red and black dragon who favored devotion, passion, and dedication. Travel to and from the city was hazardous, with only two cliff paths up the mountain to the city. Up in the cliffs, Krimnos had to rely on crafts for their exports and dealt with severe weather in the winter season with risk of avalanches, mudslides, and rockslides a constant threat. Krimnos was home to a high population of dwarves and tieflings. With their constant need for more craftsmen and brave folk willing to risk the harsher climate and isolation of the city, it was the most accepting city for misfits. Humans, elves, beastfolk, kobolds, and a few goblins and satyrs called Krimnos their home. It was the first city to have a population of half-humans, shiftlings, dhampir, and chimaera and actively hid their backgrounds when possible from the other cities to protect them and the reputation of the city. Krimnos' focus was on creativity and devotion to the art of perfecting crafts. It produced most of the metal, stone, and glass product for all three kingdoms. The cold climate allowed blacksmiths and other craftsmen to shape, craft, and bake items that required a higher heat than could be stood at lower altitudes. Krimnos had a surprisingly large army with a focus on archery and ranged defense. Their city was the most defensible due to its location and construction and the aim of its guards. Celebrations were based on the change of the seasons, specifically the first spring thaw and fall frost, the end of the summer rains, and the winter deep frost. They involved drinking, feasting, gift-giving celebrations, group gatherings in the massive halls built to keep in heat and provide good acoustics, music, storytelling, and homestays where strangers invited one another to spend time at their homes during bad weather.
🜙 Choosing a Profession
Professions in this world cover a wide range of crafts and careers. Your character is not required to have a profession, maintain a profession, or be limited to any one profession in the game. This section is just for you as a player to help consider how your character spent some of their time and whether or not they were mentored, apprenticed, or self-taught.

Physical professions are common and cover a variety of professions that require strength or courage. Fishermen, hunters, farmers, builders, harvesters, foresters, gravediggers, furriers, miners, messengers, stonecarvers, bricklayers, stonelayers, ship-builders, and pathmakers were some of the more common physical professions around. Their labor was usually their craft and they were paid for their services and anything that came from those services could be sold or traded for additional pay. They did not require apprenticeship or mentorship and rarely required an extensively perfected skill. They were viewed as crafts and trades anyone could take up.

Academic professions required extensive education and mentorship. They included historians, scribes, advisors, educators, alchemists, mages, wizards, healers, tacticians, city managers, apothecarists, diplomats, astrologers, herbalists, and architects. Their craft came from their intellect and minds and required extensive perfecting and studying to be successful.

Craftsmen held professions that required them to practice and study their craft and often involved extensive apprenticeships and practice to create a quality craft. The products they created were sold or traded and the quality affected their success. Beast tamers, blacksmiths, leatherworkers, artists, glass blowers, bakers, cooks, bowyers, weavers, shoemakers, potters, jewelers, bards, clothiers, engineers, and carpenters were all craftsmen.

Traders collected rare items, completed crafts, resources, and other goods and moved from city to city with their collections, selling and trading their acquired goods to others. Traders rarely had a craft of their own and instead focused on delivering and transporting common goods from one city to another city where they were rarer and more valuable.

Explorers, navigators, and guides had to have a knowledge of the lay of the land, its dangers, and how to survive beyond the cities. They offered their services to lead others to their destinations or to seek out unknown or distant locations, resources, and creatures for less courageous or well-traveled individuals for payment.

Illegal professions are as hard to find and risky to enlist as they are to perform. Spies, assassins, bounty hunters, poisoners, lenders, thieves, and black market traders could be found and hired only for the right price and in the right places. Their professions were not seen as legal and those who offered these services could find themselves in a cell, the stocks, or dead if the wrong people found out. The high risk came with a high reward as these professions required exorbitant compensation to offset.

Specialized professions were ones that often required someone to be vouched for, recruited, or born into them, while others required the ability to prove themselves capable. These professions included sailors, captains, warriors, priests, temple custodians, executioners, city guards, officers, stable masters, and members of the royal guard.
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