《Wilderness Online W.O.》 Revamp Okay, yes I''ve been gone a long time I''m currently editing the f^*k out of the Glossaries I, II, III. So it will take a few days to get back to the original story. First off will now not have any combat logs in the middle of combat. It will only show kill logs after combat is completed. Characters will now have fewer chances to add attribute points to their character (only when their class advances or when they evolve). Only classes and skills have levels and they level up through milestone achievements, an example: a crafter can still level up by grinding a few low-level products but it will affect their advanced class options later on (aka they will be stuck with the mass producer advanced class that no longer advances.) so the crafter is better off trying to experiment rather than be repetitive. (Another aka No more Exp counting)The tale has been taken without authorization; if you see it on Amazon, report the incident. Milestone Achievement leveling: Highly dependent on past deeds. This will encourage players to actually go through the mobs by the level of difficulty and severely reduces the output on power leveling. Power leveling will now give a significant short-term boost but makes your ability to level any further right around zero (disclaimer chance is still there just tiny and unlikely to succeed). Hopefully, you enjoy the revamp. Glossary/Info Dump I Races and Classes [ WARNING!! This will be a glossary/info dump and will be referred to as the manual in the story. This will be added to as the story goes on.
WARNING!! This book does have action, adventure, and profanity this is the focus of the story.
Hunt, Stalk, Track These words all have a similar meaning. To follow prey. Welcome to Wilderness Online (W.O.) In W.O. anything can be prey. From mighty beasts to fragile fawns. Dragons, wyverns, bears, wolves, deer, and rabbit. All these creatures and more exist in this new world. You can do anything, hunt, fight, craft, build, and trade. You can be any race:beast-kin, elves, dwarves, goblinoids, giants, demons, and more. Even a hybrid of two or more.

In W.O. players may only have one character.
Races There are many different races inside W.O. Each race has multiple subraces. These subraces have many different specializations from the broad specialization of the main race. For example, each elven sub-race has a magical and martial specialization, Drow have necromancers and assassins, Wood elves have druids and rangers, High elves have priests and paladins. All evolutions grant +15 attribute points during the evolution. One star is the easiest of the races have easy beginnings and large amounts of safe areas and the minimum of exp gain but have the minimum of death penalties. These are recommended for beginners and children. +5 additional attribute points during character creation. Two stars are a little bit harder you won''t find anything too hard but bigger predators are added into the mix such as bears and big cats. They have a mediocre exp gain and a mediocre death penalty. This is recommended for casual players. +10 additional attribute points during character creation. Three stars are weak magical beasts aka monsters and dungeons are thrown into the mix. These race have an average exp gain and an average death penalty. These are recommended for players that want to enjoy the full game experience but don''t want it too easy or too hard. +15 additional attribute points during character creation. Four stars are where the amount of wilderness to settlements ratio grows to 6:1 there is more to explore but less support some skills and classes will have to be discovered by the players. These races have an above average exp gain along with a harsher death penalty including the possibility of losing equipment. This is the last area for pure breeds, all areas have hybrids but those are usually races that have large disadvantages unless hybridized. This is for players who like to play their games on hard mode. +20 additional attribute points during character creation. Five-stars are all hybrids of extreme conditions or one-four star advanced races (1-star evolution cap). This is the max wilderness to settlement ratio at 8:1 the settlements are all forts to some degree due to the danger of the different types of epic monsters found there. This for the players who want to discover most of their skills and their classes on their own. This is for the players who play games on Nightmare/Extreme modes and laugh while doing it. +25 additional attribute points during character creation. Six-stars are advanced races for two-star (evolution cap) characters and up. (Not Starter Races) Seven-stars are advanced races forthree-star (evolution cap)characters and up. (Not Starter Races) Eight-stars are advanced races for four-star (evolution cap) characters and up. (Not Starter Races) Nine-stars are advanced races for five-star(evolution cap) characters. (Not Starter Races) (+1 Races are special Subraces and cannot be the main race. They can only be added to Tiers 1-4.)
Differences Between Demons and Devils, Celestials and Nephilim The difference between Demons/Celestials and Devils/Nephilim is that Demons/Celestials are immortal beings from another dimension while Devils/Nephilim are the children of said beings and a mortal being, usually a human. There exist many variants of Demon and Celestials which is why specific species are identified as a variant of these immortal beings as a whole ex. Demon (Balor Variant) and as there are many different variants of these immortal beings so too are the same number of Devils and Nephilim they are also identified in much the same way ex. Human/Devil (Balor Variant) the only difference is that Devils/Nephilim also show a mortal race.
Advanced Races Advanced races are races in the game that your character evolved into over a period of time but have more and more conditions that need to be met in order for your character to evolve. Players need to reach a certain Overall level before being eligible to evolve. One-third of the needed Overall level must be the Players primary class in order to evolve. Once a player evolves a * appears next to their race and more * will appear depending on how many times you have evolved. Material Items are needed as a ¡§Catalyst¡§ to perform an evolution. Material items can be mana stones, elemental stones, different types of ores, specific herbs, or the body parts of, particularly strong monsters. Once evolved the player''s character level will reset back to zero (NOT their Class, skill or spell levels). Once evolved a player¡äs racial traits will be added to or the traits will evolve themselves. Players, when ready to evolve, are presented with a slew of options that are based on their actions in the game and will be ranked by how common the evolution is. Prior evolutions will affect current evolutions as a rare evolution cannot evolve into a standard evolution it will instead evolve into a relevant rare variant of an evolution. Example of goblin evolution with standard pattern. (Start) Goblin --> Hobgoblin --> Orc --> Ogre --> Troll --> Behemoth (Finish) Example of rare goblin evolution with rare pattern. --Amphibian----Goblin Route------> River Hobgoblin --> Lake Orc --> Sea Ogre --> Ocean Troll --> Abyssal Sea Trench Behemoth --> ??? (Start) Goblin/Sahuagin Hybrid --> ---one star------>-------two--> star-------------->-three star---------->--four star------------------------->------- 5 star-- (Finish) -------Fish----Sahuagin Route------> Parrahgin --> Barracugin --> Shargin --> Orcagin --> Leviathan-kin --> ??? Players that start as one star characters will have the easiest time evolving, but their overall strength won¡ät increase that much. Evolution trees depend on the type of common material items found and actions taken as a character. One star players must reach an Overall level of 30 to evolve and 1 common material item minimum. One star beginner characters have an evolution cap of five-star races. Two-star players will have little difficulty evolving with a small strength increase. Evolution trees depend on the type of uncommon material items found and actions taken as a character. Two-star players must reach an Overall level of 45 to evolve and 1 uncommon material item minimum. Two-star beginner characters have an evolution cap of six-star races. Three-star players will have moderate difficulty evolving with a moderate strength increase. Evolution trees depend on the type of rare material items found and actions taken as a character. Three-star players must reach an Overall level of 60 to evolve and 1 rare material item minimum. Three-star beginner characters have an evolution cap of seven-star races. Four-star players will have a challenging time evolving with a significant increase in strength. Evolution trees depend on the type of magical material items found and actions taken as a character. Four-star players must reach an Overall level of 75 to evolve and 1 magical material item minimum. Four-star beginner characters have an evolution cap of eight-star races. Five-star players will have an extremely difficult time evolving with a monstrous increase in strength. Evolution trees depend on the type of magical material items found and actions taken as a character. Five-star players must reach an Overall level of 90 to evolve and 2 magical material items minimum. Five-star beginner characters have an evolution cap of nine-star races. Six-star players will have to complete a Heroic Quest, reach an Overall level of 105, and collect 2 rare magical material items minimum to evolve. Evolution trees depend on the type of rare magical material items found and actions taken as a character.Support creative writers by reading their stories on Royal Road, not stolen versions. Seven-star players will have to complete 2 Heroic Quests, reach an Overall level of 120, and collect 2 epic magical material items minimum to evolve. Evolution trees depend on the type of epic magical material items found and actions taken as a character. Eight-star players will have to complete 1 Saint Quest, reach an Overall level of 135, and collect 2 legendary magical material items minimum to evolve. Evolution trees depend on the type of legendary magical material items found and actions taken as a character. Nine-star players cannot evolve any further.
Main-Class, Sub-Classes & Secondary Classes A players avatar gets three class slots. They may remove a class they don''t want by going to a player or NPC with the Scribe class. The Scribe class is one of the most difficult classes to obtain just because of the time it takes to gain it. A player or NPC must do nothing but write for one in-game month doing nothing else except, eating/sleeping. The first class slot is the Main Class your main class will give you the most buffs. Your Main Class will give 2-6 buffs depending on whether it is a general, racial, breakthrough, or combination class. Advancing the class will not change the number of buffs but the buffs themselves may change. You will only obtain half your buffs before unlocking your subclass. The second and third class slots are the secondary classes, your secondary classes will give you the least amount of buffs. Your secondary classes will give 2-4 buffs depending on whether it is a general, racial, breakthrough, or combination class. Advancing the class will not change the number of buffs but the buffs themselves may change. You will only obtain half your buffs before unlocking your subclass. If you gain a combination class that class will automatically be assigned as your main class. If you gain a second combination class whichever class resonates with your race more will be your main class. Sub-classes are obtained by leveling up a class (main or secondary) to a required level, usually 2 or 3 for non-magic classes and 1 or 2 for magic classes. Your sub-class will give bonus proficiencies and playstyle specific buffs.
Classes Each character can have up to three different classes, one main class, and two secondary classes. This includes fighting, crafting, and face classes. There are four types of classes. General classes are classes that you receive from trainers/teachers/masters these are the most common. Can have a max of three general classes. Can have the same general class more than once. Racial classes are classes that synergize with your race and receive exclusive bonuses and skills for that class. Can have a max of three racial classes. Breakthrough classes are classes that are unlocked when one class unlocks the majority of requirements of another class. The classes then combine creating an effect similar to a Combination class as it still frees up 1 class slot, but not as strong as a Combination class because of lack of synergy between race and class unlocked. Can have a max of two breakthrough classes. Combination classes are two to three classes that synergize with your race and each other combining into one class freeing up 1 to 2 class slot and unlocking exclusive bonuses and skills for that class. Can have a max of two combination classes. Advanced Classes are classes that are further specialized than the base class. For example, a blacksmith advances > weapon smith advances > blade smith advances> swordsmith (general class: blacksmith) A general class can advance at every 25 class levels. A racial class can advance at every 50 class levels. A breakthrough class can advance every 60 class levels. A combined class can advance at every 75 class levels. Depending on what type of class it is a class can advance more often than others. The higher amount of levels a class gains before it can advance the more powerful the class is. *Warning: some classes can only advance a certain number of times*
Professions aka "Jobs" A player can have any two professions that are chosen during character creation. Professions are precursors to many different classes because they give bonus exp to certain activities related to the profession such as a crafter crafting.
The Base Classes These classes are the base classes without any advancements or racial additions. This is what all classes are at their core. Base Classes can gain subclasses after a max of three levels in that class Combat Classes Non-Magic Classes: Masters of combat all have to start somewhere, here lay the beginning of the path to legends. Warrior- A weapons specialist class. Proficient with all types of weapons and all types of armor (including shields). Can fill the roles tank/scout/dps depending on playstyle. Barbarian- A class meant to do as much damage as possible and keep fighting until they drop. Proficient with light and medium armors, two-handed weapons, and dual wielding non-light weapons. This is a high dps class. Ranger- A class meant to scout an enemy''s position and take them out from long range. Proficient with light armor, dual wielding, and all ranged weapons. This is a scout/ high dps class. Brawler/Monk- This class can start as either a Brawler or a Monk depending on where the class was learned ie. Brawler would be taught by street fighters and such whereas the Monk class would be taught by religious factions, martial arts dojos and a military training area. The class is also chosen based on which attribute is a major focus. A class that refuses to use any weapons (with exceptions) or armor preferring to enhance their body/movement and fight with their fists. Cloth/light armor, staff, and exotic weapon proficiency. This is a dps/scout class. Rogue- A class that does everything from stealing wallets to picking locks. Proficient with light armor and small blades. This is a high dps/scout class. Magic Classes: Masters of the Arcane arts have many branches of study here is where they lay the foundation. (Note: Proficiencies are dependent on subclass) Shaper- This class bends magical forces to their will to create spells. Role dependent on playstyle. Healer- This class heals you and your allies but depending on where they get their power from can heal very differently. This is a support/healing/crowd control/low dps class depending on playstyle. Conjurer- This class summons beings to a masters side by creating bodies made from the aether of the world. Role dependent on playstyle and summons. Maker- This class creates minions by magically animating materials that are available. Stone or bone it matters not to them. Role dependent on playstyle and creations. Utility Classes (Combat and Non-Combat) Face Classes: They create music, they make deals, and they basically charm the pants off of you. Bard- Musicians, singers, and storytellers, they enchant the crowds and enemies with their abilities. Enchanters- A magic class that affects how the mind sees things. Powerful in the Mental branch of Neutral magic they help others recover memories, block traumatic experiences, hypnosis, etc... Contractors- A magic class with a unique set of abilities, they can be lawyers, loan sharks, anything as long as they can make a deal. They make deals for anything money, rare items, stat points, levels, titles, etc. But whatever you do don''t go back on the deal. Merchant- A non-magical class that has a few magical abilities deals with buying, selling, and trading goods. Also moving those goods from place to place. Slaver- A magical class that deals with acquiring and trading slaves. Entities affected by class are; players, NPCs, and monsters. Bounty Hunter- A magical tracker class that deals with hunting criminals. Courtesan- A class with minor magic abilities. Need I say more... Spy- A magical class that specializes in infiltration, and espionage. Non-Combat Classes Crafting Classes: They take raw materials and turn them into works of art, destruction, or both. Blacksmith- A crafting class that takes metal or items with qualities similar to metal to make weapons and armor. Leather Worker- A crafting class that takes leather and cloth or similar materials and turns it into cloth and light armor. Tailor- A crafting class that makes clothes. Jeweler- A crafting class that makes jewelry. Such as necklace pendants, bracelets, anklets, rings, earrings, and other piercings. Carpenter- A crafting class that takes wood or similar materials and make furniture or wooden weapon components such as a spear shaft or bow. Craftsman- An all round crafting class that dabbles in everything but can''t master anything. Jack of all trades master of none. Alchemist- A crafting class that using science and a bit of magic to make healing potions, poisons, or tinctures that will get you out of trouble. Runecrafter- A crafting class that works with other classes to give their works power of their own. Swords of fire, spears of lightning, these were created by those of the past and more. Engineer- A crafting class unlike the others where they focus on objects wielded by heroes, this class builds castles, fortresses, bridges, and siege weapons. Production Classes: The life-blood of all the classes without them they would have nothing. Lumberjack- A class that provides wood for the fire or a limb for the bow. Herbalist- A class that provides plants to the alchemist so you heal as quickly as you can. MIner (Metal)- A class that provides metals for the forges to make the weapons strong. Miner (Stone)- A class that provides stone for engineers to make buildings last a lifetime or two. Scribe- A class that keeps order in the madness and help others fix past mistakes. Cook- A class that brings food from the hearth to fill the bellies of all. Tanner- A class that takes the skins of beasts and monsters alike and turn it into leather to be made into armor. Farmer- A class that works away from the cities to give produce to all. Gatherer- A class that forages and scavenges whatever they can find in the wilderness which is its home.
Pets/Familiars Pets are beasts or monsters that the player meets in the game that they had a special interaction with. Pets have their own status screens and can level up and evolve on their own but need a catalyst to evolve into certain beasts. It is better to find your pet when it is young or in a weakened state such as when it injured. (Note: Do not injure or have others injure a creature just to heal it. It will remember what happened and react accordingly to its experiences.) When pets are inactive or you traveling to fast for them to keep an even pace with you can pull on your connection to them and they transform into a tribal tattoo that resembles them. Familiars are beasts or monsters that are summoned by magic users to enhance certain types of spells. The magic users include Shapers and Conjurers. Familiars, like pets, have their own status screen and can level up on their own. Unlike pets, they need catalysts to evolve and permission from their summoner. When in passive mode familiars transform into an item depending on how powerful they are such as a figurine, a ring, or an amulet that automatically equips onto the summoner. Another thing about pets and familiars is that they don''t have a permadeath. If they are defeated in battle they retreat into their tattoo or item. Only certain Subclasses may have multiple pets or familiars. (Note: the minions that Makers create can transform into a bead made out of its primary material. These creations can be destroyed permanently.) Glossary/Info Dump II Character Sheet Basics WARNING!! This will be a glossary/info dump and will be referred to as the manual in the story. This will be added to as the story goes on.
Attributes There are 6 attributes in the game each has a different effect on your character in the game. There are two clearly stated effects for each attribute and many hidden effects. Each character has 50 attribute points total to distribute as they deem fit in the character creation. (Note: Some classes have bonuses to certain attributes.) The attributes are as follows: Strength: The strength of your attacks (melee and some ranged), how much you can comfortably carry, and how well you do certain activities. (Note: some classes have buffs that replace this attribute into one more in theme with its class.) Agility: How fast you can run, dodge, attack speed, how graceful you move, and the precision of most ranged attacks. Constitution: Affects your total HP, natural armor, resistances, and the regeneration of health and stamina. Intelligence: Affects lore/knowledge skills and memory retention. This attribute can influence mana pool/regen depending on class. Wisdom: Affects how fast you learn skills, your senses, and environmental awareness. This attribute can influence mana pool/regen depending onclass. Charisma/Charm: Affects social skills and beauty/cuteness. This attribute can influence mana pool/regen depending onclass.
Skills, Spells and Martial Arts (aka ¡§Arts¡§) Skills are individual abilities that work well on their own and can have various effects. Spells are magic formulas that direct the flow of magic into a pattern to form certain effects. Martial Arts are a set of special physical attacks that belong to a style of fighting that chain such attacks into a series of movements.
Spell, Skill, and Arts Activation/Use Skills activation is very passive, a change in posture or beginning to do an activity is all it takes to activate a skill. Most skills are purely passive meaning they have no need to be activated at all. Most skills only need the player to hold the corresponding weapon/energy/posture to activate. Spells activation is very complex in some ways yet simple in others. To activate a spell there are three ways: through predetermined hand motions, through a series of body movement, chanting, mental activation, or a combination of them all. Wands, staves, and staffs are among the best conductors for such energies to flow through cutting the need to do such actions.This tale has been unlawfully lifted from Royal Road; report any instances of this story if found elsewhere. Art activation is a little simpler than spell activation. To activate an Art one says the name of said Art and completes the action or series of actions. This is dependent on the Art itself some Arts require the opposite doing the action first then naming the Art. (Note: You don¡ät have to yell the name of the Art, you can whisper if you want as long as you vocalize it.)
Alignments aka "Disposition" There are 3 main alignments and 3 sub-alignments. Alignments can change over time. Alignment may affect class advancement. Chaotic: (main alignment) the rules of the land don''t bind you, you live by your own code. Neutral: (main alignment) you follow the rules, but some rules are meant to get bent (innuendo is intentional). Lawful: (main alignment) you follow the rules to the letter. Good: (sub-alignment) you always have a reliable and trustworthy reason for something. Neutral: (sub-alignment) you live in a grey area how you act is up to your mood. Evil: (sub-alignment) you live for causing misery and despair.
Magical Affinities There are the six elemental affinities that make up the land and they are light, earth, fire, dark, air, water. There are 5 higher affinities and they are holy, life, nature, death, unholy. There are only two affinities that generally side with good or evil and that is holy and unholy. Even then there are exceptions.
Weapon Attacks Weapon Attacks depend on the weapon type formulas plus the weapon''s specific stats. Unarmed Attack= Str. x 5 - armor (blugeoning dmg/natural claws =slashing dmg) Small Weapon/Dagger Attack= 1/2Str.+1/2Agi.+1/2Dex. x 5 - armor (slashing dmg/piercing dmg) Sword Attack= Str.+1/2Agi.+1/2Dex. x 5 - armor (slashing dmg/piercing dmg) Spear Attack= Str.+Dex. x 5 - armor (piercing dmg) Hammer/Mace/Axe Attack= 2Str. x 5 - armor (blugeoning dmg/slashing dmg) Sling Attack= Agi.+2Dex. x 5 - armor (dependent on ammo rock shards/pebbles) (piercing dmg/blugeoning dmg) Crossbow Attack= 2Dex. x 5 - armor (piercing dmg) Bow Attack= 1/4Str.+Agi.+2Dex. x 5 - armor (piercing dmg) Yeah screw that weapons attacks are based off of the main stat for the weapon the type of weapon and where you hit them.
Special Attacks Special Attacks are attacks that have certain criteria that must be met before they can be completed. Critical Hits/Sneak Attack= the target must be unaware of the user''s presence and attack. Lethal Hit= hitting the target in a vital area heart, neck, kidneys, brain, lungs. Crippling Hit= hitting the target in a way that will hinder their movement; tendons, knees, lower spine. Vulnerability Hits= specific attacks prepared with that opponent''s weakness in mind. ex. vampires are vulnerable to light/holy/fire magic, were-creatures are vulnerable to silver weapons and electricity. (Were-creatures are cursed beings, not anything that is born looking that way though they are often mistaken for each other.) Glossary/Info Dump III PvP and NPC Interactions WARNING!! This will be a glossary/info dump and will be referred to as the manual in the story. This will be added to as the story goes on.
Quests There are 7 categories of quests. Normal- quests that regular NPCs give out. Guild- quests from/for your guild. Secret- quests that you don¡ät know that are active until they¡äre done. Class- quests that affect your classes. Epic- quests that can affect a city (cities). Heroic- quests that can affect a continent. Saint- quests that can affect continent clusters.
Named Beasts/Monsters Named beasts or monsters are usually the beings in charge of a group of similar beings, beings that are exceptionally strong/evolved, or both. These creatures are not to be confused with humanoid monsters. All humanoid monsters will have a name mainly because all humanoid monsters can be played by players, instead they will be given the titles. For example, a Goblin monster {note: differs drastically from NPC} will have the titles (Feral, Chieftain, Shaman, Warrior, etc...) [Warning do NOT confuse these titles with classes as they can be gained as classes for the players playing this race.]
NPC''s VS. Monsters NPC''s as a rule can be reasoned with and while all might not be immediately friendly with some players you can still talk, trade, and work out your differences with them. Monsters on the other hand can not be reasoned with and will attack any NPC or Player not their race on sight.
Players killing Monsters/NPCs of the same race So say a Player who created a goblin avatar was decided he wanted to use his/her face to kill all other monster goblins by sneaking into their village and killing them all in their sleep. Technically he could do it but only once because then he/she would get the Goblin Slayer title. That player would now be treated as a hostile by every other goblin monster village killing him on sight, while other NPC Goblin villages would treat them with mistrust. So let''s say instead of killing a Monster Goblin village, he kills a single Goblin NPC. He would then be cursed and never able to interact with any Goblin villages (NPC or Monster) and everything race specific such as classes or equipment will be removed and or from their avatar. The only reason for this scenario to be avoided is in Challenge duels, quest given Assassinations, or Battle Fields
PvP Players killing is permitted. There are no safe zones except for the guild houses. Player killers will not be punished for PKing inside a city/settlement unless an upstanding/law abiding citizen, who reports it to a guard, or a guard sees the PKer in the act.This narrative has been purloined without the author''s approval. Report any appearances on Amazon. If the PKer isn''t seen in the act then they get away scot free and gain a high amount of Reputation points. If the PKer is seen but isn''t caught they gain a low amount of Reputation points. Guards will actively hunt PKer down for a period of time. Time will shorten if wanted posters of the PKer are taken down. If caught, the PKer will be put in a cell for 2-3 days (Chance to escape) and then publicly executed by a special NPC "the Executioner" that will kill the PKer and permanently reduce their level by 10. To give the PKer a fighting chance there will be an opening for other players to kill the "Executioner" so the caught PKer can escape. If "Executioner" is killed the killer is rewarded by how this NPC was killed and if they were discovered because of it. Ranging from monetary rewards to skills, maybe an achievement. (Executioner is merely a title that can respawn said NPC.) If the killer of the NPC is found out then that person is then immediately arrested or killed on sight. Dependent on how Executioner was killed. The "Caught" PKer then needs to escape to an adequate hiding place for a short while. The time needed to stay hidden will decrease when wanted posters of the PKer are taken down by said player. (Disclaimer = yes, I know I took the poster idea from Assassin''s Creed but it works thematically.)
How Race Rank Affects PvP Basically, it''s like this: the more difference between PvP combatants the higher or lower your rewards are. Let''s say that a Nine Star Race player kills a One Star Race player, they basically would get nothing for it no Rep points, no loot, and no exp. The opposite happens if the One Star Race player miraculously slays the Nine Star Race player, they would incredible loot, tons of exp and Rep points and possibly an Achievement.
Challenge Duels, Assassinations, and Battle Fields Challenge Duels are exactly like they sound. They are 1v1 duels that happen because a player didn''t like what another player or NPC said. A CD can be initiated by anyone except for monsters. The most common is a challenge to a right to lead the village/town/city/kingdom/empire. {note: winning a CD does NOT mean instantly being liked by all of your new subjects} but can occur over personal differences as well. You may also use a CD to get out of a crime''s punishment you have committed in/around settlement walls. {note: if using a CD for last reason the current Judge/jury/Constable will decide your opponent.} Assassinations are only available to certain Rogue and Ranger subclasses. These are usually system generated quests to give experience to Assassins who work exclusively in settlements but can be given to roamers to assassinate a tribal leader of a different tribe. These quest lines are also available to Assassin racial and combination equivalents. Battle Fields are active when two or more city-states are at war with each other. Select areas around the city-states become available for combatants of each side to try and win the field. The city-states themselves can become battlefields if there is a civil-war or all the battlefields surrounding the city-state are captured.
Reputation Points Ties in with Alignment/Disposition. If you have a certain alignment but try to hide it and succeed, the system recognizes your efforts and rewards you for it. This also goes along with any deeds you do openly that follow your alignment. Rep points help you meet important NPCs in the game that would otherwise believe that you are beneath (unworthy of) their attention.
Interactions with NPCs Interacting with NPCs can be very rewarding depending on how you act towards them. An NPC will typically refer to themselves as Settlers, People of the Hearth or The People for short. NPCs will typically call players Nomads or Voyagers depending on your level or prestige.
Special NPCs Special NPCs are NPCs that only activate with a certain event or circumstances. Glossary/Info Dump IV Deities and the Continent Clusters. WARNING!! This will be a glossary/info dump and will be referred to as the manual in the story. This will be added to as the story goes on.
Level of Deities Creator Deity- This is Cybele. She''s the head honcho of them all. Major Deities- These guys are the leaders of racial pantheons and represent the very ideals those races uphold. If they are not part of a racial pantheon then they are in charge of great forces of nature. Intermediate Deities- These guys represent certain activities or Classes. They may also be in charge of certain aspects of race''s culture. Lesser Deities- These guys represent emotions or certain schools of magic.
Disclaimer: I do not own the Rights to any of these gods. I am using the Gods of D&D and some other gods from pagan religions around the world.
Spheres of Influence Most of the gods will have an influence on where any of their race is. Others will have influence based on where their point of origin came from. For example, the Greek and Roman gods will probably have a decent following on the Island Cluster. While the Norse and Celtic Gods will have a lot of influence on the MountainCluster.If you come across this story on Amazon, be aware that it has been stolen from Royal Road. Please report it. There will definitely be pantheons missing or misplaced but I don''t know all of them. Some areas will have nothing but Greater Spirits as their protector.
The Continent Clusters There are four different clusters of ten continents each. The ten continents in each cluster are divided by size and strength. The biggest and badest continent in each cluster is usually the furthest away from the center of the cluster this is almost always registered as a Forbidden Continent (Tier 10). It holds most of the end game content aka the strongest monsters and the hardest dungeons. The rest of the continents spiral away from the central continent (Tier 1) which is about the size of Africa and is the smallest continent of the cluster. As you get further away from the central continent the other continents got bigger and the mobs they held got stronger. The central continent holds the largest settlements along with the majority of them. Many characters of the higher tiers have to be at least somewhat self-sufficient or they would not survive the stronger continents. The four different continent clusters are titled as The Aquatic Archipelago (TAA), The Mountainous Reaches (TMR), The Wandering Plains (TWP), and The Elusive Forests (TEF). Each forbidden continent is radically different from each other. TAA''s forbidden continent is actually the deepest underwater trench in the game it ends up going through most of the crust of the Planet. TMR''s forbidden continent is the largest mountain on the Planet which is coincidentally a volcano that if we scaled it down to earth''s proportions it would still be around 1,000 ft taller than Everest which is the only reason it hasn''t erupted in a very long time. TWP''s forbidden continent is actually made of two different types of plains, the entire continent has a savannah running around the whole continent and going a third of the way in, the whole of the interior of the continent is a scorching hot desert. TEF''s forbidden continent is a mixture of mysterious swamp and deadly jungle that changes all throughout the continent with no way to avoid one biome or the other.
Secrets of the World The Planet of Terr has many secrets whether they be in the depths of the oceans or in clouds of the sky. Chapter 1: Character Creation When I opened up my eyes there was a brand new world. The planet was around 10xs the size of Earth, it had around forty continents. There were four clusters of continents (ten each) along with several mysterious banks of fog in the middle of the oceans that connect them. Each cluster represented a specific set of biomes. The clusters were separated by thousands of leagues of ocean water while the continents in each cluster were connected together by strings of small islands that were bridged together. Each continent in a cluster had a slightly different environment each one harder to survive in than the last, but as the continents got harder to survive in they grew larger. Some of the largest continents having dungeons and magical beasts. Each cluster had a vastly different biome set. The first cluster set spanned from the equator of the world to the North pole was covered in deserts and grasslands, the central continent which was about the size of Asia while being the smallest had one large chaparral biome. While the largest continent in the cluster was an arctic tundra in the north pole. Other continents had hot desserts like in Arizona where the soil is solid and not sand, or like in the Sahara desert where there were miles upon miles of sand dunes. The second cluster set was three thousand leagues south and west of the desert cluster falling beneath the equator this cluster had large numerous forests and jungles. With the smallest continents being full of deciduous forests being set so that it had four seasons. The two largest continents were a Taiga biome continent that bordered the south pole, and a Tropical Rainforest biome that dominated the north of the cluster claiming most of the equator and tropical areas for itself. The third cluster was on the opposite side of the planet. This cluster set was full of water biomes swamps, marshes, coral reefs, there were even underwater cities bordering underwater trenches. It was hard to keep track of this set of biomes as they were mainly segmented by the island chains that bridged the different areas together making a pathway to the different areas. The fourth and final cluster was three thousand leagues north and east of the water biomes cluster. This cluster was covered in mountain ranges and volcanoes, it ranged from the north pole to the equator. Some of the mountain ranges were ancient and had become rounded with age much like the Appalachian mountains in the U.S. others where tall and where similar to Mount Everest in a scale of height. While all around the edge of the cluster a large number of volcanoes had formed encircling the cluster in a ring of fire. Suddenly I find myself in a large white blank space. There was nothing within the space except for a large silver mirror. Within the mirror''s reflection was someone who was not her. She looked young, had long white hair, eyes like pools of gold, and skin as white as snow. Waving her hand enthusiastically, she introduces herself "Hey! I''m Cybele! I''m the major deity/AI of the game." She waves her hand and rows upon rows of different variations of me show up in the mirror. "You can choose any Tier of Race of up to Tier 5. But before you get into that let me explain more about races. First off, certain races are more powerful than others this is why they are divided into tiers. For example, the average goblin is going to be much weaker than an adult human, thus a goblin is in the first tier and humans are in the second. Second, you can customize a race any way you want, but it has to be within the realm of possibility for what your race has adapted to within a region. For example, a goblin from the swamps might grow gills or gain a poison/venom resistance. Third, you aren''t going to be able to be a bestial race (bestial, in this case, running around on four legs without the option of running on two) for instance you won''t be able to start out as dire wolf looking to hunt any players it comes across. Fourth and final, most races past a certain tier are evolutions of lower races or hybrids of races of the same tier so this is the part where you get to have a lot of fun with your character, but keep in mind that some races aren''t compatible with each other. Let''s get started shall we." "Do you have any preferences of your race, we can go by tier or by category?" asked Cybele. I think about it for a moment then said, "Cybele can you pull up any playable races related to the word feline." "Sure, I''ve got devils (not demons), anthropomorphic and human-like beast-kin, spirit, and some undead races. What can I do you for?" "First explain all of them to me." "Hmm. Ok. Devils are the offspring of demons and any other race available but demons aren''t a playable race due to the whole trapped in another plane problem. The beast-kin are what you would expect the anthropomorphic kin look like a werewolf of their respective lineage, the human-like kin is the opposite and looks like what someone would wear to a costume party. Of course, there is a reason for their differences. The anthropomorphic kin is one of the strongest races available but has very limited magical abilities, while the human-like kin is again the opposite terrible physical prowess but tremendous magical abilities. If you would like a middle ground between the two I would make a devil or a spirit hybrid. Now onto spirits, first when the word spirit is mentioned it does not mean ghost or similar words like phantoms, those are undead. Spirits would be similar to the Fae. Something like a kitsune would qualify. Undead raceshave skeletons, zombies, wights, shades, phantoms, ghosts, ghouls, draugr, and many, many more. For you, though I would choose something that could interchange between ethereal and solid at will if you choose this race. Also, this race would have to be a hybrid to related to cats otherwise it will be randomized. Ooh! I forgot about Fae! Fae is more of an aspect rather than any kind of specific race. They usually have a weakness for Iron and a few chosen wood-types. There now I''m done what would like me to pull up." I thought about it for a bit... then said, "Ok, can you pull up the anthropomorphic kin, devils, fae, and undead you would recommend for me?" Having said those words I see a line of graceful looking weres followed by a being cloaked in a dark-red aura, then a cloud of multicolored sparkles orbiting in a circle around nothing, ending the line with some different colored clouds of mist. Then in typical VR fashion, a blue table pops up.
Races available based on Filters.
Race, Coloring, and Tier Attribute bonuses and racial features.
Tigress kin (Orange-black, white-black, black) (Tier 4) +2 to Strength, +1 to Agility, +1 to Constitution, Darkvision, Natural Camouflage, Queen of the Jungle/Forest
Lioness kin (Tan, white, black) (Tier 4) +2 to Strength, +1 to Agility, +1 to Constitution, Darkvision, Natural Camouflage, Queen of the Savannah/Mountain
Leopardess kin (Spotted, black) (Tier 4) +2 to Agility, +1 to Strength, +1 to Constitution, Darkvision, Natural Camouflage, Ambush Predator
Cheetah kin (Spotted little/large) (Tier 4) +3 to Agility, +1 to Constitution, Darkvision, Natural Camouflage, Run-down Predator
Snow Leopardess kin (Spotted) (Tier 4) +2 to Agility, +2 to Constitution, Darkvision, Natural Camouflage, Cold Resistant, Silent Predator
Jaguar kin (Spotted, Black) (Tier 4) +2 to Agility, +1 to Strength, +1 to Constitution, Darkvision, Natural Camouflage, Unseen Predator
Rakshasi (See Tigress) (Devil) (Tier 4) +2 to Charisma, +1 to Strength/Agility, +1 to Constitution, Magic Resistance, Natural Charmer, Arcane Eyes, Alternate Form, Holy Vulnerability
Fae (Tier +1) (Subrace) +1 to Charisma, +1 to Wisdom, +1 to Intelligence, +1 to any 1 of the previous attributes, Enchantment Immunity, Fae Weakness, Magic Resistant
Shadeling (Black mist) (Undead/Revenant) (Tier +1) (Subrace) +3 to Wisdom, +1 to Agility, Blind-sense, Arcane Eyes, Life Sense, Dark & Death Immunity, Ethereal form, Light &Life Vulnerability, Enchantment Resistant
Mistling (White mist) (Undead/Revenant) (Tier +1) (Subrace) +3 to Wisdom, +1 to Agility, Blind-sense, Arcane Eyes, Life Sense, Light & Death Immunity, Ethereal form, Dark & Life Vulnerability, Enchantment Resistant
Looking over the different choices for races with the last three being subraces I eventually chose the black Jaguar kin, Snow Leopardesskin, and Shadeling.Unauthorized content usage: if you discover this narrative on Amazon, report the violation. What came of it was a 5''5'''' tall, weighing in at a 175 lbs., Anthropomorphic Big cat with glowing toxic green eyes, dark grey rosette patterns on a black field, and black mist floating around it.
Hybrid Race
Shadeling Snow Panther kin (Jaguar) (Revenant) (Tier 5) +3 Wisdom, +3 Agility, +1 Strength, +1 Constitution, All-Seeing Eyes, Blind-Sight, Natural Camouflage, Dark & Death Immunity, Ethereal form, Enchantment Resistance, Weather Immunity, Silent & Unseen Predator
Shadeling Panther kin- You are a beast-kin that has become a type of undead. This gives you the ability to turn from your normal solid form into an ethereal form of dark mist, your ethereal form allows you to move through extremely small spaces but does not allow you to fly, if you are falling you can transform into your ethereal form to glide instead. You have many sharpened senses from your original body. The claws and fangs beast-kin are known for now have a slight necrotic effect when used in combat. Being a Shadeling means that even in your physical body you make no sound from moving. Any weapons/equipment/armor transform with you. You are also very resistant to non-magical weapon attacks in either of your forms.
(Revenant) Race Type- Not undead or alive, revenants are in between the two states. They are immune to poisons. They have no vulnerability to certain magicks. They no longer require food, drink, or sleep. The effects of life and death spells are for the most part reversed, life spells (especially healing spells) damage revenants, death spells now heal the revenant. DoT spells that use death magic as a source now heal over time, while HoT spells that use life magic as a source now damage over time. Critical Strike areas such as the heart, kidneys, and lungs are no longer as effective. Revenants have a faster regeneration than living races despite being part of the undead. Revenants can''t be found using Reveal Undead or similar spells likewise they can no longer be found by spells or senses such as Life Sense.
Recommend Classes based on based on attribute bonuses, race, and predicted playstyle: Rogue, Ranger, Monk, Shaper, Conjurer, and Maker.
Reading through the screens that popped up I''m glad the game agrees with me over how I''m gonna play. I should probably start working on my Character sheet.
Name: Overall Level: Attributes: 75 available (Cont.)
Arianna Shadowpaw N/A Strength 1 Intelligence 0
Race: (Tier 5) Alignment: Agility 3 Wisdom 3
Shadeling Snow Panther kin (Revenant) Undetermined Constitution 1 Charisma 0
Gender: Female Faith: Main-Class: N/A Level: N/A
Professions: Unchosen Secondary: N/A Level: N/A
N/A Tertiary: N/A Level: N/A
Seeing what I had to work with I began adding and subtracting my available attribute points till I was satisfied. After asking Cybele I found out that 5 is way below average, 10 is about average, 15 is above average, and 20 is around the superhero range. Further than that is the realm of demigods and gods. Finalizing my choice the same character sheet updated itself. Updated Character Sheet
Name: Overall Level: Attributes (Cont.)
Arianna Shadowpaw N/A Strength 10 Intelligence 10
Race: (Tier 5) Alignment: Agility 20 Wisdom 16
Shadeling Snow Panther kin (Revenant) Undetermined Constitution 16 Charisma 10
Gender:Female Faith: Main-Class: N/A Level: N/A
Professions: Unchosen Secondary: N/A Level: N/A
N/A Tertiary: N/A Level: N/A
I averaged out my dump stats so I wouldn''t be terrible in them but I wouldn''t be great either. Then I maxed out my main attack modifier as high as I could and not make my character incompetent in my secondary stats then brought those stats as high as I could. So finishing my CS my conscious was transferred to my avatar. Then I checked out my Racial traits.
Racial Traits
Racial Traits Name: Description
All-Seeing Eyes You have accessto all types of vision. This is a combination of Darkvision, Arcane Eye, and Life Sense. Darkvision allows the character to see in the dark in greyscale. Arcane Eyes allows for the character to see magicwritings, through illusions, mana veins running through a person, and large concentrations of magic. Life Sense shows bodies of heat and gatherings of life magic.
Blind-Sense You use your sense of smell and hearing to locate object or people in a limited area.
Natural Camouflage Your body is ideally suited for hiding in certain regions. +5 to stealth in certain ecosystems.
Dark & Death Immunity You are immune to the ill effects of Dark and Death magicks. Damage spells from these branches of magic heal you instead.
Ethereal Form You have two forms one is corporeal, the other is ethereal. In your ethereal form, you take the shape of a cloud of dark mist and are able to move through tiny openings.
Enchantment Resistance You are resistant to the Enchantment school of magic.
Weather Immunity You are unaffected by normal weather. This includes the effects of extreme cold and the heat.
Silent & Unseen Predator You make very little noise unintentionally. When you move you leave few tracks behind. You are unlikely to be noticed when you are in stealth. +10 to stealth.
I ask Cybele about skills and abilities and she says skills are unlocked through gameplay and abilities are a part of the boons classes provide. Explaining the answers to my questions and telling me that I would now be going to the Tutorial. Chapter 2: Tutorial (Part 1)
You are now in the Tutorial. As you move through the tutorial you will be instructed on how to survive in the environment generated through your race selection. Races selected Snow Leopardess, Jaguar (black), and Shadeling (Revenant). Two hospitable environments detected (Frozen Mountain: Tier 5) (TMR) and (Frozen Taiga: Tier 5) (TEF) due to Snow Leopardess/Jaguar Hybrid. Adding in Shadeling (Revenant) specifications. One more environment found (Frozen Tundra: Tier 5) (TWP).
Choose One Environment to Migrate to.
[Frozen Mountian] [Frozen Taiga] [Frozen Tundra]
Looking over the three choices I decided to see if I can get any more information on them. Surprisingly it worked... somewhat... just look.
Frozen: past participle of the word freeze. synonyms: freezing, icy, very cold, chilled to the bone/marrow, numb, numbed, frozen stiff, frostbitten
Mountain: a large natural elevation of the earth''s surface rising abruptly from the surrounding level; a large steep hill.
Taiga: the sometimes swampy coniferous forest of high northern latitudes.
Tundra: a vast, flat, treeless region in which the subsoil is permanently frozen.
After a few moments of looking at the notifications, I had a moment of realization... these are f*cking google definitions!!!
(Programmer Note: ) Did you players really think we''d give you any preparation for where you''re going? *snickering* *Bwahahahahaahahahaah* *sigh* You players are hilarious. (Message end.)
Having been laughed at after acting so seriously I let out a tremendous *ROAR* of anger and frustration. The notifications I''ve receivedso far seem to tremble in fear as even the black space seems to wither and warp before being restored with a *snap*. Then a new notification pops up.You might be reading a stolen copy. Visit Royal Road for the authentic version.
Ding! Congratulations you have unlocked the racial skill ''Magic Roar''!
Magic Roar Release a tremendous amount of magic through a vocalization. This skill has many different effects depending on how and when it is used. Natural Variation Discovered.
Magic Roar of Rage The variation of the skill stuns every being that can hear it. Those affected within tiers and levels lower than your own are affected with the Frightened Status.
Error! A.I. activation of The Will of the World due to Player Actions before the beginning of Tutorial. Error!
Main A.I. at hand correcting problem... A.I. has chosen to award Player for finding a bug.
Player Arianna Shadowpaw now has been awarded access to Secret Continent Cluster: Mountainous Forests of Snow and Shadows Continent Cluster. Continents Unlocked Due to Tier:
Shadow Hills Forests of Frost Hilly Forests of Frost and Shadows Jungle Canyons of Snow and Shadows Mountainous Taiga of Snowy Shadows
You are now being sent to Mountainous Taiga of Snowy Shadows. Cybele.
P.s. Did you really have to cause a bug on launch day?
After reading the last notification Arianna looked up and saw nothing but rocks, smallish trees, and snow... lots and lots of snow. Her first thought. How the hell am I going to blend into this environment I''m black there is not nearly enough shadows.
Natural Camouflage activated. Your furis now dark grey rosettes on a lighter grey field.
Welp... Now I don''t have to worry about not blending in anymore.