Post by Geckilian on Sept 7, 2015 19:55:27 GMT -7
Heya folks,
Times are changing and the world of Rook is opening up to new comrades and possibilities!
Content
Following the unlock of Ratfolk and their hatred of Kobolds, predominately black scaled ones, comes the unlock of Kobolds! These originally hail from the desert region or Orashar and have set up the beginnings of their camps one week to the south of Rook in the forests and two weeks to the east of Rook is the scrubland plains. These Kobolds are pretty friendly and used to trading with neighbouring communities. They're primarily tan and light-scaled, but be warned some Ratfolk may not care about the distinction!
The Kobold race has the following stat adjustment: -2 Strength, +2 Dexterity and +2 Charisma.
The Influence System
For a long while 'death refunds' have existed for characters who have died and not been brought back for various reasons. This was in part due to early costs potentially heavily disadvantaging characters, or a desire to not punish a player for losing their time investment due to a lucky crit or slight mistake during play.
Death refunds however will be going away! Anyone with one outstanding has one week from this post to PM me the details and finalize their rebuild or consolidation of exp, otherwise it is lost. In it's place comes the influence system. Simply put, for each session you take part in (or run) you will get a base of two influence points. These can be spent and saved up then spent to get a variety of bonuses such as consumables, magic item consumables and even a salve to bring your character back from the dead. Since this system mitigates the cost of deaths whilst still keeping the risk of death at low levels very real, the death refunds will no longer be used.
These points are also retroactive at half potency - for each session your character has attributed to it (regardless of duration), whether run or played, you get one influence point.
In Theory and Practice
A new world arc will be starting up, entitled 'In Theory and Practice'. Due to increasing instability in the portal system, and after consulting with several prominent adventurers, along with a gnomish scientist named Dyranald Brin, the Rook government has begun development on a secret project. Upon completion, this project would allow them to rapidly transport goods and personnel to neighboring city states in mere hours, and across the continent in less than a day. However, it requires dozens of rare alchemical and magical components, from across all across the planet, and even a few from the heart of the outer planes.
Over the next several months, to a year, the Rook government will be hiring adventurers to gather these materials, sending them to strange lands, unexplored wilderness, and long forgotten ruins. However, someone (or something) else seems to be gathering these materials as well. If they succeed, Rook can take its place on the global stage, if they fail, unimaginable power may fall into the wrong hands.
So get saving and should something go wrong hope your influence in Rook is great enough to help save you. Have run with the new races and options they open up for you all, and here's to hoping to see you guys in the new world arc!
Gamingly,
The Leadership Council
Times are changing and the world of Rook is opening up to new comrades and possibilities!
Content
Following the unlock of Ratfolk and their hatred of Kobolds, predominately black scaled ones, comes the unlock of Kobolds! These originally hail from the desert region or Orashar and have set up the beginnings of their camps one week to the south of Rook in the forests and two weeks to the east of Rook is the scrubland plains. These Kobolds are pretty friendly and used to trading with neighbouring communities. They're primarily tan and light-scaled, but be warned some Ratfolk may not care about the distinction!
The Kobold race has the following stat adjustment: -2 Strength, +2 Dexterity and +2 Charisma.
The Influence System
For a long while 'death refunds' have existed for characters who have died and not been brought back for various reasons. This was in part due to early costs potentially heavily disadvantaging characters, or a desire to not punish a player for losing their time investment due to a lucky crit or slight mistake during play.
Death refunds however will be going away! Anyone with one outstanding has one week from this post to PM me the details and finalize their rebuild or consolidation of exp, otherwise it is lost. In it's place comes the influence system. Simply put, for each session you take part in (or run) you will get a base of two influence points. These can be spent and saved up then spent to get a variety of bonuses such as consumables, magic item consumables and even a salve to bring your character back from the dead. Since this system mitigates the cost of deaths whilst still keeping the risk of death at low levels very real, the death refunds will no longer be used.
These points are also retroactive at half potency - for each session your character has attributed to it (regardless of duration), whether run or played, you get one influence point.
In Theory and Practice
A new world arc will be starting up, entitled 'In Theory and Practice'. Due to increasing instability in the portal system, and after consulting with several prominent adventurers, along with a gnomish scientist named Dyranald Brin, the Rook government has begun development on a secret project. Upon completion, this project would allow them to rapidly transport goods and personnel to neighboring city states in mere hours, and across the continent in less than a day. However, it requires dozens of rare alchemical and magical components, from across all across the planet, and even a few from the heart of the outer planes.
Over the next several months, to a year, the Rook government will be hiring adventurers to gather these materials, sending them to strange lands, unexplored wilderness, and long forgotten ruins. However, someone (or something) else seems to be gathering these materials as well. If they succeed, Rook can take its place on the global stage, if they fail, unimaginable power may fall into the wrong hands.
So get saving and should something go wrong hope your influence in Rook is great enough to help save you. Have run with the new races and options they open up for you all, and here's to hoping to see you guys in the new world arc!
Gamingly,
The Leadership Council