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  • New National Lores

    As part of the trait revamp, National Lores are also getting a face lift. This are meant to allow you to add "flavor" to your character and customize them a bit more fully.

    (Part 1 of 3)

    Aestiva Spear Hurling Lore
    The Aestivan League is purported to have a history as long as Iridine's, and some scholars surmise that the nation was originally settled by a landless company of soldiers who chose to carve out a permanent home for themselves. In both war and ceremony, the spear holds a special place among Aestiva's people. Due to their martial approach to life, Aestivan depictions of Ereal take the form of a soldier and protector, wielding spear and shield. Most families include a demonstration of spear throwing as a rite of passage for young men and women entering adulthood.


    [This character receives a bonus to Spear Throw, and can use the skill untrained.]


    Usage: throw <spear> at <target>
    Aestiva Signalfire Lore

    Men and women of the Aestivan League enjoy a life of well planned order. Many travelers to their lands even feel bewilderment as each street and building is laid with repetitive lines and precise orientation. This level of order does not come naturally, and the wilds of nature must be cut back according to the engineer's plans. Aestivan scouts and surveyors take clean measurements, marking lines for builders with towering bonfires on the horizon. Whatever scrub and brush cannot be used for building materials serve a purpose lighting the way.

    [This character can light bonfires out of suitable quantities of wooden items.]

    Usage: light <group of wooden items>
    Altene Fangstave Heritage Lore

    Crafting an Altene Fangstave is as much making a weapon as making a statement of defiance. When Alterod ordered his army to craft them he knew true desperation and he knew how helpless an unarmed warrior felt. Every Altene child is taught to craft a fangstave, for it is part of their heritage and so they might face their death always prepared. Making one requires a blade to be drawn along the last six inches of the sapling, sharpening it into a point.
    [This character receives a bonus to crafting fangstaves, and can use Craft Basic Stave untrained.]

    Usage: craft fangstave [from] <sapling>

    AND

    When the Altene people encountered the fire of Erai'theran, they hardened into the tool he wished them to be. It is the same with a fangstave - until it has felt the kiss of a proper flame and hardened, it is not the tool that it is truly meant to be. The temperature of the fire as of great importance; a hotter fire will endanger the wood. Holding the fangstave in the coals, you allow the heat to roll around the fangstave slowly turning it while never allowing flame to take hold.

    [This character has the ability to temper fangstaves, increasing their lethality in combat.]

    Usage: temper <fangstave> [in] <fire>
    Altene Oath Lore


    From the common craftsman to the finest mercenaries, Altenes are raised with a stern code of honor which is religiously adhered to. Its tenets are few and simple: an Altene, above all else, must honor their word, employer, and people. Even considering breaking a contract is a bad thing, and the word 'oathbreaker' can and has caused tavern brawls when flung carelessly. Due to this tradition, Altenes are often well paid for their devotion to duty.


    [This character receives a bonus to pay for completing some in-game missions.]
    Cineran Silent Blade Lore


    Any Cineran worth their salt carry at all times on their person, a small blade of some sort. If many of them are proficient with the weapon, even more are lethal with it. Every single Cineran male believes himself to be an expert with the blade, and many Cineran women find themselves in servitude if they cannot handle a fighting-dirk. Having your blade in hand at that pivotal moment can be the difference between life and death. For you, drawing a blade comes naturally.


    [This character receives a bonus to Knife Stealthy Draw, and can use the skill untrained.]


    Usage: draw <small bladed weapon>
    Cinera Dominance Lore


    The nation of Cinera is a place where the the strong pitilessly prey on the weak and relationships of power and slavery are the basis of society. Cinerans own and are owned by others in a hierarchy from the lowest commoner to the most powerful warlord. In this warlike society, feats of arms are a person's greatest assets and gauging your opponent's strength can be a matter of survival.


    [This character receives a bonus to Assess Target, and can use the skill untrained.]


    Usage: combatassess <target>
    Last edited by Siddhe; 01-07-2020, 10:55 AM.

  • #2
    (Part 2 of 3)

    Gadaene Rag Picker Lore


    While known to the outside world as a colorful, fun-loving people, the kingdom of Gadaene spends significant time and resources preparing for war, primarily against their perennial enemies in Sostaeran. A Gadaene soldier's strength lies in adaptability, initiative, and natural instinct on the battlefield, but it does not translate well to the healer's tent. Many become accustom to taking their recovery into their own hands so they can get back into the action.


    [This character receives a bonus to picking out healer's stitches.]


    Usage: pick stitches from <body part>
    Gadaene Toss Lore


    A superbly imaginative and individualistic people, the kingdom of Gadaene thrives on exuberance and flashiness. Gadaenes live for the moment, in constant motion towards the next experience. Entertainers such as musicians, poets, and actors flourish, and many a festiv include juggling and tossing attractions into their act.


    [This character receives a bonus when throwing ordinary objects.]


    Usage: throw <item> at <target>
    Iridine First Aid Lore


    Iridine is a nation fueled by industry, intrigue, and war. While the common head count may live miles away from the front lines, danger takes many forms, from simple scrapes and bruises working in the harbor to a wild lion accidentally loosed from the colosseum. In areas rife with overpopulation, Iridine's healers are overworked every day. Many injured Iridinians would rather tie on a bandage themselves and get back to work rather than journey to the local hospice or temple.


    [This character receives a bonus to Bandage Wound, and can use the skill untrained.]


    Usage: bandage <body part> with bandage
    Iridine Protection Lore


    Iridine is a great and growing center of trade and the capital of the small but powerful Iridine Republic, a nation of high political ideals and practical philosophies. At a time when threats seem to come from all sides, even the most prominent senator can use a guard. Standing together, and watching each other's backs, Iridinians have a way of making it through the most dire of circumstances.


    [This character receives a bonus to Combat Guarding, and can use the skill untrained.]


    Usage: guard <target>
    Iridine Road Lore


    Through Quartz Heights, the Sandbar, and even to Blackvine and Seld, Iridine is a nation that favors civil works and the construction of roads to carry men, women, and goods where they need to be. Iridine natives have an intimate working knowledge of these roads, and as such can recall many destinations throughout the city and nearby Republic.


    [This character may record additional markable destinations for use with the 'walk to' command.]


    Usage: mark <destination name>, walk to <destination name>
    Republic Country Cooking Lore


    People of the Republic of Iridine who don't live in the capitol tend to make due without fancy creature comforts, for the most part. Being able to cook for one's self is a point of pride for those who live in the country, and you're no exception.


    [This character receives a bonus to Basic Camp Cooking, and can use the skill untrained.]


    Usage: cook <raw food item>
    Republic Rough It Lore


    People of the Republic of Iridine, who don't live in the capitol tend to make due without fancy creature comforts, for the most part. Being able to make a simple snare is a point of pride for those who live in the country, and you're no exception.


    [This character receives a bonus to Setup Deadfall Snare, and can use the skill untrained.]


    Usage: setup deadfall snare

    Comment


    • #3
      (Part 3 of 3)

      Steps Hiding Lore


      The area known as The Steps was once a vibrant community centuries ago, when the Old City was known simply as Iridine. Since then overpopulation, poverty, and crime have taken over as prominent members of society moved west, taking their wealth and the area's resources with them. Any modern denizen of the Steps knows that keeping out of sight often means keeping your pouch, and head, intact. The ability to hide in urban areas comes naturally to you.


      [This character receives a bonus to City Hiding.]


      Usage: find cover
      Steps Undone Lineage Lore


      In proper Iridine society, those known as the Undone are considered the scourge of the Republic, outcasts driven out of Iridine lands by King Tulcas. Slowly over the years, as the Steps lost the Republic's eye, these peoples began to filter back in bringing with them recollections of a past long gone. It is said that in these dark ages the moons were once worshiped as gods, and although any modern priest or scholar would scoff at such a dangerously heretical belief, the rumors of the Undone carry with them the names and signs of these ancient ways.


      [This character can identify a shrine's patron deity.]


      Usage: inspect <shrine>
      Steps Gang Swagger Lore


      When someone mentions the Steps, thoughts of narrow streets over flowing with garbage and refuse, plagued by gangs and crime leap to the front of most Iridinian's minds. From the Black Centurions and the Umbra Alati, to the mysterious Shrikes and Sinistrals, the gangs of the Steps offer livelihood and camaraderie to those whom they believe the Republic have failed. Survival among the destitute and cruel means adopting a certain swagger, to either appease the gangs or to rise within them.


      [This character receives a bonus to the amount of gang reputation accrued when performing relevant actions.]
      Parcines Battlecry Lore


      Centuries ago, the people of Parcines were driven from the plains where they dwelled and forced into the lower reaches of the Blackroot mountains by the armies of Quintus the Marauder, one of the last kings of Iridine. Part of this small but ferocious nation, the call of battle spills forth from your lips more easily and with more force than most.


      [This character receives a bonus to Battle Cry.]


      Usage: battlecry <text>
      Parcines Warclub Lore


      After being driven into the Blackroot mountains by Iridine's efficient legions, the people of Parcines had to cope with a new land and climate. The next time the legions returned, however, Parcines was ready. The mountains inspired new weapons and tactics which proved Parcines too fierce for Iridine to subjugate. Today, the crafting of clubs designed for war is still passed down from parent to child in a coming-of-age tradition.


      [This character receives a bonus to Craft Basic Club, and can use the skill untrained.]


      Usage: craft club from <branch or leg bone>
      Tuchean Grog Lore


      A predominantly seafaring people, those of Tuchea are hardier than most. Long sea voyages don't leave much in the way of entertainment except work, sleep, and drinking. The booze to be had on the open sea can make hair grow on the chest of any man. Over the generations, a higher than average tolerance to alcohol now runs in your blood.


      [This character has an increased tolerance to alcohol.]
      Tuchea Ruthlessness Lore


      Tucheans value wealth, beauty, and power above all else. Many recall the great campaigns of acquisition, and the sight of a Tuchean pirate ship still fills the sailors of today with dread. For a Tuchean, great rewards call for taking great risks; a philosophy leaving little room for regard for life, human or otherwise.


      [This character receives a bonus to Killing Blow, and can use the skill untrained.]


      Usage: kill <target>
      Windward Miner's Heritage


      Owned and protected by the Republic of Iridine, Windward is an island boasting one of the richest copper mines in Midlight. The people of Windward were once slaves, but now live on the land, and know how to thrive. Your family has a nose for mining, and you're no exception.


      [This character receives a bonus to mining.]


      Usage: mine here
      Windward Fisher's Heritage


      The island of Windward has an expansive coastline, rich with the bounty of the sea. As the typical Windwardian man tends the mines or farms, many women make a living fishing and contribute to the community's meals with a catch of fish or clams. When men fish, it is usually for sport or bragging rights. Whether profession or pastime, fishing provides the people with a steady supply of resources.


      [This character receives a bonus to Pole Fishing.]


      Usage: cast <pole>
      Safelander Foraging Lore


      Raised in a peaceful nation where living off the land is second nature, gathering what you need from nature comes naturally to you. Your people have grown a natural resistance to common berries and other forageable foods that most stomachs can't handle.


      [This character is not adversely affected by berries and other such forageable food items.]
      Safelander Improvised Tool Lore


      The Six Towns of the Safelands are each home to peace-loving people who find contentment in making industry from nature's plentiful resources. Many master craftsmen impart the knowledge of finding suitable materials with which to produce their works to apprentices first and foremost.


      [This character receives a bonus to Survival Foraging, and can use the skill untrained.]


      Usage: find resource
      Remath Linquistics Lore


      A small nation resting in the shadow of growing Cineran influence, Remath maintains strong ties with the Republic of Iridine. It is through resilience and resourcefulness in trade and diplomacy that Remath has stood the test of time. In maintaining good relations with their neighbors, the people of Remath welcome all to her port, and have shown a great skill in languages. It is not rare to meet a Remathen who speaks four or even five languages to some degree of fluency.


      [This character receives a bonus to learning languages.]


      Usage: echo <language tutor>
      Remath Tea Lore


      While the accomplishments of Remathen foresters and herbalists are well known throughout the nations that share with them the bonds of diplomacy and trade, a simple one has earned great regard from even the head count of Iridine -- her teas. Queen Alinissa Condaia herself has been noted sipping from a cup of Remathen tea whilst pondering her next venture as tea varieties of all prices make their way across the border as exports. Some Remathens claim sipping a fine tea can be even more satisfying than a hearty meal.


      [This character's hunger, as well as thirst, can be satiated by drinking tea.]


      Usage: sip <tea>
      Sostaeran Cohesion Lore


      Lying largely unnoticed by the rest of Midlight, the diminutive kingdom of Sostaeran is a nation of practical, utilitarian people who live their lives with military discipline. Sostaerani craftsmen care little for elaborate or fancy work, as these things would be a waste of time and resources. As the saying goes, a Sostaerani who stands out in a crowd is a Gadaene, and as such they excel at, and often times prefer, to blend in with the people around them.


      [This character receives a bonus to Mimic Signpost, and can use the skill untrained.]


      Usage: signpost
      Sostaeran Alertness Lore


      The kingdom of Sostaeran takes great pride in their legion-like fighting force. Sostaerani soldiers are drilled continuously and their ability to follow orders promptly and skillfully has made even seasoned Iridine centurions envious. A Sostaerani warrior's disciplined mental focus is something to contend with, and few fall for feints and underhanded tactics in combat.


      [This character receives a bonus to Feint Awareness, and can use the skill untrained.]

      Comment


      • #4
        A couple of questions from me as I know people are asking.

        1. Can we only pick from our current nationality? I'm going to assume yes.
        2. When you say bonus, is it purely a success bonus or are there other bonuses baked in? Example - killing blow lore. Does this just mean you can kill easier or will this also aid in crit kills etc. Will combat assess bonus allow for more options than it currently does?
        ​​​​​​
        ​​​​​What's the latest ETA on traits?

        I think the list is good. Nothing game breaking. Throwing items sounds fun.
        .

        Comment


        • #5
          Are these automatic or will you need to choose? Or is the choosing simply by way of whatever nationality is taken? And if they are automatic, will they be retroactive and be added to all nationalities regardless if new or old character?

          Comment


          • #6
            Initial thoughts:
            Great! Love the majority of them and the flavor they provide. I really don't like the binary choice of a lot of the countries. I think there should be atleast three in each country for greater customization.
            • Aestivan Spear lore - Love it
            • Remath Tea Lore - OP and hilarious. Love it.
            • Altene Lore's - I don't like the choice at all. Fangstave/temper is basically hard coded into Altene canon. Every Altene is born with a fangstave in their hand so the joke goes. Oath lore seems interesting but there aren't many in game missions so unless this is expanded on it seems like a wasted lore if you don't do caravans. I also feel like every country should have three choices. Maybe an oathbreaker lore to counter the oath lore. Something sneaky or nefarious.
            • Cinerans - I'm guessing the point of these is to remove blade mastery's bonus. Combat assess seems neat and useful considering setups is very niche skill to have. I agree with Syden it should be expanded on if you have this skill and lore.
            • Gadaene Toss lore - Great. See some fun avenues of nuisance with this.
            • Parcines - Not much change from previous. A third one would be nice.
            • Tuchean Grog Lore - Does this mean Tucheans can't drink anything without getting sick now? It specifically mentions alchohol now.
            • Tuchean Ruthlessness - Unless killing blow provides some benefit to crit kills this seems useless for 90% of the combat skill sets. 1 rank is generally what you need for most of them.
            • Windward - Great. Like both. Could use a third.
            • Sosteran - Both seem fun and OP. Again, binary choices are boring.
            • Steps Gang Swagger - There's not currently any reason to raise NPC gang rep. Hopefully this will be expanded upon but it is a great skill if it is.
            • Steps Undone lore - Does this also trigger god blood or just identification of shrines? Very cool lore

            Again, I think majority of these are great! I just think if the intent is to fully customize our characters binary choices aren't the answer. Three for each country seems reasonable.

            Comment


            • #7
              Originally posted by Syden View Post
              A couple of questions from me as I know people are asking.

              1. Can we only pick from our current nationality? I'm going to assume yes.
              2. When you say bonus, is it purely a success bonus or are there other bonuses baked in? Example - killing blow lore. Does this just mean you can kill easier or will this also aid in crit kills etc. Will combat assess bonus allow for more options than it currently does?
              ​​​​​​
              ​​​​​What's the latest ETA on traits?

              I think the list is good. Nothing game breaking. Throwing items sounds fun.
              1) Yes. I can change your hair color with dye, but it's sorta hard to go back and time and rebirth you in a different country.
              2) Killing blow lore - as the usage is KILL <target> would be tied to the kill command.

              Completing the lores is one of the last steps to finishing the trait revamp. There's still a bit of coding left to be done, but the goal is end of month-ish.

              Pleased you like the list! Throwing things is always fun. Thanks for your feedback.

              Comment


              • #8
                Originally posted by Knowless View Post
                Are these automatic or will you need to choose? Or is the choosing simply by way of whatever nationality is taken? And if they are automatic, will they be retroactive and be added to all nationalities regardless if new or old character?
                You will need to choose.

                New characters will do it via the chargen. A method for old characters will be announced at the time.

                Comment


                • #9
                  Originally posted by herdias View Post
                  Again, I think majority of these are great! I just think if the intent is to fully customize our characters binary choices aren't the answer. Three for each country seems reasonable.
                  Feel free to leave your suggestions for consideration.

                  Comment


                  • #10
                    Nice job, this is cool to see.

                    Rather than another way to min-max your character, these lores feel like unique, story-driving features that could help define a character and contribute to their interesting quirks.

                    I don't disagree that'd it'd be nice to have three options for all nationalities, but even if released as announced above, this looks awesome.
                    [Success: 95, Roll: 5] Pharse swings a cestus-covered fist sideways, lashing out at you with the blades of his weapon, but misses. You use the broad head of your short whip to knock aside the attack with a brute-force swat.

                    Comment


                    • #11
                      Originally posted by Irisa View Post
                      Nice job, this is cool to see.

                      Rather than another way to min-max your character, these lores feel like unique, story-driving features that could help define a character and contribute to their interesting quirks.

                      I don't disagree that'd it'd be nice to have three options for all nationalities, but even if released as announced above, this looks awesome.
                      Appreciate your feedback!

                      Comment


                      • #12
                        Also, to give you an idea of how this will work selection wise, it may look something like this (this is a work in progress; if it differs from the final draft, that will of course be communicated):

                        - Nation
                        -- Automatic National Lore
                        - Additional Advantage (Pick One)
                        -- National Lore
                        -- National Lore or Skill
                        -- Skill

                        Comment


                        • #13
                          Thank you to the GMs for putting in a lot of thoughtful work into this. Love seeing a preview before release - it makes me super happy to see the current staff continuing the pattern of inviting conversation within the community.

                          A summary of what I've seen of Discord's feedback so far seems to be: "Intrigued, but perhaps underwhelmed." I hope that don't come off as negativity or criticism, and I'm aiming to use my post to think about why that reaction might be there, and to encourage discussion and brainstorming about how to address. There seem to be largely two types of National traits - "bonus to something," and "unique ability." I'm impressed by the amount of creativity throughout, especially traits like tea lore, berry immunity, and the Steps choices. I LOVE these, and I think these were written with care for existing lore, humor, and thoughtfulness.

                          However, I agree with the Discord that a lot of the "bonus to something" traits are underwhelming. Here's one reason why - the vast majority of TEC characters that we end up keeping are long term investments. For some scope, it takes over one IRL year (REAL LIFE year!) to achieve just under 2000 ranks on a character at 250 SP a week, a rank status which opens the door to training in the arena without getting too mauled, northeast Franlius, grouping for Undertown, and so on.

                          That means choosing a trait (which is mostly permanent) that can be "overwritten" by a few weeks of training seems not so great. And being stuck with those options feels like, well, missing out. One rank in bandaging, removing stitches, combat assessing etc. make it usable. A few more ranks achieve a success 1 and thereby largely negate a bonus. Some nationalities seem to have more than one trait that can be quickly overcome by a few weeks of training. (Cineran.) Given how long it takes to build characters that can start to access most of the gameworld, a few weeks of training is negligible. It seems wise to pick traits that aren't like that.

                          I suggest some tweaks or additional options, and I echo the above feedback that there should be more traits that give the unique, non-min-maxing, non game breaking flavor of cultures, which echo known lore. Cineran, Gadaene and perhaps Parcines look like they could use some love.

                          -----------

                          So, I hope the traits are expanded with more options, especially to supplement the "bonus to something" traits that are easily trained away. To get the ball rolling, below are some suggestions I haven't properly thought out yet, but want to throw out there:

                          Cineran Dominance Lore

                          [This character receives a bonus to Assess Target, and can use the skill untrained. If used successfully, your character receives a small bonus to Knife Step and Lunge. The bonus is negated by your opponent's next attack, similar to Feint.]

                          My thoughts: I realize that the traits are intentionally avoiding being combat min-max choices. However, I'm hoping this suggestion balances combat bonus (small, limited usage, difficult to use in a rotation because it requires retreating to use Knife Lunge and adds to roundtime) with an intriguing in-game impact - if you are Assessed by a Cineran, be extra wary, because he/she may be using it to actually start a fight.

                          -

                          Gadaene Sartorialist Lore

                          Known for enthusiastic devotion to color, embellishment and patterns, the Gadaene people are well versed in creative tailoring. You've grown up mix and matching, experimenting with color, and making it work. You see potential in scraps of clothes that perhaps the rest of Midlight misses, and have a innate ability to work with cloth.

                          [This character receives a small bonus to tailoring actions.]

                          (Full disclosure: I have no idea how tailoring works.)

                          -

                          Steps Bone Picking Lore

                          Resources are often scarce for dwellers in the Steps. Many residents are unlikely to discard anything of use, and have become adept at making the most out of anything, up to and especially of meals. Food in the Steps focuses on nutrition over taste, and people have become inventive with any source. Out of habit and custom, you have no qualms eating apple cores, shells along with nuts, and consuming every morsel off the bone if not the bone as well. As a result, what feeds a normal person a mere once can stretch multiple meals for you.


                          [This character's hunger is satiated more thoroughly by consumption of food.]

                          Usage: eat <food>

                          -

                          Iridine First Aid Lore

                          My thoughts: I would suggest a small bonus to healing actions on top of the bonus to Bandage Wound. Getting a "bonus to bandage wound" is quite negligible for any healer worth their salt.

                          -----------

                          Am still contemplating more suggestions for the "unique ability" traits, which are the most intriguing, most fun, and most enticing for future RP. Love those, and would like to see more player suggestions. Thanks for reading!

                          Comment


                          • #14
                            Can we have an option to just use the old system when rolling new characters? I'd much rather have Blade Mastery and Steady Hands for free than anything listed here.

                            Comment


                            • #15
                              Originally posted by Elowynn View Post
                              However, I agree with the Discord that a lot of the "bonus to something" traits are underwhelming. Here's one reason why - the vast majority of TEC characters that we end up keeping are long term investments. For some scope, it takes over one IRL year (REAL LIFE year!) to achieve just under 2000 ranks on a character at 250 SP a week, a rank status which opens the door to training in the arena without getting too mauled, northeast Franlius, grouping for Undertown, and so on.
                              I feel the best way to compensate for that would be extensive changes that result in such not taking a real life year, but that's outside the scope of this thread.

                              Cineran Dominance Lore

                              [This character receives a bonus to Assess Target, and can use the skill untrained. If used successfully, your character receives a small bonus to Knife Step and Lunge. The bonus is negated by your opponent's next attack, similar to Feint.]

                              My thoughts: I realize that the traits are intentionally avoiding being combat min-max choices. However, I'm hoping this suggestion balances combat bonus (small, limited usage, difficult to use in a rotation because it requires retreating to use Knife Lunge and adds to roundtime) with an intriguing in-game impact - if you are Assessed by a Cineran, be extra wary, because he/she may be using it to actually start a fight.
                              If they went this way, I don't see why this would be confined to knives. Yeah, it's the Cinners national weapon and all, but it probably wouldn't be any more of an affect than Parcine Battlecry, which also requires a roll, has an echo, etc, and that isn't applied only to certain weapons.

                              If you must confine it to "Cineran style" weapons, I'd say include any lunge involving a bladed weapon (which I think is all of the lunges anyway).


                              Steps Bone Picking Lore

                              Resources are often scarce for dwellers in the Steps. Many residents are unlikely to discard anything of use, and have become adept at making the most out of anything, up to and especially of meals. Food in the Steps focuses on nutrition over taste, and people have become inventive with any source. Out of habit and custom, you have no qualms eating apple cores, shells along with nuts, and consuming every morsel off the bone if not the bone as well. As a result, what feeds a normal person a mere once can stretch multiple meals for you.


                              [This character's hunger is satiated more thoroughly by consumption of food.]

                              Usage: eat <food>
                              Nice.


                              Iridine First Aid Lore

                              My thoughts: I would suggest a small bonus to healing actions on top of the bonus to Bandage Wound. Getting a "bonus to bandage wound" is quite negligible for any healer worth their salt.
                              Well it's supposed to be for first aid, so it might be intended as more of an advantage to non-healers than healers. Being able to slow or stop a bleeder without devoting a skill set to it could be huge for people who like to solo, or even in event situations where there's not enough 'real healers' present.

                              Beyond Elowynn's suggestions, I do agree there needs to be a uniform number of options for all the nationalities. Most of the suggestions I'm actually pretty fond of; I feel like the Altene oath one could use a better written description, but it'd be a great choice for those characters who are 'more Altene than thou' (you know who you are).

                              Originally posted by Mast3rmind
                              Celtor and Vladmir combined are like the Legion of Doom. Or maybe the wondertwins, although I'd be worried if Celtor was as furry as Vladmir. *nods sagely*
                              Xianna exclaims to you, "And even when unconscious you still attract beautiful women, you lecher!"
                              Ravenlark pats you.
                              Ravenlark says to you, "I promise not to abuse you in your sleep. Much."

                              Comment

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