Handbook for Shadow of Doom

A Handbook for Zenerian Chronicles: Shadow of Doom

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Character

Playable Races

One of the basic components of the player character’s identity is their race. There are plans for 4 playable races: human, dwarf, elf, half-giant. However, in the early versions of the game, not all of them may be available to play.

Human

“Disease, weed and human… let a little bit sprout up and sooner than you expect, the world’s full of it.” ~ a proud elf

The most common race in the continent has also been holding the most political power for over three hundred years. Humans are smart, diplomatic and excellent strategists. This race is not as ancient as dwarves or elves, nor do humans live as long. But they bear child more often, and are much eager to expand their reach. Their smiths are not as skilled as those of the dwarves, but their innovation is unparalleled. Their mages are not as powerful as those of the elves, but their thirst for knowledge knows no bounds. Humans of Zeneria are predominantly brown skinned, dark haired, tall and healthy. Their lives span anywhere between seventy to ninety years, unless taken early.

Dwarf

“Dwarves have mined these lands for fifteen millennia. If you dig now and find gold, it’s not mining, it’s archeology.” ~ an Ozar merchant

Delvers of the deep and artificers of the most legendary creations in history, the dwarves have dwelt in Zeneria for over ten thousand years before the first humans were known to exist. The tales of lost dwarven cities full of boundless treasure have spelled doom for many adventurers through the ages. Dwarves can naturally live significantly longer lives than humans, but their love of battle glory make that difficult. They also love stories and ale, both of which are found aplenty in taverns, where happy dwarves are a common sight. Dwarves are of short stature and light skin, and their hair varies from fiery red to dark brown. Their natural lifespan is of about hundred and thirty to hundred and seventy years, but their life expectancy is usually not over hundred and ten.

Elf

“Elves live long enough to master several disciplines our lives are just too short for. Humility isn’t one of them.” ~ a veteran human

Twelve centuries before humans named it the Zenerian Empire, an elf king united the powers of the continent into one.
Continental elves are willowy and fair. The colour of their hair ranges from light auburn to golden, although some prefer to dye their hair with darker shades. Elves have lives that can span ten times the length of human ones, and they do much to maintain it so.

Half-giant

“Half-giants have been allies to dwarves since dawn of time, even though, one might say we don’t quite see eye to eye, heh.” ~ a drunk dwarf

People of this race are not a common sight, but their presence is hard to miss.
Half-giants are towering hulks of inhuman strength, but despite their obvious physical advantages, they do not naturally live longer than sixty years. They are pale of skin and their hair varies from the colour of ash to the colour of snow.

Playable Classes

The classes listed here are only the ones the player can start with. More playable classes may be discovered later in the game. Besides the advantages listed here, some classes may also give the player access to unique equipment or abilities.

Soldier

Bonus: Gains +5 Health per player level.

Abilities

Warrior

Bonus: Gains +10 Strength per player level.

Abilities

Sorcerer

Bonus: Gains +10 Arcana per player level.

Abilities

Wizard

Bonus: Gains +5 Arcana for every spell learnt.

Abilities

Spy

Abilities

Thief

Abilities

Attributes

//describe attributes

Attribute Modifiers

Staring base value of each attribute = 14+d6
(The notation “XdY” refers to the total value obtained by rolling X dice with Y sides. If X is not mentioned, it is 1.)

Race/Attribute Health Arcana Strength
Human 0 0 0
Dwarf +d4 0 +d4
Elf -d4 +d4 -d4
Half-giant +d12 -d4 +d12

Player class does not affect starting values of the attributes, but it may change how the attributes increase when the player levels up. See class descriptions for more details.

Skills

//describe skills

Skill Modifiers

Starting base value of each skill = 3
The player is also granted 3 extra skill points to allocate as they wish.

Race/Skill Athletic Martial Mental Sensory Social Stealth
Human 0 +1 0 -1 +1 0
Dwarf -1 +1 0 0 0 +1
Elf +1 0 0 +1 0 0
Half-giant +2 0 -1 0 -1 -1
Class/Skill Athletic Martial Mental Sensory Social Stealth
Soldier 0 +2 0 0 0 -1
Warrior +1 +1 0 0 0 -1
Sorcerer 0 -1 +1 0 0 0
Wizard -1 0 +2 0 -1 0
Spy 0 -1 0 +2 +2 0
Thief +2 -1 0 +1 -1 +2

Combat Stats

Combat stats, as the name suggests, are stats which affect only combat, and nothing else. While attributes and skills are a character’s primary stats, combat stats are secondary stats, and are derived dynamically (whenever needed) from other values, including the combatant’s skills, equipments and modifiers. The combat stats are accuracy, evasion, balance, reach, turnrate, speed, damage and defence.

Quirks

Modifiers

The order of applying modifiers is as below:

Race Bonuses -> Class Bonuses -> Magical Effects -> Enchantments
[Within each type, additive modifiers are applied on top of multiplicative ones]