As I have been working on the mechanics of the game, I have 6 paths to choose from. There are three main paths and then three in-between paths. A path in Heroes of Antur is the type of character you are. The three main paths are, Mage, Sneak, and Warrior. Simple enough, they are a great launching point for someone who has never played a role playing game before, and wants something straight forward. The in-between paths are a little different, they are paths that are between two other paths. These paths are Holy Knight, Illusionist, and Ranger.
Warrior (Heroic Stat: Strength): The combat experts, their powers reflect this through providing them additional dice to roll, bonus' to dice rolls, and even specialized movements they learned from their training.
Mage (Heroic Stat: Intellegence): When you start the path as a mage you choose which type of magic you specialize in, Light, Dark, or Elemental. The diferences are simple, the light mage gets additional lights spells, dark mages have additional dark spells, and elementalists focus on nature magic.
Sneak (Heroic Stat: Interaction): The path of the sneak is one of subtlety. They are often the face of a group, and can be found inserting themselves into just about every situation.
Holy Knigh (Heroic Stat: Will): This path lies between a warrior and a mage. They focus on Life and Decay magic. They are spell casting warriors.
Illusionist (Heroic Stat: Appearance): When you play an illusionist you are walking the line between a mage and a sneak. You will be using various magics to manipulate the world around you, to look or sound how you want it. Illusionists are great at gaining and losing the trust of others, and fooling people.
Ranger (Heroic Stat: Agility): Between a warrior and a sneak you have a ranger. A ranger has access to limited nature magic, but utilizes agility in all of their abilities.
Your path determines how many points you will spend in each stat column. You choose where to place these points within each column. When you choose your path you will also get access to one of the path abilities, these abilities help to define your character a little more. You are able to take as many class abilities as you want, but they have a higher cost attached to them than other abilities in the game.
Heroic stats, they are the stat the determines your essence points, which you use to cast your spells and activate your powers. The in-between paths are able to pull some of their powers and spells from the main paths they come from.
Alright, I think I've gone on enough, and will post again on Wednesday. Thanks for reading, and your comments are always appreciated.
Today I have a short video that goes over the first steps at building a character for Heroes of Antur, which are the base stats. I will remake this video at a later date and go through the whole process from beginning to end, and when Heroes of Antur is published I will have QR codes that will be able to take you to a youtube video to get help making your character step by step. There will be a handful of instructional videos that will assist in everything from basic mechanics, to running your first game.
I hope you enjoy the video and any feedback or questions would be great!
Today I am finally getting my post up about the Scarred. This has been a fun race to create. I have a lot more to add to them when it comes to my ideas. I will be posting images of the last few races as soon as I can. I can't give a times frame unfortunatley.
Scar – They are a race that has come from Pydread since it’s changed. The Scar got their name from the people of Pydread because of the ornate scars they have that cover their bodies. The scars serve as a way to tell rank and status within their culture. When the land changed 500 years ago a chasms opened up in various areas. The scar began to come out of it a decade after the event. They are a race that is still looked at as alien and that they don’t belong in Antur. They are typically 6.5’ to 7.5’ tall, and have thick muscle around their entire frame. With hairless pale blue gray skin, and solid black or white eyes they are a curiosity to look at. They are considered an Their average lifespan is 300 years. A few from the early days of their race on Antur still live and speak of the old world with fear. Once a Scar reaches adulthood they receive their first scar of importance signifying that they are adults.
The original world of the scarred is a place with swirling black and red skies filled with all manner of monsters, and wars. Because of this they are able to handle the harsh rule of Malwraith. The Scarred are also innately immune to the effects of death magic and resist becoming the living dead that serve Malwraith. Many of the Scar do nothing and just survive in Pydread on what they see as abundant land. Those who have ventured out into the world tell tales of the green that exists to the south and west, and about the great red desert. The Scarred are inclined to dark magic. Some use it to serve Malwraith out of fear, others out of power. A handful of Scarred help the resistance against Malwraith because they know the people deserve greater than what they are living in.
I hope you enjoyed this new race and please comment if you have any additional ideas I may be able to add to them.
Today I am posting the info I should have gotten out on Saturday. It was finished, but due to moving I lost internet connection and decided to post it with the post instead.
So today I am presenting the Lizard Folk and the Small Folk. Like most of the other races there are sub races of each. In game there will be an ability specifically for those within that races ability choices. After Saturday I will be posting more about game play, and other monstrous races that are not playable. Like giants, trolls, ogres, and dragons.
Lizard Folk – They come from the great desert Gwastraff. The race like dry weather and try to stay as close to Gwastraff as possible. The upper echelons of Lizardfolk society look down on the other races as inferior and often keep them as slaves, the Middle class also have slaves but it’s less common. This is more common in the bigger cities. There are 3 primary types of Lizardfolk.
Aristocrats or Crowned Lizards – The Crowned Lizards have 2 or more horns protruding from their head, forming a natural crown. The function as the upper ecelons of society. They make the laws and they also enforce to law. The current emperor has 5 major horns, a large quantity of minor horns. It’s believed that he has a total of 100 horn, and that is why the gods favored him to rule. The lower amount of major horned Crowned Lizards serve in high ranks of the military, and law enforcement. They are also senators and minor rulers. The Crowned Lizards are the biggest of the Lizard Folk being around 9’ tall. Their scales range from a dusty green to brown to a coppery red. They range in build from tall and thin to broad.
Citizens or Smooth Lizards – The Smooth Lizards may have 1 major horn and countless minor horns. These are the workforce of the Lizard Folk. They work under the Crowned Liards in every position no matter how skilled they are in comparison. Many Smooth Lizards have no minor horns but do have large bulging red yellow eyes. These Lizards make up the majority of society. They are typically around 8’-8.5’ tall, and the same build as the Crowned Lizards. They are typically more approachable than their leaders.
Wanderer or Exiles – The Exiles are those who were once in a position of authority, many being crowned. They do not live in the same structure of society that their kin do. Among the Exiles you can find any race living without being subject to slavery. Exiles are more welcoming than Wanderers. Wanderers are typically gladiators who have won their freedom and chose to leave the capitol, or they are the children of the wealthy who have left to discover themselves in the great desert.
Small Folk – The small fold are a combination of a couple of races that are in low population on the continent. They tend to live underground or in the trunks of trees in small communities, which all belong to one greater city of sorts. The main race of the small folk are the Gnomes and second most dominant race are Halflings. Each race has there own set of customs and practices, but they are known to be two races mixed together. The small folk are originally from the northern plains of Valladat, and as such are rare in the northern portion of Antur. Those who do make it north either fully embrace the lifestyle of the city they are in, or find one of the small folk communities in the area. They are a carefree people and loyal to their families to a flaw. Conflicts have taken place between all the small folk because of family issues, but these are typically for major slights against one another.
General Small Folk – This classification encompasses the small folk of mixed heritage. They typically stand 2.5’-3.5’, have a darker tone to their skin, and have a wide array of hair color, they are of a medium build for their height, thicker than the halfling blood, but thinner than the gnomish in them. The general small folk gain the best of both their lineages, and are often overlooked because of their dimunitive size. They are typically the adventurous type of small folk and are seen most in the north. Magically the lean to the light.
Gnomes – They are curious about everything, and are often found taking things apart and reassembling them to function in a way they see better. They find ways to harvest magic energies from people (in a humane way) and channel it into their curiousities. The gnomes are the only race where everyone uses magic in their homes as a light source. The lean toward light magic, they are typically between 3’-3.5” tall, stocky build for their height (not as thick as a dwarf though). Those gnomes with a little halfling in them have hair of almost any color, but the original colors of gnomish hair are silver or black with pale skin.
Halflings – Much like gnomes they are curious, but they often just pilfer the object of their curiosity and figure out how to utilize it the best they can. Where gnomes find ways to use magic in creating inventions, halflings use it to cause trouble. They are usually the cause of family disputes because they broke something or took something that was someone else’s. They are mecurial in temperment and tend to mirror the group they are around. They are the easiest race to get along with in all of Antur, but if you invite one to your home you may end up massing a few curiosities. They are smaller and more lithe than the other small folk, standing at 2.5’-3’ tall, their hair ranges in color. They are typically darker skinned.
Thanks for reading, and let me know what you think so far.
So today I am introducing the various reqions of humans. They are a common race in Antur and their are a lot in the kingdom of Antur. Game mechanic wise I am working on racial perks for all of the races. I mention the race of Kaiyo in this post, they are an aquatic race that will be introduced later. On another note, I will be hiring an editor for the rule book and fluff when I get Heroes of Antur funded on kickstarter, that's one of the expenses.
The two images are a little older, the first is an acolyte of Malwraith and the other is a Councilman from Antur. If I am able to get a couple of sketches done of humans of the different regions, I will post them. I will most likely do digital work for them.
Human – Humans are the most common race on the continent of Antur. They are versatile and have a long history of being on Haero. They don’t know the origin of their species, but do have quite a few mythologies that claim they are descendants of the Gods themselves. Some mythos claims that they are the parent race all the other races are modeled after. They vary by sub race and cultural from one region to another although all humans have the same potential strengths and weaknesses.
The main groups on Antur are:
The Kingdom of Antur – Humans in Antur are the dominant race, and the current king of Antur is a human. They are the largest race in Antur. Humans of the region are typically stockier than the other humans because of the conditions their ancestors faced. They live primarily in cities, most of which are run by a council of citizens. Humans in Antur have various skin colors, eye colors, and hair color.
Humans of the Great Desert – In the great desert Gwastraff humans or viewed as none being in the capital, functioning as slaves. Even the poorest citizens of the desert are known to have slaves. The humans here are lean, and muscular. Some are able to buy their freedom, and when they have it, they typically go among the nomads of the deserts. Some stay in the city to try to help others, and some work for the slavers. Humans in the great desert have various skin colors (which are all either tanned or sunburnt), eye colors, and hair color.
Tribesmen of Valladat – The southern portion of Antur is filled with tall broad tribes of men. They tend to be around 6’ - 6.5’ tall (your average human ranges from 5.5’ to 6’. They are the most feral of all the humans of Antur, and are lead by various warlords, and mystics. They are the strongest of the different humans. They typically have darker olive skin, various hair colors, and brown eyes.
The Easterners (those who live in Gors and Kaiyo) – The people of Gors and Kaiyo isolate themselves from other humans. In Gors they are often travelers and tough due to them surviving in a region that is constantly trying to kill them. They have little interaction with the main population hubs, but can be found among the outcasts of society. The Humans in Kaiyo are similar and tend to live separate from the aquatic Kaiyo out of because they cannot breath under water. Humans in these two regions are typically shorter, between 5.25’ to 5.75’ tall. They have dark hair, dark colored eyes (almost any color but it’s a dark hue), and darker skin.
The Cult of Draigo – The human exclusive cult of Draigo are deranged, tall and thin. Many believe they are so thin that Draigo won’t eat them because of it. They live in abandoned dwarven cities and monasteries. They are the most hostile of all humans and lean toward being evil by nature. Those who escape have a hard time adjusting to civilized life because of the blessings of Draigo (burns they have received). They tend to have fair skin, light colored eyes, and light colors of hair.
Humans of Pydread and The Acolytes of Malwraith – Humans of Pydread are either survivors who have figured out how to survive in such a harsh environment. Or they are devoted to Malwraith as his acolytes. The survivor humans are like those people of Antur, but very skittish of outsiders due to their interactions with the slavers in Gwastraff. No one knows the natural eye color, hair color, or skin color of the acolytes. They scar their eyes with spells so they can see things magically, instead of suffering the mundane normal vision. They also have no hair, and their skin is paste white. No one knows if the acolytes are former family members because they all start looking the same. The acolytes are a variety of heights, and people are able to guess their origin due to that at times.
Thanks for reading, and let me know what you like in a comment.
So today I am going a little more in depth about the races of goblins that exist in Antur. The next few posts will go into further detail about the races. I will include some sketches of each race, and the sub-races of each.
There are three primary races and a variety of mixed races among them. Goblins tend to be found more in Gors than in any other region of Antur due to the large amount of water in the region. Goblins of Antur tend to be somewhat aquatic, and utilize water, dirt, and mud to protect their skin from the environment (especially in the summer months). Goblins all have longer arms, larger hands, and longer legs than the humans of Antur. Their lifespan is typically comparable to that of humans, but mature at a faster rate, being considered adults at the age of 14. Goblins seperate themselves into a caste like system, the Outh are the ruling caste, the Tuskers are the military force, Gobo are commoners, and all mixed races are considered less than the other races of goblin kind and can be found as slaves, or outcasts.Gobo – Gobo are the smallest and most numerous of all goblin kind. They tend to be the most aquatic of all goblins, and can be found near fresh and salt water. The Gobo are the least traveled of goblin kind due to their need for water. It’s rare that a Gobo is talented with magic, but they are quick and aware of what surrounds them. The Gobo are the most sneaky of all other goblins. They have deep green skin with lighter green or yellow spots, which helps with natural camouflage. They are typically between 3.5 and 4 feet tall, with long necks.
Tuskers – Tuskers have a pronounced underbite with pronounced longer teeth. They can be found in most parts of Antur, and are more common in the region where Gwastraff starts and Gors ends. They do not rely as much on the moisture of Gors as their cousins the Gobo. Tuskers are taller than the other goblin races standing between 4’-5’ tall, they also tend to be thicker built as well. The tuskers are more common in larger cities of mixed races than the other races of goblins. They have some talent in magic, and if they show too much power the Outh seek them out and kill them. Tuskers are the main body of the military force of goblins, and are ferocious enough in combat to gain the respect of the other races of Gors, so Giants, Ogres, Trolls, and Beast-men are all willing to serve under them.
Outh – They are the most magically talented of all the goblins, and because of that they have placed themselves at the top of the race. Currently Fiaidd the king of Gors is in power, and leads the Outh, and subjugates all other goblins within his area of influence to his will. The Outh have enough magical power that it scares all other races in Gors. The tend to weigh more than the other goblins, and at the tallest are 4.5' tall. They do not adventure much and focus more on dominating the other races of the goblins.
Thanks for reading, I hope you will leave feedback.
My name is Riley, I'm an illustrator and game designer. If you like what you see or are interested in finding out more about Heroes of Antur feel free to send me a message