<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-GB">
	<id>https://wiki.risenholm.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dynamics</id>
	<title>Risenholm - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.risenholm.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dynamics"/>
	<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php/Special:Contributions/Dynamics"/>
	<updated>2026-06-20T19:41:51Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.1</generator>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=863</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=863"/>
		<updated>2021-01-14T18:46:48Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Elf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
* &amp;quot;Half&amp;quot; races such as Half-orc or half-elf do not exist. The offspring of mixed parentage will take on the physiology of the mother.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their affinity with stone, and possess a sixth sense to perceive things when they are able to feel vibrations through touching a stone or earthen surface. They also possess a sensitive palette and olfactory senses that seems specifically honed to aspects of the air, allowing them to sense when the air within a mineshaft isn&#039;t pure or is dangerous to their wellbeing. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the old civilizations primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.&lt;br /&gt;
&lt;br /&gt;
Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, dwarves might mention their clan as well. &lt;br /&gt;
&lt;br /&gt;
Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.&lt;br /&gt;
&lt;br /&gt;
Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves possess hyper attuned senses that allow them to enter a meditative trance when they need to attain a heightened sense of awareness and focus on a particular task. These senses are a double edged sword, as elves typically need to consciously dull their senses when entering crowded areas lest their minds become overwhelmed with environmental sensations. How elves interpret colors, sounds, and sensations might seem totally alien in description when relating to a different race. They do not experience &amp;quot;reverie&amp;quot; as elves in other fantasy settings use in place of sleeping.&lt;br /&gt;
&lt;br /&gt;
From what limited knowledge the Risen have gathered the elves were a private people overall, despite records indicating that they lived among the the various settlements. They only formed close bonds with family and particularly dependable friends, as their longevity provided them many opportunities for disappointment. It was common for elves to use their senses and trances to dedicate themselves wholly to a craft or profession to avoid a forlorn and prolonged existence - it has been theorized that elves were among the first to wield Power in an obvious magical manner.&lt;br /&gt;
&lt;br /&gt;
Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with vivid eye colors. They have no facial or body hair, and possess unearthly grace. They live to be over several hundred years old.&lt;br /&gt;
&lt;br /&gt;
They typically had unique names among their people that followed a given and family name structure. Examples: Aelrindel, Ailmar, Afamrail, Briareth, Daealla, Eladtithas, Elenwe, Fildaerae, Ilythyrra, Leilatha, Maiele, Nylaathria, Orym, Saevel, Seiveril, Talindra, Tassarion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating delicate objects with their hands and understanding the makeup of things with an intuitive sense. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes are believed to live well past their hundreds.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
Gnomish names are varied, though tend to stick to a 2 or 3 syllable naming scheme. As gnomish lore is difficult to uncover, it is uncertain whether their surname was a mention of clan or tribe or simply a family name. Examples: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fabella, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Nissa, Orryn, Roondar, Seebo, Sindri, Tana, Warryn, Wrenn, Zook.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the past civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture and survivalists, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
Gathered lore and knowledge about the ancient triton people show them as primarily living within coastal &amp;quot;protectorates&amp;quot; when they weren&#039;t living among other civilizations. They were assumed to have excelled at coastal fishing and small naval craft operation for trading or raiding due to the designs and size of the ruined naval technology and ancient boat ruins discovered in the nearby coastlines.&lt;br /&gt;
&lt;br /&gt;
Most triton names have 2 or 3 syllables. Their home protectorates were used as a surname with the name that is formed by adding a vowel followed by a &amp;quot;th&amp;quot; to the end of the protectorate&#039;s name. Having no knowledge of their protectorate other than name, most Risen who have integrated into the village prefer to use their given name alone. Examples: Keros, Molos, Nalos, Vodos, Zunis, Corus, Delnis, Jhimas, Otanyn, Shalryn, Vlaryn, Wolyn,Aryn, Belthyn, Duthyn, Feloren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frames and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Chat_Commands_and_Roleplay_Systems&amp;diff=823</id>
		<title>Chat Commands and Roleplay Systems</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Chat_Commands_and_Roleplay_Systems&amp;diff=823"/>
		<updated>2021-01-12T18:31:01Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* System Commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Chat Commands ==&lt;br /&gt;
[[File:Chat_examples.png  |thumb|Examples of in-game text.]]&lt;br /&gt;
=== Standard Conversations and Text Emotes ===&lt;br /&gt;
&lt;br /&gt;
The chat system will automatically punctuate sentences and place spoken words into quotations. In these examples, we will assume the character you are playing is named &amp;quot;Yasia&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/talk i am talking normally&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;I am talking normally.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Asterisks (*) between words indicates an action your character is emoting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;*waves to you*&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;Yasia waves to you.&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capitalizing the first letter in the emote removes the character&#039;s name from the emote.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;*Waves to you*&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;Waves to you.&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
These can be combined into a single message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/talk i am talking normally *waves to you* here I am&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;quot;I am talking normally.&amp;quot; &amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;Yasia waves to you.&amp;lt;/span&amp;gt; &amp;quot;Here I am.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Spoken words your characters can hear from a distance are indicated by grey text - this text becomes lighter depending on how far away the character who spoke it is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;lt;span style=&amp;quot;color: Blue;&amp;quot;&amp;gt;Bohemond Ventris:&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color: silver;&amp;quot;&amp;gt;&amp;quot;I can&#039;t find Yasia anywhere...&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The shout channel can be utilized to make your character heard from a greater distance in the same area. Shouts are not registered server wide like default NWN behavior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/shout i am now shouting&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;[Shout]&amp;lt;/span&amp;gt; &amp;quot;I am now shouting.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== OOC Communication ===&lt;br /&gt;
Out of character information can be communicated by preceding the text with &amp;quot;//&amp;quot; or &amp;quot;/ooc&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Animated Emotes ===&lt;br /&gt;
By inputting a &amp;quot;/&amp;quot; followed by a emote, your character will perform the appropriate animation in the game world. The following emotes are available:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
/bow&lt;br /&gt;
/duck&lt;br /&gt;
/dodge&lt;br /&gt;
/drink&lt;br /&gt;
/wave&lt;br /&gt;
/lookleft&lt;br /&gt;
/lookright&lt;br /&gt;
/bored&lt;br /&gt;
/scratch&lt;br /&gt;
/read&lt;br /&gt;
/salute&lt;br /&gt;
/steal&lt;br /&gt;
/taunt&lt;br /&gt;
/victory1&lt;br /&gt;
/victory2&lt;br /&gt;
/victory3&lt;br /&gt;
/conjure1&lt;br /&gt;
/conjure2&lt;br /&gt;
/proneback&lt;br /&gt;
/pronefront&lt;br /&gt;
/getlow&lt;br /&gt;
/getmid&lt;br /&gt;
/nod&lt;br /&gt;
/lookfar&lt;br /&gt;
/pray&lt;br /&gt;
/stand&lt;br /&gt;
/sit&lt;br /&gt;
/spasm&lt;br /&gt;
/rage&lt;br /&gt;
/laugh&lt;br /&gt;
/talk&lt;br /&gt;
/plead&lt;br /&gt;
/worship&lt;br /&gt;
/headache&lt;br /&gt;
/cross&lt;br /&gt;
/beckon&lt;br /&gt;
/crouch&lt;br /&gt;
/point&lt;br /&gt;
/think&lt;br /&gt;
/sleep&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can chain these animations with regular chat using the systems above. For example, you could input &amp;quot;/wave hello&amp;quot; and Yasia&#039;s model would wave and say &amp;quot;Hello.&amp;quot; in the chat window.&lt;br /&gt;
&lt;br /&gt;
=== System Commands ===&lt;br /&gt;
&lt;br /&gt;
The following commands are available for use at your discretion:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/hide cloak&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Will hide your character&#039;s cloak model from being visible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/hide helm&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Will hide your character&#039;s helmet model from being visible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/atk or /attack&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Will cause your character to attack the nearest hostile creature. Useful if you have the invisible model bug.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/time&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Will report the current in-game time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/name sum/com/fam NAMEHERE&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Will rename your summoned creature, companion or familiar to the designated name. /name com Jerry will name your animal companion Jerry for example.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Chat_Commands_and_Roleplay_Systems&amp;diff=733</id>
		<title>Chat Commands and Roleplay Systems</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Chat_Commands_and_Roleplay_Systems&amp;diff=733"/>
		<updated>2021-01-05T01:50:24Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* System Commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Chat Commands ==&lt;br /&gt;
[[File:Chat_examples.png  |thumb|Examples of in-game text.]]&lt;br /&gt;
=== Standard Conversations and Text Emotes ===&lt;br /&gt;
&lt;br /&gt;
The chat system will automatically punctuate sentences and place spoken words into quotations. In these examples, we will assume the character you are playing is named &amp;quot;Yasia&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/talk i am talking normally&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;I am talking normally.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Asterisks (*) between words indicates an action your character is emoting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;*waves to you*&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;Yasia waves to you.&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capitalizing the first letter in the emote removes the character&#039;s name from the emote.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;*Waves to you*&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;Waves to you.&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
These can be combined into a single message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/talk i am talking normally *waves to you* here I am&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;quot;I am talking normally.&amp;quot; &amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;Yasia waves to you.&amp;lt;/span&amp;gt; &amp;quot;Here I am.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Spoken words your characters can hear from a distance are indicated by grey text - this text becomes lighter depending on how far away the character who spoke it is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;lt;span style=&amp;quot;color: Blue;&amp;quot;&amp;gt;Bohemond Ventris:&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color: silver;&amp;quot;&amp;gt;&amp;quot;I can&#039;t find Yasia anywhere...&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The shout channel can be utilized to make your character heard from a greater distance in the same area. Shouts are not registered server wide like default NWN behavior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/shout i am now shouting&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;[Shout]&amp;lt;/span&amp;gt; &amp;quot;I am now shouting.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== OOC Communication ===&lt;br /&gt;
Out of character information can be communicated by preceding the text with &amp;quot;//&amp;quot; or &amp;quot;/ooc&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Animated Emotes ===&lt;br /&gt;
By inputting a &amp;quot;/&amp;quot; followed by a emote, your character will perform the appropriate animation in the game world. The following emotes are available:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
/bow&lt;br /&gt;
/duck&lt;br /&gt;
/dodge&lt;br /&gt;
/drink&lt;br /&gt;
/wave&lt;br /&gt;
/lookleft&lt;br /&gt;
/lookright&lt;br /&gt;
/bored&lt;br /&gt;
/scratch&lt;br /&gt;
/read&lt;br /&gt;
/salute&lt;br /&gt;
/steal&lt;br /&gt;
/taunt&lt;br /&gt;
/victory1&lt;br /&gt;
/victory2&lt;br /&gt;
/victory3&lt;br /&gt;
/conjure1&lt;br /&gt;
/conjure2&lt;br /&gt;
/proneback&lt;br /&gt;
/pronefront&lt;br /&gt;
/getlow&lt;br /&gt;
/getmid&lt;br /&gt;
/nod&lt;br /&gt;
/lookfar&lt;br /&gt;
/pray&lt;br /&gt;
/stand&lt;br /&gt;
/sit&lt;br /&gt;
/spasm&lt;br /&gt;
/rage&lt;br /&gt;
/laugh&lt;br /&gt;
/talk&lt;br /&gt;
/plead&lt;br /&gt;
/worship&lt;br /&gt;
/headache&lt;br /&gt;
/cross&lt;br /&gt;
/beckon&lt;br /&gt;
/crouch&lt;br /&gt;
/point&lt;br /&gt;
/think&lt;br /&gt;
/sleep&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can chain these animations with regular chat using the systems above. For example, you could input &amp;quot;/wave hello&amp;quot; and Yasia&#039;s model would wave and say &amp;quot;Hello.&amp;quot; in the chat window.&lt;br /&gt;
&lt;br /&gt;
=== System Commands ===&lt;br /&gt;
&lt;br /&gt;
The following commands are available for use at your discretion:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/hide cloak&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Will hide your character&#039;s cloak model from being visible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/hide helm&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Will hide your character&#039;s helmet model from being visible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/atk or /attack&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Will cause your character to attack the nearest hostile creature. Useful if you have the invisible model bug.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/time&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Will report the current in-game time.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=714</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=714"/>
		<updated>2020-12-30T16:13:40Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You who inherit tomorrow: We have sacrificed everything so that you might live on free of the burdens of our folly. Live for the future, for there is naught but sorrow behind you.&amp;lt;/q&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm takes place in an original fantasy setting, unrelated and unconnected to The Forgotten Realms or other popular D&amp;amp;D settings. Players take the role of near immortal amnesiacs crawling out of a mystical “well” within the settlement of Risenholm and are encouraged to engage with the local institutions or forge their own trail through the strange realm and circumstances they find themselves in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Server Features =====&lt;br /&gt;
*A unique setting that emphasizes the strange and metaphysical while retaining touchstone fantasy elements.&lt;br /&gt;
*A completely overhauled mechanical experience for level 1-10 characters consisting of a less restrictive class and skill system and combat that prioritizes active abilities and recharging resources.&lt;br /&gt;
*An original soundtrack composed by Edelweiss Records - replacing every track in the vanilla NWN game.&lt;br /&gt;
*Extensive scripting for immersive chat experiences, overhauled stealth system, and in-game long distance/persistent communications.&lt;br /&gt;
*A server run by a diverse and LGBTQ+ friendly community with a zero tolerance policy to harassment, bigotry, and other chud behaviors.&lt;br /&gt;
&lt;br /&gt;
===== Early Access =====&lt;br /&gt;
The server will be open to the public for an early access period beginning on &#039;&#039;&#039;December 27th, 2020 at 05:00PM GMT &#039;&#039;&#039;. This early access period will be a chance for us to fix bugs, test server stability and make balance adjustments to the mechanical systems. &lt;br /&gt;
*We do not anticipate performing a vault wipe when the early access period is over. &lt;br /&gt;
*Expect a multitude of minor changes made to class and server features and occasional server resets.&lt;br /&gt;
*Those interested in DMing or Building for the project after trying out the server are welcome to talk to the staff about opportunities.&lt;br /&gt;
*[https://discord.gg/4aSVzMqsnV Access our community Discord here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
===New Players Start Here===&lt;br /&gt;
* [[Server Rules and Player Expectations]]&lt;br /&gt;
* [[:Media:SoR_Player_Setting_Guide.pdf ‎|New Player Setting Guide]]&lt;br /&gt;
* [[:Media:SoR_Player_Mechanics_Quickstart.pdf|New Player Mechanics Guide]]&lt;br /&gt;
&lt;br /&gt;
===Setting Details===&lt;br /&gt;
* [[Setting Themes and Overall Ambitions]]&lt;br /&gt;
* [[Risenholm, Within and Without]]&lt;br /&gt;
* [[Notable NPCs]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
* [[&amp;quot;Power&amp;quot;]]&lt;br /&gt;
* [[Religions]]&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
* [[General Mechanics Information]]&lt;br /&gt;
* [[Chat Commands and Roleplay Systems]]&lt;br /&gt;
* [[Playable Races]]&lt;br /&gt;
* Classes and Archetypes&lt;br /&gt;
** [[Barbarian]]&lt;br /&gt;
** [[Bard]]&lt;br /&gt;
** [[Cleric]]&lt;br /&gt;
** [[Druid]]&lt;br /&gt;
** [[Fighter]]&lt;br /&gt;
** [[Monk]]&lt;br /&gt;
** [[Paladin]]&lt;br /&gt;
** [[Ranger]]&lt;br /&gt;
** [[Rogue]]&lt;br /&gt;
** [[Sorcerer]]&lt;br /&gt;
** [[Wizard]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Feats]]&lt;br /&gt;
* [[Spells]]&lt;br /&gt;
* [[Equipment and Itemization]]&lt;br /&gt;
* [[Alchemy and Crafting]]&lt;br /&gt;
* [[Known Issues]]&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=704</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=704"/>
		<updated>2020-12-30T00:19:54Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You who inherit tomorrow: We have sacrificed everything so that you might live on free of the burdens of our folly. Live for the future, for there is naught but sorrow behind you.&amp;lt;/q&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm takes place in an original fantasy setting, unrelated and unconnected to The Forgotten Realms or other popular D&amp;amp;D settings. Players take the role of near immortal amnesiacs crawling out of a mystical “well” within the settlement of Risenholm and are encouraged to engage with the local institutions or forge their own trail through the strange realm and circumstances they find themselves in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Server Features =====&lt;br /&gt;
*A unique setting that emphasizes the strange and metaphysical while retaining touchstone fantasy elements.&lt;br /&gt;
*A completely overhauled mechanical experience for level 1-10 characters consisting of a less restrictive class and skill system and combat that prioritizes active abilities and recharging resources.&lt;br /&gt;
*An original soundtrack composed by Edelweiss Records - replacing every track in the vanilla NWN game.&lt;br /&gt;
*Extensive scripting for immersive chat experiences, overhauled stealth system, and in-game long distance/persistent communications.&lt;br /&gt;
*A server run by a diverse and LGBTQ+ friendly community with a zero tolerance policy to harassment, bigotry, and other chud behaviors.&lt;br /&gt;
&lt;br /&gt;
===== Early Access =====&lt;br /&gt;
The server will be open to the public for an early access period beginning on &#039;&#039;&#039;December 27th, 2020 at 05:00PM GMT &#039;&#039;&#039;. This early access period will be a chance for us to fix bugs, test server stability and make balance adjustments to the mechanical systems. &lt;br /&gt;
*We do not anticipate performing a vault wipe when the early access period is over. &lt;br /&gt;
*Expect a multitude of minor changes made to class and server features and occasional server resets.&lt;br /&gt;
*Those interested in DMing or Building for the project after trying out the server are welcome to talk to the staff about opportunities.&lt;br /&gt;
*[https://discord.gg/nbrgBtyTy8 Access our community Discord here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
===New Players Start Here===&lt;br /&gt;
* [[Server Rules and Player Expectations]]&lt;br /&gt;
* [[:Media:SoR_Player_Setting_Guide.pdf ‎|New Player Setting Guide]]&lt;br /&gt;
* [[:Media:SoR_Player_Mechanics_Quickstart.pdf|New Player Mechanics Guide]]&lt;br /&gt;
&lt;br /&gt;
===Setting Details===&lt;br /&gt;
* [[Setting Themes and Overall Ambitions]]&lt;br /&gt;
* [[Risenholm, Within and Without]]&lt;br /&gt;
* [[Notable NPCs]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
* [[&amp;quot;Power&amp;quot;]]&lt;br /&gt;
* [[Religions]]&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
* [[General Mechanics Information]]&lt;br /&gt;
* [[Chat Commands and Roleplay Systems]]&lt;br /&gt;
* [[Playable Races]]&lt;br /&gt;
* Classes and Archetypes&lt;br /&gt;
** [[Barbarian]]&lt;br /&gt;
** [[Bard]]&lt;br /&gt;
** [[Cleric]]&lt;br /&gt;
** [[Druid]]&lt;br /&gt;
** [[Fighter]]&lt;br /&gt;
** [[Monk]]&lt;br /&gt;
** [[Paladin]]&lt;br /&gt;
** [[Ranger]]&lt;br /&gt;
** [[Rogue]]&lt;br /&gt;
** [[Sorcerer]]&lt;br /&gt;
** [[Wizard]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Feats]]&lt;br /&gt;
* [[Spells]]&lt;br /&gt;
* [[Equipment and Itemization]]&lt;br /&gt;
* [[Alchemy and Crafting]]&lt;br /&gt;
* [[Known Issues]]&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=642</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=642"/>
		<updated>2020-12-26T18:49:24Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Dwarf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
* &amp;quot;Half&amp;quot; races such as Half-orc or half-elf do not exist. The offspring of mixed parentage will take on the physiology of the mother.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their affinity with stone, and possess a sixth sense to perceive things when they are able to feel vibrations through touching a stone or earthen surface. They also possess a sensitive palette and olfactory senses that seems specifically honed to aspects of the air, allowing them to sense when the air within a mineshaft isn&#039;t pure or is dangerous to their wellbeing. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the old civilizations primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.&lt;br /&gt;
&lt;br /&gt;
Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, dwarves might mention their clan as well. &lt;br /&gt;
&lt;br /&gt;
Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.&lt;br /&gt;
&lt;br /&gt;
Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves possess hyper attuned senses that allow them to enter a meditative trance when they need to attain a heightened sense of awareness and focus on a particular task. These senses are a double edged sword, as elves typically need to consciously dull their senses when entering crowded areas lest their minds become overwhelmed with environmental sensations. How elves interpret colors, sounds, and sensations might seem totally alien in description when relating to a different race.&lt;br /&gt;
&lt;br /&gt;
From what limited knowledge the Risen have gathered the elves were a private people overall, despite records indicating that they lived among the the various settlements. They only formed close bonds with family and particularly dependable friends, as their longevity provided them many opportunities for disappointment. It was common for elves to use their senses and trances to dedicate themselves wholly to a craft or profession to avoid a forlorn and prolonged existence - it has been theorized that elves were among the first to wield Power in an obvious magical manner.&lt;br /&gt;
&lt;br /&gt;
Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with vivid eye colors. They have no facial or body hair, and possess unearthly grace. They live to be over several hundred years old.&lt;br /&gt;
&lt;br /&gt;
They typically had unique names among their people that followed a given and family name structure. Examples: Aelrindel, Ailmar, Afamrail, Briareth, Daealla, Eladtithas, Elenwe, Fildaerae, Ilythyrra, Leilatha, Maiele, Nylaathria, Orym, Saevel, Seiveril, Talindra, Tassarion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating delicate objects with their hands and understanding the makeup of things with an intuitive sense. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes are believed to live well past their hundreds.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
Gnomish names are varied, though tend to stick to a 2 or 3 syllable naming scheme. As gnomish lore is difficult to uncover, it is uncertain whether their surname was a mention of clan or tribe or simply a family name. Examples: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fabella, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Nissa, Orryn, Roondar, Seebo, Sindri, Tana, Warryn, Wrenn, Zook.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the past civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture and survivalists, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
Gathered lore and knowledge about the ancient triton people show them as primarily living within coastal &amp;quot;protectorates&amp;quot; when they weren&#039;t living among other civilizations. They were assumed to have excelled at coastal fishing and small naval craft operation for trading or raiding due to the designs and size of the ruined naval technology and ancient boat ruins discovered in the nearby coastlines.&lt;br /&gt;
&lt;br /&gt;
Most triton names have 2 or 3 syllables. Their home protectorates were used as a surname with the name that is formed by adding a vowel followed by a &amp;quot;th&amp;quot; to the end of the protectorate&#039;s name. Having no knowledge of their protectorate other than name, most Risen who have integrated into the village prefer to use their given name alone. Examples: Keros, Molos, Nalos, Vodos, Zunis, Corus, Delnis, Jhimas, Otanyn, Shalryn, Vlaryn, Wolyn,Aryn, Belthyn, Duthyn, Feloren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=641</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=641"/>
		<updated>2020-12-26T18:38:18Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Gnome */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
* &amp;quot;Half&amp;quot; races such as Half-orc or half-elf do not exist. The offspring of mixed parentage will take on the physiology of the mother.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their affinity with stone, possessing a sixth sense to perceive things when they are able to feel vibrations through their feet or hands. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the old civilizations primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.&lt;br /&gt;
&lt;br /&gt;
Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, dwarves might mention their clan as well. &lt;br /&gt;
&lt;br /&gt;
Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.&lt;br /&gt;
&lt;br /&gt;
Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves possess hyper attuned senses that allow them to enter a meditative trance when they need to attain a heightened sense of awareness and focus on a particular task. These senses are a double edged sword, as elves typically need to consciously dull their senses when entering crowded areas lest their minds become overwhelmed with environmental sensations. How elves interpret colors, sounds, and sensations might seem totally alien in description when relating to a different race.&lt;br /&gt;
&lt;br /&gt;
From what limited knowledge the Risen have gathered the elves were a private people overall, despite records indicating that they lived among the the various settlements. They only formed close bonds with family and particularly dependable friends, as their longevity provided them many opportunities for disappointment. It was common for elves to use their senses and trances to dedicate themselves wholly to a craft or profession to avoid a forlorn and prolonged existence - it has been theorized that elves were among the first to wield Power in an obvious magical manner.&lt;br /&gt;
&lt;br /&gt;
Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with vivid eye colors. They have no facial or body hair, and possess unearthly grace. They live to be over several hundred years old.&lt;br /&gt;
&lt;br /&gt;
They typically had unique names among their people that followed a given and family name structure. Examples: Aelrindel, Ailmar, Afamrail, Briareth, Daealla, Eladtithas, Elenwe, Fildaerae, Ilythyrra, Leilatha, Maiele, Nylaathria, Orym, Saevel, Seiveril, Talindra, Tassarion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating delicate objects with their hands and understanding the makeup of things with an intuitive sense. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes are believed to live well past their hundreds.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
Gnomish names are varied, though tend to stick to a 2 or 3 syllable naming scheme. As gnomish lore is difficult to uncover, it is uncertain whether their surname was a mention of clan or tribe or simply a family name. Examples: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fabella, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Nissa, Orryn, Roondar, Seebo, Sindri, Tana, Warryn, Wrenn, Zook.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the past civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture and survivalists, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
Gathered lore and knowledge about the ancient triton people show them as primarily living within coastal &amp;quot;protectorates&amp;quot; when they weren&#039;t living among other civilizations. They were assumed to have excelled at coastal fishing and small naval craft operation for trading or raiding due to the designs and size of the ruined naval technology and ancient boat ruins discovered in the nearby coastlines.&lt;br /&gt;
&lt;br /&gt;
Most triton names have 2 or 3 syllables. Their home protectorates were used as a surname with the name that is formed by adding a vowel followed by a &amp;quot;th&amp;quot; to the end of the protectorate&#039;s name. Having no knowledge of their protectorate other than name, most Risen who have integrated into the village prefer to use their given name alone. Examples: Keros, Molos, Nalos, Vodos, Zunis, Corus, Delnis, Jhimas, Otanyn, Shalryn, Vlaryn, Wolyn,Aryn, Belthyn, Duthyn, Feloren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=640</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=640"/>
		<updated>2020-12-26T18:37:52Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Gnome */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
* &amp;quot;Half&amp;quot; races such as Half-orc or half-elf do not exist. The offspring of mixed parentage will take on the physiology of the mother.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their affinity with stone, possessing a sixth sense to perceive things when they are able to feel vibrations through their feet or hands. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the old civilizations primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.&lt;br /&gt;
&lt;br /&gt;
Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, dwarves might mention their clan as well. &lt;br /&gt;
&lt;br /&gt;
Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.&lt;br /&gt;
&lt;br /&gt;
Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves possess hyper attuned senses that allow them to enter a meditative trance when they need to attain a heightened sense of awareness and focus on a particular task. These senses are a double edged sword, as elves typically need to consciously dull their senses when entering crowded areas lest their minds become overwhelmed with environmental sensations. How elves interpret colors, sounds, and sensations might seem totally alien in description when relating to a different race.&lt;br /&gt;
&lt;br /&gt;
From what limited knowledge the Risen have gathered the elves were a private people overall, despite records indicating that they lived among the the various settlements. They only formed close bonds with family and particularly dependable friends, as their longevity provided them many opportunities for disappointment. It was common for elves to use their senses and trances to dedicate themselves wholly to a craft or profession to avoid a forlorn and prolonged existence - it has been theorized that elves were among the first to wield Power in an obvious magical manner.&lt;br /&gt;
&lt;br /&gt;
Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with vivid eye colors. They have no facial or body hair, and possess unearthly grace. They live to be over several hundred years old.&lt;br /&gt;
&lt;br /&gt;
They typically had unique names among their people that followed a given and family name structure. Examples: Aelrindel, Ailmar, Afamrail, Briareth, Daealla, Eladtithas, Elenwe, Fildaerae, Ilythyrra, Leilatha, Maiele, Nylaathria, Orym, Saevel, Seiveril, Talindra, Tassarion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating delicate objects with their hands and understanding the makeup of things with an intuitive sense. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes live between 350 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
Gnomish names are varied, though tend to stick to a 2 or 3 syllable naming scheme. As gnomish lore is difficult to uncover, it is uncertain whether their surname was a mention of clan or tribe or simply a family name. Examples: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fabella, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Nissa, Orryn, Roondar, Seebo, Sindri, Tana, Warryn, Wrenn, Zook.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the past civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture and survivalists, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
Gathered lore and knowledge about the ancient triton people show them as primarily living within coastal &amp;quot;protectorates&amp;quot; when they weren&#039;t living among other civilizations. They were assumed to have excelled at coastal fishing and small naval craft operation for trading or raiding due to the designs and size of the ruined naval technology and ancient boat ruins discovered in the nearby coastlines.&lt;br /&gt;
&lt;br /&gt;
Most triton names have 2 or 3 syllables. Their home protectorates were used as a surname with the name that is formed by adding a vowel followed by a &amp;quot;th&amp;quot; to the end of the protectorate&#039;s name. Having no knowledge of their protectorate other than name, most Risen who have integrated into the village prefer to use their given name alone. Examples: Keros, Molos, Nalos, Vodos, Zunis, Corus, Delnis, Jhimas, Otanyn, Shalryn, Vlaryn, Wolyn,Aryn, Belthyn, Duthyn, Feloren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=639</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=639"/>
		<updated>2020-12-26T18:37:18Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Gnome */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
* &amp;quot;Half&amp;quot; races such as Half-orc or half-elf do not exist. The offspring of mixed parentage will take on the physiology of the mother.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their affinity with stone, possessing a sixth sense to perceive things when they are able to feel vibrations through their feet or hands. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the old civilizations primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.&lt;br /&gt;
&lt;br /&gt;
Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, dwarves might mention their clan as well. &lt;br /&gt;
&lt;br /&gt;
Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.&lt;br /&gt;
&lt;br /&gt;
Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves possess hyper attuned senses that allow them to enter a meditative trance when they need to attain a heightened sense of awareness and focus on a particular task. These senses are a double edged sword, as elves typically need to consciously dull their senses when entering crowded areas lest their minds become overwhelmed with environmental sensations. How elves interpret colors, sounds, and sensations might seem totally alien in description when relating to a different race.&lt;br /&gt;
&lt;br /&gt;
From what limited knowledge the Risen have gathered the elves were a private people overall, despite records indicating that they lived among the the various settlements. They only formed close bonds with family and particularly dependable friends, as their longevity provided them many opportunities for disappointment. It was common for elves to use their senses and trances to dedicate themselves wholly to a craft or profession to avoid a forlorn and prolonged existence - it has been theorized that elves were among the first to wield Power in an obvious magical manner.&lt;br /&gt;
&lt;br /&gt;
Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with vivid eye colors. They have no facial or body hair, and possess unearthly grace. They live to be over several hundred years old.&lt;br /&gt;
&lt;br /&gt;
They typically had unique names among their people that followed a given and family name structure. Examples: Aelrindel, Ailmar, Afamrail, Briareth, Daealla, Eladtithas, Elenwe, Fildaerae, Ilythyrra, Leilatha, Maiele, Nylaathria, Orym, Saevel, Seiveril, Talindra, Tassarion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating delicate things with their hands and understanding the makeup of things. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes live between 350 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
Gnomish names are varied, though tend to stick to a 2 or 3 syllable naming scheme. As gnomish lore is difficult to uncover, it is uncertain whether their surname was a mention of clan or tribe or simply a family name. Examples: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fabella, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Nissa, Orryn, Roondar, Seebo, Sindri, Tana, Warryn, Wrenn, Zook.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the past civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture and survivalists, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
Gathered lore and knowledge about the ancient triton people show them as primarily living within coastal &amp;quot;protectorates&amp;quot; when they weren&#039;t living among other civilizations. They were assumed to have excelled at coastal fishing and small naval craft operation for trading or raiding due to the designs and size of the ruined naval technology and ancient boat ruins discovered in the nearby coastlines.&lt;br /&gt;
&lt;br /&gt;
Most triton names have 2 or 3 syllables. Their home protectorates were used as a surname with the name that is formed by adding a vowel followed by a &amp;quot;th&amp;quot; to the end of the protectorate&#039;s name. Having no knowledge of their protectorate other than name, most Risen who have integrated into the village prefer to use their given name alone. Examples: Keros, Molos, Nalos, Vodos, Zunis, Corus, Delnis, Jhimas, Otanyn, Shalryn, Vlaryn, Wolyn,Aryn, Belthyn, Duthyn, Feloren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=638</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=638"/>
		<updated>2020-12-26T18:36:12Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Elf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
* &amp;quot;Half&amp;quot; races such as Half-orc or half-elf do not exist. The offspring of mixed parentage will take on the physiology of the mother.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their affinity with stone, possessing a sixth sense to perceive things when they are able to feel vibrations through their feet or hands. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the old civilizations primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.&lt;br /&gt;
&lt;br /&gt;
Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, dwarves might mention their clan as well. &lt;br /&gt;
&lt;br /&gt;
Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.&lt;br /&gt;
&lt;br /&gt;
Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves possess hyper attuned senses that allow them to enter a meditative trance when they need to attain a heightened sense of awareness and focus on a particular task. These senses are a double edged sword, as elves typically need to consciously dull their senses when entering crowded areas lest their minds become overwhelmed with environmental sensations. How elves interpret colors, sounds, and sensations might seem totally alien in description when relating to a different race.&lt;br /&gt;
&lt;br /&gt;
From what limited knowledge the Risen have gathered the elves were a private people overall, despite records indicating that they lived among the the various settlements. They only formed close bonds with family and particularly dependable friends, as their longevity provided them many opportunities for disappointment. It was common for elves to use their senses and trances to dedicate themselves wholly to a craft or profession to avoid a forlorn and prolonged existence - it has been theorized that elves were among the first to wield Power in an obvious magical manner.&lt;br /&gt;
&lt;br /&gt;
Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with vivid eye colors. They have no facial or body hair, and possess unearthly grace. They live to be over several hundred years old.&lt;br /&gt;
&lt;br /&gt;
They typically had unique names among their people that followed a given and family name structure. Examples: Aelrindel, Ailmar, Afamrail, Briareth, Daealla, Eladtithas, Elenwe, Fildaerae, Ilythyrra, Leilatha, Maiele, Nylaathria, Orym, Saevel, Seiveril, Talindra, Tassarion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating things delicate things with their hands and understanding the makeup of things. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes live between 350 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
Gnomish names are varied, though tend to stick to a 2 or 3 syllable naming scheme. As gnomish lore is difficult to uncover, it is uncertain whether their surname was a mention of clan or tribe or simply a family name. Examples: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fabella, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Nissa, Orryn, Roondar, Seebo, Sindri, Tana, Warryn, Wrenn, Zook.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the past civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture and survivalists, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
Gathered lore and knowledge about the ancient triton people show them as primarily living within coastal &amp;quot;protectorates&amp;quot; when they weren&#039;t living among other civilizations. They were assumed to have excelled at coastal fishing and small naval craft operation for trading or raiding due to the designs and size of the ruined naval technology and ancient boat ruins discovered in the nearby coastlines.&lt;br /&gt;
&lt;br /&gt;
Most triton names have 2 or 3 syllables. Their home protectorates were used as a surname with the name that is formed by adding a vowel followed by a &amp;quot;th&amp;quot; to the end of the protectorate&#039;s name. Having no knowledge of their protectorate other than name, most Risen who have integrated into the village prefer to use their given name alone. Examples: Keros, Molos, Nalos, Vodos, Zunis, Corus, Delnis, Jhimas, Otanyn, Shalryn, Vlaryn, Wolyn,Aryn, Belthyn, Duthyn, Feloren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=637</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=637"/>
		<updated>2020-12-26T18:31:23Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Elf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
* &amp;quot;Half&amp;quot; races such as Half-orc or half-elf do not exist. The offspring of mixed parentage will take on the physiology of the mother.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their affinity with stone, possessing a sixth sense to perceive things when they are able to feel vibrations through their feet or hands. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the old civilizations primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.&lt;br /&gt;
&lt;br /&gt;
Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, dwarves might mention their clan as well. &lt;br /&gt;
&lt;br /&gt;
Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.&lt;br /&gt;
&lt;br /&gt;
Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves possess hyper attuned senses that allow them to enter a meditative trance when they need to attain a heightened sense of awareness and focus on a particular task. These senses are a double edged sword, as elves typically need to consciously dull their senses when entering crowded areas lest their minds become overwhelmed with environmental sensations. How elves interpret colors, sounds, and sensations might seem totally alien in description when relating to a different race.&lt;br /&gt;
&lt;br /&gt;
From what limited knowledge the Risen have gathered the elves were a private people overall, despite records indicating that they lived among the the various settlements. They formed close bonds with family and particularly dependable friends, as their longevity provided them many opportunities for disappointment. It was common for elves to use their senses and trances to dedicate themselves wholly to a craft or profession to avoid a forlorn and prolonged existence - it has been theorized that elves were among the first to wield Power in an obvious magical manner.&lt;br /&gt;
&lt;br /&gt;
Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with vivid eye colors. They have no facial or body hair, and possess unearthly grace. They live to be over several hundred years old.&lt;br /&gt;
&lt;br /&gt;
They typically had unique names among their people that followed a given and family name structure. Examples: Aelrindel, Ailmar, Afamrail, Briareth, Daealla, Eladtithas, Elenwe, Fildaerae, Ilythyrra, Leilatha, Maiele, Nylaathria, Orym, Saevel, Seiveril, Talindra, Tassarion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating things delicate things with their hands and understanding the makeup of things. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes live between 350 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
Gnomish names are varied, though tend to stick to a 2 or 3 syllable naming scheme. As gnomish lore is difficult to uncover, it is uncertain whether their surname was a mention of clan or tribe or simply a family name. Examples: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fabella, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Nissa, Orryn, Roondar, Seebo, Sindri, Tana, Warryn, Wrenn, Zook.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the past civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture and survivalists, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
Gathered lore and knowledge about the ancient triton people show them as primarily living within coastal &amp;quot;protectorates&amp;quot; when they weren&#039;t living among other civilizations. They were assumed to have excelled at coastal fishing and small naval craft operation for trading or raiding due to the designs and size of the ruined naval technology and ancient boat ruins discovered in the nearby coastlines.&lt;br /&gt;
&lt;br /&gt;
Most triton names have 2 or 3 syllables. Their home protectorates were used as a surname with the name that is formed by adding a vowel followed by a &amp;quot;th&amp;quot; to the end of the protectorate&#039;s name. Having no knowledge of their protectorate other than name, most Risen who have integrated into the village prefer to use their given name alone. Examples: Keros, Molos, Nalos, Vodos, Zunis, Corus, Delnis, Jhimas, Otanyn, Shalryn, Vlaryn, Wolyn,Aryn, Belthyn, Duthyn, Feloren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=636</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=636"/>
		<updated>2020-12-26T18:28:54Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Dwarf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
* &amp;quot;Half&amp;quot; races such as Half-orc or half-elf do not exist. The offspring of mixed parentage will take on the physiology of the mother.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their affinity with stone, possessing a sixth sense to perceive things when they are able to feel vibrations through their feet or hands. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the old civilizations primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.&lt;br /&gt;
&lt;br /&gt;
Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, dwarves might mention their clan as well. &lt;br /&gt;
&lt;br /&gt;
Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.&lt;br /&gt;
&lt;br /&gt;
Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves possess hyper attuned senses that typically requires them to consciously dull them when in crowded areas lest their minds become overwhelmed with environmental sensations. This is double edged sword, as it can be used to their advantage as well -  they are capable of entering a meditative trance when they need to attain a heightened focus on a particular task.&lt;br /&gt;
&lt;br /&gt;
From what limited knowledge the Risen have gathered the elves were a private people overall, despite records indicating that they lived among the the various settlements. They formed close bonds with family and particularly dependable friends, as their longevity provided them many opportunities for disappointment. It was common for elves to use their senses and trances to dedicate themselves wholly to a craft or profession to avoid a forlorn and prolonged existence - it has been theorized that elves were among the first to wield Power in an obvious magical manner.&lt;br /&gt;
&lt;br /&gt;
Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with vivid eye colors. They have no facial or body hair, and possess unearthly grace. They live to be over several hundred years old.&lt;br /&gt;
&lt;br /&gt;
They typically had unique names among their people that followed a given and family name structure. Examples: Aelrindel, Ailmar, Afamrail, Briareth, Daealla, Eladtithas, Elenwe, Fildaerae, Ilythyrra, Leilatha, Maiele, Nylaathria, Orym, Saevel, Seiveril, Talindra, Tassarion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating things delicate things with their hands and understanding the makeup of things. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes live between 350 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
Gnomish names are varied, though tend to stick to a 2 or 3 syllable naming scheme. As gnomish lore is difficult to uncover, it is uncertain whether their surname was a mention of clan or tribe or simply a family name. Examples: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fabella, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Nissa, Orryn, Roondar, Seebo, Sindri, Tana, Warryn, Wrenn, Zook.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the past civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture and survivalists, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
Gathered lore and knowledge about the ancient triton people show them as primarily living within coastal &amp;quot;protectorates&amp;quot; when they weren&#039;t living among other civilizations. They were assumed to have excelled at coastal fishing and small naval craft operation for trading or raiding due to the designs and size of the ruined naval technology and ancient boat ruins discovered in the nearby coastlines.&lt;br /&gt;
&lt;br /&gt;
Most triton names have 2 or 3 syllables. Their home protectorates were used as a surname with the name that is formed by adding a vowel followed by a &amp;quot;th&amp;quot; to the end of the protectorate&#039;s name. Having no knowledge of their protectorate other than name, most Risen who have integrated into the village prefer to use their given name alone. Examples: Keros, Molos, Nalos, Vodos, Zunis, Corus, Delnis, Jhimas, Otanyn, Shalryn, Vlaryn, Wolyn,Aryn, Belthyn, Duthyn, Feloren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=635</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=635"/>
		<updated>2020-12-26T18:27:24Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You who inherit tomorrow: We have sacrificed everything so that you might live on free of the burdens of our folly. Live for the future, for there is naught but sorrow behind you.&amp;lt;/q&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm takes place in an original fantasy setting, unrelated and unconnected to The Forgotten Realms or other popular D&amp;amp;D settings. Players take the role of near immortal amnesiacs crawling out of a mystical “well” within the settlement of Risenholm and are encouraged to engage with the local institutions or forge their own trail through the strange realm and circumstances they find themselves in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Server Features =====&lt;br /&gt;
*A unique setting that emphasizes the strange and metaphysical while retaining touchstone fantasy elements.&lt;br /&gt;
*A completely overhauled mechanical experience for level 1-10 characters consisting of a less restrictive class and skill system and combat that prioritizes active abilities and recharging resources.&lt;br /&gt;
*An original soundtrack composed by Edelweiss Records - replacing every track in the vanilla NWN game.&lt;br /&gt;
*Extensive scripting for immersive chat experiences, overhauled stealth system, and in-game long distance/persistent communications.&lt;br /&gt;
*A server run by a diverse and LGBTQ+ friendly community with a zero tolerance policy to harassment, bigotry, and other chud behaviors.&lt;br /&gt;
&lt;br /&gt;
===== Early Access =====&lt;br /&gt;
The server will be open to the public for an early access period beginning on &#039;&#039;&#039;December 27th, 2020 at 05:00PM GMT &#039;&#039;&#039;. This early access period will be a chance for us to test server stability, DMing tools, and make balance adjustments to the mechanical systems. &lt;br /&gt;
*We do not anticipate performing a vault wipe when the early access period is over. &lt;br /&gt;
*Expect a multitude of minor changes made to class and server features and occasional server resets.&lt;br /&gt;
*Those interested in DMing or Building for the project after trying out the server are welcome to talk to the staff about opportunities.&lt;br /&gt;
*[https://discord.gg/nbrgBtyTy8 Access our community Discord here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
===New Players Start Here===&lt;br /&gt;
* [[Server Rules and Player Expectations]]&lt;br /&gt;
* [[:Media:SoR_Player_Setting_Guide.pdf ‎|New Player Setting Guide]]&lt;br /&gt;
* [[:Media:SoR_Player_Mechanics_Quickstart.pdf|New Player Mechanics Guide]]&lt;br /&gt;
&lt;br /&gt;
===Setting Details===&lt;br /&gt;
* [[Setting Themes and Overall Ambitions]]&lt;br /&gt;
* [[Risenholm, Within and Without]]&lt;br /&gt;
* [[Notable NPCs]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
* [[&amp;quot;Power&amp;quot;]]&lt;br /&gt;
* [[Religions]]&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
* [[General Mechanics Information]]&lt;br /&gt;
* [[Chat Commands and Roleplay Systems]]&lt;br /&gt;
* [[Playable Races]]&lt;br /&gt;
* Classes and Archetypes&lt;br /&gt;
** [[Barbarian]]&lt;br /&gt;
** [[Bard]]&lt;br /&gt;
** [[Cleric]]&lt;br /&gt;
** [[Druid]]&lt;br /&gt;
** [[Fighter]]&lt;br /&gt;
** [[Monk]]&lt;br /&gt;
** [[Paladin]]&lt;br /&gt;
** [[Ranger]]&lt;br /&gt;
** [[Rogue]]&lt;br /&gt;
** [[Sorcerer]]&lt;br /&gt;
** [[Wizard]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Feats]]&lt;br /&gt;
* [[Spells]]&lt;br /&gt;
* [[Equipment and Itemization]]&lt;br /&gt;
* [[Alchemy and Crafting]]&lt;br /&gt;
* [[Known Issues]]&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=634</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=634"/>
		<updated>2020-12-26T18:26:42Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You who inherit tomorrow: We have sacrificed everything so that you might live on free of the burdens of our folly. Live for the future, for there is naught but sorrow behind you.&amp;lt;/q&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm takes place in an original fantasy setting, unrelated and unconnected to The Forgotten Realms or other popular D&amp;amp;D settings. Players take the role of near immortal amnesiacs crawling out of a mystical “well” within the settlement of Risenholm and are encouraged to engage with the local institutions or forge their own trail through the strange realm and circumstances they find themselves in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Server Features =====&lt;br /&gt;
*A unique setting that emphasizes the strange and metaphysical while retaining touchstone fantasy elements.&lt;br /&gt;
*A completely overhauled mechanical experience for level 1-10 characters consisting of a less restrictive class and skill system and combat that prioritizes active abilities and recharging resources.&lt;br /&gt;
*An original soundtrack composed by Edelweiss Records - replacing every track in the vanilla NWN game.&lt;br /&gt;
*Extensive scripting for immersive chat experiences, overhauled stealth system, and in-game long distance/persistent communications.&lt;br /&gt;
*A server run by a diverse and LGBTQ+ friendly community with a zero tolerance policy to harassment, bigotry, and other chud behaviors.&lt;br /&gt;
&lt;br /&gt;
===== Early Access =====&lt;br /&gt;
The server will be open to the public for an early access period beginning on &#039;&#039;&#039;December 27th, 2020&#039;&#039;&#039;. This early access period will be a chance for us to test server stability, DMing tools, and make balance adjustments to the mechanical systems. &lt;br /&gt;
*We do not anticipate performing a vault wipe when the early access period is over. &lt;br /&gt;
*Expect a multitude of minor changes made to class and server features and occasional server resets.&lt;br /&gt;
*Those interested in DMing or Building for the project after trying out the server are welcome to talk to the staff about opportunities.&lt;br /&gt;
*[https://discord.gg/nbrgBtyTy8 Access our community Discord here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
===New Players Start Here===&lt;br /&gt;
* [[Server Rules and Player Expectations]]&lt;br /&gt;
* [[:Media:SoR_Player_Setting_Guide.pdf ‎|New Player Setting Guide]]&lt;br /&gt;
* [[:Media:SoR_Player_Mechanics_Quickstart.pdf|New Player Mechanics Guide]]&lt;br /&gt;
&lt;br /&gt;
===Setting Details===&lt;br /&gt;
* [[Setting Themes and Overall Ambitions]]&lt;br /&gt;
* [[Risenholm, Within and Without]]&lt;br /&gt;
* [[Notable NPCs]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
* [[&amp;quot;Power&amp;quot;]]&lt;br /&gt;
* [[Religions]]&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
* [[General Mechanics Information]]&lt;br /&gt;
* [[Chat Commands and Roleplay Systems]]&lt;br /&gt;
* [[Playable Races]]&lt;br /&gt;
* Classes and Archetypes&lt;br /&gt;
** [[Barbarian]]&lt;br /&gt;
** [[Bard]]&lt;br /&gt;
** [[Cleric]]&lt;br /&gt;
** [[Druid]]&lt;br /&gt;
** [[Fighter]]&lt;br /&gt;
** [[Monk]]&lt;br /&gt;
** [[Paladin]]&lt;br /&gt;
** [[Ranger]]&lt;br /&gt;
** [[Rogue]]&lt;br /&gt;
** [[Sorcerer]]&lt;br /&gt;
** [[Wizard]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Feats]]&lt;br /&gt;
* [[Spells]]&lt;br /&gt;
* [[Equipment and Itemization]]&lt;br /&gt;
* [[Alchemy and Crafting]]&lt;br /&gt;
* [[Known Issues]]&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=633</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=633"/>
		<updated>2020-12-26T18:26:18Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You who inherit tomorrow: We have sacrificed everything so that you might live on free of the burdens of our folly. Live for the future, for there is naught but sorrow behind you.&amp;lt;/q&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm takes place in an original fantasy setting, unrelated and unconnected to The Forgotten Realms or other popular D&amp;amp;D settings. Players take the role of near immortal amnesiacs crawling out of a mystical “well” within the settlement of Risenholm and are encouraged to engage with the local institutions or forge their own trail through the strange realm and circumstances they find themselves in.&lt;br /&gt;
&lt;br /&gt;
[https://discord.gg/nbrgBtyTy8 Access our community Discord here]&lt;br /&gt;
&lt;br /&gt;
===== Server Features =====&lt;br /&gt;
*A unique setting that emphasizes the strange and metaphysical while retaining touchstone fantasy elements.&lt;br /&gt;
*A completely overhauled mechanical experience for level 1-10 characters consisting of a less restrictive class and skill system and combat that prioritizes active abilities and recharging resources.&lt;br /&gt;
*An original soundtrack composed by Edelweiss Records - replacing every track in the vanilla NWN game.&lt;br /&gt;
*Extensive scripting for immersive chat experiences, overhauled stealth system, and in-game long distance/persistent communications.&lt;br /&gt;
*A server run by a diverse and LGBTQ+ friendly community with a zero tolerance policy to harassment, bigotry, and other chud behaviors.&lt;br /&gt;
&lt;br /&gt;
===== Early Access =====&lt;br /&gt;
The server will be open to the public for an early access period beginning on &#039;&#039;&#039;December 27th, 2020&#039;&#039;&#039;. This early access period will be a chance for us to test server stability, DMing tools, and make balance adjustments to the mechanical systems. &lt;br /&gt;
*We do not anticipate performing a vault wipe when the early access period is over. &lt;br /&gt;
*Expect a multitude of minor changes made to class and server features and occasional server resets.&lt;br /&gt;
*Those interested in DMing or Building for the project after trying out the server are welcome to talk to the staff about opportunities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
===New Players Start Here===&lt;br /&gt;
* [[Server Rules and Player Expectations]]&lt;br /&gt;
* [[:Media:SoR_Player_Setting_Guide.pdf ‎|New Player Setting Guide]]&lt;br /&gt;
* [[:Media:SoR_Player_Mechanics_Quickstart.pdf|New Player Mechanics Guide]]&lt;br /&gt;
&lt;br /&gt;
===Setting Details===&lt;br /&gt;
* [[Setting Themes and Overall Ambitions]]&lt;br /&gt;
* [[Risenholm, Within and Without]]&lt;br /&gt;
* [[Notable NPCs]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
* [[&amp;quot;Power&amp;quot;]]&lt;br /&gt;
* [[Religions]]&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
* [[General Mechanics Information]]&lt;br /&gt;
* [[Chat Commands and Roleplay Systems]]&lt;br /&gt;
* [[Playable Races]]&lt;br /&gt;
* Classes and Archetypes&lt;br /&gt;
** [[Barbarian]]&lt;br /&gt;
** [[Bard]]&lt;br /&gt;
** [[Cleric]]&lt;br /&gt;
** [[Druid]]&lt;br /&gt;
** [[Fighter]]&lt;br /&gt;
** [[Monk]]&lt;br /&gt;
** [[Paladin]]&lt;br /&gt;
** [[Ranger]]&lt;br /&gt;
** [[Rogue]]&lt;br /&gt;
** [[Sorcerer]]&lt;br /&gt;
** [[Wizard]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Feats]]&lt;br /&gt;
* [[Spells]]&lt;br /&gt;
* [[Equipment and Itemization]]&lt;br /&gt;
* [[Alchemy and Crafting]]&lt;br /&gt;
* [[Known Issues]]&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=631</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=631"/>
		<updated>2020-12-26T17:44:05Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Elf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
* &amp;quot;Half&amp;quot; races such as Half-orc or half-elf do not exist. The offspring of mixed parentage will take on the physiology of the mother.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their affinity with stone, possessing a sixth sense to perceive things when they are able to feel vibrations through their feet or hands. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the nearby settlements primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.&lt;br /&gt;
&lt;br /&gt;
Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, dwarves might mention their clan as well. &lt;br /&gt;
&lt;br /&gt;
Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.&lt;br /&gt;
&lt;br /&gt;
Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves possess hyper attuned senses that typically requires them to consciously dull them when in crowded areas lest their minds become overwhelmed with environmental sensations. This is double edged sword, as it can be used to their advantage as well -  they are capable of entering a meditative trance when they need to attain a heightened focus on a particular task.&lt;br /&gt;
&lt;br /&gt;
From what limited knowledge the Risen have gathered the elves were a private people overall, despite records indicating that they lived among the the various settlements. They formed close bonds with family and particularly dependable friends, as their longevity provided them many opportunities for disappointment. It was common for elves to use their senses and trances to dedicate themselves wholly to a craft or profession to avoid a forlorn and prolonged existence - it has been theorized that elves were among the first to wield Power in an obvious magical manner.&lt;br /&gt;
&lt;br /&gt;
Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with vivid eye colors. They have no facial or body hair, and possess unearthly grace. They live to be over several hundred years old.&lt;br /&gt;
&lt;br /&gt;
They typically had unique names among their people that followed a given and family name structure. Examples: Aelrindel, Ailmar, Afamrail, Briareth, Daealla, Eladtithas, Elenwe, Fildaerae, Ilythyrra, Leilatha, Maiele, Nylaathria, Orym, Saevel, Seiveril, Talindra, Tassarion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating things delicate things with their hands and understanding the makeup of things. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes live between 350 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
Gnomish names are varied, though tend to stick to a 2 or 3 syllable naming scheme. As gnomish lore is difficult to uncover, it is uncertain whether their surname was a mention of clan or tribe or simply a family name. Examples: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fabella, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Nissa, Orryn, Roondar, Seebo, Sindri, Tana, Warryn, Wrenn, Zook.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the past civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture and survivalists, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
Gathered lore and knowledge about the ancient triton people show them as primarily living within coastal &amp;quot;protectorates&amp;quot; when they weren&#039;t living among other civilizations. They were assumed to have excelled at coastal fishing and small naval craft operation for trading or raiding due to the designs and size of the ruined naval technology and ancient boat ruins discovered in the nearby coastlines.&lt;br /&gt;
&lt;br /&gt;
Most triton names have 2 or 3 syllables. Their home protectorates were used as a surname with the name that is formed by adding a vowel followed by a &amp;quot;th&amp;quot; to the end of the protectorate&#039;s name. Having no knowledge of their protectorate other than name, most Risen who have integrated into the village prefer to use their given name alone. Examples: Keros, Molos, Nalos, Vodos, Zunis, Corus, Delnis, Jhimas, Otanyn, Shalryn, Vlaryn, Wolyn,Aryn, Belthyn, Duthyn, Feloren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=630</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=630"/>
		<updated>2020-12-26T17:37:33Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
* &amp;quot;Half&amp;quot; races such as Half-orc or half-elf do not exist. The offspring of mixed parentage will take on the physiology of the mother.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their affinity with stone, possessing a sixth sense to perceive things when they are able to feel vibrations through their feet or hands. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the nearby settlements primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.&lt;br /&gt;
&lt;br /&gt;
Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, dwarves might mention their clan as well. &lt;br /&gt;
&lt;br /&gt;
Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.&lt;br /&gt;
&lt;br /&gt;
Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves possess hyper attuned senses that typically requires them to consciously dull them when in crowded areas lest their minds become overwhelmed with environmental sensations. This is double edged sword, as it can be used to their advantage as well -  they are capable of entering a meditative trance when they need to attain a heightened focus on a particular task.&lt;br /&gt;
&lt;br /&gt;
From what limited knowledge the Risen have gathered the elves were a private people overall, despite records indicating that they lived among the the various settlements. They formed close bonds with family and particularly dependable friends, as their longevity provided them many opportunities for disappointment. It was common for elves to use their senses and traces to dedicate themselves wholly to a craft or profession to avoid a forlorn and prolonged existence - it has been theorized that elves were among the first to wield Power in an obvious magical manner.&lt;br /&gt;
&lt;br /&gt;
Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with vivid eye colors. They have no facial or body hair, and possess unearthly grace. They live to be over several hundred years old.&lt;br /&gt;
&lt;br /&gt;
They typically had unique names among their people that followed a given and family name structure. Examples: Aelrindel, Ailmar, Afamrail, Briareth, Daealla, Eladtithas, Elenwe, Fildaerae, Ilythyrra, Leilatha, Maiele, Nylaathria, Orym, Saevel, Seiveril, Talindra, Tassarion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating things delicate things with their hands and understanding the makeup of things. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes live between 350 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
Gnomish names are varied, though tend to stick to a 2 or 3 syllable naming scheme. As gnomish lore is difficult to uncover, it is uncertain whether their surname was a mention of clan or tribe or simply a family name. Examples: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fabella, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Nissa, Orryn, Roondar, Seebo, Sindri, Tana, Warryn, Wrenn, Zook.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the past civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture and survivalists, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
Gathered lore and knowledge about the ancient triton people show them as primarily living within coastal &amp;quot;protectorates&amp;quot; when they weren&#039;t living among other civilizations. They were assumed to have excelled at coastal fishing and small naval craft operation for trading or raiding due to the designs and size of the ruined naval technology and ancient boat ruins discovered in the nearby coastlines.&lt;br /&gt;
&lt;br /&gt;
Most triton names have 2 or 3 syllables. Their home protectorates were used as a surname with the name that is formed by adding a vowel followed by a &amp;quot;th&amp;quot; to the end of the protectorate&#039;s name. Having no knowledge of their protectorate other than name, most Risen who have integrated into the village prefer to use their given name alone. Examples: Keros, Molos, Nalos, Vodos, Zunis, Corus, Delnis, Jhimas, Otanyn, Shalryn, Vlaryn, Wolyn,Aryn, Belthyn, Duthyn, Feloren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=629</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=629"/>
		<updated>2020-12-26T17:37:14Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
* &amp;quot;Half&amp;quot; races such as Half-orc or half-orc. The offspring of mixed parentage will take on the physiology of the mother.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their affinity with stone, possessing a sixth sense to perceive things when they are able to feel vibrations through their feet or hands. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the nearby settlements primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.&lt;br /&gt;
&lt;br /&gt;
Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, dwarves might mention their clan as well. &lt;br /&gt;
&lt;br /&gt;
Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.&lt;br /&gt;
&lt;br /&gt;
Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves possess hyper attuned senses that typically requires them to consciously dull them when in crowded areas lest their minds become overwhelmed with environmental sensations. This is double edged sword, as it can be used to their advantage as well -  they are capable of entering a meditative trance when they need to attain a heightened focus on a particular task.&lt;br /&gt;
&lt;br /&gt;
From what limited knowledge the Risen have gathered the elves were a private people overall, despite records indicating that they lived among the the various settlements. They formed close bonds with family and particularly dependable friends, as their longevity provided them many opportunities for disappointment. It was common for elves to use their senses and traces to dedicate themselves wholly to a craft or profession to avoid a forlorn and prolonged existence - it has been theorized that elves were among the first to wield Power in an obvious magical manner.&lt;br /&gt;
&lt;br /&gt;
Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with vivid eye colors. They have no facial or body hair, and possess unearthly grace. They live to be over several hundred years old.&lt;br /&gt;
&lt;br /&gt;
They typically had unique names among their people that followed a given and family name structure. Examples: Aelrindel, Ailmar, Afamrail, Briareth, Daealla, Eladtithas, Elenwe, Fildaerae, Ilythyrra, Leilatha, Maiele, Nylaathria, Orym, Saevel, Seiveril, Talindra, Tassarion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating things delicate things with their hands and understanding the makeup of things. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes live between 350 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
Gnomish names are varied, though tend to stick to a 2 or 3 syllable naming scheme. As gnomish lore is difficult to uncover, it is uncertain whether their surname was a mention of clan or tribe or simply a family name. Examples: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fabella, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Nissa, Orryn, Roondar, Seebo, Sindri, Tana, Warryn, Wrenn, Zook.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the past civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture and survivalists, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
Gathered lore and knowledge about the ancient triton people show them as primarily living within coastal &amp;quot;protectorates&amp;quot; when they weren&#039;t living among other civilizations. They were assumed to have excelled at coastal fishing and small naval craft operation for trading or raiding due to the designs and size of the ruined naval technology and ancient boat ruins discovered in the nearby coastlines.&lt;br /&gt;
&lt;br /&gt;
Most triton names have 2 or 3 syllables. Their home protectorates were used as a surname with the name that is formed by adding a vowel followed by a &amp;quot;th&amp;quot; to the end of the protectorate&#039;s name. Having no knowledge of their protectorate other than name, most Risen who have integrated into the village prefer to use their given name alone. Examples: Keros, Molos, Nalos, Vodos, Zunis, Corus, Delnis, Jhimas, Otanyn, Shalryn, Vlaryn, Wolyn,Aryn, Belthyn, Duthyn, Feloren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=628</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=628"/>
		<updated>2020-12-26T17:28:58Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Halfling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their affinity with stone, possessing a sixth sense to perceive things when they are able to feel vibrations through their feet or hands. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the nearby settlements primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.&lt;br /&gt;
&lt;br /&gt;
Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, dwarves might mention their clan as well. &lt;br /&gt;
&lt;br /&gt;
Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.&lt;br /&gt;
&lt;br /&gt;
Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves possess hyper attuned senses that typically requires them to consciously dull them when in crowded areas lest their minds become overwhelmed with environmental sensations. This is double edged sword, as it can be used to their advantage as well -  they are capable of entering a meditative trance when they need to attain a heightened focus on a particular task.&lt;br /&gt;
&lt;br /&gt;
From what limited knowledge the Risen have gathered the elves were a private people overall, despite records indicating that they lived among the the various settlements. They formed close bonds with family and particularly dependable friends, as their longevity provided them many opportunities for disappointment. It was common for elves to use their senses and traces to dedicate themselves wholly to a craft or profession to avoid a forlorn and prolonged existence - it has been theorized that elves were among the first to wield Power in an obvious magical manner.&lt;br /&gt;
&lt;br /&gt;
Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with vivid eye colors. They have no facial or body hair, and possess unearthly grace. They live to be over several hundred years old.&lt;br /&gt;
&lt;br /&gt;
They typically had unique names among their people that followed a given and family name structure. Examples: Aelrindel, Ailmar, Afamrail, Briareth, Daealla, Eladtithas, Elenwe, Fildaerae, Ilythyrra, Leilatha, Maiele, Nylaathria, Orym, Saevel, Seiveril, Talindra, Tassarion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating things delicate things with their hands and understanding the makeup of things. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes live between 350 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
Gnomish names are varied, though tend to stick to a 2 or 3 syllable naming scheme. As gnomish lore is difficult to uncover, it is uncertain whether their surname was a mention of clan or tribe or simply a family name. Examples: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fabella, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Nissa, Orryn, Roondar, Seebo, Sindri, Tana, Warryn, Wrenn, Zook.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the past civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture and survivalists, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
Gathered lore and knowledge about the ancient triton people show them as primarily living within coastal &amp;quot;protectorates&amp;quot; when they weren&#039;t living among other civilizations. They were assumed to have excelled at coastal fishing and small naval craft operation for trading or raiding due to the designs and size of the ruined naval technology and ancient boat ruins discovered in the nearby coastlines.&lt;br /&gt;
&lt;br /&gt;
Most triton names have 2 or 3 syllables. Their home protectorates were used as a surname with the name that is formed by adding a vowel followed by a &amp;quot;th&amp;quot; to the end of the protectorate&#039;s name. Having no knowledge of their protectorate other than name, most Risen who have integrated into the village prefer to use their given name alone. Examples: Keros, Molos, Nalos, Vodos, Zunis, Corus, Delnis, Jhimas, Otanyn, Shalryn, Vlaryn, Wolyn,Aryn, Belthyn, Duthyn, Feloren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=627</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=627"/>
		<updated>2020-12-26T17:28:31Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Gnome */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their affinity with stone, possessing a sixth sense to perceive things when they are able to feel vibrations through their feet or hands. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the nearby settlements primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.&lt;br /&gt;
&lt;br /&gt;
Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, dwarves might mention their clan as well. &lt;br /&gt;
&lt;br /&gt;
Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.&lt;br /&gt;
&lt;br /&gt;
Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves possess hyper attuned senses that typically requires them to consciously dull them when in crowded areas lest their minds become overwhelmed with environmental sensations. This is double edged sword, as it can be used to their advantage as well -  they are capable of entering a meditative trance when they need to attain a heightened focus on a particular task.&lt;br /&gt;
&lt;br /&gt;
From what limited knowledge the Risen have gathered the elves were a private people overall, despite records indicating that they lived among the the various settlements. They formed close bonds with family and particularly dependable friends, as their longevity provided them many opportunities for disappointment. It was common for elves to use their senses and traces to dedicate themselves wholly to a craft or profession to avoid a forlorn and prolonged existence - it has been theorized that elves were among the first to wield Power in an obvious magical manner.&lt;br /&gt;
&lt;br /&gt;
Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with vivid eye colors. They have no facial or body hair, and possess unearthly grace. They live to be over several hundred years old.&lt;br /&gt;
&lt;br /&gt;
They typically had unique names among their people that followed a given and family name structure. Examples: Aelrindel, Ailmar, Afamrail, Briareth, Daealla, Eladtithas, Elenwe, Fildaerae, Ilythyrra, Leilatha, Maiele, Nylaathria, Orym, Saevel, Seiveril, Talindra, Tassarion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating things delicate things with their hands and understanding the makeup of things. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes live between 350 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
Gnomish names are varied, though tend to stick to a 2 or 3 syllable naming scheme. As gnomish lore is difficult to uncover, it is uncertain whether their surname was a mention of clan or tribe or simply a family name. Examples: Alston, Alvyn, Boddynock, Brocc, Burgell, Dimble, Eldon, Erky, Fabella, Fonkin, Frug, Gerbo, Gimble, Glim, Jebeddo, Kellen, Namfoodle, Nissa, Orryn, Roondar, Seebo, Sindri, Tana, Warryn, Wrenn, Zook.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture and survivalists, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
Gathered lore and knowledge about the ancient triton people show them as primarily living within coastal &amp;quot;protectorates&amp;quot; when they weren&#039;t living among other civilizations. They were assumed to have excelled at coastal fishing and small naval craft operation for trading or raiding due to the designs and size of the ruined naval technology and ancient boat ruins discovered in the nearby coastlines.&lt;br /&gt;
&lt;br /&gt;
Most triton names have 2 or 3 syllables. Their home protectorates were used as a surname with the name that is formed by adding a vowel followed by a &amp;quot;th&amp;quot; to the end of the protectorate&#039;s name. Having no knowledge of their protectorate other than name, most Risen who have integrated into the village prefer to use their given name alone. Examples: Keros, Molos, Nalos, Vodos, Zunis, Corus, Delnis, Jhimas, Otanyn, Shalryn, Vlaryn, Wolyn,Aryn, Belthyn, Duthyn, Feloren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=626</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=626"/>
		<updated>2020-12-26T17:23:11Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Dwarf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their affinity with stone, possessing a sixth sense to perceive things when they are able to feel vibrations through their feet or hands. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the nearby settlements primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.&lt;br /&gt;
&lt;br /&gt;
Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, dwarves might mention their clan as well. &lt;br /&gt;
&lt;br /&gt;
Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.&lt;br /&gt;
&lt;br /&gt;
Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves possess hyper attuned senses that typically requires them to consciously dull them when in crowded areas lest their minds become overwhelmed with environmental sensations. This is double edged sword, as it can be used to their advantage as well -  they are capable of entering a meditative trance when they need to attain a heightened focus on a particular task.&lt;br /&gt;
&lt;br /&gt;
From what limited knowledge the Risen have gathered the elves were a private people overall, despite records indicating that they lived among the the various settlements. They formed close bonds with family and particularly dependable friends, as their longevity provided them many opportunities for disappointment. It was common for elves to use their senses and traces to dedicate themselves wholly to a craft or profession to avoid a forlorn and prolonged existence - it has been theorized that elves were among the first to wield Power in an obvious magical manner.&lt;br /&gt;
&lt;br /&gt;
Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with vivid eye colors. They have no facial or body hair, and possess unearthly grace. They live to be over several hundred years old.&lt;br /&gt;
&lt;br /&gt;
They typically had unique names among their people that followed a given and family name structure. Examples: Aelrindel, Ailmar, Afamrail, Briareth, Daealla, Eladtithas, Elenwe, Fildaerae, Ilythyrra, Leilatha, Maiele, Nylaathria, Orym, Saevel, Seiveril, Talindra, Tassarion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating things delicate things with their hands and understanding the makeup of things. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes live between 350 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture and survivalists, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
Gathered lore and knowledge about the ancient triton people show them as primarily living within coastal &amp;quot;protectorates&amp;quot; when they weren&#039;t living among other civilizations. They were assumed to have excelled at coastal fishing and small naval craft operation for trading or raiding due to the designs and size of the ruined naval technology and ancient boat ruins discovered in the nearby coastlines.&lt;br /&gt;
&lt;br /&gt;
Most triton names have 2 or 3 syllables. Their home protectorates were used as a surname with the name that is formed by adding a vowel followed by a &amp;quot;th&amp;quot; to the end of the protectorate&#039;s name. Having no knowledge of their protectorate other than name, most Risen who have integrated into the village prefer to use their given name alone. Examples: Keros, Molos, Nalos, Vodos, Zunis, Corus, Delnis, Jhimas, Otanyn, Shalryn, Vlaryn, Wolyn,Aryn, Belthyn, Duthyn, Feloren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=625</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=625"/>
		<updated>2020-12-26T17:21:33Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Triton */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their affinity with stone, possessing a sixth sense to perceive things when they are able to feel vibrations through their feet or hands. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the nearby settlements primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.&lt;br /&gt;
&lt;br /&gt;
Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, records show that dwarves typically mentioned their clan as well. &lt;br /&gt;
&lt;br /&gt;
Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.&lt;br /&gt;
&lt;br /&gt;
Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves possess hyper attuned senses that typically requires them to consciously dull them when in crowded areas lest their minds become overwhelmed with environmental sensations. This is double edged sword, as it can be used to their advantage as well -  they are capable of entering a meditative trance when they need to attain a heightened focus on a particular task.&lt;br /&gt;
&lt;br /&gt;
From what limited knowledge the Risen have gathered the elves were a private people overall, despite records indicating that they lived among the the various settlements. They formed close bonds with family and particularly dependable friends, as their longevity provided them many opportunities for disappointment. It was common for elves to use their senses and traces to dedicate themselves wholly to a craft or profession to avoid a forlorn and prolonged existence - it has been theorized that elves were among the first to wield Power in an obvious magical manner.&lt;br /&gt;
&lt;br /&gt;
Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with vivid eye colors. They have no facial or body hair, and possess unearthly grace. They live to be over several hundred years old.&lt;br /&gt;
&lt;br /&gt;
They typically had unique names among their people that followed a given and family name structure. Examples: Aelrindel, Ailmar, Afamrail, Briareth, Daealla, Eladtithas, Elenwe, Fildaerae, Ilythyrra, Leilatha, Maiele, Nylaathria, Orym, Saevel, Seiveril, Talindra, Tassarion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating things delicate things with their hands and understanding the makeup of things. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes live between 350 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture and survivalists, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
Gathered lore and knowledge about the ancient triton people show them as primarily living within coastal &amp;quot;protectorates&amp;quot; when they weren&#039;t living among other civilizations. They were assumed to have excelled at coastal fishing and small naval craft operation for trading or raiding due to the designs and size of the ruined naval technology and ancient boat ruins discovered in the nearby coastlines.&lt;br /&gt;
&lt;br /&gt;
Most triton names have 2 or 3 syllables. Their home protectorates were used as a surname with the name that is formed by adding a vowel followed by a &amp;quot;th&amp;quot; to the end of the protectorate&#039;s name. Having no knowledge of their protectorate other than name, most Risen who have integrated into the village prefer to use their given name alone. Examples: Keros, Molos, Nalos, Vodos, Zunis, Corus, Delnis, Jhimas, Otanyn, Shalryn, Vlaryn, Wolyn,Aryn, Belthyn, Duthyn, Feloren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=624</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=624"/>
		<updated>2020-12-26T17:06:34Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Elf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their affinity with stone, possessing a sixth sense to perceive things when they are able to feel vibrations through their feet or hands. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the nearby settlements primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.&lt;br /&gt;
&lt;br /&gt;
Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, records show that dwarves typically mentioned their clan as well. &lt;br /&gt;
&lt;br /&gt;
Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.&lt;br /&gt;
&lt;br /&gt;
Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves possess hyper attuned senses that typically requires them to consciously dull them when in crowded areas lest their minds become overwhelmed with environmental sensations. This is double edged sword, as it can be used to their advantage as well -  they are capable of entering a meditative trance when they need to attain a heightened focus on a particular task.&lt;br /&gt;
&lt;br /&gt;
From what limited knowledge the Risen have gathered the elves were a private people overall, despite records indicating that they lived among the the various settlements. They formed close bonds with family and particularly dependable friends, as their longevity provided them many opportunities for disappointment. It was common for elves to use their senses and traces to dedicate themselves wholly to a craft or profession to avoid a forlorn and prolonged existence - it has been theorized that elves were among the first to wield Power in an obvious magical manner.&lt;br /&gt;
&lt;br /&gt;
Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with vivid eye colors. They have no facial or body hair, and possess unearthly grace. They live to be over several hundred years old.&lt;br /&gt;
&lt;br /&gt;
They typically had unique names among their people that followed a given and family name structure. Examples: Aelrindel, Ailmar, Afamrail, Briareth, Daealla, Eladtithas, Elenwe, Fildaerae, Ilythyrra, Leilatha, Maiele, Nylaathria, Orym, Saevel, Seiveril, Talindra, Tassarion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating things delicate things with their hands and understanding the makeup of things. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes live between 350 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture and survivalists, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=623</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=623"/>
		<updated>2020-12-26T16:58:49Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Halfling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their affinity with stone, possessing a sixth sense to perceive things when they are able to feel vibrations through their feet or hands. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the nearby settlements primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.&lt;br /&gt;
&lt;br /&gt;
Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, records show that dwarves typically mentioned their clan as well. &lt;br /&gt;
&lt;br /&gt;
Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.&lt;br /&gt;
&lt;br /&gt;
Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves possess hyper attuned senses that typically requires them to consciously dull them when in crowded areas lest their minds become overwhelmed with environmental sensations. This is double edged sword, as it can be used to their advantage as well -  they are capable of entering a meditative trance when they need to attain a heightened focus on a particular task.&lt;br /&gt;
&lt;br /&gt;
From what limited knowledge the Risen have gathered the elves were a private people overall, despite records indicating that they lived among the the various settlements. They formed close bonds with family and particularly dependable friends, as their longevity provided them many opportunities for disappointment. It was common for elves to use their senses and traces to dedicate themselves wholly to a craft or profession to avoid a forlorn and prolonged existence - it has been theorized that elves were among the first to wield Power in an obvious magical manner.&lt;br /&gt;
&lt;br /&gt;
Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with vivid eye colors. They have no facial or body hair, and possess unearthly grace. They live to be over several hundred years old.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating things delicate things with their hands and understanding the makeup of things. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes live between 350 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture and survivalists, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=622</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=622"/>
		<updated>2020-12-26T16:58:06Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Elf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their affinity with stone, possessing a sixth sense to perceive things when they are able to feel vibrations through their feet or hands. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the nearby settlements primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.&lt;br /&gt;
&lt;br /&gt;
Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, records show that dwarves typically mentioned their clan as well. &lt;br /&gt;
&lt;br /&gt;
Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.&lt;br /&gt;
&lt;br /&gt;
Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves possess hyper attuned senses that typically requires them to consciously dull them when in crowded areas lest their minds become overwhelmed with environmental sensations. This is double edged sword, as it can be used to their advantage as well -  they are capable of entering a meditative trance when they need to attain a heightened focus on a particular task.&lt;br /&gt;
&lt;br /&gt;
From what limited knowledge the Risen have gathered the elves were a private people overall, despite records indicating that they lived among the the various settlements. They formed close bonds with family and particularly dependable friends, as their longevity provided them many opportunities for disappointment. It was common for elves to use their senses and traces to dedicate themselves wholly to a craft or profession to avoid a forlorn and prolonged existence - it has been theorized that elves were among the first to wield Power in an obvious magical manner.&lt;br /&gt;
&lt;br /&gt;
Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with vivid eye colors. They have no facial or body hair, and possess unearthly grace. They live to be over several hundred years old.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating things delicate things with their hands and understanding the makeup of things. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes live between 350 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=615</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=615"/>
		<updated>2020-12-26T16:37:17Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their affinity with stone, possessing a sixth sense to perceive things when they are able to feel vibrations through their feet or hands. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the nearby settlements primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.&lt;br /&gt;
&lt;br /&gt;
Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, records show that dwarves typically mentioned their clan as well. &lt;br /&gt;
&lt;br /&gt;
Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.&lt;br /&gt;
&lt;br /&gt;
Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves are known as a private people, despite records of them existing among many of the ancient civilizations. Their hyper attuned senses typically requires an elf to consciously dull them when in the midst of a crowd lest their minds become overwhelmed with environmental sensations. This can be used to their advantage as well, as they are capable of entering a meditative trance when they need to attain a heightened focus on a particular task.&lt;br /&gt;
&lt;br /&gt;
Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with vivid eye colors. They have no facial or body hair, and possess unearthly grace. They live to be over several hundred years old.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating things delicate things with their hands and understanding the makeup of things. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes live between 350 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=608</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=608"/>
		<updated>2020-12-26T15:42:38Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Elf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their affinity with stone, possessing a sixth sense to perceive things when they are able to feel vibrations through their feet or hands. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the nearby settlements primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.&lt;br /&gt;
&lt;br /&gt;
Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, records show that dwarves typically mentioned their clan as well. &lt;br /&gt;
&lt;br /&gt;
Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.&lt;br /&gt;
&lt;br /&gt;
Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves are an aloof. &lt;br /&gt;
&lt;br /&gt;
Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, and possess unearthly grace, living to be over several hundred years old.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating things delicate things with their hands and are able to enter a meditative trance when they need to focus. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes live between 350 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=607</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=607"/>
		<updated>2020-12-26T15:39:37Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Dwarf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their affinity with stone, possessing a sixth sense to perceive things when they are able to feel vibrations through their feet or hands. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the nearby settlements primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.&lt;br /&gt;
&lt;br /&gt;
Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, records show that dwarves typically mentioned their clan as well. &lt;br /&gt;
&lt;br /&gt;
Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.&lt;br /&gt;
&lt;br /&gt;
Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies - and even slower to forget them. Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, and possess unearthly grace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating things delicate things with their hands and are able to enter a meditative trance when they need to focus. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes live between 350 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=606</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=606"/>
		<updated>2020-12-26T15:38:09Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
Records of human populations are present in almost every discovery regarding the old civilizations and settlements, with naming styles as varied as the people and cultures that made up humanity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their affinity with stone, possessing a sixth sense to perceive things when they are able to feel vibrations through their feet or hands. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
It is believed that various dwarven clan holds existed in the far hills and mountains, and there are records of dwarves living among the nearby settlements primarily as tradesmen and frontiersmen. Their special sense afforded them chief positions among prospectors and architects, with many of their trademark stonework still standing many centuries later as forgotten ruins.&lt;br /&gt;
&lt;br /&gt;
Those who did not adopt the naming conventions of the settlements they inhabited utilized traditional dwarven names, usually consisting of a given and family name. In especially formal introductions, records show that dwarves typically mentioned their clan as well. &lt;br /&gt;
&lt;br /&gt;
Example given names: Adrik, Barn, Fargrim, Dagnal, Gurdis, Kathra, Tobera, Vistra.&lt;br /&gt;
Example family names: Balderk, Gudtrik, Holderhek, Loderr, Torunn, Ungart&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies - and even slower to forget them. Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, and possess unearthly grace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating things delicate things with their hands and are able to enter a meditative trance when they need to focus. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes live between 350 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=605</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=605"/>
		<updated>2020-12-26T15:11:49Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Halfling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies - and even slower to forget them. Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, and possess unearthly grace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating things delicate things with their hands and are able to enter a meditative trance when they need to focus. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes live between 350 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example names: Alaric, Branton, Caldwell, Drogon, Oscar, Thomas, Olivia, Amelia, Charlotte, Gilly, Evelynn, Tasha.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=604</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=604"/>
		<updated>2020-12-26T15:05:49Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Triton */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies - and even slower to forget them. Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, and possess unearthly grace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating things delicate things with their hands and are able to enter a meditative trance when they need to focus. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes live between 350 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example given names: Branton, Caldwell, Clifford, Garrison, George, Oscar, Thomas, Olivia, Amelia, Charlotte, Grace, Evelynn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and sizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=603</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=603"/>
		<updated>2020-12-26T14:59:29Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies - and even slower to forget them. Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, and possess unearthly grace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes possess an uncanny talent for manipulating things delicate things with their hands and are able to enter a meditative trance when they need to focus. They stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes live between 350 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Lore regarding the existence of gnomes around Risenholm is typically more difficult to discover than the other races. There are traces of the people living among the settlements much in the way of halflings, but for the most part they appeared to number in the minority within a given population. It has been discovered that gnomes once lived in small villages among the lakelands, thriving despite the harsh environment and whispers of a monstrous fey presence always lurking nearby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
Halflings typically followed the naming style of the settlements they inhabited. For the most part they followed a first and surname structure, though occasionally there are references to halflings with a singular name among particularly rural and traditional communities. Example given names: Branton, Caldwell, Clifford, Garrison, George, Oscar, Thomas, Olivia, Amelia, Charlotte, Grace, Evelynn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and ssizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=602</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=602"/>
		<updated>2020-12-26T14:35:59Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Halfling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies - and even slower to forget them. Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, and possess unearthly grace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes are in wide demand as alchemists, inventors, and technicians. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes live between 350 to 500 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
Much of the unearthed history regarding the civilizations in and around the Suthwood indicate a healthy population of halflings among the various settlements. They were a hardy people who favored more rural environments and were prolific practitioners of horticulture, with many of the technologies that needed to be &amp;quot;rediscovered&amp;quot; being relics and artifacts of halfling size and make that were found in nearby ruins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and ssizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=601</id>
		<title>Playable Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Playable_Races&amp;diff=601"/>
		<updated>2020-12-26T14:26:31Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Orc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players can choose from 7 races when making their character.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
*The once human-only trait of a bonus 1st level feat is applied to all races.&lt;br /&gt;
*Racial ability bonuses/penalties do not exist. Characters will instead be given 4 attribute points to distribute shortly after entering the game world.&lt;br /&gt;
**The maximum an ability can be after this distribution is 20.&lt;br /&gt;
**You may only distribute 2 points into a single attribute during this distribution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
Humans are the most adaptable of the player races. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair from sparse to thick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skilled&#039;&#039;&#039;: Humans gain 4 extra skill points at character creation, and 1 additional skill point per level.&lt;br /&gt;
&lt;br /&gt;
== Dwarf ==&lt;br /&gt;
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. They stand just 4 to 4 and a half feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from a deep tan to light brown, with varied hair of blacks, grays, or browns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;: 5% Immunity vs. Fire and Cold&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Dwarves are able to see in the dark.&lt;br /&gt;
&lt;br /&gt;
== Elf ==&lt;br /&gt;
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies - and even slower to forget them. Elves are slim and stand 4 and a half to 5 and a half feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, and possess unearthly grace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keen Senses&#039;&#039;&#039;: Elves make active Investigation and Perception checks automatically and with no movement penalties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows elves to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Gnome ==&lt;br /&gt;
Gnomes are in wide demand as alchemists, inventors, and technicians. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand between 3 to 3 and a half feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes live between 350 to 500 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fade Away&#039;&#039;&#039;: Gnomes have a natural affinity for illusions, and may use this ability to receive the effects of an Invisibility spell once per rest.&lt;br /&gt;
&lt;br /&gt;
== Halfling ==&lt;br /&gt;
Halflings are clever, capable and resourceful survivors. They are notoriously curious, and show a daring that many larger people cannot match. They have ruddy skin, hair that is black and straight, and brown or black eyes. Halflings stand about 3 feet tall and commonly live to 150 years or so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Breakfast&#039;&#039;&#039;: Halflings may benefit from the effects of two foods at one time, with doubled duration. The durations of all food effects are refreshed upon further consumption.&lt;br /&gt;
&lt;br /&gt;
== Triton ==&lt;br /&gt;
Tritons are large, amphibious humanoids and rank as the tallest of the player races. They have smooth, silvery-blue skin, and hair that is a shade of blue or green. Their facial features are unusually varied compared to other races, and many possess horns of varying shapes and ssizes. Their fingers and toes are often webbed, and many prefer to keep their hands and feet bare. Most live for around 200 years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amphibious&#039;&#039;&#039;: Tritons can breathe underwater without aid, and traverse water hazards without penalties to movespeed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039;: Allows tritons to see better than normal in the dark.&lt;br /&gt;
&lt;br /&gt;
== Orc ==&lt;br /&gt;
Orcs are one of the largest of the playable races, averaging over 6 feet in height. While tritons are typically taller, orcs are generally heavier and more muscular in build. They are known for having powerful, bulky frame and possess an almost natural aptitude for battle.&lt;br /&gt;
&lt;br /&gt;
Their hues of hair and skin vary even more widely than humans, and their features are often intruded upon by tusk-like teeth protruding from the jaw. Orcs live approximately 60 years.&lt;br /&gt;
&lt;br /&gt;
Recently collected fragments of knowledge of the western plains has revealed a potential connection to the nomadic people who lived among the steppes. These tribes of orcs seemed to give services as guides to travelers seeking to cross the plains and offered fine silk native to the region in trade to nearby settlements - usually as luxurious garments or pieces of intricately woven fabrics to ward off The Sleeping Gods. While game and space was plentiful in the steppes, these tribes favored sportlike competition between khans to settle various disputes - some have claimed that the prophet Shentar originated or spent time with the tribes in life and helped shape this aspect of their culture.&lt;br /&gt;
&lt;br /&gt;
Orcs typically received a single name when born, and would refer to the name of their tribe much like a surname. Examples: Arban, Batuhan, Dzhambul, Erden, Erhi, Muunokhoi, Nekhii, Sarnai, Taban, Timur, Yuul.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Build&#039;&#039;&#039;: Orcs have an additional capacity of +1 Dash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkvision&#039;&#039;&#039;: Orcs are able to see in the dark.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=File:SoR_Player_Setting_Guide.pdf&amp;diff=581</id>
		<title>File:SoR Player Setting Guide.pdf</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=File:SoR_Player_Setting_Guide.pdf&amp;diff=581"/>
		<updated>2020-12-26T03:17:03Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: Dynamics uploaded a new version of File:SoR Player Setting Guide.pdf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=580</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=580"/>
		<updated>2020-12-26T03:15:06Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Table of Contents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You who inherit tomorrow: We have sacrificed everything so that you might live on free of the burdens of our folly. Live for the future, for there is naught but sorrow behind you.&amp;lt;/q&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm takes place in an original fantasy setting, unrelated and unconnected to The Forgotten Realms or other popular D&amp;amp;D settings. Players take the role of near immortal amnesiacs crawling out of a mystical “well” within the settlement of Risenholm and are encouraged to engage with the local institutions or forge their own trail through the strange realm and circumstances they find themselves in.&lt;br /&gt;
&lt;br /&gt;
===== Server Features =====&lt;br /&gt;
*A unique setting that emphasizes the strange and metaphysical while retaining touchstone fantasy elements.&lt;br /&gt;
*A completely overhauled mechanical experience for level 1-10 characters consisting of a less restrictive class and skill system and combat that prioritizes active abilities and recharging resources.&lt;br /&gt;
*An original soundtrack composed by Edelweiss Records - replacing every track in the vanilla NWN game.&lt;br /&gt;
*Extensive scripting for immersive chat experiences, overhauled stealth system, and in-game long distance/persistent communications.&lt;br /&gt;
*A server run by a diverse and LGBTQ+ friendly community with a zero tolerance policy to harassment, bigotry, and other chud behaviors.&lt;br /&gt;
&lt;br /&gt;
===== Early Access =====&lt;br /&gt;
The server will be open to the public for an early access period beginning on &#039;&#039;&#039;December 27th, 2020&#039;&#039;&#039;. This early access period will be a chance for us to test server stability, DMing tools, and make balance adjustments to the mechanical systems. &lt;br /&gt;
*We do not anticipate performing a vault wipe when the early access period is over. &lt;br /&gt;
*Expect a multitude of minor changes made to class and server features and occasional server resets.&lt;br /&gt;
*Those interested in DMing or Building for the project after trying out the server are welcome to talk to the staff about opportunities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
===New Players Start Here===&lt;br /&gt;
* [[Server Rules and Player Expectations]]&lt;br /&gt;
* [[:Media:SoR_Player_Setting_Guide.pdf ‎|New Player Setting Guide]]&lt;br /&gt;
* [[:Media:SoR_Player_Mechanics_Quickstart.pdf|New Player Mechanics Guide]]&lt;br /&gt;
&lt;br /&gt;
===Setting Details===&lt;br /&gt;
* [[Setting Themes and Overall Ambitions]]&lt;br /&gt;
* [[Risenholm, Within and Without]]&lt;br /&gt;
* [[Notable NPCs]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
* [[&amp;quot;Power&amp;quot;]]&lt;br /&gt;
* [[Religions]]&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
* [[General Mechanics Information]]&lt;br /&gt;
* [[Chat Commands and Roleplay Systems]]&lt;br /&gt;
* [[Playable Races]]&lt;br /&gt;
* Classes and Archetypes&lt;br /&gt;
** [[Barbarian]]&lt;br /&gt;
** [[Bard]]&lt;br /&gt;
** [[Cleric]]&lt;br /&gt;
** [[Druid]]&lt;br /&gt;
** [[Fighter]]&lt;br /&gt;
** [[Monk]]&lt;br /&gt;
** [[Paladin]]&lt;br /&gt;
** [[Ranger]]&lt;br /&gt;
** [[Rogue]]&lt;br /&gt;
** [[Sorcerer]]&lt;br /&gt;
** [[Wizard]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Feats]]&lt;br /&gt;
* [[Spells]]&lt;br /&gt;
* [[Equipment and Itemization]]&lt;br /&gt;
* [[Alchemy and Crafting]]&lt;br /&gt;
* [[Known Issues]]&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=File:SoR_Player_Setting_Guide.pdf&amp;diff=579</id>
		<title>File:SoR Player Setting Guide.pdf</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=File:SoR_Player_Setting_Guide.pdf&amp;diff=579"/>
		<updated>2020-12-26T03:14:50Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: Dynamics uploaded a new version of File:SoR Player Setting Guide.pdf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=559</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=559"/>
		<updated>2020-12-25T20:08:06Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Table of Contents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You who inherit tomorrow: We have sacrificed everything so that you might live on free of the burdens of our folly. Live for the future, for there is naught but sorrow behind you.&amp;lt;/q&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm takes place in an original fantasy setting, unrelated and unconnected to The Forgotten Realms or other popular D&amp;amp;D settings. Players take the role of near immortal amnesiacs crawling out of a mystical “well” within the settlement of Risenholm and are encouraged to engage with the local institutions or forge their own trail through the strange realm and circumstances they find themselves in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Server Features&amp;lt;/u&amp;gt;&lt;br /&gt;
*A unique setting that emphasizes the strange and metaphysical while retaining touchstone fantasy elements.&lt;br /&gt;
*A completely overhauled mechanical experience for level 1-10 characters consisting of a less restrictive class and skill system and combat that prioritizes active abilities and recharging resources.&lt;br /&gt;
*An original soundtrack composed by Edelweiss Records - replacing every track in the vanilla NWN game.&lt;br /&gt;
*Extensive scripting for immersive chat experiences, overhauled stealth system, and in-game long distance/persistent communications.&lt;br /&gt;
*A server run by a diverse and LGBTQ+ friendly community with a zero tolerance policy to harassment, bigotry, and other chud behaviors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Early Access&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The server will be open to the public for an early access period beginning on &#039;&#039;&#039;December 27th, 2020&#039;&#039;&#039;. This early access period will be a chance for us to test server stability, DMing tools, and make balance adjustments to the mechanical systems. &lt;br /&gt;
*We do not anticipate performing a vault wipe when the early access period is over. &lt;br /&gt;
*Expect a multitude of minor changes made to class and server features and occasional server resets.&lt;br /&gt;
*Those interested in DMing or Building for the project after trying out the server are welcome to talk to the staff about opportunities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
===New Players Start Here===&lt;br /&gt;
* [[Server Rules and Player Expectations]]&lt;br /&gt;
* [[:Media:|New Player Setting Guide]]&lt;br /&gt;
* [[:Media:SoR_Player_Mechanics_Quickstart.pdf|New Player Mechanics Guide]]&lt;br /&gt;
&lt;br /&gt;
===Setting Details===&lt;br /&gt;
* [[Setting Themes and Overall Ambitions]]&lt;br /&gt;
* [[Risenholm, Within and Without]]&lt;br /&gt;
* [[Notable NPCs]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
* [[&amp;quot;Power&amp;quot;]]&lt;br /&gt;
* [[Religions]]&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
* [[General Mechanics Information]]&lt;br /&gt;
* [[Chat Commands and Roleplay Systems]]&lt;br /&gt;
* [[Playable Races]]&lt;br /&gt;
* Classes and Archetypes&lt;br /&gt;
** [[Barbarian]]&lt;br /&gt;
** [[Bard]]&lt;br /&gt;
** [[Cleric]]&lt;br /&gt;
** [[Druid]]&lt;br /&gt;
** [[Fighter]]&lt;br /&gt;
** [[Monk]]&lt;br /&gt;
** [[Paladin]]&lt;br /&gt;
** [[Ranger]]&lt;br /&gt;
** [[Rogue]]&lt;br /&gt;
** [[Sorcerer]]&lt;br /&gt;
** [[Wizard]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Feats]]&lt;br /&gt;
* [[Spells]]&lt;br /&gt;
* [[Equipment and Itemization]]&lt;br /&gt;
* [[Alchemy and Crafting]]&lt;br /&gt;
* [[Known Issues]]&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=557</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=557"/>
		<updated>2020-12-25T19:34:03Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* New Players Start Here */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You who inherit tomorrow: We have sacrificed everything so that you might live on free of the burdens of our folly. Live for the future, for there is naught but sorrow behind you.&amp;lt;/q&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm takes place in an original fantasy setting, unrelated and unconnected to The Forgotten Realms or other popular D&amp;amp;D settings. Players take the role of near immortal amnesiacs crawling out of a mystical “well” within the settlement of Risenholm and are encouraged to engage with the local institutions or forge their own trail through the strange realm and circumstances they find themselves in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Server Features&amp;lt;/u&amp;gt;&lt;br /&gt;
*A unique setting that emphasizes the strange and metaphysical while retaining touchstone fantasy elements.&lt;br /&gt;
*A completely overhauled mechanical experience for level 1-10 characters consisting of a less restrictive class and skill system and combat that prioritizes active abilities and recharging resources.&lt;br /&gt;
*An original soundtrack composed by Edelweiss Records - replacing every track in the vanilla NWN game.&lt;br /&gt;
*Extensive scripting for immersive chat experiences, overhauled stealth system, and in-game long distance/persistent communications.&lt;br /&gt;
*A server run by a diverse and LGBTQ+ friendly community with a zero tolerance policy to harassment, bigotry, and other chud behaviors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Early Access&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The server will be open to the public for an early access period beginning on &#039;&#039;&#039;December 27th, 2020&#039;&#039;&#039;. This early access period will be a chance for us to test server stability, DMing tools, and make balance adjustments to the mechanical systems. &lt;br /&gt;
*We do not anticipate performing a vault wipe when the early access period is over. &lt;br /&gt;
*Expect a multitude of minor changes made to class and server features and occasional server resets.&lt;br /&gt;
*Those interested in DMing or Building for the project after trying out the server are welcome to talk to the staff about opportunities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
===New Players Start Here===&lt;br /&gt;
* [[Server Rules and Player Expectations]]&lt;br /&gt;
* [[:Media:SoR_Player_Setting_Guide.pdf|New Player Setting Guide]]&lt;br /&gt;
* [[:Media:SoR_Player_Mechanics_Quickstart.pdf|New Player Mechanics Guide]]&lt;br /&gt;
&lt;br /&gt;
===Setting Details===&lt;br /&gt;
* [[Setting Themes and Overall Ambitions]]&lt;br /&gt;
* [[Risenholm, Within and Without]]&lt;br /&gt;
* [[Notable NPCs]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
* [[&amp;quot;Power&amp;quot;]]&lt;br /&gt;
* [[Religions]]&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
* [[General Mechanics Information]]&lt;br /&gt;
* [[Chat Commands and Roleplay Systems]]&lt;br /&gt;
* [[Playable Races]]&lt;br /&gt;
* Classes and Archetypes&lt;br /&gt;
** [[Barbarian]]&lt;br /&gt;
** [[Bard]]&lt;br /&gt;
** [[Cleric]]&lt;br /&gt;
** [[Druid]]&lt;br /&gt;
** [[Fighter]]&lt;br /&gt;
** [[Monk]]&lt;br /&gt;
** [[Paladin]]&lt;br /&gt;
** [[Ranger]]&lt;br /&gt;
** [[Rogue]]&lt;br /&gt;
** [[Sorcerer]]&lt;br /&gt;
** [[Wizard]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Feats]]&lt;br /&gt;
* [[Spells]]&lt;br /&gt;
* [[Equipment and Itemization]]&lt;br /&gt;
* [[Alchemy and Crafting]]&lt;br /&gt;
* [[Known Issues]]&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=File:SoR_Player_Setting_Guide.pdf&amp;diff=556</id>
		<title>File:SoR Player Setting Guide.pdf</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=File:SoR_Player_Setting_Guide.pdf&amp;diff=556"/>
		<updated>2020-12-25T19:33:27Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Risenholm,_Within_and_Without&amp;diff=555</id>
		<title>Risenholm, Within and Without</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Risenholm,_Within_and_Without&amp;diff=555"/>
		<updated>2020-12-25T19:28:43Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The young settlement of Risenholm was built from the trees and ruins that once held the space it now occupies. Nestled between the high cliffs and the immense woodlands of the Suthwood, Risenholm has swiftly grown from some makeshift shelter amidst crumbling ruins into the burgeoning village the Risen reside in today.&lt;br /&gt;
&lt;br /&gt;
Restoration and new construction continue in recent days - with new Risen being brought to purpose much quicker than the early times as efforts to understand and protect the Well have borne fruit. The Risen themselves are a diverse people consisting of many unique ancestries, and although their memories of their old cultures has been lost in the Well, the Risen are generally known as an industrious and tenacious people who banded together against the elements to thrive in this still unknown world.&lt;br /&gt;
&lt;br /&gt;
The wilderness surrounding the settlement is yet untamed, with many Risen wisely choosing to stay within a safe distance of the Well. Those who brave the wilds frequently and press into the Scars for adventure, although impressive to some residents, are looked upon as foolhardy by others. The Well ensures the Risen has a near-immortal existence, but the wilds are full of obvious and not so obvious dangers. Many souls since the founding have gone wandering simply to not return, even by the Well’s magic. &lt;br /&gt;
&lt;br /&gt;
While an ever present melancholy lingers about the dreary Suthwood and coastline surrounding Risenholm, the settlement itself enjoys a relative peace and comfort with it’s constantly guarded gates and close knit community. Risen who adventure out into the wilds are not only drawn back for the tangible comfort of the Well’s waters, but for needed respite against an oppressive and isolating existence beyond the gates.&lt;br /&gt;
&lt;br /&gt;
Due to everyone being amnesiacs, the idea of identity has been in flux since the first Risen dragged themselves from the Well. The early ideology of Risenholm was that you are not some cobbled together set of old memories, but the person in the current moment. Therefore, whatever name you emerged from the Well with might not be as important compared to what name you take for yourself.&lt;br /&gt;
&lt;br /&gt;
This has led to many ‘fashions’ within naming. One of the more notable is the practice of exchanging names in marriage, though there is little consistency there. Some partners choose one of their existing surnames, others opt for a new name entirely. Others still agree they’re married but don’t change their names as a sign of independence. Another is for elves to fashion their well-given name into a simpler form so that it can be more easily spoken. Isabella Fordren is a prominent member of the group of elves who agree to this movement.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;The Reeves&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Reeves are Risenholm’s defenders and police force. Tarnished by the betrayal of their once founder and captain, they now fight to maintain their importance in Risenholm, despite having their influence torn away from them from all sides.&lt;br /&gt;
Originally there was only one Reeve, Thommald Vollan, who was given his role by the Elder after he was the first person to venture into a scar and return safely. This was intended as a simple administrative and defensive role to ensure that the various materials coming into town did so safely, and ensure people were getting their fair share. As the population increased, Thommald recruited others to take up the Reeve role with him, mostly from the logging community who he had the closest ties with. As logging slowed, and the Millers took over custodianship of the harvest, the Reeves have since shifted into being almost exclusively protectors and law keepers.&lt;br /&gt;
&lt;br /&gt;
Since Thommald’s exile, his son was appointed Captain by his mother, Elder Agnes Vollan. Once named after his father, he has rejected his birth name and currently is only referred to as ‘Captain Vollan’ (though many derisively still refer to him as ‘Junior’). While many (perhaps save Grillsson and his crew) are reluctant to openly speak about the sins of the father and the burden the son must carry, there is still a palpable sense of unease among the residents when the topic of the Captain’s bloodline comes up in conversation. He has since taken a less active role in the community, choosing instead to focus on his considerable abilities as an unmatched warrior and apply them towards frequent rangings into the wilderness. Some have speculated that he searches for his exiled Father, though it is debated whether he seeks to enact his own justice or to join his cause against Risenholm.&lt;br /&gt;
&lt;br /&gt;
Presently, the Reeves’ day to day operations are coordinated by the Captain’s second in command, Quartermaster Olivia Hawke . A woman in her middle years, she is known for her icy demeanor and no nonsense approach to command, in direct contrast with the Captain’s relaxed and rankless style of leadership. With her superior frequently absent from town, Olivia has taken to instilling a more disciplined flock of Reeves, so that their dedication and loyalty will be beyond question. She has been outspoken in her drive to expand Risenholm’ influence to the surrounding area, and believes firmly in an ‘aggressive defensive doctrine’.&lt;br /&gt;
&lt;br /&gt;
Reeves characters can expect to serve as the forefront of Risenholm’s martial defenders, law keepers and to be involved with pacifying areas ready for further expansion. While most Risen are expected to resolve matters among themselves, the Reeves serve as the authority that is needed when a matter needs an impartial party, whether diplomacy or force is required. &lt;br /&gt;
Reeves begin and usually end their careers in the muster as a Sprout, a sometimes derogatory title used internally. The few who prove their mettle to Olivia or veteran Reeves may earn a unique nickname - this typically signifies the end of a Reeve’s time as a Sprout.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;The Millers&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Millers are a guild of inventors, craftsmen, and magi who work at the behest of the founding and still current Architect Isabella Fordren and her husband. They own and operate the Fordren Mill, a marvel that has quickly evolved from a simple mill into an incredible foundry of technological and magical wonders that has emerged from years and years of research. In recent years they have begun focusing on research in the Scars and have begun recruiting all sorts to tend to their field work.&lt;br /&gt;
&lt;br /&gt;
Even if their focus has changed, some craftsmen traditions have remained in the everyday life of the Millers. The veteran members of the Guild are fiercely protective of their secrets and newly joined &amp;quot;apprentices&amp;quot; are usually sent on mindless efforts of labor or unexplained research to amass ridiculous amounts of data to earn their keep. This has led some of their critics, especially those who have since left the organization since the re-prioritization to Scar research, to argue that the organization has become incredibly wasteful and absent of practical purpose in these trying times.&lt;br /&gt;
&lt;br /&gt;
Miller characters can expect to be field agents for the organization, performing bizarre experiments with purposes that aren&#039;t fully explained or gathering esoteric knowledge and resources for the Mill itself. Those who manage to rise in the ranks will be granted mentoring, resources and agents to pursue their own projects.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;The Dredgers&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Dredgers are a hardy band of fishermen, spelunkers, trawlers and other miscellany who inhabit the caves beneath Risenholm. While the group had no official leadership for a number of years, they eventually settled on Markus Grillsson,  a polarizing figure who is as loved by some as he is hated by others. The ‘Big Fish’, as he is often called, is the most outspoken against Agnes Vollan for her role in her husband’s actions, and has been championing a change in leadership since his exile.&lt;br /&gt;
&lt;br /&gt;
The organisation has attracted an informal band of unlikely allies who divide their time between Grillson’s cause, and the practical tasks of feeding the town. Never one to miss an opportunity however, the Big Fish has used the recent food shortages to lever more power for himself and his loyal thugs. When previously they were seen as little more than an unruly but necessary part of Risenholm’s community, they are increasingly growing into a power bloc capable of contending with the big two factions on the town’s surface.&lt;br /&gt;
&lt;br /&gt;
Dredger characters can expect to be people in the Big Fish’s trust, performing underhanded deeds to further what they hope to be a noble cause. Those who prove themselves may rise in the Big Fish’s esteem, but the real prize to a Dredger is the chance to truly change Risenholm for the better.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=554</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=554"/>
		<updated>2020-12-25T19:27:42Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* Setting Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You who inherit tomorrow: We have sacrificed everything so that you might live on free of the burdens of our folly. Live for the future, for there is naught but sorrow behind you.&amp;lt;/q&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm takes place in an original fantasy setting, unrelated and unconnected to The Forgotten Realms or other popular D&amp;amp;D settings. Players take the role of near immortal amnesiacs crawling out of a mystical “well” within the settlement of Risenholm and are encouraged to engage with the local institutions or forge their own trail through the strange realm and circumstances they find themselves in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Server Features&amp;lt;/u&amp;gt;&lt;br /&gt;
*A unique setting that emphasizes the strange and metaphysical while retaining touchstone fantasy elements.&lt;br /&gt;
*A completely overhauled mechanical experience for level 1-10 characters consisting of a less restrictive class and skill system and combat that prioritizes active abilities and recharging resources.&lt;br /&gt;
*An original soundtrack composed by Edelweiss Records - replacing every track in the vanilla NWN game.&lt;br /&gt;
*Extensive scripting for immersive chat experiences, overhauled stealth system, and in-game long distance/persistent communications.&lt;br /&gt;
*A server run by a diverse and LGBTQ+ friendly community with a zero tolerance policy to harassment, bigotry, and other chud behaviors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Early Access&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The server will be open to the public for an early access period beginning on &#039;&#039;&#039;December 27th, 2020&#039;&#039;&#039;. This early access period will be a chance for us to test server stability, DMing tools, and make balance adjustments to the mechanical systems. &lt;br /&gt;
*We do not anticipate performing a vault wipe when the early access period is over. &lt;br /&gt;
*Expect a multitude of minor changes made to class and server features and occasional server resets.&lt;br /&gt;
*Those interested in DMing or Building for the project after trying out the server are welcome to talk to the staff about opportunities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
===New Players Start Here===&lt;br /&gt;
* [[Server Rules and Player Expectations]]&lt;br /&gt;
* [[New Player Setting Guide]]&lt;br /&gt;
* [[:Media:SoR_Player_Mechanics_Quickstart.pdf|New Player Mechanics Guide]]&lt;br /&gt;
&lt;br /&gt;
===Setting Details===&lt;br /&gt;
* [[Setting Themes and Overall Ambitions]]&lt;br /&gt;
* [[Risenholm, Within and Without]]&lt;br /&gt;
* [[Notable NPCs]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
* [[&amp;quot;Power&amp;quot;]]&lt;br /&gt;
* [[Religions]]&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
* [[General Mechanics Information]]&lt;br /&gt;
* [[Chat Commands and Roleplay Systems]]&lt;br /&gt;
* [[Playable Races]]&lt;br /&gt;
* Classes and Archetypes&lt;br /&gt;
** [[Barbarian]]&lt;br /&gt;
** [[Bard]]&lt;br /&gt;
** [[Cleric]]&lt;br /&gt;
** [[Druid]]&lt;br /&gt;
** [[Fighter]]&lt;br /&gt;
** [[Monk]]&lt;br /&gt;
** [[Paladin]]&lt;br /&gt;
** [[Ranger]]&lt;br /&gt;
** [[Rogue]]&lt;br /&gt;
** [[Sorcerer]]&lt;br /&gt;
** [[Wizard]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Feats]]&lt;br /&gt;
* [[Spells]]&lt;br /&gt;
* [[Equipment and Itemization]]&lt;br /&gt;
* [[Alchemy and Crafting]]&lt;br /&gt;
* [[Known Issues]]&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Risenholm_Organisations&amp;diff=553</id>
		<title>Risenholm Organisations</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Risenholm_Organisations&amp;diff=553"/>
		<updated>2020-12-25T19:27:20Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: Dynamics moved page Risenholm Organisations to Risenholm, Within and Without&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Risenholm, Within and Without]]&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Risenholm,_Within_and_Without&amp;diff=552</id>
		<title>Risenholm, Within and Without</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Risenholm,_Within_and_Without&amp;diff=552"/>
		<updated>2020-12-25T19:27:20Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: Dynamics moved page Risenholm Organisations to Risenholm, Within and Without&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;The Reeves&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Reeves are Risenholm’s defenders and police force. Tarnished by the betrayal of their once founder and captain, they now fight to maintain their importance in Risenholm, despite having their influence torn away from them from all sides.&lt;br /&gt;
Originally there was only one Reeve, Thommald Vollan, who was given his role by the Elder after he was the first person to venture into a scar and return safely. This was intended as a simple administrative and defensive role to ensure that the various materials coming into town did so safely, and ensure people were getting their fair share. As the population increased, Thommald recruited others to take up the Reeve role with him, mostly from the logging community who he had the closest ties with. As logging slowed, and the Millers took over custodianship of the harvest, the Reeves have since shifted into being almost exclusively protectors and law keepers.&lt;br /&gt;
&lt;br /&gt;
Since Thommald’s exile, his son was appointed Captain by his mother, Elder Agnes Vollan. Once named after his father, he has rejected his birth name and currently is only referred to as ‘Captain Vollan’ (though many derisively still refer to him as ‘Junior’). While many (perhaps save Grillsson and his crew) are reluctant to openly speak about the sins of the father and the burden the son must carry, there is still a palpable sense of unease among the residents when the topic of the Captain’s bloodline comes up in conversation. He has since taken a less active role in the community, choosing instead to focus on his considerable abilities as an unmatched warrior and apply them towards frequent rangings into the wilderness. Some have speculated that he searches for his exiled Father, though it is debated whether he seeks to enact his own justice or to join his cause against Risenholm.&lt;br /&gt;
&lt;br /&gt;
Presently, the Reeves’ day to day operations are coordinated by the Captain’s second in command, Quartermaster Olivia Hawke . A woman in her middle years, she is known for her icy demeanor and no nonsense approach to command, in direct contrast with the Captain’s relaxed and rankless style of leadership. With her superior frequently absent from town, Olivia has taken to instilling a more disciplined flock of Reeves, so that their dedication and loyalty will be beyond question. She has been outspoken in her drive to expand Risenholm’ influence to the surrounding area, and believes firmly in an ‘aggressive defensive doctrine’.&lt;br /&gt;
&lt;br /&gt;
Reeves characters can expect to serve as the forefront of Risenholm’s martial defenders, law keepers and to be involved with pacifying areas ready for further expansion. While most Risen are expected to resolve matters among themselves, the Reeves serve as the authority that is needed when a matter needs an impartial party, whether diplomacy or force is required. &lt;br /&gt;
Reeves begin and usually end their careers in the muster as a Sprout, a sometimes derogatory title used internally. The few who prove their mettle to Olivia or veteran Reeves may earn a unique nickname - this typically signifies the end of a Reeve’s time as a Sprout.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;The Millers&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Millers are a guild of inventors, craftsmen, and magi who work at the behest of the founding and still current Architect Isabella Fordren and her husband. They own and operate the Fordren Mill, a marvel that has quickly evolved from a simple mill into an incredible foundry of technological and magical wonders that has emerged from years and years of research. In recent years they have begun focusing on research in the Scars and have begun recruiting all sorts to tend to their field work.&lt;br /&gt;
&lt;br /&gt;
Even if their focus has changed, some craftsmen traditions have remained in the everyday life of the Millers. The veteran members of the Guild are fiercely protective of their secrets and newly joined &amp;quot;apprentices&amp;quot; are usually sent on mindless efforts of labor or unexplained research to amass ridiculous amounts of data to earn their keep. This has led some of their critics, especially those who have since left the organization since the re-prioritization to Scar research, to argue that the organization has become incredibly wasteful and absent of practical purpose in these trying times.&lt;br /&gt;
&lt;br /&gt;
Miller characters can expect to be field agents for the organization, performing bizarre experiments with purposes that aren&#039;t fully explained or gathering esoteric knowledge and resources for the Mill itself. Those who manage to rise in the ranks will be granted mentoring, resources and agents to pursue their own projects.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;The Dredgers&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Dredgers are a hardy band of fishermen, spelunkers, trawlers and other miscellany who inhabit the caves beneath Risenholm. While the group had no official leadership for a number of years, they eventually settled on Markus Grillsson,  a polarizing figure who is as loved by some as he is hated by others. The ‘Big Fish’, as he is often called, is the most outspoken against Agnes Vollan for her role in her husband’s actions, and has been championing a change in leadership since his exile.&lt;br /&gt;
&lt;br /&gt;
The organisation has attracted an informal band of unlikely allies who divide their time between Grillson’s cause, and the practical tasks of feeding the town. Never one to miss an opportunity however, the Big Fish has used the recent food shortages to lever more power for himself and his loyal thugs. When previously they were seen as little more than an unruly but necessary part of Risenholm’s community, they are increasingly growing into a power bloc capable of contending with the big two factions on the town’s surface.&lt;br /&gt;
&lt;br /&gt;
Dredger characters can expect to be people in the Big Fish’s trust, performing underhanded deeds to further what they hope to be a noble cause. Those who prove themselves may rise in the Big Fish’s esteem, but the real prize to a Dredger is the chance to truly change Risenholm for the better.&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=551</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=551"/>
		<updated>2020-12-25T19:25:31Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* New Players Start Here */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You who inherit tomorrow: We have sacrificed everything so that you might live on free of the burdens of our folly. Live for the future, for there is naught but sorrow behind you.&amp;lt;/q&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm takes place in an original fantasy setting, unrelated and unconnected to The Forgotten Realms or other popular D&amp;amp;D settings. Players take the role of near immortal amnesiacs crawling out of a mystical “well” within the settlement of Risenholm and are encouraged to engage with the local institutions or forge their own trail through the strange realm and circumstances they find themselves in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Server Features&amp;lt;/u&amp;gt;&lt;br /&gt;
*A unique setting that emphasizes the strange and metaphysical while retaining touchstone fantasy elements.&lt;br /&gt;
*A completely overhauled mechanical experience for level 1-10 characters consisting of a less restrictive class and skill system and combat that prioritizes active abilities and recharging resources.&lt;br /&gt;
*An original soundtrack composed by Edelweiss Records - replacing every track in the vanilla NWN game.&lt;br /&gt;
*Extensive scripting for immersive chat experiences, overhauled stealth system, and in-game long distance/persistent communications.&lt;br /&gt;
*A server run by a diverse and LGBTQ+ friendly community with a zero tolerance policy to harassment, bigotry, and other chud behaviors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Early Access&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The server will be open to the public for an early access period beginning on &#039;&#039;&#039;December 27th, 2020&#039;&#039;&#039;. This early access period will be a chance for us to test server stability, DMing tools, and make balance adjustments to the mechanical systems. &lt;br /&gt;
*We do not anticipate performing a vault wipe when the early access period is over. &lt;br /&gt;
*Expect a multitude of minor changes made to class and server features and occasional server resets.&lt;br /&gt;
*Those interested in DMing or Building for the project after trying out the server are welcome to talk to the staff about opportunities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
===New Players Start Here===&lt;br /&gt;
* [[Server Rules and Player Expectations]]&lt;br /&gt;
* [[New Player Setting Guide]]&lt;br /&gt;
* [[:Media:SoR_Player_Mechanics_Quickstart.pdf|New Player Mechanics Guide]]&lt;br /&gt;
&lt;br /&gt;
===Setting Details===&lt;br /&gt;
* [[Setting Themes and Overall Ambitions]]&lt;br /&gt;
* [[Risenholm Organisations]]&lt;br /&gt;
* [[Notable NPCs]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
* [[&amp;quot;Power&amp;quot;]]&lt;br /&gt;
* [[Religions]]&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
* [[General Mechanics Information]]&lt;br /&gt;
* [[Chat Commands and Roleplay Systems]]&lt;br /&gt;
* [[Playable Races]]&lt;br /&gt;
* Classes and Archetypes&lt;br /&gt;
** [[Barbarian]]&lt;br /&gt;
** [[Bard]]&lt;br /&gt;
** [[Cleric]]&lt;br /&gt;
** [[Druid]]&lt;br /&gt;
** [[Fighter]]&lt;br /&gt;
** [[Monk]]&lt;br /&gt;
** [[Paladin]]&lt;br /&gt;
** [[Ranger]]&lt;br /&gt;
** [[Rogue]]&lt;br /&gt;
** [[Sorcerer]]&lt;br /&gt;
** [[Wizard]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Feats]]&lt;br /&gt;
* [[Spells]]&lt;br /&gt;
* [[Equipment and Itemization]]&lt;br /&gt;
* [[Alchemy and Crafting]]&lt;br /&gt;
* [[Known Issues]]&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=550</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Main_Page&amp;diff=550"/>
		<updated>2020-12-25T19:25:08Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: /* New Players Start Here */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&amp;lt;q&amp;gt;You who inherit tomorrow: We have sacrificed everything so that you might live on free of the burdens of our folly. Live for the future, for there is naught but sorrow behind you.&amp;lt;/q&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scars of Risenholm takes place in an original fantasy setting, unrelated and unconnected to The Forgotten Realms or other popular D&amp;amp;D settings. Players take the role of near immortal amnesiacs crawling out of a mystical “well” within the settlement of Risenholm and are encouraged to engage with the local institutions or forge their own trail through the strange realm and circumstances they find themselves in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Server Features&amp;lt;/u&amp;gt;&lt;br /&gt;
*A unique setting that emphasizes the strange and metaphysical while retaining touchstone fantasy elements.&lt;br /&gt;
*A completely overhauled mechanical experience for level 1-10 characters consisting of a less restrictive class and skill system and combat that prioritizes active abilities and recharging resources.&lt;br /&gt;
*An original soundtrack composed by Edelweiss Records - replacing every track in the vanilla NWN game.&lt;br /&gt;
*Extensive scripting for immersive chat experiences, overhauled stealth system, and in-game long distance/persistent communications.&lt;br /&gt;
*A server run by a diverse and LGBTQ+ friendly community with a zero tolerance policy to harassment, bigotry, and other chud behaviors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Early Access&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The server will be open to the public for an early access period beginning on &#039;&#039;&#039;December 27th, 2020&#039;&#039;&#039;. This early access period will be a chance for us to test server stability, DMing tools, and make balance adjustments to the mechanical systems. &lt;br /&gt;
*We do not anticipate performing a vault wipe when the early access period is over. &lt;br /&gt;
*Expect a multitude of minor changes made to class and server features and occasional server resets.&lt;br /&gt;
*Those interested in DMing or Building for the project after trying out the server are welcome to talk to the staff about opportunities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Table of Contents ==&lt;br /&gt;
===New Players Start Here===&lt;br /&gt;
* [[Server Rules and Player Expectations]]&lt;br /&gt;
* [[New Player Setting Guide]]&lt;br /&gt;
* [[:File:SoR_Player_Mechanics_Quickstart.pdf|New Player Mechanics Guide]]&lt;br /&gt;
&lt;br /&gt;
===Setting Details===&lt;br /&gt;
* [[Setting Themes and Overall Ambitions]]&lt;br /&gt;
* [[Risenholm Organisations]]&lt;br /&gt;
* [[Notable NPCs]]&lt;br /&gt;
* [[Timeline]]&lt;br /&gt;
* [[&amp;quot;Power&amp;quot;]]&lt;br /&gt;
* [[Religions]]&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
* [[General Mechanics Information]]&lt;br /&gt;
* [[Chat Commands and Roleplay Systems]]&lt;br /&gt;
* [[Playable Races]]&lt;br /&gt;
* Classes and Archetypes&lt;br /&gt;
** [[Barbarian]]&lt;br /&gt;
** [[Bard]]&lt;br /&gt;
** [[Cleric]]&lt;br /&gt;
** [[Druid]]&lt;br /&gt;
** [[Fighter]]&lt;br /&gt;
** [[Monk]]&lt;br /&gt;
** [[Paladin]]&lt;br /&gt;
** [[Ranger]]&lt;br /&gt;
** [[Rogue]]&lt;br /&gt;
** [[Sorcerer]]&lt;br /&gt;
** [[Wizard]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Feats]]&lt;br /&gt;
* [[Spells]]&lt;br /&gt;
* [[Equipment and Itemization]]&lt;br /&gt;
* [[Alchemy and Crafting]]&lt;br /&gt;
* [[Known Issues]]&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=File:SoR_Player_Mechanics_Quickstart.pdf&amp;diff=549</id>
		<title>File:SoR Player Mechanics Quickstart.pdf</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=File:SoR_Player_Mechanics_Quickstart.pdf&amp;diff=549"/>
		<updated>2020-12-25T19:23:44Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Chat_Commands_and_Roleplay_Systems&amp;diff=548</id>
		<title>Chat Commands and Roleplay Systems</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Chat_Commands_and_Roleplay_Systems&amp;diff=548"/>
		<updated>2020-12-25T19:19:14Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Chat Commands ==&lt;br /&gt;
[[File:Chat_examples.png  |thumb|Examples of in-game text.]]&lt;br /&gt;
=== Standard Conversations and Text Emotes ===&lt;br /&gt;
&lt;br /&gt;
The chat system will automatically punctuate sentences and place spoken words into quotations. In these examples, we will assume the character you are playing is named &amp;quot;Yasia&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/talk i am talking normally&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;I am talking normally.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Asterisks (*) between words indicates an action your character is emoting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;*waves to you*&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;Yasia waves to you.&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capitalizing the first letter in the emote removes the character&#039;s name from the emote.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;*Waves to you*&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;Waves to you.&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
These can be combined into a single message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/talk i am talking normally *waves to you* here I am&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;quot;I am talking normally.&amp;quot; &amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;Yasia waves to you.&amp;lt;/span&amp;gt; &amp;quot;Here I am.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Spoken words your characters can hear from a distance are indicated by grey text - this text becomes lighter depending on how far away the character who spoke it is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;lt;span style=&amp;quot;color: Blue;&amp;quot;&amp;gt;Bohemond Ventris:&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color: silver;&amp;quot;&amp;gt;&amp;quot;I can&#039;t find Yasia anywhere...&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The shout channel can be utilized to make your character heard from a greater distance in the same area. Shouts are not registered server wide like default NWN behavior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/shout i am now shouting&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;[Shout]&amp;lt;/span&amp;gt; &amp;quot;I am now shouting.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== OOC Communication ===&lt;br /&gt;
Out of character information can be communicated by preceding the text with &amp;quot;//&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Animated Emotes ===&lt;br /&gt;
By inputting a &amp;quot;/&amp;quot; followed by a emote, your character will perform the appropriate animation in the game world. The following emotes are available:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
/bow&lt;br /&gt;
/duck&lt;br /&gt;
/dodge&lt;br /&gt;
/drink&lt;br /&gt;
/wave&lt;br /&gt;
/lookleft&lt;br /&gt;
/lookright&lt;br /&gt;
/bored&lt;br /&gt;
/scratch&lt;br /&gt;
/read&lt;br /&gt;
/salute&lt;br /&gt;
/steal&lt;br /&gt;
/taunt&lt;br /&gt;
/victory1&lt;br /&gt;
/victory2&lt;br /&gt;
/victory3&lt;br /&gt;
/conjure1&lt;br /&gt;
/conjure2&lt;br /&gt;
/proneback&lt;br /&gt;
/pronefront&lt;br /&gt;
/getlow&lt;br /&gt;
/getmid&lt;br /&gt;
/nod&lt;br /&gt;
/lookfar&lt;br /&gt;
/pray&lt;br /&gt;
/stand&lt;br /&gt;
/sit&lt;br /&gt;
/spasm&lt;br /&gt;
/rage&lt;br /&gt;
/laugh&lt;br /&gt;
/talk&lt;br /&gt;
/plead&lt;br /&gt;
/worship&lt;br /&gt;
/headache&lt;br /&gt;
/cross&lt;br /&gt;
/beckon&lt;br /&gt;
/crouch&lt;br /&gt;
/point&lt;br /&gt;
/think&lt;br /&gt;
/sleep&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can chain these animations with regular chat using the systems above. For example, you could input &amp;quot;/wave hello&amp;quot; and Yasia&#039;s model would wave and say &amp;quot;Hello.&amp;quot; in the chat window.&lt;br /&gt;
&lt;br /&gt;
=== System Commands ===&lt;br /&gt;
&lt;br /&gt;
The following commands are available for use at your discretion:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/hide cloak&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Will hide your character&#039;s cloak model from being visible&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/hide helmet&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Will hide your character&#039;s helmet model from being visible&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Chat_Commands_and_Roleplay_Systems&amp;diff=547</id>
		<title>Chat Commands and Roleplay Systems</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Chat_Commands_and_Roleplay_Systems&amp;diff=547"/>
		<updated>2020-12-25T19:19:00Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Chat Commands ==&lt;br /&gt;
[[File:Chat_examples.png  |thumb|Examples of in-game text.]]&lt;br /&gt;
=== Standard Conversations and Text Emotes ===&lt;br /&gt;
&lt;br /&gt;
The chat system will automatically punctuate sentences and place spoken words into quotations. In these examples, we will assume the character you are playing is named &amp;quot;Yasia&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/talk i am talking normally&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;I am talking normally.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Asterisks (*) between words indicates an action your character is emoting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;*waves to you*&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;Yasia waves to you.&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capitalizing the first letter in the emote removes the character&#039;s name from the emote.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;*Waves to you*&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;Waves to you.&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
These can be combined into a single message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/talk i am talking normally *waves to you* here I am&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;quot;I am talking normally.&amp;quot; &amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;Yasia waves to you.&amp;lt;/span&amp;gt; &amp;quot;Here I am.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Spoken words your characters can hear from a distance are indicated by grey text - this text becomes lighter depending on how far away the character who spoke it is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;lt;span style=&amp;quot;color: Blue;&amp;quot;&amp;gt;Bohemond Ventris:&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color: silver;&amp;quot;&amp;gt;&amp;quot;I can&#039;t find Yasia anywhere...&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The shout channel can be utilized to make your character heard from a greater distance in the same area. Shouts are not registered server wide like default NWN behavior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/shout i am now shouting&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;[Shout]&amp;lt;/span&amp;gt; &amp;quot;I am now shouting.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== OOC Communication ===&lt;br /&gt;
Out of character information can be communicated by preceding the text with &amp;quot;//&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Animated Emotes ===&lt;br /&gt;
By inputting a &amp;quot;/&amp;quot; followed by a emote, your character will perform the appropriate animation in the game world. The following emotes are available:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
/bow&lt;br /&gt;
/duck&lt;br /&gt;
/dodge&lt;br /&gt;
/drink&lt;br /&gt;
/wave&lt;br /&gt;
/lookleft&lt;br /&gt;
/lookright&lt;br /&gt;
/bored&lt;br /&gt;
/scratch&lt;br /&gt;
/read&lt;br /&gt;
/salute&lt;br /&gt;
/steal&lt;br /&gt;
/taunt&lt;br /&gt;
/victory1&lt;br /&gt;
/victory2&lt;br /&gt;
/victory3&lt;br /&gt;
/conjure1&lt;br /&gt;
/conjure2&lt;br /&gt;
/proneback&lt;br /&gt;
/pronefront&lt;br /&gt;
/getlow&lt;br /&gt;
/getmid&lt;br /&gt;
/nod&lt;br /&gt;
/lookfar&lt;br /&gt;
/pray&lt;br /&gt;
/stand&lt;br /&gt;
/sit&lt;br /&gt;
/spasm&lt;br /&gt;
/rage&lt;br /&gt;
/laugh&lt;br /&gt;
/talk&lt;br /&gt;
/plead&lt;br /&gt;
/worship&lt;br /&gt;
/headache&lt;br /&gt;
/cross&lt;br /&gt;
/beckon&lt;br /&gt;
/crouch&lt;br /&gt;
/point&lt;br /&gt;
/think&lt;br /&gt;
/sleep&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can chain these animations with regular chat using the systems above. For example, you could input &amp;quot;/wave hello&amp;quot; and Yasia&#039;s model would wave and say &amp;quot;Hello.&amp;quot; in the chat window.&lt;br /&gt;
&lt;br /&gt;
=== System Commands ===&lt;br /&gt;
&lt;br /&gt;
The following commands are available for use at your discretion:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/hide cloak&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Will hide your character&#039;s cloak model from being visible&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/hide helmet&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Will hide your character&#039;s helmet model from being visible&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
	<entry>
		<id>https://wiki.risenholm.com/index.php?title=Chat_Commands_and_Roleplay_Systems&amp;diff=546</id>
		<title>Chat Commands and Roleplay Systems</title>
		<link rel="alternate" type="text/html" href="https://wiki.risenholm.com/index.php?title=Chat_Commands_and_Roleplay_Systems&amp;diff=546"/>
		<updated>2020-12-25T19:17:10Z</updated>

		<summary type="html">&lt;p&gt;Dynamics: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Chat Commands ==&lt;br /&gt;
[[File:Chat_examples.png  |thumb|Examples of in-game text.]]&lt;br /&gt;
=== Standard Conversations and Text Emotes ===&lt;br /&gt;
&lt;br /&gt;
The chat system will automatically punctuate sentences and place spoken words into quotations. In these examples, we will assume the character you are playing is named &amp;quot;Yasia&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/talk i am talking normally&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs: &lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;I am talking normally.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Asterisks (*) between words indicates an action your character is emoting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;*waves to you*&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;Yasia waves to you.&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Capitalizing the first letter in the emote removes the character&#039;s name from the emote.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;*Waves to you*&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;Waves to you.&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
These can be combined into a single message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/talk i am talking normally *waves to you* here I am&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;quot;I am talking normally.&amp;quot; &amp;lt;span style=&amp;quot;color: green;&amp;quot;&amp;gt;Yasia waves to you.&amp;lt;/span&amp;gt; &amp;quot;Here I am.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Spoken words your characters can hear from a distance are indicated by grey text - this text becomes lighter depending on how far away the character who spoke it is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;lt;span style=&amp;quot;color: Blue;&amp;quot;&amp;gt;Bohemond Ventris:&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color: silver;&amp;quot;&amp;gt;&amp;quot;I can&#039;t find Yasia anywhere...&amp;quot;&amp;lt;/span&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
The shout channel can be utilized to make your character heard from a greater distance in the same area. Shouts are not registered server wide like default NWN behavior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/shout i am now shouting&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outputs:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;lt;span style=&amp;quot;color: yellow;&amp;quot;&amp;gt;[Shout]&amp;lt;/span&amp;gt; &amp;quot;I am now shouting.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Animated Emotes ===&lt;br /&gt;
By inputting a &amp;quot;/&amp;quot; followed by a emote, your character will perform the appropriate animation in the game world. The following emotes are available:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
/bow&lt;br /&gt;
/duck&lt;br /&gt;
/dodge&lt;br /&gt;
/drink&lt;br /&gt;
/wave&lt;br /&gt;
/lookleft&lt;br /&gt;
/lookright&lt;br /&gt;
/bored&lt;br /&gt;
/scratch&lt;br /&gt;
/read&lt;br /&gt;
/salute&lt;br /&gt;
/steal&lt;br /&gt;
/taunt&lt;br /&gt;
/victory1&lt;br /&gt;
/victory2&lt;br /&gt;
/victory3&lt;br /&gt;
/conjure1&lt;br /&gt;
/conjure2&lt;br /&gt;
/proneback&lt;br /&gt;
/pronefront&lt;br /&gt;
/getlow&lt;br /&gt;
/getmid&lt;br /&gt;
/nod&lt;br /&gt;
/lookfar&lt;br /&gt;
/pray&lt;br /&gt;
/stand&lt;br /&gt;
/sit&lt;br /&gt;
/spasm&lt;br /&gt;
/rage&lt;br /&gt;
/laugh&lt;br /&gt;
/talk&lt;br /&gt;
/plead&lt;br /&gt;
/worship&lt;br /&gt;
/headache&lt;br /&gt;
/cross&lt;br /&gt;
/beckon&lt;br /&gt;
/crouch&lt;br /&gt;
/point&lt;br /&gt;
/think&lt;br /&gt;
/sleep&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can chain these animations with regular chat using the systems above. For example, you could input &amp;quot;/wave hello&amp;quot; and Yasia&#039;s model would wave and say &amp;quot;Hello.&amp;quot; in the chat window.&lt;br /&gt;
&lt;br /&gt;
=== System Commands ===&lt;br /&gt;
&lt;br /&gt;
The following commands are available for use at your discretion:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/hide cloak&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Will hide your character&#039;s cloak model from being visible&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;/hide helmet&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Will hide your character&#039;s helmet model from being visible&lt;/div&gt;</summary>
		<author><name>Dynamics</name></author>
	</entry>
</feed>