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If you want to play Gemstone III you can learn a few commands
and enter a new world. If you want to have fun there are many
aspects to be learned. One of these aspects is learning how to
roleplay (get into character, use imagination, acting, and just plain ol' pretending).
This game is a fantastic way to get involved with a mystical land where you, as an adventurer, do make a difference. If not for the players than what would Gemstone III be? By the way, where did Gemstone and Gemstone II go? Heh heh. I'll go step by step through the role playing process. This will be in this order:
1) Professions
2) Races
B)The Other races...
3) Disadvantages
Keep in mind, if you don't like reading (and that is a bad thing) then you might want to skim through this or read part of this and the rest later. Hopefully I'll keep you interested in this (very helpful) guide by telling a few jokes (what did the rolton say to gamemaster?) and being darn intelligent (why do characters not need to eat or go to the bathroom?). Also, I will ask simple, yet complex philosophical questions: Does a kobold have a sense of humor? I. Professions Well, if you're looking to create a character this is one of the first things to consider. In a roleplaying aspect, pick one that you will be most comfortable with. If you like helping people then go for clerics and empaths. If you would rather run around and chop heads off of critters, go with a warrior or maybe a rogue. Let's start with the profs, shall we? Good. Good, good, good. Shut up. Okay... not yet. I'll have to admit I haven't REALLY played all the professions... but I have played all of them for a little bit at least. So some I will go into more detail than others.
Wizards: These are people whom study into magic, a specific
kind of magic: the elements. Just like Merlin... Merlin the
Wizard, how interesting. Here are some options for your
character, but remember, they are just options; do not think
you have to be one of them, create your own and have fun.
Rogue: These are the crafty ones, watch out! There are a
lot more to rogues than meet the eye! Most likely they've
spent most of their lives on the street doing simple jobs
and stealing when needed or when wanted. These people are
the impulsive ones and the flamboyant showoffs. They are
also the sneekiest of all professions. As a rogue you have
to make a major choice: Are you a good rogue, or a bad rogue?
If you're a good rogue you'll want to help out others by
picking locks on boxes and disarming the traps too. You won't
steal, because that's what bad rogues do (or maybe you don't
like getting caught). Maybe you're not that good or bad,
you just do your thing, you may be a loner or a group
hunter. As a loner you can take on creatures higher in
level than you are because you can knock their legs off
and stun them well with training in ambushing. As a group
hunter you'll be a gem, because you can knock something
down for a good attack by a team member or you can pick
all the boxes you come across. You're also perceptive.
If you're a bad rogue, watch out world! You'll delight in
picking pockets as much as you do boxes. If someone catches
you, all the better, you'll teach them a lesson... All the
more fun. Probably one of the most fun aspects of being
a rogue is to be flamboyant and impulsive. Maybe you can
talk with a low class accent you got off the street. The
rogue way of life has toughened you up and you don't take
anything from anyone. Stealing is how you put bread on the
table. Remember, if you want to be a tad different then be
sure to keep it in character. Don't buy spells and say you're
one of the few spell-castin' rogues just to be unique, make
sure to explain why your rogue can cast spells and why
exactly they're a rogue-mage.
Clerics: These are the kindly people who ressurect those
crazy warriors taking on those titans at level 2... They
are usually against the undead. Their spells are very
effective against undead creatures, just a wiggle of a
finger and a prayer will destroy them. You could be a
town ressurector or a field ressurector (go out and
bring back the dead who have died far outside the town
gates). Or you can just ressurect people you find lying
about wherever. But there is a whole lot more to clerics
than raising the dead! You have so much to do, decide
which weapon to use, what deity you worship (if any..),
and say your daily prayers to boot. I think the most
important role playing element for a cleric is A)choosing
a religion and B) Ressurecting. After you choose your
religion (and other professions should too!) then you
have to get into your ressurecting... how do you do it?
Do you summon the assistance of Lorminstra? Do you have
a special item that aids in the ritual or actually casts
the powerful spell (i.e. a sacred knife). What does your
character have to do in order to bring back the dead? Do
you have to sacrifice another life (human or other), do
you have to recite a specific prayer for a specific race?
Do you use sacred or specific artifacts/items to bring
back the souls (like candles, books, crystal balls...).
There is a lot to the cleric profession, and I haven't
played too much into this, so you have to come up with
everything yourself.
Rangers: I play a ranger exclusively now. My character has
absolutely nothing to do with the common ranger character-
To tell you the truth I only chose the ranger profession
so my character could use specific spells from that circle.
But that doesn't mean I am only a ranger because I want to
go around and spike thorn or something. I made my character
(based on a character in a book I wrote) and decided that
the ranger profession was the best profession to describe
my character. I simply made him, and flagged off the
prof-flag. Now, he is not a ranger, yet still uses some
of the ranger spells. After I learn up to the spell my
character knows in my story then I will not train in
spell training (even how much better it may be) afterwards.
This is just one character example (and with a lot of
rp'ing elements taken out) for a ranger. As you can see
you can be any profession, flag it off, and call yourself
something else. For instance, if you wanted to be a merchant
then a ranger could be just the thing for you. Just put
your stats high in dexterity, train in first-aid and when
you get your skinning spell make a living off skinning and
selling pelts n' stuff to people and ol' Dakris. Let me
tell you what a ranger is supposed to be, because a lot
of people probably don't know what they are. In one fantasy
literature I've read: Lord of the Rings; Strider (Aragorn)
says he's a ranger. This is an interesting example of what
a ranger is, but not every book is right (or wrong) about
what a ranger is. If you say a ranger is just like Aragorn
then you're saying all rangers are royalty also. Rangers
are actually very much into nature. This is where all your
role playing elements will come in. Decide from there why
your character is so much into nature. Modern day rangers
would be the groundskeepers of national parks or even the
average vegetarian (like me). Mythical rangers are one with
nature, they know nature, they are a part of nature. They
can summon the help of nature (thorn spikes, vines, etc.)
and they should help nature when summoned (stop those who
attack poor animals like wolverines, rats, squirrels, etc.)
Maybe they are very much into nature, but don't care much
about the life and death of it. For instance, the skinning
spell would be for a hunter type ranger and foraging would
be for the harvester/woodcutter type character. There's
actually a lot of diversity in the ranger profession, even
though I hear a lot of people saying there isn't. If you've
got a good enough imagination then you've got a good
character concept.
Warriors: Now, I haven't really played a warrior too much,
and to tell the truth I've never gotten past level... 3 with
one. I can't say I really like them either, but I have put
a lot of effort into a character idea (actually two) and
found that the warrior proffesion would be the best for them.
Being a warrior means being something OTHER than a warrior.
You may be wondering what exactly it is that I mean... well,
what I'm saying is you should JUST be a warrior. Why is your
character a warrior? Is he a guard? A barabarian? A hunter?
A mercenary? A bounty hunter? A body guard? There's a lot
of jobs out there for a person who can swing a sword. My
best bet would be to join the town defenses so you can be
a guard or a soldier. But, if you're in it for profit then
go for bounty hunting or mercenary. A body guard would be
fun because you could offer your skills to a younger person
for a big share in the profits, if you join up with a rogue
then he could pick the boxes on your kills and give you a
big tip for your time. The character I've come up with is
a an elf who teaches the art of warfare to his companions
in the elven village. Well, when I first make him he won't
be a teacher, he'll be a student, then eventually he'll
take over at the barracks and way in the future he'll be
promoted as one of the seven elven councilors (wow!).
Don't just plan your character as s/he is now, remember
the goals of your character and what they want to accomplish.
Empaths: Now this is the hardest thing for me to help anyone
with. I love empaths, really I do, and I don't know anyone who
wouldn't... maybe crazy people. But the role playing elements...
geez, I can't come up with very many. Here are some questions
to consider: How did your character gain this fantastic ability?
What did your character do after they found out they had this
talent? What does your character do with this talent?
One character I was trying to come up with was more of a warrior
type that could heal his own wounds... it didn't work out too
well, but it was amusing. That's basically all I can help you
with in this profession, but remember the basics of characters
along with the special talent empaths have and you can make
an interesting character out of an empath. This proffesion
is probably best for those of you who really like making
friends and helping people. You'll be much appreciated.
Bards: Bards are probably the most fun of the professions!
Why? Because they're very merry and share the fun of stories,
songs, poems and other such festivities. You have a big choice
as far as bards go: Is your bard the serious type or the type
who is more on the silly side? The serious types of bards will
tell stories (maybe on the tragic side) and sing serious songs
about love and tragedy; their poems will be love poems or about
war tales. Sillier bards will sing silly songs about kobolds
falling off cliffs and warriors running head first into a
swarm of ogres (with but a scratch). Their poems will usually
be of the limerick sort. Or you can be an either or bard... you
won't be too serious and you'll be silly on occassion. There
is a very special talent bards have and that is to sing to
objects, the objects will vibrate and the bard something
about itself (how much it weighs, metal it's made of, etc).
Keep this in mind, and although I don't want to get too much
into stat placement because this is about role playing: it's
usually a good idea to have a really high charisma, but this
is especially good for role playing, because if your character
is a charismatic character (charisma, by the way is the ability
to influence people, based on your voice, looks, movement, and
just that inborn charm) then you should have a high CH. One
character I made I really enjoyed and had a lot of fun making
people laugh (or I annoyed them). He was completely crazy
(doing things like using the crystal amulet to inform people
of a supposed rolton stampede south of town). Darn he was fun,
I couldn't have done that with any other proffession... banana
peels and cream pies just go with bards. One very, very
important thing you need to do before making a bard (and
unfortunatly hardly anyone does) is LEARN something about poetry!
Sorcerers: Generally I'm just a tad bit opposed to someone
going out of their way to be unique and doing something that
most other people don't do so they can claim they are good
role players... but with sorcerers I can't complain... much.
I can't tell you how sick I am of seeing dark elf sorcerers...
I can understand why people would choose that race with this
proffession (Gemstone does put survival over role playing),
and I also would understand that dark elves would produce a
great deal of sorcerers (dark elves being rather dark and
sorcerers being rather dark... plus their natural ability
to handle magic and spiritual aspects), but this is getting
about as bad, if not worse, than giantmen warriors. It's a
fun thing to see a halfling casting blood burst on a rat at
level 2 then to see a dark elf casting mana disruption at
a a great orc at level 3. Don't get so mad, it's not like
I think all dark elf sorcerers can't role play... it's just
that most of them don't (and a good deal of everyone in the
lands don't, or not well enough, that's why I'm writing this
dumb thing and spending a good deal of my time at it). So, if
you decided that your character was born under the stern eyes
of two dark elf parents and they were of a clan of sorcerers
that their family was well associated with and your character
grew up in this environment... gee, I wonder what kind of
proffession this kid is going to get into... Or, in the way
my brother did this, if you're a halfling that stumbled upon
sorcery and spent all his time studying magic... adept that
he was, he could still cast very pathetic spells, eventually
harnessing the power to cast blood burst and all this
studying sacrificed the time he could have been eating and
drinking, shrinking his belt sized (what humility this
brought to his family), then that is a good background. There
we had two different races, the halfling, and the dark elf-
both of which had good background stories. Just don't say:
"Hey, dark elves get a big bonus to AU and WI, so I'm going
to be a dark elf sorcerer and be really powerful!!!!!!!"
(notice all the exclamation marks? Can't wait to see that
in my poor, dizzy mind when I'm using that crystal amulet...)
II. Races
Elves:
The pure elf is generally taller than a human, has pointed ears
(I like to think of the ears as REALLY long and pointy). They
are more nimble than humans and can handle magic better...
but they do lack the brute strength humans have developed.
They usually stand a few inches taller than an average human
(no, they're not short things that make toys with santa, those
are more like gnomes). I generally think of elves as elegent,
they have that certain savoir fair that a lot of humans lack.
They bow deeply, with a sweep of their capes, never put their
elbows on the table and mind their p's and q's (whatever that
means). Ah, they're a lot like the exact opposite of dwarves
(just joking...). Now, in Gemstone there are certain types of
pure elves, and I have not really read into that, but I would
suggest reading that if you're going to be a pure elf. From
what I remember there's actually a clan of pure elves that
are very snobby, warrior-like, and almost racist. These are
actually not different races, but think of them as clans.
I think one name is Faendryl or something like that. And
another (I think this is the racist type) Vaalor. I usually
picture most elves with bows and arrows and a few that would
brandish swords. For Gemstone pick a clan of elves that you
would like to play or identify with and work their history
in with the history of your character.
Dark Elves: Are just that. They are... elf noir. Ha ha. These
are actually not a different race... kind of a different...
religion almost. From what I've learned about these in other
role playing games and such is that they are the ku klux klan
of elves. They absolutely hate other races other than pure
elf. They will not tolerate dwarves and will kill orcs on
sight (some will probably attack dwarves on sight too, but
that's not such a good idea in this game). They can't even
tolerate the elf in half elves, they consider this a blemish
on the elf race. Their big goal in life is to benefit the
elven race and make sure they are the dominant one (like
their creator intended). Usually I would suggest if a dark
elf came across a dead dwarf and the soul was lingering
around and begged for help the dark elf would laugh and
say the land was better off without another dwarf... but
again, this is not a good idea. A better thing would be
to laugh and say that, the dwarf would beg for mercy
(which would undoubtly get another laugh) and then the
dark elf would rub his chin and say that it would cost
the dwarf a lot... a whole lot, then they could help.
It's probably best to put a little scare in someone anyway.
If other people are there helping the dwarf out, insults
would quickly come and then the dark elf would put up
his/her nose and walk off.
Sylvan elves: Again, I'm not sure of the gemstone history,
but I would think these are a lot like pure elves, only
they are very in tune with nature. They make the perfect
ranger, one would suppose. I think the general concensus
is these elves generally dress all in green and dwell in
trees... (?). I think of them as wood elves that usually
don't mind to help the occassional lost warrior find their
way. Although, if you mess with nature then you're in big
trouble. When I first started playing gemstone all I saw
for the race was Sylvan... and I was wondering what kind of
sylvan race it was. Was it a leprechaun, a sprite, a pixi,
a faun... sylvan races are pretty much any race that lives
primarily in the forest. But, I guess it means a wood elf.
Half elves: I hear people saying they're half elf and half
dwarf or something... the truth is in this game only an elf
and a human can produce offspring. It is impossible for an
elf and a halfing, dwarf and giant to bear offspring. To
hear someone say they are half elf and half giant is just
being silly... or sillier yet, half elf and half halfling.
Only the Vaalor pure-elf and dark elves really give a care
about half elves, the rest of the races don't mind...
unless there's a bit of roleplaying involved, there are
quite a bit of racist other races. Half elves have a lot
of consideration... what kind of elf? As I stated above
with the elf clans you have a choice as to where the elf
side of you came from... just don't choose vallor, that
would be quite odd. You can also claim where your human
half came in. Claiming your father was a lord and your
mother was a barmaid could lead you to get into quite a
lot of trouble... and that would be a good background
story to have.
The other races:
Dwarves: Dwarves are short, stocky and hairy. They usually
live in caves or fortresses near or in mountains. In these
mountain ranges they dig for their precious gems and metals
(they use these metals to forge fantastic weapons!) Dwarves,
by nature, are usually blacksmiths or craftsmen of that kind.
The warrior profession is a good choice for a dwarf because
they are folly with magic and their strength and endurance
are great boons when you're a mercenary or soldier. Most
dwarves are greedy, gluttonous, and stubborn... that's just
the way they are, go figure. A lot of them are hot tempered
(kind of like their weapons), but few are berzerk. A dwarf
will tell off a snobby, pointy-eared elf who can't hold his
liquor, but few will actually outright attack an elf. The
only thing they hate worse than orcs are dragons. Although
I never came across a dragon in Gemstone, dwarves hate how
these dragons nest in their caves, eat their cattle, and
steal their gems. They see them as beasts of terror and
should be exterminated as quickly as possible.
Giantmen (or as I usually refer to them, Giants): Let's get
one thing straight right now: Giants are not a)bloodthirsty
b)increadibly stupid c)bullies or what people generally
think of them. Giantmen are usually woodsmen, living in
their cabins off in the hills (where those hill trolls
pester them...), well, that's how I think of them. Giantmen
are actually friendly folk and, although they aren't the
smartest of the races, they aren't more stupid than the
backside of a rolton. They will kindly take in a stranger
and give them some warm mead and biscuts for the night.
But if they get riled up then they are increadibly fearsome
foes! They tower over humans, and usually find a halfling
on the bottom of their boot... well, maybe not that tall.
They usually stand about eight feet tall, or there abouts.
Their hefty size and large arms let them swing axes fairly
well so they chop down trees and build houses and such out
of them. They are pretty much like humans would be if they
were a lot taller, a little slower (moving and thinking).
Humans: look in the mirror; look at society.
Halflings: These are pretty much exactly like the hobbits
in J.R.R Tolken's THE HOBBIT. They are about the size of
dwarves, a little shorter, but can't be mistaken for a
dwarf because they can't grow a beard (and they're not
smelly, ha ha). They almost never wear shoes because their
feet are naturally tough and have a tuff of curly hair on
their toes and insteps, therefore you will hardly ever see
a halfling shoemaker because centuries of shoeless people
will do that. They usually have curly hair and chubby
faces. They love to eat and drink and be merry. Most of
the halflings want nothing to do with adventure and fame,
they only want to live in their homes (usually a hole
in the side of a hill) and be happy and comfortable. They
generally don't bother anyone because they farm a lot
of their food (a whole lot) and are independent. There are
a few families of halflings that have an itch for adventure
and such, and these are the kind you'll find chasing after
an invasion of kobolds. Halflings are very rarely found
practicing magic - the only bit of magic they have in them
is the unusual way they can hide in the wink of an eye
and make absolutely no noise when they walk (hence a good
choice for rogues). There's a saying in Icemule: "where
you find a tart, you find a halfling." I'm not sure this
is entirely true, but I do see quite a few halflings with
tarts, so you may like to have a few tarts (along with
loads of other food and drink) on you if you're a halfling.
Disadvantages: You may be wondering why you would want to
give your character a few disadvantages. Well, here's the
reason: It's fun! Why would you be a warrior killing those
orcs when you can say "A long time ago an orc got in a
lucky blow and took out my left eye, now I wear an
eye-patch; not only does it keep the unsightly view of
a lost eye out of sight, but it's also stylish."
Have fun thinking of disadvantages for your character,
just don't take it too far, being fearful of bladed
weapons and refusing to use them is fun, especially when
a creature is swinging a scimitar at you! But attacking
someone for using a bladed weapon is just annoying and
will get you locked out of the game.
Think of disadvantages in these terms:
Physical: blinded eye, limps, color blind, obese, ugly,
mute.
Mental: phobias, insomniac, bad temper, delusions, miserly,
greedy.
Social: social stigmas, bad breath, intolerent,
kleptomaniac.
Quirks: These are like disadvantages, only not very severe.
These range from always chewing gum, to vows of silence
during daylight hours. These are loads of fun and makes
your character stand out from all those giantmen warriors
and dark elf sorcers. Have fun coming up with these,
remember to make them personal.
Personality: What is your demener? Are you generally happy,
sad, grumbling, sadistic, psychotic, megalomanic? Don't take
it too far, hee hee.
Family: Does your character have family members? Parents?
Siblings? Cousins? It's best to have a little family tree
planned out.
Final note:
Just remember these quick points to make your character:
Race: Why is your character what he/she is? You have to think
a lot about your parents and other family member on this one.
Profession: Why did your character get into the job they
have? Come up with a little story for this.
Distinguishing features: Eye colour, hair colour, etc.
Think this through, it could explain a lot about your character.
And lastly: Your character will change in the game. When
something happens, make a note of it. When you're at the
bar telling stories tell about that funny little dwarf
that wore a dirty patched hat, or that halfling that wouldn't
leave you alone until you gave him a bite of your muffin.
Have fun with your character.
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