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MOST RECENT NEWS/CHANGES17th Jun. 2025Although the artwork of Avorkarth has still been ongoing, the website was left to the dust. Luckily, I've begun once again working on this side of Avorkarth and have been working at fleshing out the realm even more. I've also had the chance to revise the rulebook once again, further making Avorkarth less of a pain to play and also to gravitate somewhat away from fighting being the main resolution and loop of adventures. I adore the idea of diplomacy, trading, thieving, charming and fighting in equal measure and would like roleplay to be the basis of this great realm, not combat.Website -- Simply a notice to say that Website 2.0 is on its way, slowly and surely! 24th Nov. 2023I've been working behind the scenes on a large change across the board of Avorkarth. I originally intended for Avorkarth to be a low-fantasy realm but I noted that I did the mistake I most feared with power-creep and have added too much "normalcy" to the fantasy aspect. The changes made are to revert the realm back to what I had originally intended. A mostly human realm, with the fantasy aspects being fantastical. Secondly, the rules were a bit too complicated, so I tuned down some of the rules and removed most rules that had multipliers/divisers while keeping all the stats the same. It should be easier overall to pick up and play, but still have enough complexity for immersion.Rulebook ABILITY SCORES - -- Re-added Toughness as an attribute due to the changes to wounds, weapons and armours. ATTRIBUTES - -- Reduced all sizes and reaches. Creatures are overall much smaller than before (although a dragon is still massive compared to a human.) -- Added the World Lore languages and descriptions to the rulebook under the rules of languages. Updated the language mastery costs alongside the update to mastery. -- Updated the ability scores' effect on attributes to reflect the changes to ability scores over the many previous changes. MASTERY - -- Reworked the Mastery system to be easier and more consistent across the board. Each bonus is now in the +/- 1 range instead of arbitrary numbers. -- Removed the overwritten/convoluted Weapon and Combat mastery system. The +/- system works for the updated combat and weaponry as well. -- Re-added classes and have further added talents. (For now, only the base classes have talents. These will probably be changed over the next updates as they are preliminary.) INTERACTIONS - -- Redid a few of the interactions to work with the combat changes, and added a few that were missing. SKILLS - -- Updated many skill resolves due to the changes in mastery. -- Removed all the skill type benefits and negatives due to the changes to mastery. -- Fixed many spelling and grammatical errors. -- The tumble skill was changed to simply "reduce" the amount of tiles fallen. -- The heal skill was changed to removing minor wounds, due to the change in the wound/damage system. COMBAT - -- Updated the wound system to differentiate between minor/lesser/lethal wounds. -- Removed the harsh penalties to Ranged Attacks. -- Added immobilisation rules to dodge so that the fantasy of playing an assassin can actually function with the new wound system. -- Removed the parry/block rules. Parrying is now part of the striking section. -- Resistances now function with the same rules as armour. -- Made the combat round rules simpler, removing a few dice rolls that were unnecessary. -- Removed the damage part of rolling entirely. Now it's simply hit -> strike instead of hit -> strike -> damage. EQUIPMENT - -- Removed all damage increases by metallic components, leaving only might increases. -- Updated many items +/- values to be smaller to better match the lore. -- Rewrote all armours and shields to function as a +/- system instead of flat numbers and introduced repeatable keywords to reduce the text blobs. -- Rewrote ALL weapons and armours' values -- Organized ALL weapons and armours into readable tables. SPELL CASTING - -- Fixed a ton of spelling and grammatical errors. -- Replaced all damage calculations with the new wounding system. -- !! Still missing actual spells. TBD in one of the next updates. World Lore -- Moved the Languages section. It is now in the rulebook. -- Changed the scaling of creatures to return to a smaller more "low fantasy" scale that I prefer. I noted that I was starting to power creep the world. 'Tis a sneaky one. -- With the lore reverting, I also reverted the World Map to a mix with an older variation, with a few changes to it to retain the added oceans and lands of the newer versions. CREATURES - -- Removed all the creatures of Lazras' Treaty and their attached lore. They were too "high fantasy" for my taste. The deities and cultures will remain, but the species were merged into a human one that worships the jungle gods, instead of jungle beast-men that are alike visually to their gods. It makes creatures of beast/humanoid mix an extreme rarity instead of a commonplace thing. -- Added the Shadowed Places faction, led by the Arachs, alongside the Serana and Kiirassza factions. -- Reverted the Sei'yuulei naming to Sei'yina. -- Swapped Eonna's and Nordannon's status of Archangel/Deity. -- Removed the Crocilian(Krakaanas), Toad People(Venaaku), Chimera, Zephyr and Wight from the Creature list. -- Added the Serana(Elder Elves), Taeruk(Elder Humans) and Kikkarek(Ettercap) to the creatures list. -- Moved the Great Wurm species to the Ikkani instead of Rare Beast. -- Moved the Halfling(Falgrii), Dwarves(Runnoc) and Elves (Narei) to the humanoids section from the Common Adventuring Species. Renamed Common Adventuring Species to Humanity. -- Moved the Basilisk, Chimera, and Hydra Species from Magical Beast to Rare Beast. -- Added images for Syllan Harpies(Sy'wa-el), Hippogryph, Kraken, Warg, Great Wurm, Hydra, Salamander, Djinn, Specter, Dragon, Drake, Wyvern and Gargoyle. -- Cleaned up the creatures section overview to be more readable and more easily editable in the future. -- Updated the Hobgoblin lore to match their fae ancestry. -- Added creature lore for the Taeruk, Arachs, Orcs and Hill Giants. TIMELINE - -- Changed only a few minor things in the First and Second ages, but I am overall happy in mind mind for that time period, missing only finer details such as names and places. -- Begun fleshing out a bit of the third and fourth ages. 17th June 2023
World Lore/Creatures
27th May 2023
Tale of the Fifth Age
12th May 2023
World Lore/Creatures
18th Apr. 2023
World Lore/Creatures
8th Apr. 2023
World Lore/Timeline
11th Mar 2023
Tale of the Fifth Age
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