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Races of Deeper Trouble

When you first create your character, you will be prompted for the race. Each race has its individual characteristics, statistics, and abilities.

Human | Elf | Halfling | Dwarf | Halfelf | Halforc | Orc

Guilds

In Artesia there are several professions or dedications, generally referred to as 'guilds'. A guild is a way of living, a purpose of existence. It can either be a job you do, or a call to a higher purpose (beliefs/religions). Its not easier to be a guild member (sometimes its even harder to be a member than not), but different people have different tastes on how things should be done or how to achieve their goals. Each guild has some rules, some advantages and some disadvantages.

Bards | Healers | Thieves | Knights | Sorcerers
Runemasters | Priests | Berserkers | Monks

If you leave a guild, some of them might expel you permanently from that particular guild.



  • Human
    Humans are, like in the real world, creatures with a bad morale, a low sanity and average in almost all other measures. However, as few of the others races do, humans have great potential and may turn out to be anything. They can become great sorcerers, strong fighters, clever thieves, virtually anything. They make their home in Tweeple.
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  • Elf
    The elven race is taller of build and mind than most other races. However, their strength and constitution are inferior. They are great lovers of beauty and will often make good sorcerers. They prefer to live close to nature, and in Artesia they have chosen to tarry in the great forests of Galliale.
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  • Halfling
    Halflings are the smallest (and hairiest) of the common races. Though seemingly inoffensive, halflings are able to move very quietly and possess a high level of manual dexterity. Halflings are hearty creatures and well resist magical and physical damage. They make excellent thieves and make their home in Jimper.
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  • Dwarf
    Though the toughest of the civilized races (except perhaps the orcs), dwarves are short and stocky with a ruddy complexion and more hair. Dwarves are resistant to poisons and diseases and have exceptionally long lives. They make excellent knights or even suitable mercenaries. Dwarves make their home in the city of Granyauk.
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  • Halfelf
    Halfelves result from the union of elf and human. They combine the traits of their races, being sturdier than elves but less magically inclined. They have a tendency towards grandeur and early madness. Their home is with the elves in the city of Galliale. They make good sorcerers and monks.
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  • Halforc
    Through the intervention of humans, the cruel orc race has been tempered moderately, though these creatures are still little different from orcs except they are more intelligent and a bit weaker than them. Halforcs live with orcs in Occam and make fine knights and mercenaries.
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  • Orc
    Greater orcs have become domesticized, much as the trolls. Orcs are heavy of build, bred as warriors and laborers. They prefer darkness to bright light and tend to be less social than other races. They are not especially intelligent, but very strong. They make their home in Occam along with halforcs. Orcs make superb mercenaries, but also make fine knights.
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  • Bards
    Come to think of it, bards are like.. Intelligent mercenaries. Bards can aid a group greatly with their different songs, as well as with their many specialized skills in using light-weight weapons. They can be found in a tavern in the town of Jimper.
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  • Healers
    The Healers Guild focuses its power on the healing abilities of magic, but they also have some proficiency in some utilitarian spells and in battling the undead. The guild's powers to heal, however, are limited, since a healing spell might be repelled by the target of the spell, if the target is of much higher level than the caster. Healers can also cure various ailments and conditions, like acid, poison, disease, and curses. They also have the special power of resurrecting people when the healer reach a certain level. Since healers are concerned with healing other people, they do not make very good fighters, but must rely on grouping to gain their experience points. They are generally not able to use armour and can only use blunt weapons. Any other weapon is against their code of honour. They can, however, increase the staying power of a group quite well in battle, since their spells are the most powerful healing spells ever researched. The Healer Guild is situated somewhere around the dwarven city of Granyauk.
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  • Thieves
    Thieves are an unruly lot. They do what they want and are never to be trusted. The thieves' main goal is the acquisition of wealth and making other players feel less secure. A thief relies more on wit, dexterity and skill than on main force. To join the guild you will first have to find the darn place. Second, you have to have at least some dexterity and intelligence (otherwise, Leona will tell you). Third, you make not be too large either in height or weight. If these requirements are met, you will start out with some skills whose values are calculated from your intelligence and dexterity.
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  • Knights
    The Paladine Knights are the paramount nobility of Artesia. Blessed by their god Paladine, they serve to fight the evil powers of Artesia. The Knights are known to be excellent combatants, and there are few that can handle a weapon as good as them. They train special skills to be superior in combat. Knights can also enter a holy frenzy, something that raises their offensive potential tremendously. The Paladines know a range of spells, to help them against evil. These are spells that weaken their enemies and protect and heal the knight. The powers of the knights are heavily dependent on their alignment, and they may only fight beings that are not good without sinning. As these are harsh restrictions, the knights wield great powers when they fight evil.
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  • Sorcerers
    Sorcerers represent the largest accumulated mass of brainpower in Artesia. Their main purpose is controlling arcane and supernatural powers by means of spell casting. A sorcerer feels like a fish in the water whenever he or she is releasing prime forces. The power of a sorcerer may provide extra protection, strike enemies with powerful spells, summon strange monsters or other powerful things. Due to their interest in theories, they don't pay much attention to physical combat and are equally indifferent to weapons and armours, preferring to use none (all that clanking distracts the mind). Sorcerers can only use daggers and staffs as weapons and robes and cloaks as body armour (to which my be added rings and amulets). The guild's headquarters is placed in Galliale.
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  • Runemasters
    The Guild of Runemasters focuses on enchanting weapons to give certain effects when hitting an enemy. To do this they use Bladerunes, which are magical runes that are etched into an items aura. The number of runes that can be cast on a weapon is roughly proportional to the weight of the weapon. If more runes are cast on a weapon than it can accommodate, the weapon disintegrates. The runes lie dormant in the weapon until the weapon is involved in battle, and then they might be activated when the weapon hits the enemy. When a bladerune is activated, its powers are released, and the runes effect take place. Runes are known to burns the enemy, freeze him, makes him frightened, releases holy energy and many more.
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  • Priests and Pegger
    The evil Priests are a cult of Pegger believers. Pegger, who is one of the most powerful of the Ancient gods, gives them great powers in return for their work. The priests gain spells of great power from praying to Pegger but are also competent in combat, able to wear most armours and to wield most blunt weapons. The evil priests are forbidden to use any edged weapon as it is against their faith to use weapons that penetrate the skin of creatures. The priests of Pegger try to convert all people to their faith, killing those who refuse. Pegger's followers believe that all people should enjoy themselves at the expense of others. They preach for people to lie, cheat, steal, rape and kill and do everything to enjoy themselves while making the proper contributions and prayers to the great god Pegger. The priests also have great regard for demons and devils and other creatures of hell. They have a great bonding with those creatures and in their temple they have a gate to the demons' city.
    The priests are completely evil and no mistake should be made about that. The priests of Pegger first appeared when a battalion of knights attempted to destroy the demons of Demontown. The priests of Pegger then appeared in great numbers, attacking the knights from the flank. The surprised knights were all but destroyed, the remaining few managed to flee to tell the world of this new horror. Since that victory, their number have been steadily growing and with it their strength. It is said that the demons of Demontown have left the gate to their city in the hands of the priests and that it can be found somewhere in their temple. The priests of Pegger are probably the most dangerous force for evil on the face of Artesia. The guild is located somewhere near the boarding point in Kislev.
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  • Berserkers
    A berserker has one goal in life: to kill as many living (or living dead) creatures as possible. He is well known for his superior knowledge in some weapons. He is able to wield two weapons, and few can match his quickness with the sword. More info about the guild in general will be given when you join the guild. It is located in Occam. Special note: The Legion does not like traitors, so if you ever leave the guild, you will not be allowed to rejoin.
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  • Monks
    Members of the Brotherhood of the Fists value honor and spirit above all. They are those people that serve to help others before themselves. It is of prime importance to members of this guild that they become one in body and spirit. The monks do not use spells, but instead have a full array of martial arts skills and attacks at their disposal, making them very dangerous in a fight. It is also known that members of the Brotherhood have other spiritual powers, gained from their intense meditations. Monks are restricted in the armour and weapons they can use. They may only wear cloaks, robes, amulets, rings, and special monk armours. Their weapons are restricted to daggers, staves, and special monk weapons - including the katana and nunchaku. The monks guild can be found in the monastery somewhere northeast of Olantea.
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