Chapter 3: Citizenry/Professional/Earned Titles

Every fighting day of a Dark Tides event a player has attended will count as a single Dark Tides “Credit” (Friday and Saturday of Thursday-Sunday events. Or a Day event). Dark Tides credits a player has earned maybe used to purchase Title/Loyalty perk from below. Players may also, at any time during a non-field battle event, approach the Bank/Troll and deliver 100 Dark Tides coins for a credit. Players may also turn in coins on Sunday morning before leaving the site, if the Banker is available.

## Purchasable perks and titles

### **Citizenry (3 Dark Tides Credits)**

Citizenry titles are unique in that they require the player to have an aesthetic that matches the given citizenry. A player may only have one Citizenry Title. If a player has a citizenry title but is not wearing the appropriate aesthetic the title is unusable in that scenario. A player does not need the title to claim to be a member or character of the following groups, but if they do have the title the NPCs will react more profoundly. For more information and descriptions of costuming from these civilizations see below in the Dark Tides World Book section.

#### Citizen of Neppen/Imperial Citizens

Any racial group can be a citizen of Neppen or the Eternal Empire.

Bare Minimum Aesthetic:

* An article of Neppen clothing or shield art depicting the Neppen Heraldry. A dead tree stump on a four paneled background.
* Imperial Citizens require a Greek or Roman motif, or the Imperial Heraldry.

Benefit

* Double ticket to vote in scenario decisions (But not coin raffles)

#### Slegorians

Slegorians are easily distinguishable by their larger than average hands.

Bare Minimum Aesthetic:

* Gloves of abnormal sizes that are not obtrusive. They must either be solid in color or painted to look like hands. Slegorians can count gauntlets as their abnormal hands if they speak to a herald before each battle.

Benefit

* One less point of contact to swim, to a minimum of two. A limb wound in deep water does not kill a Slegorian.

#### Unliving of Myr

The Unliving of Myr as near to life as a dead thing can be.

Bare Minimum Aesthetic:

* Pale face paint with red or black around the eyes.

Benefit

* Mindless undead ignore them in field battles

#### Truefolk

Dwarven subrace with a strong merchant culture.

Bare Minimum Aesthetic:

* They dress in expensive dyes, love metallic colors. Large stiff brimmed or cloth hats.  Members of Fortuneless Cohorts tend to tattoo their bodies and faces with the images of coins and the decoration of their fighting gear is almost always in wealth motifs. Their heraldry is a pair of gauntleted hands overflowing with coins.

Benefit

* Double ticket for coin raffles (But not scenario decisions)

#### Dwarven People (Bridge City)

The dwarven people of bridge city are hardy people who have found new found spirit and are taking the battles to their foes. Heraldry: Three arched black bridges on a red and white field.

Bare Minimum Aesthetic:

* Braided beards. Earth toned clothing ornamented with dwarven obsidian and jewelry of polished wood or bone. Wearing elaborate arms and armor is indicative of high social standing.

Benefit

* One extra copper for each field battle fought in.

#### Twin Kingdoms of Anwyn

Bare Minimum Aesthetic:

* Elements of the following. Albians paneled surcoats and helmets. Armor is shiny and very visible. Chain armor is also very common. Hibernian’s often  wear kilts and various forms of plaid. They are fond of loose fitting earth tone colors. The bulk of the military dresses like New Empire Hoplites, but normally with paneled clothing and brighter colors of Albian, or Plaids and earth tones for Hibernians. Hibernians often wear woads into battle. The Heraldry of Anwyn is two keys face down and outwards wrapped in a golden crown.

Albians Benefit

* Can Leap from Ramparts. Players must cry “For Anwyn” or similar war cry when doing so. (To leap from ramparts, the player must walk to the edge. Jump into the air, and land on both feet on the other side. A play may not swing a weapon until both feet are FIRMLY on the ground.) The player must have all limbs to Leap.

Hibernians Benefit

* Can Climb Ramparts. Players must cry “Take the Walls!” When climbing walls with ramparts. The player must walk to the edge of the wall, drop to their knees and knee walk directly (with all the appropriate rules there of) across the boundary facing the wall. They may not swing their weapons but may defend. They cannot stand until their body is completely across the border. The player must have all limbs.

#### Tarabuthians

Near humans of the Artax swamp, afflicted with a curse that can slowly turn them into animals.

Bare Minimum Aesthetic:

* Tarabuthians dress in the materials of their home land. Furs and bone along with supple leathers and alligator skins. Jewelry of polished animal teeth are common. Tribes often have specific facial makeup/warpaints. Many have signs of “The Change” inflicted on them. See Tarabuthians for more details.

Benefit

* Do not suffer any negative effects of the Swamp terrain

#### Lizardfolk

Kobolds and Lizardmen of normal who worship God-like Dragonic beings

Bare Minimum Aesthetic:

* Scalded skin or a reptilian mask

Benefit

* Count as armored in Bramble terrain.

#### First Elves

Long lived elves that don’t die of old age.

Bare Minimum Aesthetic:

* Long(ish) elf ears.  Second set of incisors (optional). Ears are not required if wearing a helmet. But players must have teeth if there are no ears.

Benefit

* Living Monsters ignore First elves in field battles.

#### Wracked Elves

Short lived elves who learn quickly and violently embrace life.

Bare Minimum Aesthetic:

* Short Elf Ears

Benefit

* The first death of each field battle a wracked elf may return to play touching the border of the scenario.

### **Professional (6 Dark Tides Credits)**

A person may have multiple professions. Perks further into a profession tree require previous perk in the tree.

#### Sailor

NPCs will treat the character as if they have advanced nautical knowledge.

* ***Sea Dog***

If a player with the Sea Dog perk is in a boat/ferry, that boat’s occupants may run instead of walk.

* ***Boatswain***

A boat/ferry with a Boatswain may fire/throw ranged weapons over the edge of that boat. The boat must stop moving before the occupants may fire/throw any ranged weapons.

* ***Captain***

This player may bring their own boat/ferry to any Dark Tides event; this boat/ferry must be approved by event staff at weapons check. A Captain's boat/ferry must be marked in a manner which easily denotes its status, such as strips of colored cloth or rope tied to the side (regarding safety). This boat/ferry may be used in any battle involving boats/ferry and with approval, other scenarios with water. This boat/ferry is besides any boats/ferries involved in the scenario. These boats/ferries count as Hearthlight gear and must be returned to their owner if it is requested.

* ***Admiral***

Boats piloted by an admiral cannot be destroyed.

#### Woodsman

NPCs will treat the character as if they have advanced bushcraft knowledge.

* **Scout**

A scout can spawn 10 feet from the Start point of any scenario.

* **Ranger**

Ranger may extend Scout ability to one other player.

* **Warden**

Wardens may start 20 feet from the start point in any scenario. Warden may extend his Scout ability to two other players.(This ability does not stack with Ranger perk level)

#### Soldier

NPCs will treat this character as if they have advanced warcraft knowledge.

* **Man-at-arms**

During Death Tax Scenarios, a Man-at-arms adds 6 to his team's allowed defeats.

* **Marshal**

A marshall may choose to have a control point set to his side’s color, at the start of any scenario.

* **General**

May move their resurrection location 10 feet from its starting location. This may only be done once per side, per battle.

#### Volunteer

* **Non-player character Rank I**

Players receive 50% extra pay out for doing Herald/NPC work

* **Non-player character Rank II**

Players receive 100% extra pay out for doing Herald/NPC work.

* **Non-player character Rank III**

Players receive 150% extra pay out for doing Herald/NPC work

#### Wealthy

* **Well off**

Start playing with 5 extra copper. Players get access to High stakes gambling tournaments as if they were Gamblers.

* **Loaded**

Players start play with 10 copper.

* **Filthy Rich**

Players start play with 15 copper.

#### Silver Tongued

This player receives additional silver from completing quests.

#### Inquisitor

NPC characters will be more inclined to tell this character the truth.

#### Healer

* **Medic**

\*This title requires a prop: A bandage. One strip of cloth with a large red cross on it no less than 4 inches thick that must be tied around a player’s limb to be used.

The medic ties the bandage to a wounded limb. That limb now functions as if it were unwounded. The limb still counts towards total limbs for player death. When the player with the bandage is slain, they return the bandage to the resurrection point where the medic may retrieve it and use it again.

* **Doctor**

Doctors may bring three bandages to the field. This does not stack with Medic.

* **Surgeon**

Players may return one player to play where they died when using a healing staff. This death does not count towards Death Tax and Kill Count scenarios. No other players may be healed with a healing staff is used this way.

#### Blacksmith

\*This title requires a prop: A hammer shaped prop padded equivalent to a healing staff with three white lines no smaller than an inch and inch apart on the handle.

Repairing follows Hearthlights healing rules for the purposes of interruption.

* **Apprentice**

Players may repair a single piece of damaged equipment (Bow, Shield, a single scenario objective, etc.) by striking it with the prop no less than 20 times, between each stroke the Blacksmith must loudly say “I am a blacksmith, I am repairing this <Object>”. This may only be done on other player’s equipment.

* **Journeymen**

A Journeyman Blacksmith may repair their own equipment. They may also make 5 daggers a day. (Claimed from the Shady contact)

* **Master Craftsmen**

Repairs all gear on a player’s person. (Player is only required to strike one of these items.) Repair only requires 10 strokes.

#### Thief

* **Cutpurse**

Cut Purses may check out five red colored and numbered clothespins from troll when they enter the event. Through the course of the event they may attempt to clip these pins onto a garment of an In-Character NPC or Townie. If a character is spotted in the process by the NPC (or someone calls attention to the NPC) the clip does not count and the clip is wasted. (Player is to drop it so the NPC may retrieve it.) Different NPCs will be worth different values. Cutpurses must return these clothes pins to the ORE by the end of the event.

* **Cat Burglar**

Every Dark Tides will have a “Marked” house. A building with no entrances. After locating it, and finding an ORE member on staff, The Cat burglar may enter this building by belly crawling across the line. They may then deal with/steal what they find inside.

#### Insightful

An insightful player receives a hint when participating in any quest with a puzzle/riddle element. An insightful player may ask a herald for advice on winning a field battle.

#### Alchemist

“Boil and Boil, Toil and Trouble. While the land of Bil’hanna resists the magic of other lands, the land itself is rife with energy. Be it Source infused or naturally occurring. Alchemists have long learned to harness these powers for both healing and war.” - Scribe Kyo of Unknown Origins, Head Alchemist.

All potions other than poison and truth serums are symbolized by an ORE officiated potion card. To use a potion a player must pantomime quaffing a potion or administering it to another player then raise the card above their head. Player then tears the card in half and states “I am using a <Insert Potion Type Here>!” Once a potion card is damaged, it cannot be reused. As long as a potion card remains in good condition it is good indefinitely.

Alchemists can produce a set number of potions a day based on their title ranking. Potions are predetermined by the player when they are acquired from the Head Alchemist at the beginning of the day. (Head Alchemist will be made available at weapons check. If a player misses a weapon check they miss their assigned potions per day.) The following potions are common and in regular distribution. Who knows what could be made from rare ingredients found in Bil’hanna? If found, maybe you should bring them to the Head Alchemist, for additional study. This is the only way to move beyond being an alchemy apprentice.

* **Apprentice**:

3 Potions / Day. Players can brew twice as many potions per day with reagents.

Healing – Target wounded player. Restores a wounded limb to full health.

Antidote – Negates the effect of poison (See Assassin’s Tournament) for 30 seconds after a person perishes. Poisoned person is returned to play. Does not count as a death for purposes of the Assassins Tournament.

* **Journeyman**:

(This rank cannot be acquired without at least 1 rare potion)

5 Potions / Day. Players can brew twice as many potions per day with reagents.

Poison – Functions the same as Assassin’s tournament.

Freedom of Movement - Ignore the effects of Brambles and Water. This effect lasts until the player dies or the fighting day ends. Players must say “I have Freedom of Movement.” Continuously while under the effect of this power.

* **Master Brewer:**

(This rank cannot be acquired without knowing at least 2 rare potions)

7 Potions / Day. Players can brew twice as many potions per day with reagents.

Potion of Resurrection – Player returns to play immediately. Player does not count against kill or death counts for the scenario. Shields and bows are not repaired.

Truth Serum - Functions the same way as poison, except the player must say “You are affected by a Truth Serum” The NPC affected must answer the next three. questions as truthfully. Truth Serum clothes pins are white. They are left with the NPC after use.

Basic Animate - One willing player. Player becomes an Undead of Herald’s choice for the rest of the battle. Undead follows standard NPC protocols of always attacking the team in the lead. Animating a corpse does not protect you from the Undead. Note: Animated Undead do not attack people with the Unliving of Myr title.

* Journeyman Potions:

Oil of Restoration - Use on one player. Restores all limbs and legal equipment carried on person.

## Won Titles

*There are some titles that can only be won through roleplay/in character events and/or competitions.*

### Gambler

* **Gambler**

Gained by Winning 10 games against NPCs in the tavern. Allows access to high stakes games from NPCs in the tavern.

* **Master of the Dice**

Double payout from gambling.

### Assassination

*Winning the assassins tournament will grant you these ranks in order.*

* **Assassin**

You are a (barely) known presence in the mean streets. You might know a thing or two, by now. Start with either two extra daggers or one dose of poison besides your normal starting two daggers.

* **Hand of Shadows**

Word gets around to those in the black market, carry capacity of poisons and daggers increases to 12.

* **King/Queen of Shadows**

Hand of Shadows

The world is your harp, pluck the strings how you see fit. All marks payout at double the standard rate (does not apply to the pot at the end of the tournament!)

### Pit Fighting

If a player wins the 'Gladiator' or Champion of Honos tournament they get the following titles in the following order.

* **Gladiator**

Free entries into Pit Fights.

* **Pit Fighter**

Additional 100% coin payout from tournaments.

* **Master/Mistress of the Sands**

Additional 200% coin payout from tournaments.

## Earned Titles

*Some titles can only be earned through very rare circumstances in the Dark Tides world. If you get one, we will let you know.*

### Lord/Lady

Gained through Role Play in the Dark Tides world - Players who spectacularly improve the gaming experience of Dark Tides for others with their actions. This means steady attendance and going above and beyond. Examples being running player based events over multiple events, be it roleplay or tournaments or providing a service the event needs but otherwise cannot provide (like activities for children).

A Player may choose one title to function at one level higher than it already is. Players are encouraged to add the word “Lord” whatever title they choose. “Lord Inquisitor” or “Lord Silvertongue” Etc. etc. If the player does not have a purchased Dark Tides title already, the Lord/Lady title functions as Wealthy: Well Off.