Races
Halfling
Small, peaceful, more dangerous than they look. Starts in Rivervale.
Halfling starts in Rivervale and comes out of Misty Thicket with a clear identity. Their primary deity tradition is Bristlebane, Karana. Canon ties them hardest to Druid, Rogue, Cleric, Paladin, Ranger, and Warrior. On The Last Camp, the race keeps that flavor while the class wall comes down.
On The Last Camp
The Last Camp runs the any-race-class doctrine. A Halfling can roll the full table: War, Cle, Pal, Rng, SK, Dru, Mnk, Brd, Rog, Shm, Nec, Wiz, Mag, Enc, Bst, Ber. The old lockouts mattered on Live; here they are character flavor, not a character creation prison. For this race, the newly rollable set is Shadow Knight, Monk, Bard, Shaman, Necromancer, Wizard, Magician, Enchanter, Beastlord, and Berserker.
Faction still bites. Halfling characters start in good standing with Rivervale, Misty Thicket, Surefall, and Karana-friendly human settlements. They start hostile or functionally unwelcome around Neriak, Grobb, Oggok, Cabilis, and Runnyeye goblin lines. Any-race-class does not launder your face; an enemy race at the wrong gate is still an enemy race.
Plane of Knowledge access changes the long game. At level 1, a Halfling reaches PoK through Misty Thicket and Kithicor toward the Karanas and PoK access. PoK and ports handle travel; Rivervale remains a strong bind and bank
Leveling path
- 1-8: Misty Thicket — wall fighting and guard punishment for bad pulls.
- 8-15: Runnyeye — goblins when the yard dries up.
- 15-22: Kithicor Forest — day hunting with respect for the night.
- 22-25: Highpass Hold — the pass ladder into broader Antonica groups.
AAs after 65
The level cap is 65. After that, advancement moves into Alternate Advancement: class-defining passives, defensive buttons, pet power, crit lines, and travel tools. Pick AAs by job, not vanity; a race choice gives flavor, but AA spend makes the finished character. Start with Druid AA, Rogue AA, Cleric AA, Ranger AA.