Races of Sliver:
There are countless races in Sliver (although the majority of the population is still human), but due to progressive Memory loss over the generations, very few still speak their own language or have their own culture. Those that do are usually holding-out in Naraida. There isn't much if any racial tension on Sliver, with no real differences between the races other than in appearance and special abilities, there's not much for people to be afraid of.
You can create your own race, as generic or as wild as you'd like. The one exception is that they shouldn't be exceptionally long-lived. They do not have to be humanoid, but usually are. Races have extra abilities but also tend to have certain weaknesses, too.
Sliver's Technology:
The state of technology in Sliver is... patchy. Many parts of it are more advanced than our current time, but other areas are very behind. Lost Memory and awful living conditions in the first generation set Sliver's people so far behind that they've lost any meaningful grasp of where they were before. However, since the Northwest Mines - and the new energy crystals and strange materials within - were discovered, the pace of rediscovery leapt forwards.
Sliver's high-tech is mainly in the areas of consumer electronics (making life more pleasant), automation; robotics - increasingly AI - and somewhat worryingly, weaponry (personal rather than armoured vehicles and the like). Being such a small country; and a closed country, communication and transport is still barren. Battered buses on the few roads account for almost all of the cross-Sliver transport, there's no air and sea travel besides Anchorage's tatty fishing boats, and long-range communication is limited to the rotary telephone and telegram.
New technologies may be introduced suddenly as a plot event, especially in the North whom account for most of the present technological discoveries and whose people (overall) value new technologies much more highly.
Passion and Memory:
Passion and Memory are the two main (and only) stats in the RP. They describe your character's progression in the RP, as well as balancing character kits against each other.
Passion: A measure of how strong or capable a character is with their particular powers; the higher the Passion, the stronger your powers. For example, a Passion 5 Necromancer might be able to raise rat or two, whereas a Passion 50 Necromancer would be able to raise a small army of undead miners. Increased by combat experience, training, finding new reasons to fight, or by defeating enemies and players.
Memory: A measure of a character's recollection of the things most important to them. Memory usually doesn't affect you in combat, but it does affect your ability to think based on your past. It can be given-up instead of Passion when you're injured or defeated, but losing Memory can change your attitudes towards people or yourself even after they find new Memory later. Increased by surviving.
In combat, it is unlikely to beat someone with a significantly higher Passion rating than yours, but not impossible. However, you will likely have to be tactical or use teamwork rather than diving into battle. After losing a fight or sustaining a significant injury or shock, you lose an amount of Passion or Memory. It is your character's choice which one they give-up.
Note that losing Memory will not actually make you an amnesiac, you'll still remember your name and basics like your family. What it does is cloud your grip of your childhood and old values, which makes the things you've heard and seen since coming to your school seem more important to you.
Class and Sub-Class:
Probably familiar to you if you've played Lone Tree, this allows your character to both fit into a rough group for ease of understanding by other players, but also have their own personal unique combat style.
Classes:
The Warriors - 'The Impassioned' - Warriors are proud combatants that demand attention and respect. First in and last out of a fight, they rely on their martial skills, physicality and their wits to keep them alive. Example sub-classes: Berserker, Guardian, Monk, Beast-Slayer
The Magicians - 'The Inspired' - Magicians may not technically use magic, but who wants to split hairs when you can throw meteors? Magicians use their weapons as a focus rather than directly, channeling their own special powers to defeat others. Example sub-classes: Sorcerer, Spellblade, Illusionist
The Thieves - 'The Forgotten' - Whether assailing their opponents with ranged weaponry or obliterating them in a brutal melee combo, the Thieves are sure to take what they need and leave as quickly and quietly as they'd came. Example sub-classes: Sniper, Assassin, Ranger, Dashing Swordsman
The Healers - 'The Epiphany' - Although not always literal healers, the Healers protect and support their friends and allies with their abilities or with their creations. What they may lack in individual combat skills, they more than make-up for with the impact of their unique capabilities in groups. Example sub-classes: Paladin, Druid, Mechanic
The Wildcards - 'The Eclectic' - The most unusual classification on Sliver, Wildcards operate under their own passions alone. Sometimes Wildcards cross between multiple other classes with their sub-class and become a Wildcard due to being undefinable, and sometimes their combat style is completely unique. Example sub-classes: Gatling-Gunner, Blood Mage, Matador
Sub-Classes:
...Can be anything you want. While hopefully roughly falling under their main classification, sub-classes are individual. You can choose their own names, and input whatever abilities you like to give them a unique combat style. Don't worry about a sub-class' kit being objectively 'too good' or 'too bad', as the Passion level will modify the potency of their abilities or unlock them new ones.
Hometown Information:
Apart from a handful of outliers and vagabonds (most of which squat in the old mining village by Balduran), every character has a home-town which partly defines how other characters will see them, and where they're most likely to be.
It isn't impossible to be someone from the Southwest at Pensalir or someone from the North at Lichthart, but it usually does make your life tougher.
Hometown Information can be found in Geography