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The Darkelves are a sinister offshoot of the elven race, formed when rebels against the elven King Atheros were tricked into embracing evil, and their souls were merged with those of dread minions of the Dark Prince by his servant Morathi. The Darkelves (or Drow as they are known in the elven tongue), live in their terrible dark homeland of Nengtaroth (which means Land of Shadows), and plot the utter destruction of their more noble kin. They have grey to black skin, and white hair. The race worships a Goltari known as Lehesa, and their ceaseless devotion to this being has elevated her to the power of a lesser god. The darkelves are a matriarchal society, ruled by a Queen who choose a consort king to rule with her, though in actual fact he has little real power.
Darkelves start the game in Grimstead.
Statistics of the Darkelf Race Strength: 18 Intelligence: 22 (+4) Wisdom: 20 (+2) Dexterity: 20 (+2) Constitution: 14 (-4) Age: 85/400 HP/Mana/Movement: +5% Mana. HP/Mana/Movement Regeneration: -20% HP Regen. Saving Throws: -50 vs Chemical. +50 vs Psionic. Notes: Darkelves start the game at evil alignment. Darkelves have nightvision.
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Dwarves are one of the healthiest of the races and they're stronger than most - however they are not as quick as some of the others. They have a natural resistance towards all magic and they're not very good at using magical items. Dwarves have nightvision and can thus see in the dark. Dwarves are a divided race, those of Dowinn's Tomb (Downtown) embrace evil, whilst the Kingdom of Rockby fights on the side of good, and neither side misses a chance to kill those of the opposing city. While they cannot wield arcane magic as wizards, Dwarves excel as Fighters & clerics, due to their considerable physical toughness. They relish a good fight!
Dwarves start the game in Riversy.
Statistics of the Dwarven Race Strength: 18 (+2) Intelligence: 18 Wisdom: 18 Dexterity: 16 (-2) Constitution: 18 (+2) Age: 50/350 HP/Mana/Movement: +5% Hit Points. HP/Mana/Movement Regeneration: +10% HP Regeneration. Saving Throws: +5 vs Cold. +5 vs Fire. +5 vs Lightning. +5 vs Chemical. +5 vs Psionic. Notes: Dwarves start the game at neutral alignment. Dwarves cannot be Magic-Users. Dwarves have Nightvision.
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Elves are a bit weaker than the other races and their stamina is not so good either. They're a lot older and since they're usually more intelligent than others they're almost immune to psionic magic (i.e. charm and sleep). Default skills are first aid and sneak (which only works in forests). Some creatures of evil races will attack elves on sight. Elves only gain exp if hitting or killing non-good targets and if they stay good aligned. Though the majority of the elves departed Austin to sail to their homeland of Elethrin in 1511, the elves that players can play represent those that refused to leave the world behind, and instead choose to stay for some reason or another.
Elves start the game in Riversy.
Statistics of the Elven Race Strength: 16 (-2) Intelligence: 22 (+4) Wisdom: 22 (+4) Dexterity: 20 (+2) Constitution: 14 (-4) Age: 85/400 HP/Mana/Movement: -2% Hit Points, +5% Mana. HP/Mana/Movement Regeneration: -20% Hit Point Regeneration. Saving Throws: -50 vs Chemical. +50 vs Psionic. Notes: Elves start the game at good alignment. Elves cannot become evil, and gain no experience from killing good-aligned creatures.
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Gnomes are a race that did not evolve naturally unlike most others. They were dwarves once, but then the Entity Perial, wanting to add to the worlds diversity of lifeforms decided to add a race that was much like himself in temperment if not appearance. Perial was always tinkering with things, he was the inventor of the Entities and so he took a clan of dwarves and altered them, only slightly changing their physical appearance, but significantly altering their minds, imbuing them with his fascination with invention and artifice. The race of gnomes is the result; short, sturdy folk, suited to dwelling underground, and yet while their dwarvish cousins lust for gold and metals, the gnomes seek gems in their mines, and they devote their workshops to innovation and experimentation with all manner of technology. Gnomes have been known to dabble in magic, but such is frowned upon in their society, as they deem sorcery to be a lazy mans tool, compared to the mysteries of the cog, piston and lens.
Gnomes start the game in Riversy.
Statistics of the Gnomish Race Strength: 16 (-2) Intelligence: 20 (+2) Wisdom: 16 (-2) Dexterity: 20 (+2) Constitution: 16 (-2) Age: 40/250 HP/Mana/Movement: -5% Hit Points HP/Mana/Movement Regeneration: +10% Mana Regeneration Saving Throws: No Adjustments. Notes: Gnomes start the game at neutral alignment. Gnomes cannot use two-handed weapons. Gnomes have Nightvision.
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On the whole goblins are a thoroughly unpleasant race. Small in stature, though not as much so as the halflings, they are cruel and cowardly, a combination that makes them despised by most other races. Goblins lack any kind of civilisation of their own, being far too disorganised to build settlements, so instead they take those that others have built and dwell in them, even as they fall apart around them, as the goblins lack the skills to upkeep their homes. Goblins on Austin dwell in two ruined villages to the north-east of Amaranth called Arcnur & Orton. A subrace of goblins, larger and smarter than the rest of their kind, but twice as nasty, called Hobgoblins can be found dwelling amidst dark expanse of Fellreev Forest in the north. Goblins make superb thieves, but are poor at most other professions, their chaotic nature working against them in efforts to learn magic, though a rare few do manage to master the arcane arts.
Goblins start the game in Grimstead.
Statistics of the Goblin Race Strength: 17 (-1) Intelligence: 19 (+1) Wisdom: 17 (-1) Dexterity: 22 (+4) Constitution: 17 (-1) Age: 15/80 HP/Mana/Movement: No Adjustment. HP/Mana/Movement Regeneration: No Adjustment. Saving Throws: No Adjustments. Notes: Goblins start the game at evil alignment. Goblins cannot be Clerics. Goblins have Nightvision.
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Half-elves are the descendants of a group of human refugees who fled Riversy during the rule of Redin & Maia, the Dark Twins and fled to the Orfallon Mountains. Here they met the Avariel, winged elves, and the two peoples intermarried. Their children carried in their blood some of the potential of each race, and despite successive generations the mixed blood has not become "watered down". Half-elves look fairly human, but have more delicate features, and pointed ears which betray their elven ancestry. Though they did not inherit the wings of the Avariel, the Half-elves share the same mountainous home, having built for themselves a strong and cultured society, the Kingdom of Miramor. From their human blood, they draw the ability to exceed at anything they put their minds to, but also live shorter lives as a result.
Half-elves start the game in Riversy.
Statistics of the Half-Elven Race Strength: 18 Intelligence: 18 Wisdom: 20 (+2) Dexterity: 18 Constitution: 18 Age: 70/250 HP/Mana/Movement: +20% Movement. HP/Mana/Movement Regeneration: -10% Hit Point Regeneration, +33% Movement Regenration. Saving Throws: -25 vs Chemical. +25 vs Psionic. Notes: Half-Elves start the game at neutral alignment.
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Once in a rare while, a raid by Orcs to rape and pillage, will result in a woman surviving (though many wish they had not), having been seeded with the vile result of her assault by the brutal Orcs. A Half-Orc is the resulting offspring of such a tragic union, doomed to be reviled by the humans into whose lives it is born, and never accepted amongst its paternal people, for the taint of human in its blood, and the perceived weakness of such amongst the Orcs. These children grow up to be strong, but also very ugly, and are shunned by both communities. Condemmed to the life of an outcast, most half-orcs turn to adventuring to find meaning in their lives, or to end them... Only among those who daily risj their lives in the pursuit of adventure, glory, wealth and pwoer, can a half-orc ever make for themself a home.
Half-Orcs start the game in Grimstead.
Statistics of the Half-Orcish Race Strength: 20 (+2) Intelligence: 14 (-4) Wisdom: 16 (-2) Dexterity: 18 Constitution: 20 (+2) Age: 15/70 HP/Mana/Movement: No Adjustment. HP/Mana/Movement Regeneration: +10% Hit Point Regeneration. Saving Throws: +25 vs Chemical. Notes: Half-Orcs start the game at 0 Alignment (Neutral). Half-Orcs cannot be Magic-Users.
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Halflings are not very strong but their impressive agility makes up for this. They are by far the quickest of the races. They are resistant to magic in general, although not as much as the dwarves. Default skills are steal and pick lock.Halflings grow to about 3' 5" tall, although the tallfellow subrace who live in the southern regions can grow to about 4' 2", and they look a little like human children on first glance, until one sees the maturity to their features. Halflings live slightly longer than humans, but are far less driven then their taller kin, preferring the quiet life. Adventurers are of course the notable exceptions to this rule.
Halflings start the game in Riversy.
Statistics of the Halfling Race Strength: 14 (-4) Intelligence: 18 Wisdom: 18 Dexterity: 24 (+6) Constitution: 18 Age: 33/150 HP/Mana/Movement: No Adjustment. HP/Mana/Movement Regeneration: +20% Hit Point Regeneration. Saving Throws: +10 vs Cold. +10 vs Fire. +10 vs Lightning. +10 vs Chemical. +10 vs Psionic. Notes: Halflings start the game at neutral alignment. Halflings cannot be Magic-Users. Halflings cannot wield 2-handed weapons.
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Humans are the best all-around race. No special bonuses, but no drawbacks either. Most shopkeepers are human and they'll charge more to people of other races. Humans gain experience at a normal rate. Humans are the most prolific of the races, and it is their nations that occupy most of the world. Humans are driven by their relatively short lifespans to accomplish in a few years what can take the longer lived races decades to acheive owning to their lesser sense of urgency. Humans make up the vast bulk of the adventuring population, driven by the desire for power, wealth and fame, to make their mark before old age begins to creep upon them.
Humans start the game in Riversy.
Statistics of the Human Race Strength: 18 Intelligence: 18 Wisdom: 18 Dexterity: 18 Constitution: 18 Age: 15/80 HP/Mana/Movement: No Adjustment. HP/Mana/Movement Regeneration: No Adjustment. Saving Throws: No Adjustments. Notes: Humans can be all classes. Humans start the game at neutral alignment.
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A lich is a dire undead creature created not by a summons, but instead by intent! As Necromancers grow in power, they become aware of a further stage to their development that is possible, to become one of the undead themself. Such a creature, a walking corpse, possessing all the powers of a living Necromancer and more, is termed a Lich, and they are some of the most powerful creatures in existence. The path to become a lich is not easy, and many obstacles must be overcome, not least of which is forging a phylactery, a repository for the liches soul, and the key to maintaining his undead state. The knowledge of how to transform oneself into a Lich is jealously guarded by necromancers the world over, though it is possible that one advanced enough in the black art might be persuaded to tell the secrets of pursuing this dread course, though you would need to be very powerful yourself to convince such a person to share his researches.
Statistics of the Lich Race Strength: 14 (-4) Intelligence: 22 (+4) Wisdom: 22 (+4) Dexterity: 14 (-4) Constitution: 14 (-4) Age: 100/1000 HP/Mana/Movement: +10% Mana. HP/Mana/Movement Regeneration: +20% Mana Regeneration. Saving Throws: +15 vs Cold. -50 vs Fire. +15 vs Chemical. +20 vs Psionic. Notes: Liches are an advanced race and cannot be chosen as an option at character creation.
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Ogres look very much like large very muscular humans, thought they often have some exaggerated features, such as a sloping brow, or protruding upper or lower jaws. It is theorised that ogres were created by unnatural means around the year 799, certainly there is no recorded sighting of one before that time. As to who or what caused them to come into being, scholars cannot find any agreement on the matter. Ogres are on average about 8 feet tall, and while they are not as clever as the humans they resemble, they can prove to be cunning foes, and they can wield magic. Possessed of greater than normal strength and powers of endurance, coupled with brains, Ogres would seem a likely contender for eventually surpassing the other races if it were not for their innate clumsiness and low birth rate. Ogres can often be found in the company of Orcs, as the two races complement each other well, the Ogres providing elite troops to back up the Orcs vast numbers, and both races share a common love of brutality and warfare.
Ogres start the game in Grimstead.
Statistics of the Ogre Race Strength: 24 (+6) Intelligence: 16 (-2) Wisdom: 16 (-2) Dexterity: 12 (-6) Constitution: 22 (+4) Age: 15/70 HP/Mana/Movement: -3% Mana. HP/Mana.Movement Regeneration: -5% Mana Regeneration. Saving Throws: No Adjustments. Notes: Ogres start the game at evil alignment. Ogres cannot be Thieves.
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Orcs are a brutal warlike race, who are distantly related to goblins, but are much bigger and tougher (and some would also say stupider, but not to their ugly faces!). They typically average over 6' tall, and have piggish snouts with sharp tusk-like teeth that protrude from their lower jaw. Orcs have dull brown to light green skin. They have a well deserved reputation for savagery and brutality. They are not very smart (and they certainly won't win any beauty contests!), but Orcs are tough and strong, well suited to a life of fighting, which is something they excel at.
Orcs start the game in Grimstead.
Statistics of the Orcish Race Strength: 22 (+4) Intelligence: 12 (-6) Wisdom: 14 (-4) Dexterity: 16 (-2) Constitution: 22 (+4) Age: 10/60 HP/Mana/Movement: No Adjustment. HP/Mana/Movement Regeneration: +10% Hit Point Regeneration. Saving Throws: +25 vs Chemical. Notes: Orcs start the game at evil alignment. Orcs cannot be Magic-Users.
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Trolls might be big, and they sure ain't gonna win any intelligence contests (well unless they cheat and eat all the other entrants anyway), but boy oh boy are Trolls strong! *looks at the big club wielding ugly brute next to me* Ohh yeah, and tough too, woo, can't get tougher than a troll. Strong and tough, that's Trolls for you in a nutshell. *looks around and makes damn sure the Troll thug has gone* Right, lets get one thing straight, Trolls are really, really stupid, honestly they make Orcs look smart, however they are the strongest and toughest race of the lot, well apart from when it comes to fire, Trolls hate fire, they are majorly vulnerable to it, probably why they have so many teeth, to eat flesh raw rather than cooking it, but anyway I digress. If you wanna be big, strong, and hit things hard, but not have a clue about... well pretty much anything, then be a Troll.
Trolls start the game in Grimstead.
Statistics of the Trollish Race Strength: 24 (+6) Intelligence: 10 (-8) Wisdom: 12 (-6) Dexterity: 12 (-6) Constitution: 24 (+6) Age: 5/40 HP/Mana/Movement: -100% Mana. HP/Mana/Movement Regeneration: +50% Hit Point Regeneration. Saving Throws: -70 vs Fire. +50 vs Chemical. Notes: Trolls start the game at evil alignment. Trolls cannot be Magic-Users. Trolls cannot be Clerics. Trolls cannot be Thieves. Trolls have Nightvision.
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Vampires are parasites, pure and simple. Bloodsucking fiends who are forced to prey on the living to sustain their immortal lifespans (though you'd never find a vampire complaining about having to drink blood, they enjoy it too much!). Possessed of greater than normal strength and speed, but with a fatal weakness in that sunlight kills them, vampires are a scourge on the face of Austin. Thankfully, they are relatively rare, the process to become a vampire being quite difficult to acheive, unfortunately this means that while Austin has few vampires, they are all very tough, and well capable of defending themselves from those who would wish to drive a stake into their black hearts. Those wishing to become vampires are advised that they need to seek out an old vampire of considerable power and ask him about them, though the path to becoming one of the Children of the Night is not for the weak to attempt!
Statistics of the Vampire Race Strength: 22 (+4) Intelligence: 20 (+2) Wisdom: 20 (+2) Dexterity: 22 (+4) Constitution: 14 (-4) Age: 15/80 HP/Mana/Movement: No Adjustment. HP/Mana/Movement Regeneration: No Adjustment. Saving Throws: +50 vs Cold. -50 vs Fire. +50 vs Chemical. +100 vs Psionic. Notes: Vampire is an advanced race and cannot be selected as an option at character creation. Vampires have Nightvision. Vampires take damage in sunlight. Vampires must drink blood to regenerate HP/Mana/Movement, normal food will not sustain them.
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