Post by DUNCE on Sept 6, 2006 20:37:09 GMT -5
these are all the character races and what they do and such
~~~~~Normal~~~~~~
Briton (+10 Str, +10 Con, +10 Int, +10 Dex, +10 Qui)
Britons are the quintessential jacks-of-all-trades, capable of serving the fighting force in any capacity, be it the healing arts of the Cleric, the arcane science of the Cabalist, the raw fury of the Armsman, or the mysterious rituals of the Necromancer.
Celt (+5 Con, +25 Int, +20 Emp)
The Celts are humans, a people deeply close to nature and the wild. They often serve as warriors and rangers in the fight, although a few have some magical affinity as well.
Norse (+10 Str, +20 Con, +10 Dex, +10 Qui)
Tall and strong, they love the snow and ice of the native land. Norsemen are very adaptable, and can be found in almost any position, from the stealthy Shadowblades attacking the enemy by surprise, to the stalwart Healers keeping their compatriots alive and well.
Shar (+25 Con, +10 Int, +10 Dex, +5 Qui)
As the Elves well know, the Shar are inherently evil creatures, and do nothing that is good without ulterior motives. In truth, the Queen of the Shar has plans to help the world defeat their enemies, and then, when they are weak, to turn on them and destroy them utterly. However, as the war is going badly, the Celts have argued that they should accept the assistance of the Shar. None but the Elves really know the Shar, and they are watchful and distrustful, but have agreed to this uneasy alliance.
~~~~~~Tanks~~~~~~
Half-ogre (+40 Str, +20 Con, +10 Int, -10 Dex, -10 Qui)
Half Ogres have inherited the brute strength of their Ogre ancestors and the intelligence and curiosity of the Avalonians. They may not react as quickly as the typical Avalonian, and some consider them dimwitted as a result. In many ways similar to Trolls.
Highlander (+20 Str, +30 Con, -10 Int, +10 Qui)
The Highlanders hail from the northern hills of, and can be easily identified by the kilts they wear that identify the clan they are affiliated with. Their great strength serves well in the front lines of battle.
Firbolg (+25 Str, +25 Con, +25 Dex, -25 Qui)
Huge humanoid creatures, rumored to be a mix of man and giant, Firbolg are wood-dwelling and are as attuned to nature as Celts, whom they often befriend. Because of their size and strength combined with their empathic connection to the forest, they often make excellent fighters and healers.
Dwarf (+40 Con, -10 Int, +20 Pie)
Steadfast in their devotion to the elder gods and the finer ales, the Dwarves of the world are the backbone of Midgard's armies, from the healers tending to the fallen, to the hunters picking off foes from the trees, to the berserkers wading into battle with fierce abandon. Although Dwarves originally hailed from underneath the earth, today they live alongside the other races.
Troll (+40 Str, +30 Con, -10 Int, -10 Qui)
To some, the Trolls are furious creatures of myth and legend... yet to others, the Trolls are stalwart allies and faithful comrades of war. It all depends on which side of the battlefield you're on. Huge, strong and slow, Trolls dominate the battlefield with their great physical strength, although a few Trolls have also been known to dabble in the primitive mystical arts.
~~~~~Magical~~~~~
Avalonian (-10 Str, +25 Int, +25 Dex, -10 Pie)
Avalonians are human (despite whispers to the contrary in certain quarters), but more attuned to the mystic arts than other people. Avalonians tend to be taller and thinner than the average, and often are found in places of learning.
Elf (+15 Str, +25 Int, +25 Dex, -15 Emp)
The Elves, or "sidhe" in their tongue, originate from beyond the Veil, and have recently returned to aid the world in its hour of need, although they are often disdainful of their supposed allies. This is usually tolerated though, as their command of the mystic arts of magic make them ferocious opponents in battle.
Sylvan (+10 Con, +10 Int, +10 Dex, +30 Emp, -10 Cha)
The Sylvans are Dryad-type creatures that have a faint resemblance to the trees in which they inhabit. Sylvan are part of the natural fabric of forests in much the same way as the wolves and badgers that inhabit the wooded land. Sylvans are humanoid, with bark-like skin and long, slender appendages. They have leaf-like hair that is colored in appropriately leafy colors: red, green, yellow, and orange.
Frostalf (+10 Str, -10 Con, +20 Int, +30 Pie)
Known as the Frostalfs, they were recently discovered by a band of dwarves seeking a way to bolster their forces. Realizing that their fate was bound with that of the world, the Frostalfs have agreed to come to the aid of the Realm and fight side by side with the world's forces.
Valkyn (+20 Con, +10 Int, -10 Dex, -10 Qui, +20 Emp, +20 Pie)
Hailing from the recently re-discovered island of Aegir, the Valkyn have revolted from the oppressive rule of the Morvaltar and now fight alongside their new allies to liberate their home. The Valkyn, descending from the Morvalt, are a lithe, hunched cat-like race that are tribal in nature and still close to their primitive, pre-Norse gods.
~~~~~Stealthy~~~~~~
Inconnu (-15 Str, -10 Con, +20 Int, +25 Dex, +30 Qui)
The Inconnu ("the Unknown") are small pale humanoids, with pale white skin and extremely large dark eyes. They live underground, and exist to serve Arawn, the "old world" Lord of the Underworld.
Saracen (-10 Con, +25 Dex, +25 Qui +10 Cha)
From the southern deserts, the Saracens bring a rich culture and technological acumen lost to most of the world in these dark days. Their foreign origin, along with their unusual speed and dexterity have often brought them accusations of thievery - accusations not always deserved, but which make them popular choices for scouting missions against the enemy.
Lurikeen (-20 Str, -20 Con, +20 Int, +30 Dex, +30 Qui, +10 Cha)
Small and extremely quick and dexterous, the Lurikeen are a magical race that originate from beyond the Veil. They are naturally adept at both the magical and stealthy arts, and their childlike appearance frequently catches their opponents off guard.
Kobold (-20 Con, +30 Dex, +20 Qui, +20 Pie)
Mischievous, quick, and small, the Kobolds often act as scouts, although many also have an affinity for the mystical runic arts. A few even serve as warriors on the front lines of battle, where their great speed and dexterity make up for their dimunitive size.
~~~~~Normal~~~~~~
Briton (+10 Str, +10 Con, +10 Int, +10 Dex, +10 Qui)
Britons are the quintessential jacks-of-all-trades, capable of serving the fighting force in any capacity, be it the healing arts of the Cleric, the arcane science of the Cabalist, the raw fury of the Armsman, or the mysterious rituals of the Necromancer.
Celt (+5 Con, +25 Int, +20 Emp)
The Celts are humans, a people deeply close to nature and the wild. They often serve as warriors and rangers in the fight, although a few have some magical affinity as well.
Norse (+10 Str, +20 Con, +10 Dex, +10 Qui)
Tall and strong, they love the snow and ice of the native land. Norsemen are very adaptable, and can be found in almost any position, from the stealthy Shadowblades attacking the enemy by surprise, to the stalwart Healers keeping their compatriots alive and well.
Shar (+25 Con, +10 Int, +10 Dex, +5 Qui)
As the Elves well know, the Shar are inherently evil creatures, and do nothing that is good without ulterior motives. In truth, the Queen of the Shar has plans to help the world defeat their enemies, and then, when they are weak, to turn on them and destroy them utterly. However, as the war is going badly, the Celts have argued that they should accept the assistance of the Shar. None but the Elves really know the Shar, and they are watchful and distrustful, but have agreed to this uneasy alliance.
~~~~~~Tanks~~~~~~
Half-ogre (+40 Str, +20 Con, +10 Int, -10 Dex, -10 Qui)
Half Ogres have inherited the brute strength of their Ogre ancestors and the intelligence and curiosity of the Avalonians. They may not react as quickly as the typical Avalonian, and some consider them dimwitted as a result. In many ways similar to Trolls.
Highlander (+20 Str, +30 Con, -10 Int, +10 Qui)
The Highlanders hail from the northern hills of, and can be easily identified by the kilts they wear that identify the clan they are affiliated with. Their great strength serves well in the front lines of battle.
Firbolg (+25 Str, +25 Con, +25 Dex, -25 Qui)
Huge humanoid creatures, rumored to be a mix of man and giant, Firbolg are wood-dwelling and are as attuned to nature as Celts, whom they often befriend. Because of their size and strength combined with their empathic connection to the forest, they often make excellent fighters and healers.
Dwarf (+40 Con, -10 Int, +20 Pie)
Steadfast in their devotion to the elder gods and the finer ales, the Dwarves of the world are the backbone of Midgard's armies, from the healers tending to the fallen, to the hunters picking off foes from the trees, to the berserkers wading into battle with fierce abandon. Although Dwarves originally hailed from underneath the earth, today they live alongside the other races.
Troll (+40 Str, +30 Con, -10 Int, -10 Qui)
To some, the Trolls are furious creatures of myth and legend... yet to others, the Trolls are stalwart allies and faithful comrades of war. It all depends on which side of the battlefield you're on. Huge, strong and slow, Trolls dominate the battlefield with their great physical strength, although a few Trolls have also been known to dabble in the primitive mystical arts.
~~~~~Magical~~~~~
Avalonian (-10 Str, +25 Int, +25 Dex, -10 Pie)
Avalonians are human (despite whispers to the contrary in certain quarters), but more attuned to the mystic arts than other people. Avalonians tend to be taller and thinner than the average, and often are found in places of learning.
Elf (+15 Str, +25 Int, +25 Dex, -15 Emp)
The Elves, or "sidhe" in their tongue, originate from beyond the Veil, and have recently returned to aid the world in its hour of need, although they are often disdainful of their supposed allies. This is usually tolerated though, as their command of the mystic arts of magic make them ferocious opponents in battle.
Sylvan (+10 Con, +10 Int, +10 Dex, +30 Emp, -10 Cha)
The Sylvans are Dryad-type creatures that have a faint resemblance to the trees in which they inhabit. Sylvan are part of the natural fabric of forests in much the same way as the wolves and badgers that inhabit the wooded land. Sylvans are humanoid, with bark-like skin and long, slender appendages. They have leaf-like hair that is colored in appropriately leafy colors: red, green, yellow, and orange.
Frostalf (+10 Str, -10 Con, +20 Int, +30 Pie)
Known as the Frostalfs, they were recently discovered by a band of dwarves seeking a way to bolster their forces. Realizing that their fate was bound with that of the world, the Frostalfs have agreed to come to the aid of the Realm and fight side by side with the world's forces.
Valkyn (+20 Con, +10 Int, -10 Dex, -10 Qui, +20 Emp, +20 Pie)
Hailing from the recently re-discovered island of Aegir, the Valkyn have revolted from the oppressive rule of the Morvaltar and now fight alongside their new allies to liberate their home. The Valkyn, descending from the Morvalt, are a lithe, hunched cat-like race that are tribal in nature and still close to their primitive, pre-Norse gods.
~~~~~Stealthy~~~~~~
Inconnu (-15 Str, -10 Con, +20 Int, +25 Dex, +30 Qui)
The Inconnu ("the Unknown") are small pale humanoids, with pale white skin and extremely large dark eyes. They live underground, and exist to serve Arawn, the "old world" Lord of the Underworld.
Saracen (-10 Con, +25 Dex, +25 Qui +10 Cha)
From the southern deserts, the Saracens bring a rich culture and technological acumen lost to most of the world in these dark days. Their foreign origin, along with their unusual speed and dexterity have often brought them accusations of thievery - accusations not always deserved, but which make them popular choices for scouting missions against the enemy.
Lurikeen (-20 Str, -20 Con, +20 Int, +30 Dex, +30 Qui, +10 Cha)
Small and extremely quick and dexterous, the Lurikeen are a magical race that originate from beyond the Veil. They are naturally adept at both the magical and stealthy arts, and their childlike appearance frequently catches their opponents off guard.
Kobold (-20 Con, +30 Dex, +20 Qui, +20 Pie)
Mischievous, quick, and small, the Kobolds often act as scouts, although many also have an affinity for the mystical runic arts. A few even serve as warriors on the front lines of battle, where their great speed and dexterity make up for their dimunitive size.