Post by Corbeau on Jul 19, 2015 14:15:13 GMT -7
playable races
Several humanoid races call Norad and the neighboring lands home. The race of a character is a huge impact on the character both OOC and ICly, so have a read through them all!
This is a general guide to each race, and is how the population of Norad typically see them. There are always those who do not fit the image most think of a certain race, do not feel as if your character has to be a perfect fit!
All races are able to:
This is a general guide to each race, and is how the population of Norad typically see them. There are always those who do not fit the image most think of a certain race, do not feel as if your character has to be a perfect fit!
All races are able to:
- learn to use any weapon or magic type
- be any elemental alignment
- be any gender, sexual and romantic identity
- marry any (playable) race, gender and sex
- earn all licenses
- take up all crafts
- level all skills
human
The most common people across the lands, it has been a human royal family that has ruled over Norad. Hardy and versatile, humans adapt to any harsh situations they end up in. Though they do not have any one special trait or talent, they also do not have any glaring weaknesses!
Humans tend to have dark skin, hair and eyes, though it is not uncommon to have a bright shock of hair or eyes due to their elemental affinity. The heights of adults tend to range between 4’11” and 6’1”.
They are also the ones most likely to survive being born or turned into half-monsters. While they are numerically more human Earthmates than other races purely because of the much larger population, Earthmates are actually uncommon.
The element of the local Divine Dragon tends to be the affinity a human is born with. Humans are rarely Light or Dark aligned, though it is not unheard of. The common belief is that Dark = evil - all the bad guys in the stories use Dark magic after all, and it does steal runes off others!
They hail from the Sechs Empire to the west, the northern Kingdom of Roland, the southern Republic of Eucraft, or The East, as well as being a native of Norad.
Humans do not have any racial benefits, instead gaining an extra +10 levels on their job bonus! If the job does not have a skill level bonus, this goes to their elemental affinity instead.
Humans tend to have dark skin, hair and eyes, though it is not uncommon to have a bright shock of hair or eyes due to their elemental affinity. The heights of adults tend to range between 4’11” and 6’1”.
They are also the ones most likely to survive being born or turned into half-monsters. While they are numerically more human Earthmates than other races purely because of the much larger population, Earthmates are actually uncommon.
The element of the local Divine Dragon tends to be the affinity a human is born with. Humans are rarely Light or Dark aligned, though it is not unheard of. The common belief is that Dark = evil - all the bad guys in the stories use Dark magic after all, and it does steal runes off others!
They hail from the Sechs Empire to the west, the northern Kingdom of Roland, the southern Republic of Eucraft, or The East, as well as being a native of Norad.
Humans do not have any racial benefits, instead gaining an extra +10 levels on their job bonus! If the job does not have a skill level bonus, this goes to their elemental affinity instead.
Dwarf
Common throughout Norad though not as overwhelming as the human population, dwarves are known for their craftsmanship and underground living. They posses pointed ears that may not be as grand as elves, but obvious enough to set them apart from humans.
Dwarves tend to have pale skin and eyes, with bold hair colours. Though their average adult height is shorter than humans (4’7” to 5’5” at the last census), you’ll get a laugh and a not at all soft friendly punch to the arm if you make a short joke.
Most of the population holds a Fire or Earth affinity. While not unheard of, half-monster as well as Earthmate dwarves are a rare thing.
The dwarf population from the Sechs Empire has long been absent from the lands, either killed off by the Mad Emperor, or merging with clans in other countries. The Kingdom Of Roland, Republic of Eucraft, and the Kingdom of Norad all have healthy dwarf communities.
Dwarves start with an extra 10 levels in Forging, and 5 in Tailoring
Dwarves tend to have pale skin and eyes, with bold hair colours. Though their average adult height is shorter than humans (4’7” to 5’5” at the last census), you’ll get a laugh and a not at all soft friendly punch to the arm if you make a short joke.
Most of the population holds a Fire or Earth affinity. While not unheard of, half-monster as well as Earthmate dwarves are a rare thing.
The dwarf population from the Sechs Empire has long been absent from the lands, either killed off by the Mad Emperor, or merging with clans in other countries. The Kingdom Of Roland, Republic of Eucraft, and the Kingdom of Norad all have healthy dwarf communities.
Dwarves start with an extra 10 levels in Forging, and 5 in Tailoring
elf
Elves are obvious to spot, with their long pointed ears. Not so obvious is their long lifespan, easily breaking the 50 mark yet not looking a day past 21. Private and close to nature, they’re more likely to be found in simple villages than the large cities of Norad.
There are three main type of elves - ‘light’ and ‘dark’ elves, as named by the other races, who are either diurnal or nocturnal, and the Univir, who have some physical differences from average elves. Elves mainly have a Light or Dark alignment, which is not tied to their colouring or sleeping pattern.
Due to their sensitivity to runes and respect of nature, Earthmates are common in the elven population. Half-monsters are well taken care of, with no negative views within the elven community towards them.
Besides the pointed ears, elves have a tall average adult height (5’5” to 6’5”). When it comes to hair and skin, white, black, and the various greys in between are the main seen, with bright green or blue for eyes.
Elves originate from the forest island of Emira’ul, off the coast of the main continent. They can be found in various parts of continent except the Sechs Empire, due to their hatred and disregard for nature.
Elves start with an extra +10 levels in their elemental affinity.
Univer
Univer elves have dainty, horse like ears, and a tufted tail. Their signature horn coming from their forehead is the main source of their magic, and come in a variety of shapes. Physically, univer are weaker and more prone to sickness than the normal elven population - poor eyesight and deterioration is one of the bigger health concerns. They are more likely to be of the Love alignment.
Univer who would have been turned into half-monsters always die. There has never been or will be a univer born as a half-monster.
Univer start with +10 levels in Love magic instead of the normal Elf bonus.
There are three main type of elves - ‘light’ and ‘dark’ elves, as named by the other races, who are either diurnal or nocturnal, and the Univir, who have some physical differences from average elves. Elves mainly have a Light or Dark alignment, which is not tied to their colouring or sleeping pattern.
Due to their sensitivity to runes and respect of nature, Earthmates are common in the elven population. Half-monsters are well taken care of, with no negative views within the elven community towards them.
Besides the pointed ears, elves have a tall average adult height (5’5” to 6’5”). When it comes to hair and skin, white, black, and the various greys in between are the main seen, with bright green or blue for eyes.
Elves originate from the forest island of Emira’ul, off the coast of the main continent. They can be found in various parts of continent except the Sechs Empire, due to their hatred and disregard for nature.
Elves start with an extra +10 levels in their elemental affinity.
Univer
Univer elves have dainty, horse like ears, and a tufted tail. Their signature horn coming from their forehead is the main source of their magic, and come in a variety of shapes. Physically, univer are weaker and more prone to sickness than the normal elven population - poor eyesight and deterioration is one of the bigger health concerns. They are more likely to be of the Love alignment.
Univer who would have been turned into half-monsters always die. There has never been or will be a univer born as a half-monster.
Univer start with +10 levels in Love magic instead of the normal Elf bonus.
Merfolk
These sea dwellers have been visiting the surface more and more. They keep their underwater origins private, though it is well know that they love to sing and dance, talking about grand festivals and contests at Soborelias. Playful and curious, they have been spotted inland more often in the passing years.
Merfolk are extremely colourful, with bright reds, blues, greens and yellows for hair, eyes and scales. The human parts are more average flesh tone, various shades of brown or black. Their fishy side is based on predatory or invasive fish, usually sporting scaled tail, though sharks are not unheard of. They also tend to be salt water fish species. Their ears may be normal round human ones, pointed, or fins.
They are able to transform their lower body between humanoid legs and their natural tail. The levels of water runes in the area also affects what form their lower half takes - in cases such as rain or other areas of high water runes, merfolk can ‘swim’ through the air with their tail.
The average adult height of merfolk is the largest range (4’10 to 6’4”) due to the variety of fish types they may be. Merfolk are almost always Water aligned, integral to keeping healthy, though Light and Wind are known alignments.
Merfolk can not be half-monsters. There are currently no records of merfolk earthmates, at least to the surface worlds knowledge. Merfolk earthmates tend to be the elements normal merfolk never are (fire, earth, love) and have to take extra care while living on the surface.
Merfolk start with +10 levels in Water magic
Merfolk are extremely colourful, with bright reds, blues, greens and yellows for hair, eyes and scales. The human parts are more average flesh tone, various shades of brown or black. Their fishy side is based on predatory or invasive fish, usually sporting scaled tail, though sharks are not unheard of. They also tend to be salt water fish species. Their ears may be normal round human ones, pointed, or fins.
They are able to transform their lower body between humanoid legs and their natural tail. The levels of water runes in the area also affects what form their lower half takes - in cases such as rain or other areas of high water runes, merfolk can ‘swim’ through the air with their tail.
The average adult height of merfolk is the largest range (4’10 to 6’4”) due to the variety of fish types they may be. Merfolk are almost always Water aligned, integral to keeping healthy, though Light and Wind are known alignments.
Merfolk can not be half-monsters. There are currently no records of merfolk earthmates, at least to the surface worlds knowledge. Merfolk earthmates tend to be the elements normal merfolk never are (fire, earth, love) and have to take extra care while living on the surface.
Merfolk start with +10 levels in Water magic
half-monster
Half-monsters have their own sub board for profiles, but are not a true separate race - half-monsters are still human, dwarven or elven. Members are not allowed to create Earthmate or Univer that start as half-monsters at this point.
Either born as one or created through an accident or curse, half-monsters are people who are able to switch between their humanoid form and that of a monster. They are very sensitive to the surrounding runes and must be aware of their own runes to prevent accidental transformation.
See this thread for more information about creating a half-monster!
Characters that start as a half-monster - born or changed into one in their history - lose their original race bonuses. They instead gain the Transform rune, which lets them switch between forms.
Either born as one or created through an accident or curse, half-monsters are people who are able to switch between their humanoid form and that of a monster. They are very sensitive to the surrounding runes and must be aware of their own runes to prevent accidental transformation.
See this thread for more information about creating a half-monster!
Characters that start as a half-monster - born or changed into one in their history - lose their original race bonuses. They instead gain the Transform rune, which lets them switch between forms.
earthmate
Earthmate have their own sub board for profiles, but is not a separate race - Earthmates are still their original race. Members are not allowed to create Earthmate half-monsters at this point.
An old bloodline that has been part of Norad throughout history, Earthmates are strongly tied to the land they live in, much like the Divine Dragons. They can easily read the surrounding runes, able to sense monsters, Monster Gates, and other concentrated sources of runes. Much like how unbalanced runes can disrupt a half-monster, being near corrupt runes, or even runes filled with hate or ill intent can make an Earthmate sick.
Earthmate may also be created by a Divine Dragon blessing the person, creating a new Earthmate bloodline. Selphia’s Earthmates show their blessing from Ventuswill through their green, yellow, or light purple colouring for their hair and eyes, as well as their alignment changing to Wind.
Earthmates are either the element of the Divine Dragon that blessed their bloodline, or Love. There has never been or will be a Light or Dark aligned Earthmate.
Earthmates are compelled to help others even when it goes against their personal will and puts their own life - be it physical, emotional, mental, or relationships - at risk. The empathy Norad values them for is literally the death of many Earthmates.
Characters created starting as Earthmates lose their racial bonus, gaining +15 levels in their alignment instead.
An old bloodline that has been part of Norad throughout history, Earthmates are strongly tied to the land they live in, much like the Divine Dragons. They can easily read the surrounding runes, able to sense monsters, Monster Gates, and other concentrated sources of runes. Much like how unbalanced runes can disrupt a half-monster, being near corrupt runes, or even runes filled with hate or ill intent can make an Earthmate sick.
Earthmate may also be created by a Divine Dragon blessing the person, creating a new Earthmate bloodline. Selphia’s Earthmates show their blessing from Ventuswill through their green, yellow, or light purple colouring for their hair and eyes, as well as their alignment changing to Wind.
Earthmates are either the element of the Divine Dragon that blessed their bloodline, or Love. There has never been or will be a Light or Dark aligned Earthmate.
Earthmates are compelled to help others even when it goes against their personal will and puts their own life - be it physical, emotional, mental, or relationships - at risk. The empathy Norad values them for is literally the death of many Earthmates.
Characters created starting as Earthmates lose their racial bonus, gaining +15 levels in their alignment instead.