Races:
Along with a class, every character would be of a certain race. There are no restrictions, even if you wanted to be a Dark Elf paladin you can... But be ready to roleplay your choice, especially if out of the norm.
Humans: The most balanced of all races, they possess no real strengths or weaknesses. They are, however, looked down upon by many Elves, who's homeland has been destroyed by man's pursuit of conquest in the past.
- Vitality Effect (per stat point): Increases your hit points by 50
- Strength + 4
- Intelligence + 4
Forest Elves: Forest Elves are generally based in the wilderness of Earthia, with excellent abilities with tracking and stealth. They are generally neutral, though will usually side with Light when conflicting with Darkness. Forest Elves' abilities in the wilderness make them exceptional Rangers and Druids, and many also choose the path of the Rogue due to their stealth.
- Vitality Effect (per stat point): Increases your hit points by 40
- Strength cannot be above one half of a Forest Elf's total points
- Can freely see invisible beings at a post count of 100 (thread requesting characters to be revealed)
- Can freely hide at a post count of 500 (can "leave" location but not actually leave)
Dark Elves: Diverging into the path of Darkness at an undetermined date during the Second Age, Dark Elves have become one of the few true evil races in Earthia. They consider Undead to be below them, and scowl at all races and classes not allied with Darkness. While they are not known to hide in the shadows like other Dark races, they are probably one of the most capable of directly harnessing the dark powers of the world to do their bidding.
- Vitality Effect (per stat point): Increases your hit points by 40
- For Dark classes: Intelligence + 10
Elves of the Arcane Order: These Elves are powerful spellcasters. Commonly allied with Light, this order of Elves formed during the Second Age to counter the advancement of darkness. Their origin is an ancient race of Elves which has long since vanished from the world (known as the Te'Dharon), though the Elves of the Arcane Order still possess their ancient powers.
- Vitality Effect (per stat point): Increases your hit points by 40
- For Light classes: Intelligence + 10
Dwarves: Dwarves are short though quite strong. They are usually indifferent to other races, though certain Dwarves look down upon Elves. They are generally a cave-dwelling group, shielded from the effects of the outside world.
- Vitality Effect (per stat point): Increases your hit points by 57
- Strength + 7
Ogres: Ogres are big, strong, and stupid. What is lacking in their intelligence, though, is made up by their enormous strength. They look down upon everyone (even other Ogres sometimes), and in return are not well liked at all. A small faction has been known to be entertainers though, and they are looked upon differently by everyone else.
- Vitality Effect (per stat point): Increases your hit points by 60
- Strength + 8
- Intelligence cannot be above 2
Halflings: Though short and not very strong, Halflings are liked by everyone. They have above-average intelligence, though it is often lost during their frequent trips to inns around Earthia.
- Vitality Effect (per stat point): Increases your hit points by 40
- Intelligence + 5
- Can freely Feign Friendship (must post), preventing battles with the Halfling until he/she leaves the location or attacks anyone.
Undead: Many Undead beings follow the ways of Darkness. They are only liked by other Undead, and are looked down upon by everyone else (even other "superior" dark races). They have little strength or intelligence, though have superior abilities involving the spread of disease and death.
- Vitality Effect (per stat point): Increases your hit points by 30
- When attacking, the target automatically is diseased, causing 5 points of damage to the target for every turn during a battle (will only last the length of the battle). This is in addition to the undead character's other abilities and attacks.
- At a post count of 500, the above ability is upgraded to 11 points of damage for every turn.
- At a post count of 1200, the above ability is upgraded to 16 points of damage for every turn.
- At a post count of 1800, the above ability is upgraded to 22 points of damage for every turn.
- At a post count of 2500, the above ability is upgraded to 27 points of damage for every turn.
- At a post count of 3300, the above ability is upgraded to 33 points of damage for every turn.
- At a post count of 4000, the above ability is upgraded to 38 points of damage for every turn.
- At a post count of 5000, the above ability is upgraded to 45 points of damage for every turn.
- At a post count of 6200, the above ability is upgraded to 52 points of damage for every turn.
- At a post count of 8000, the above ability is upgraded to 60 points of damage for every turn.
Lycanthropes: Lycanthropes are a very interesting race, in that they can either be strong or intelligent (not both). Lycans (or werewolves, as they are more commonly known) are intelligent spellcasters while in human form, and vicious beasts while in the form of the werewolf. They gain their power from the moon, and therefore many follow the path of Darkness. There is, however, a small faction of Lycanthropes who follow the ways of truth and justice, though are often misunderstood and stay together in isolation.
- Vitality Effect (per stat point): Increases your hit points by 45
- Can freely change between Lycanthrope and Werewolf, though not during a battle.
In Lycanthrope form: Intelligence + 7
In Werewolf form: Strength + 7
Eumidia: The Eumidia are a peace-loving race of fairy-like people. They don't have very much strength or intelligence, though are superior in curing illness, stopping death, and confronting Darkness. Many Eumidia follow the path of the Healer or Enchanter, though few have been known to be Wizards or even Paladins.
- Vitality Effect (per stat point): Increases your hit points by 30
- Neither Strength nor Intelligence can be a third of the Eumidia's total stat points.
- Can freely cure diseased/poisoned targets
- Can freely light up dark locations
- Can freely heal targets for 50 HP every two minutes after a post count of 400
- Can freely heal targets for 150 HP every two minutes after a post count of 2000
- Can freely heal targets for 400 HP every two minutes after a post count of 3000 if the Eumidia is a Healer
Wraiths: Wraiths, like Lycanthropes, have two forms. They cannot change form at will, though when either in the presence of complete darkness or night they are unnaturally powerful (when the forum's clock in GMT is between 8:00 P.M. and 6:00 A.M.). During the day or in the presence of light, though, they are relatively weak. Most Wraiths follow the cause of Darkness; most of which are ShadowHunters or Spectres.
- Vitality Effect (per stat point): Increases your hit points by 45
During the day or in the presence of light: Strength - 15; Intelligence - 15
During the night or in the presence of darkness: Strength + 15; Intelligence + 15
Karlorons: A race of expansionist insect-like creatures (alien to this world). While intelligent, these creatures often resort to their predatory and barbaric instincts to achieve victory and conquer new systems. They are their own weapons and do not carry anything to assist with their conquest, and are resilient to isotope and particle charges.
- Vitality Effect (per stat point): Increases your hit points by 20; This is a Karloron's only true statistic
- Cannot equip armor or weapons.
- Cannot have a class.
- DP + 35 for every 400 posts starting at zero.
- Cannot cast spells or use abilities other than normal attacks.
- At a post count of 3000 gains a DP bonus of 150 (when the Karloron matures).
Aphorites: An intelligent race of lifeforms (alien to this world) which somewhat resemble humans in form. Their intelligence allows them to build impressive ships and advanced technology, and use it to explore new systems and sometimes destroy groups of Karlorons and other malicious creatures.
- Vitality Effect (per stat point): Increases your hit points by 45
- "Bonus Post Count" of 300
Gorloks: A race of human-like creatures who live in colonies scattered throughout the world's seas. With long fins coming off the upper back of a Gorlok near the neck (in adulthood often reaching near the ground when standing upright) and secondary gills for breathing under water, these creatures are some of the best swimmers in the known world.
- Vitality Effect (per stat point): Increases your hit points by 40
- Can breath indefinitely under water.
- Has access to the Sea region even without a ship.
Zal'Dharon: An ancient race of mountain-dwellers. In the First Age the Zal'Dharon and the Te'Dharon (Elves of the Arcane Order) existed under the same banner, though disagreements over where they should progress (the Te'Dharon fearing the spread of Darkness and the Zal'Dharon instead focusing on reaching other planes of reality) tore their ancient magical empire in two. The Te'Dharon remained in the lands of what are now Aderon and Frionia, and the Zal'Dharon moved to the mountains west of Zolandor in hopes of peace to continue their magical and intellectual endeavors. Tall and much like humans with elongated heads, the Zal'Dharon are masters of magic.
- Vitality Effect (per stat point): Increases your hit points by 40
- Intelligence + 10
Sprites: A race of short creatures with features of both elves and fairies, usually at home on the continent of Faeronn though they have been periodically found elsewhere on Earthia. They are not particularly strong, although they are intelligent as well as devote followers of whatever deity they follow (although not usually of darkness).
- Vitality Effect (per stat point): Increases your hit points by 35
- Intelligence + 10
- Devotion + 10
Fay: They Fay (fairies) are small glowing human-like figures with wings, found everywhere in the world though are usually associated with Faeronn. While they are physically weak and often appear harmless, don't be fooled because they can be powerful spellcasters and are rarely affected by poison and other similar effects. Also, the Fay have a relatively large affinity with other realms of existence. Some think that their existence is not just in one realm and perhaps elsewhere their projection would be much more powerful (whether 'Fay' in appearance or not), though this has not been proven.
- Vitality Effect (per stat point): Increases your hit points by 20
- Strength cannot be above 10
- Intelligence + 8
- Constitution + 30
- Affinity + 10
Caeriu: An unusual race of owl people from the hills of Luscartia. They are balanced and can effectively manage the tasks of any class. While they do have wing-like arms, they are not capable of flight on their own. Caeriu generally portray themselves as indifferent toward others.
- Vitality Effect (per stat point): Increases your hit points by 45
- Strength + 4
- Intelligence + 4
- Constitution + 6 |