Carrion Fields
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Carrion Fields
First off, I should mention that Carrion Fields is a 100% text-based M.U.D MMORPG game. this means it has completely no graphics, so those who judge a book by its cover should back away now.
Still here?
Good
As I mentioned, the game is 100% text-based. Everything in the game is described with text, from the room you're in, to the people, to combat, skills, etc, etc. Similarly, everything in the game is controlled by text commands, so this is a chance to brush up on your speed-typing skills.
This, of course, has it's limitations, but it also has good points. For one, you can change your appearance to anything you want (within the rules, for example, describing your equipment is a no-no). Anyone who looks at you can see your equipment (which is why you're not supposed to describe it), your current state (near-death, bleeding, etc) and of course the appearance that you set. Also, you can emote ANYTHING you want. Want to do a quadraple backflip while eating a hotdog? Well you can! Since it's completely text-based there's no limitations to these (again, within the rules) except the roleplaying limitations
Roleplaying!
Is not an option in Carrion Fields, it is a RULE. What this means is that you're supposed to act as though you're the actual person in the game. So that means that even though you can emote doing a quadraple backflip while eating a hotdog, you shouldn't unless you're character is able to pull off such a feat. Half the fun of playing in a "must-roleplay" game is creating a character that's unique, whether it be the appearance, personality, or personal life story. for example, is your character dumb? Then maybe you can roleplay it by talking like you're dumb (lul). Also, short-forms (like actually saying "lol" or "wtf" or "y r u mad") are not recomended, unless you need to say something quickly then MAYBE you should use them. On that note, the game is set somewhere in the middle ages, so there's no such thing as computers either.
How to get it
Carrion Fields can be run via telnet at
address: carrionfields.net
and
port: 4449
But I'd recomend using a MUD client like GMud32 instead of telnet.
Gods and Immortals
These are actually the GMs, SMODs, etc, etc.
However, in the game itself, they take the form of Gods and Immortals.
In certain advanced classes, a player has dedicate himself to a God before he can proceed beyond a certain level, this is called "empowerment". To do so, you must pray to the God of your choice (it's really kinda like a PM) and wait for a reply. The God may or may not choose to test you.
Being dedicated to an actual in-game God has it's perks of course.
Races and Classes
There are 17 Races & 16 Classes in Carrion Fields
Race List
Humans are the most common race in the world, and make up the majority of adventurers. Although they have no special talents like the other races, they are more versatile, being skilled in all classes. Humans are able to gain more benefit from magical devices. Humans average six feet in height and are known to have colorings of all types.
Notable Heroes
- [SCION] Charine the Bloody Scholar, Chancellor of Eternal Night (View PBF)
- [HERALD] Charlee the Hand of the Unseen, Adventuring Absentee Heir (View PBF)
- [EMPIRE] Tarleton LeFleur the Reputed Jester of the Royal Dynasty, Emperor of Thera (View PBF)
- [TRIBUNAL] Iktul Slink the Calculating Conciliator, Bandit King of Hamsah Mu'tazz, Justiciar of Thera (View PBF)
- [OUTLANDER] Jayundar the Chaotic Rupture of Dark Instinct, Nightreaver of Thar-Eris (View PBF)
- [FORTRESS] Daichyl Ti Beraam the Deft Shadow of the Mists, Captain of the Brigade (View PBF)
Max Stats
- Strength: Strong (20)
- Intelligence: Genius (20)
- Wisdom: Wise (20)
- Dexterity: Quick (20)
- Constitution: Healthy (20)
- Charisma: Charismatic (20)
Humans gain additional power in the prime stat of their chosen class.
Classes
Experience Penalty: 0
Humans may be any class.
Among all the predominant races in the world, the High Elves were the firstborn, and are the longest-lived. As such, theirs is a culturally advanced society that even still has changed little from its early days. Their attitudes are predominantly conservative, for a race so long-lived and with such a long history will be naturally resistant to changes. While they likewise hidebound and prejudiced in a paternalistic way, and even though they are kind-hearted and seek to aid and protect others of non-elven races, it is often done so with a feeling of obligation to help those lesser than one's own self. While some elves do overcome these attitudes, they are the exception rather than the rule, for openly expressing such things, particularly with respect to love and marriage, is to invite shunning by one's elven peers.
Despite their prejudicial attitudes, all High Elves revere the Light, and the Gods of the Light, and to do otherwise would be one of the most horrific sins a High Elf could commit. As such, all High Elves must begin as Good- Aligned. The purity of their souls is such that they are more difficult to corrupt with all manner of curses.
Physically, elves are slender and graceful, and taller on average (6'3") than most humans. They possess fair and delicate skin of an unusually fair complexion, and tend towards lighter hair and eye colorations, although some vibrant and brilliant examples are known to occur in rare cases. They are relatively weaker than most races, and the least physically hardy of all, but to humans, this ephemeral grace often makes the High Elves seem exceedingly beautiful. The high elves are almost universally so light of step, that their passage goes unnoticed by those who do not actually lay eyes upon the elf.
Born to live under the sun and sky, the High Elves make their homes in ancient forests, led by royal and noble clans whose lineage extends back as far as anyone can remember. The most well known of these is the Kingdom ruled by the House of Darsylon, for it has had the most dealings and trade with outsiders over the past millenia. Legends handed down among the High Elves claim that the Gods warned them against descending deep into the earth, and laid a curse on them to abhor cold iron for this reason. Whether true or not, no High Elf can stand the physical presence of iron. Even having the metal in proximity causes severe pain and discomfort, and the actual touch of the metal causes physical burns.
Notable Heroes
- [FORTRESS] Frorania L'Litor the Beacon of Courage, Stalker of Shadows (View PBF)
- [FORTRESS] Zaknifal the Annihilating Brilliance of Unbridled Fury, Quick Green Fox (View PBF)
- [BATTLE] Malthalia Alves the Haunting Elegy, Drillmistress of Battl (View PBF)
- [OUTLANDER] Ceyraia Dasuyri the Flaring Essence, Sunwarden of Thar-Eris (View PBF)
- [FORTRESS] Isendor the Favored Son of Darsylon, Knight of the Misty Ruin (View PBF)
- [HERALD] Etielise Elwade the Soul of the Monarch, High Herald of the Eternal Star (View PBF)
Max Stats
- Strength: Strong (1
- Intelligence: God-like (25)
- Wisdom: Sagacious (21)
- Dexterity: Quick (23)
- Constitution: Average (16)
- Charisma: Disarming (21)
Attributes
- Vulnerable: Iron
- Resistant: Curse
Inherent Abilities
Classes
Experience Penalty: 500
Elves can train in any profession, save those that require a different mindset than that of the Light, such as Druid, Anti-Paladin, or Necromancer. In addition, Elven Society does not believe in killing or destruction as an end to itself, and as such they abhor professions that train for this sort of thing exclusively, or with such focus as to be considered so, and thus they cannot train as Assassins or Shamans.
Half-elves are a cross-breed between a human and any of the three pure races of elves. They are not quite as astute and wise as pure elves but tend to be more sturdy and strong. Like pure elves, half-elves see in the dark with infravision. Depending on their parents, a half-elf is usually anywhere from 5'6" to 6'4", and their more slender builds are characteristic of their elven blood. Their skin tones vary, reflecting their heritage on both sides. Unlike elves, half-elves are able to grow facial hair.
Their blood leaves them vulnerable to metals forbidden to their elven ancestors; descendants of high elves and wood elves cannot handle iron, and those of drowish descent will be burned by mithril. Because of their mixed lineage, though, they are only half as vulnerable as their elven parent. Furthermore, they are able to hold and sacrifice (but not wear) items of these metals where full-blood elves cannot.
Half-elves and half-drow move quietly in natural terrain.
Notable Heroes
- [TRIBUNAL] Artenno Maq'tur the Salty Surgeon of the Spire, Corsair of Neltouda, Provost Magistrate (View PBF)
- [NEXUS] Calbaseeti Tel'dethian the Blessed Touch of Revival, Watermarked, Meter of Mind (View PBF)
- [FORTRESS] Enrai Ar'agandis the Priest of the Jaguar, Captain of the Brigade (View PBF)
- [HERALD] Tiatan Qa Vansedien the Double-Changed Changeling, Resilient Beast of Bourbon (View PBF)
Max Stats
- Strength: Strong (19)
- Intelligence: Super-genius (21)
- Wisdom: Sagacious (21)
- Dexterity: Quick (21)
- Constitution: Healthy (19)
- Charisma: Charismatic (20)
Half-elves increase their maximum possible value in the prime stat of their chosen class.
Warriors may choose their prime stat and gain +3 in it, with the exception of Dexterity for half-elves, not half-drow, which yields +1 Strength and +2 Dexterity as a result.
Attributes
Classes
Experience Penalty: 100
Half-elves of any heritage may be of any alignment and any class but Berserker. Their beliefs and training often reflect the culture in which they are raised.
Half-elves are a cross-breed between a human and any of the three pure races of elves. They are not quite as astute and wise as pure elves but tend to be more sturdy and strong. Like pure elves, half-elves see in the dark with infravision. Depending on their parents, a half-elf is usually anywhere from 5'6" to 6'4", and their more slender builds are characteristic of their elven blood. Their skin tones vary, reflecting their heritage on both sides. Unlike elves, half-elves are able to grow facial hair.
Their blood leaves them vulnerable to metals forbidden to their elven ancestors; descendants of high elves and wood elves cannot handle iron, and those of drowish descent will be burned by mithril. Because of their mixed lineage, though, they are only half as vulnerable as their elven parent. Furthermore, they are able to hold and sacrifice (but not wear) items of these metals where full-blood elves cannot.
Half-elves and half-drow move quietly in natural terrain.
Notable Heroes
- [TRIBUNAL] Vythigor the Dedicated Student of Law, Provost Magistrate (View PBF)
- [OUTLANDER] Aunkdunell the Vile Primordial Ooze, Nightreaver of Thar-Eris (View PBF)
- [SCION] Kharnial Loke the Partaker of Terror's Chalice, Chancellor of Eternal Night (View PBF)
- [OUTLANDER] Werzidian Wildborn the Impetuous Bastard of the Maw, Harbinger of Thar-Eris (View PBF)
- [BATTLE] Jichii Do'kan'ralle the Lightning Rod, Skjald of Battle (View PBF)
Max Stats
- Strength: Strong (19)
- Intelligence: Super-genius (21)
- Wisdom: Sagacious (21)
- Dexterity: Quick (21)
- Constitution: Healthy (19)
- Charisma: Charismatic (20)
Half-drow increase their maximum possible value in the prime stat of their chosen class.
Warriors may choose their prime stat and gain +3 in it, with the exception of Dexterity for half-elves, not half-drow, which yields +1 Strength and +2 Dexterity as a result.
Attributes
Classes
Experience Penalty: 100
Half-drow of any heritage may be of any alignment and any class but Berserker. Their beliefs and training often reflect the culture in which they are raised.
Dark-elves are a race of renegade elves who have turned their energy toward evil. They are inherently intelligent but have neglected intellectual studies and become very nimble from years of generations of thievery and mischief. Like elves, dark-elves have infravision and can walk unnoticed. Dark elves must stay evil to cast any spells they might know. Those who turn to good are frowned upon. Dark-elves are burned by the touch of mithril. Dark-elves are of slight build and average 5'6" in height. Their skin is the color of ebony, and their hair has been known to be anything from white/silver to dark-grey.
Due to their magical nature, Dark-elves of most classes are naturally adept with faerie fire.
Notable Heroes
- [EMPIRE] Melememelem the Smiting Fist of the Tyrant, Empress of Thera (View PBF)
- [SCION] Bambizlo Zloborl the High Wizard of the Arcane, Gluttonous Menace (View PBF)
- [OUTLANDER] Valdora Bon'Durdin the Icy Grip of the Magical Wastelands, Nightreaver of Thar-Eris (View PBF)
- [EMPIRE] Kostyan Ahgroh the Stygian Juggernaut, Emperor of Thera (View PBF)
- [BATTLE] Golhyrr Maglust the Relentless Pursuer of Magi, Commander of Battle (View PBF)
Max Stats
- Strength: Strong (1
- Intelligence: God-like (24)
- Wisdom: Sagacious (21)
- Dexterity: Deft (24)
- Constitution: Average (16)
- Charisma: Charismatic (1
Attributes
Inherent Abilities
Classes
Experience Penalty: 500
Dark-Elves may be Warriors, Thieves, Transmuters, Invokers, Necromancers, Conjurers, Assassins, Anti-Paladins, Healers, Shaman, and with certain restrictions, Rangers.
Housing themselves in cities deep within the oceans or on or around the realm's lakes and rivers, storm giants have developed a keen empathy for the troubles and trials of man. This empathy has placed in them a strong sense of loyalty, allowing them to become lifelong allies and companions to even the most uncommon of acquaintances, a common saying within taverns being, 'Once the ally of the giants of blue, their heart and blade shall ever stay true.' While often referred to as 'Gentlekind', these giants should by no means be taken for granted. Often thought irrational, storm giants will frequently be impulsive in their decisions for the greater good of a situation, which may often cause friction within their current cause. Participating in rituals of faith and endurance starting in their youth, these pious giants have been known to spend their time in prayer within the eye of a storm, something which has bred into them greater fortitude against lightning.
As with all giants, their size grants them excellent understanding of both bashing and enhanced damage, while imparting them with a resistance to the blows of normal weaponry. Averaging nearly 13' in height, they are the tallest of the more civilized giant races, though the conditions of their development within the realm's waters has led them to not be as strong. Storm giants tend to have bluish or green skin and hair.
Notable Heroes
- [FORTRESS] Arrna Holdfast the Sapper-Trained Blaze of War, Elder of the Fortress (View PBF)
- [FORTRESS] Humbert Holdfast the Relentless Dedicant, Eldest Maran (View PBF)
- [FORTRESS] Nian Talan the Conqueror of Despair, Rider of Storms, Elder Prophet of the Ligh (View PBF)
- [FORTRESS] Unalethekai Trah'Vella the First Knight of the Maiden, Cardinal of the Golden Sun (View PBF)
- [TRIBUNAL] Jaraffazar the Fabulous Legend, Vindicator of the Blood Tribunal (View PBF)
Max Stats
- Strength: Titanic (24)
- Intelligence: Genius (17)
- Wisdom: Wise (17)
- Dexterity: Dextrous (17)
- Constitution: Hearty (21)
- Charisma: Charismatic (19)
Attributes
- Resistant: Bash, Slash, Pierce, Lightning
Skills
Storm Giants gain Bash and Enhanced Damage at 100%.
Inherent Abilities
Classes
Experience Penalty: 500
Storm Giants may become Warriors, Paladins, Shamans, Healers, and with certain restrictions, Rangers.
Further Reading
known for their impartiality regarding the politics of the more populated cities, in turn making them fairly naive and vulnerable to the tricks and guises of the other races. Naturally able to fly (but without wings), these giants are as at home in the air as they are on the ground. Due to their size and toughness, they are resistant to weapons, and possess a natural affinity for the arts of bashing and enhanced damage, enabling them to excel in most forms of combat. Strong leaders, cloud giants are known to have insight into many combat situations, yet will often become perplexed when encountering new or deceptive tactics. In addition to this, their environment has conditioned them against extremes of cold. Indifferent to the wars of light and dark, cloud giants must stay neutral at all times, as an ancient curse has left them god-fearing and vulnerable to the holy and negative powers of the realm. Civilized cloud giants average about 12' in height and are known for their pale complexions and white hair. Because of their long periods of isolation from other races, Cloud giants have very little immunity from most simple diseases, and are quite vulnerable to illnesses that other races would scarcely notice.
Notable Heroes
- [OUTLANDER] Quird of Men-ji the Watermarked Gardener, Harbinger of Thar-Eris (View PBF)
- [TRIBUNAL] Mahendorin Kal'dessi the Dweller of the Wilds, Keeper of the Kal'dessi (View PBF)
- [BATTLE] Woldrun Grall-than the Indomitable Conquerer of the Perilous, Commander of Battle (View PBF)
- [BATTLE] Luggbok Kuntug the Balanced Champion of Death, Drillmaster of Battle (View PBF)
- [OUTLANDER] Namanrin Aran the Voracious Bear of the Ancient (View PBF)
- [OUTLANDER] Tjok Bjorn-Kjr the Venerable Titan, Rising Ancient of the North Wind (View PBF)
Max Stats
- Strength: Titanic (25)
- Intelligence: Average (16)
- Wisdom: Wise (17)
- Dexterity: Average (16)
- Constitution: Hearty (22)
- Charisma: Charismatic (1
Attributes
- Vulnerable: Mental, Holy, Negative, Disease
- Resistant: Bash, Slash, Pierce, Cold
Skills
Cloud Giants gain Bash and Enhanced Damage at 100%.
Inherent Abilities
Classes
Experience Penalty: 500
Cloud Giants may become Warriors, Rangers, Healers, and Druids.
Further Reading
At home within the deep and harsh volcanoes of the realm, the fire giants are known for their cruel dealings with the other races of the realm. Embracing brute strength rather than intelligence, these giants make excellent warriors, preferring all forms of warfare over the subtle hand of diplomacy and trade. Showing true loyalty only to direct blood relations, their temper often leads them to hasty action, guided more by emotion than logic. In addition, their disdain for compassion and disregard for most life has left them little less than unwelcome in most places around the realm, something which many fire giants take pride in.
Due to the conditions of their volcanic homes, they have been tempered against the extremes of fire, making them highly resistant to its effects. However, this has left them vulnerable to extreme cold. Like all giants, their size has made them naturally adept at bashing and producing blows of enhanced damage, while taking little pain from the wounds of weapons. Not as tall as the other civilized giants, these brutes tend to be 10 to 11 feet tall, yet their unrelenting intensity has granted them greater physical fortitude than the others. Favoring combat of a physical nature, they are susceptible to mental attacks. The complexion of a fire giant is very dark, with some of the race having almost black skin. Nearly all fire giants have dark orange hair over most of their body.
Notable Heroes
- [EMPIRE] Hunsobo Oltog the Dutiful Disciple of Iunnalady, Emperor of Thera (View PBF)
- [EMPIRE] Kharghurln Akn'trar the Bespectacled Bitch, Empress of Thera (View PBF)
- [EMPIRE] Blitzenturt ad-Din the Hammer of the Empire, Emperor of Thera (View PBF)
- [SCION] Granaak the Legend of the Battlefield, Ravager in the Dark (View PBF)
- [SCION] Kungkruk the Taskmaster of the Eternal Night, Impudent Terror of Thera (View PBF)
- [BATTLE] Knacnar BloodStomp the Commander of Battle, Smith of the Noldarian Forge (View PBF)
Max Stats
- Strength: Titanic (25)
- Intelligence: Average (15)
- Wisdom: Wise (17)
- Dexterity: Average (16)
- Constitution: Hearty (23)
- Charisma: Charismatic (17)
Attributes
- Vulnerable: Mental, Cold
- Resistant: Bash, Slash, Pierce, Fire
Skills
Fire Giants gain Bash and Enhanced Damage at 100%.
Inherent Abilities
Classes
Experience Penalty: 500
Fire Giants may become Warriors, Anti-Paladins, Shaman, and with certain restrictions, Rangers.
Further Reading
Though the true origins of this race of bird-creatures have been lost to history (likely due to the scarcity of written Arial historical documents regarding their origin) their most ancient songs and legends describe them as having descended from the great birds that populated the skies of Thera in the distant past. Due to this avian ancestry, Arials prefer to make their homes and dwellings in high, mountainous locations, somewhat removed from the other races, or 'walkers' as they are called.
Arials range from about 6 to 7 feet, and are slender in build. They are covered in feathers and have wide wings upon their backs that grant them the ability to fly. Their colorations will vary, though the general layout, types, and lengths of their feathers follow a racial pattern. Not all Arials have prominent beaks or talons, but these features of their avian ancestry are present, if somewhat understated, in their entire race.
Arial society has a range of life philosophies that focus on how to live life to the fullest. Many arials live a driven life and are very focused and steadfast in realizing their goals. Others believe that life is too short for anything other than the pursuit of personal freedom and happiness. Often described as aloof and flighty, arials believe that nothing is greater than a life well-lived.
Because they tend towards being lean and muscular, lightning causes intense physical pain to Arials, as it contracts their muscles around their angular bone structure with little else to insulate or cushion the damage. The inherent buoyancy of their feathers and bodies that grant them the ability of flight and make them more at home in the air has the unwelcome side effect of greatly restricting their ability and desire to venture below the surface of the water, and makes them more vulnerable to water-based attacks. Though their wings give them the power of flight, they are equally at home on the ground.
Their lack of patience (most Arials believe that hesitation makes for a wasted life) make them unsuitable for the guildhall of Paladins; most Squires who would follow that path are directed instead to the Shaman or Warrior guild. Those Arials who join the guildhall of Invokers have a natural affinity for air-related magic.
Notable Heroes
- [TRIBUNAL] Arkellin Kvin the Weaver of the Elements, Provost Magistrate (View PBF)
- [BATTLE] Susubienko Glomska the Swift Stroke of Death, Drillmistress of Battle (View PBF)
- [FORTRESS] Sertius Skyflame the Dai Sensei of the Miyama Ryu, Bearer of the Phoenix's Flame (View PBF)
- [BATTLE] Djabree the Poetic Fury of the Skies, Keeper of the Tablet (View PBF)
- [NEXUS] Iltch Crest'Magiere the Poised, Rhyme of Resistance, Bandit King of Hamsah Mu'tazz (View PBF)
Max Stats
- Strength: Strong (19)
- Intelligence: Super-genius (23)
- Wisdom: Wise (20)
- Dexterity: Deft (25)
- Constitution: Healthy (1
- Charisma: Charismatic (1
Attributes
- Vulnerable: Lightning, Drowning
Arials suffer from Hydrophobia and have difficulty diving underwater.
Inherent Abilities
Classes
Experience Penalty: 250
Arials may become Warriors, Thieves, Assassins, Bards, Transmuters, Invokers, Conjurers, Necromancers, Shapeshifters, Anti-Paladins, Shaman, Healers, Druids and Rangers in a limited capacity.
The Felar (FEE-lar) are a race created by magic from the great cats. For long years in their past, the Felar were enslaved by wizards to serve as familiars. The scars of this servitude still show in the relative weakness and dull wits of the Felar. They are renowned, however, for their agility and their "nine lives". It is said a Felar can withstand blows in battle (or from an angry master) that would kill a human outright. Felar is both the male and plural term, and Fela refers to a single female Felar.
"Felars" is not a word.
The thick fur of the Felar makes them resistent to cold, but also very vulnerable to fire. They also abhor water and are liable to drown in it. Because of their fear of water, they will never travel below its surface for long periods of time, preferring quick trips underwater with lots of time on the surface in between. Despite heavy modification by their former masters, the Felar retain the large claws and fangs of their ancestors. This gives them the ability to inflict extra damage during a fight, but the claws are not fully retractable. With class specific training, Felar can learn to walk unnoticed like other races, but their claws prevent them from sneaking from birth without such training. The Felar are also famed for their street fighting ability. The Felar are not generally very adept with magics, due both their wits and ancient roots, and some of the Felar still resent the mages, anyway. Even in darkness, Felar can see with their infravision.
The wars of freedom were long ago, however, so many younger Felar are willing to forgive and forget, and some have even begun to dabble in the magic that once imprisoned them. Felar tend to be smaller than humans, averaging about 5' in height. They have very muscular builds, though, moreso than would be expected. Fur on Felar can run from almost none to 90% of their body covered. Their colorings vary.
Felar may only dual wield their claws as a second weapon, and cannot use the cross skill with any usefulness. Because of their nimbleness and agility, Felar can also get free claw attacks while wielding two handed weapons.
Notable Heroes
- [SCION] Paraloiut the Vermin Queen of the Shadow Hive, Advisor to the Chancellor (View PBF)
- [OUTLANDER] Calue Treeclimber the Sprightly Spriggan of the Wilds, Sunwarden of Thar-Eris (View PBF)
- [HERALD] Fyeereth Slink the Fiery Keeper of Cadence, High Herald (View PBF)
- Kjrorh the Dai Sensei of the Miyama Ryu, Anathema to the Empire (View PBF)
- [BATTLE] Lerzion Lionsclaw the Seeker of the Flaming Crown, Amusing Investigator (View PBF)
- [FORTRESS] Mizfara ben-Ashkari the Judge, Jury, and Executioner, Captain of the Brigade (View PBF)
- [OUTLANDER] Vreksoek Vrybroek the Natural Bloodlust, Nightreaver of Thar-Eris (View PBF)
Max Stats
- Strength: Strong (17)
- Intelligence: Genius (17)
- Wisdom: Wise (20)
- Dexterity: Quick (23)
- Constitution: Hearty (23)
- Charisma: Charismatic (17)
Attributes
- Vulnerable: Fire, Drowning
- Resistant: Cold, Light
Felar suffer from Hydrophobia and have difficulty diving underwater.
Skills
Felar gain Hand to Hand at 100%.
Inherent Abilities
Classes
Experience Penalty: 250
Felar may become Warriors, Thieves, Rangers, Assassins, Anti-Paladins, or with certain restrictions, Shapeshifters. They may be of any ethos and alignment.
High within their mountain kingdoms or strongholds, the dwarves of this realm are known for their hard working nature, as well as their strength on the battlefield. Often miners or blacksmiths, the lifestyle of the dwarves is one that has granted them a fortitude unmatched throughout the realm, allowing for greater resistance to the common poisons and diseases of man. In addition, the will and spirit of the dwarves is something revered by priests and soldiers alike, the intensity of their hearts so fierce that entering a berserking rage is done with ease. Ever prideful, dwarves will generally hold honor in a high regard, their strength, ability and words an extension that most prefer not to have questioned. With this, many have whispered that a dwarven oath carries the weight to begin and end wars. So fierce is their loyalty towards others of their race and those lucky enough to be called friends, that it is often said with grim seriousness that it is far more deadly to kill a friend of a dwarf than it is to assault the dwarf directly. Such is the depth of their pride that any dwarves who stray to the cruel or darker paths of man are frowned upon.
Civilized dwarves will average near 4' in height, though they are remarkably stocky, the density of their bodies so incredible that travelling underwater is nearly impossible. Due to this, they have developed a heightened fear of drowning, the mental duress experienced when encountering water so great that it wracks their bodies with immense pain. Dwarves tend to have dark, ruddy complexions, while the pride they show in their beards is known far and wide. They are especially hardy, tiring only after marches that would have exhausted a softer race, and they are especially adept at moving quickly and efficiently through hilly or mountainous terrain.
Notable Heroes
- [BATTLE] Ghrummin Dhrummin the Iron-Arm Berserker, Commander of Battle, Smith of the Noldarian Forge (View PBF)
- [BATTLE] Goroel Fireblood the Fevered Stoker of the Flames, Drillmaster of Battle (View PBF)
- [FORTRESS] Gramoak Bolshtelk the Sanctified Pose of Rage, Captain of the Brigade, Stonemason (View PBF)
- [FORTRESS] Gromkonk AleBeard the Ale-Quenched Smith of the Jaguar, Captain of the Brigade (View PBF)
- [TRIBUNAL] Odrirg Gorimm the Bane of Chaos, Priest of the Ki-rin, Vindicator of the Blood Tribunal (View PBF)
Max Stats
- Strength: Herculean (22)
- Intelligence: Genius (19)
- Wisdom: Wise (19)
- Dexterity: Dextrous (1
- Constitution: Vigorous (25)
- Charisma: Charismatic (1
Attributes
- Vulnerable: Drowning
- Resistant: Magic, Disease, Poison
Dwarves suffer from Hydrophobia and have difficulty diving underwater.
Inherent Abilities
Classes
Experience Penalty: 250
Dwarves may become Warriors, Paladins, Shamans, and Healers.
Further Reading
With the recent excavations unearthing paths to the Underdark, the race of dark dwarves known as Duergar has made its way into Thera. Stronger than their surface cousins, their evil ways have changed them in other areas. Unlike their cousins, they are not known for working stone and metal, something which has made them less hearty over time. They have become more dexterous through centuries of thievery and deceit. Because of their many years underground, they have become adept at seeing through the shadows. However, they cannot see hidden assassins within the shadows of the wilderness. The duergar have also become accustomed to the dark waters living near the rivers and oceans of the Underdark. They do not share the fear or vulnerability to water of their surface cousins. All Duergar are evil. Duergar are slightly taller and thinner than their surface cousins. The average duergar is approximately 4'6". The complexion of the duergar is almost ebony, and without fail they have dark, thick, and greasy beards. Duergar share the resistance of their surface dweller cousins to poison and magic, though their long sojourn in Darkness has made them vulnerable to holy attacks as well as to light. Duergars can see in the dark with infravision.
Notable Heroes
- [EMPIRE] Gzurweeg the Fist of Darkness, Imperial Dread Lord (View PBF)
- [SCION] Derogker Velen'Tarr the Wrathful Hand of the Reaping Grimace (View PBF)
- [BATTLE] Faeghn the Salty Swashbuckler, Touched by the Tempest, MageSlayer (View PBF)
- [TRIBUNAL] Nidblot Niding the Priest of Daevryn, Provost Magistrate (View PBF)
- [BATTLE] Grawshen Sootsel the Black Dragon, Blazin' Brawla of Iunna (View PBF)
- Padraig the Captain of the Banshee's Desire, Seeker of the Lost Ship (View PBF)
- [EMPIRE] Waserax Urgazar the Destructive Hand of Daevryn, Imperial High Priest (View PBF)
Max Stats
- Strength: Herculean (23)
- Intelligence: Average (16)
- Wisdom: Wise (1
- Dexterity: Quick (1
- Constitution: Hearty (22)
- Charisma: Average (16)
Attributes
- Vulnerable: Holy, Light, Whitesteel
- Resistant: Magic, Poison, Disease
Skills
Duergar gain Pick Lock at 100%.
Inherent Abilities
Classes
Experience Penalty: 250
Duergar may become Warriors, Thieves, Anti-Paladins, and Shamans.
Further Reading
Gnomes are a race of small, wiry, but tough creatures. They live a very long time and accumulate much wisdom. They are resistant to poisons, but they are vulnerable to bashing because of their small size. Gnomes can see in the dark with infravision. Gnomes, due to their large stock of wisdom, always stay neutral, else they will lose their spells and are frowned upon. Surface gnomes are the smallest of the races of Thera, averaging just 3' in height. Their coloring ranges from a pale gray to a light brown.
Notable Heroes
- [TRIBUNAL] Tlingit Rockbottom the Compulsory Conductor of the Law (View PBF)
- [HERALD] Greikyn Dral'sam the Virtuoso of Inspiration, Painter of Storms (View PBF)
- [OUTLANDER] Ixilth the Violent Harasser, Harbinger of Thar-Eris (View PBF)
- [OUTLANDER] Teldasill Nacklenock the Primeval Ambush, Harbinger of Thar-Eris (View PBF)
- [TRIBUNAL] Pissudin the Winged Claw of Judgment, Provost Magistrate (View PBF)
- [HERALD] Kanrue Jalsten the Lorekeeper of the Spiral (View PBF)
- [TRIBUNAL] Siloreelo Di Taloreelo the Marked Warrior of the Indigo Triangle, Provost Magistrate (View PBF)
Max Stats
- Strength: Strong (1
- Intelligence: Super-genius (23)
- Wisdom: Profound (25)
- Dexterity: Dextrous (20)
- Constitution: Healthy (1
- Charisma: Charismatic (19)
Attributes
- Vulnerable: Bash
- Resistant: Poison
Skills
Gnomes gain Lore and Identify at 100%.
Classes
Experience Penalty: 300
Gnomes may become Warriors, Thieves, Transmuters, Invokers, Conjurers, Druids, and Healers.
The Svirfnebli, also known as deep gnomes, have made their way into Thera as the paths to the Underdark have been found. Slighty larger than their surface cousins, these gnomes are also stronger and a little more hearty from centuries of working stone. The dedication to stone has made them not quite as adept mentally as their cousins, but yet they are still regarded as very wise. With their singular dedication to the stone, a svirfneblin must be neutral in all aspects of their lives. They have the same ability in learning the powers of items as their surface cousins, and have learned to see the invisible. Svirfnebli are slightly taller than their surface cousins, but still only average 3'6" in height. They share the vulnerability to blunt attacks with Gnomes, and resistance to poison, and also have a high resistance to magic and disease. Unlike other Underdark races, these folk tend to be very pale. Their color ranges from light gray to a pale white.
Notable Heroes
- [BATTLE] Droma Stoneshoulder the Sojourning Svirfnebli, Drillmistress of Battle, Apprentice of the Hammer (View PBF)
- [BATTLE] Bartis HammerHand the Observant Eyes of the Village, Drillmaster of Battle (View PBF)
- [NEXUS] Pelrin the Elder of the Island, Beloved of "Someone" (View PBF)
- [TRIBUNAL] Fendril Rockbottom the Vision of Law, Provost Magistrate (View PBF)
- [OUTLANDER] Nizidrayt Ironvein the Scarred Mystic of the Wilds, Harbinger of Thar-Eris (View PBF)
- [BATTLE] Vhloughvang the Whiteborn Witch Hunter, Commander of Battle (View PBF)
Max Stats
- Strength: Herculean (22)
- Intelligence: Genius (1
- Wisdom: Sagacious (22)
- Dexterity: Dextrous (20)
- Constitution: Hearty (22)
- Charisma: Charismatic (19)
Attributes
- Vulnerable: Bash
- Resistant: Magic, Poison, Disease
Inherent Abilities
Classes
Experience Penalty: 250
Svirfnebli may become Warriors, Thieves, Rangers, Transmuters, Invokers, Conjurers, and Healers.
Wood-elves broke off from the high elves long ago and chose to linger in the twilight of the woods instead of honing their minds and gaining the magical skill of the high elves. They have gradually changed from their high-elven roots and are now slightly stronger and heartier than high elves or dark-elves. Instead of following the pure morality of the high-elves, the wood-elves have become concerned with balance, with the cycles of nature, the fragility of life, the inevitability of death. Wood-elves prefer nature over magic and generally find themselves feeling out of place in cities and towns. Their coloring can vary considerably, almost as much as humans, but most wood-elves have light brown hair and ivory skin (a shade darker than the fair skin of high elves). Due to their many years in the wilds, wood-elves can walk quietly there, although not so quietly as other elves. Like high-elves, though, wood-elves are burned by the touch of iron and may see in the dark with infravision. Wood-elves must stay balanced, or neutral, in their morality and have chaotic tendencies.
Wood-elves are naturally adept at a number of nature-oriented skills if their class normally receives them. These include but are not limited to Camouflage, Fashion Staff, and Entangle. These skills will either be easier to learn or will work better for wood-elves.
Notable Heroes
- [HERALD] Lasentia Silvermoon the Grand Mistress of Artistry, Sapper-Trained Desert Marauder (View PBF)
- [NEXUS] Kyaltaru Tel'dethian the Despondent Dirgesinger, Inebriated Islander, Rhyme of Resistance (View PBF)
- [BATTLE] Lohik Thercel the Ale-Swilling Streaker, Last Song of the Eternal War (View PBF)
- [BATTLE] Ruhktanshi Il'Cha-Ashama'Ghara the Strengthened Chant of Sublimity (View PBF)
- [OUTLANDER] Laenelis the Bearer of the Molten Circle, Blessed of the Ancients (View PBF)
Max Stats
- Strength: Strong (19)
- Intelligence: Super-Genius (23)
- Wisdom: Sagacious (21)
- Dexterity: Deft (24)
- Constitution: Healthy (17)
- Charisma: Disarming (22)
Attributes
Classes
Experience Penalty: 400
Wood-elves may be Warriors, Rangers, Druids, Bards, and Healers.
Orcs are taller than humans and often deformed or mis-shapen. Their race was originally crafted by the Dark Gods from fallen Elves as a poor imitation of the Elven race. After generations of inbreeding and corruption, very little of their original Elven heritage remains. Their skin color varies from a pale gray or yellow to dark mottled colors and is often pock-marked or scabrous. Their ears are somewhat pointed like that of Elves but may be blunted or distorted. They are thick-browed and remarkably strong despite having wiry limbs. As with other races, there are variations in appearance among Clans, some being hairless, some with tusks, etc. Orcs are cunning but woefully stupid, strong but cowardly, and use pure brute strength in plowing through their opponents. Greed, fear, and rage drive the writhing brain of the Orc. Living together in Clans, only a single Chief can lead the Clan village. A village shaman oversees the selection of the Chief as well as other rituals integral to the culture. See HELP CLANCHIEF for more information regarding the Chief selection process.
Living in squalor since the time of their creation, Orcs have a strong immune system and can eat things that would poison a Human, with no ill affects. They are able to hide within caves, swamplands, and within their own Clan villages. However, as creatures of darkness, Orcs can see clearly without light but are easily damaged by light-based attacks. All Orcs are evil and are too quarrelsome and bestial to ever be orderly in nature. Although they aren't skilled enough to become true pickpockets, Orcs can learn how to steal from one another. Because of their bitter hatred of Elves (and Wood-Elves) they will attack either on sight when berserking and strong enough to do so. Other races, most notably dwarves and elves, are quite hostile to orcs, and might attack them on sight.
Notable Heroes
- Thrunna the Chieftain of the Grinning Skulls (View PBF)
- Gutulk Rolg the Chieftain of the Grinning Skulls, Hunted by Battle (View PBF)
- Srithra CarrionEater the Chieftain of the Grinning Skulls, Mergulla's Meat Tenderizer (View PBF)
- Alzinghul Deth'Alzul the Chieftain of the Grinning Skulls, Disciple of Zurcon, Hunted by Battle (View PBF)
- Bukrinuk the Chieftain of the Grinning Skulls, Desecrator of Darsylon (View PBF)
Max Stats
- Strength: Herculean (23)
- Intelligence: Average (15)
- Wisdom: Average (16)
- Dexterity: Dextrous (1
- Constitution: Vigorous (24)
- Charisma: Repulsive (13)
Attributes
- Vulnerable: Light
- Resistant: Disease
Classes
Experience Penalty: 0
Orcs are automatically of the Berserker class.
Further Reading
Minotaurs are large beasts with humanoid bodies and the head and hooves of bulls. Strong but unintelligent, they cannot reproduce among their own kind; every minotaur is male and they can only further the race by polluting the wombs of human females during their violent rites of blood sacrifice and procreation which leads to their rarity in the realm. They are tall and hairy, with sharp and dangerous horns. Their bovine mouths make it difficult for them to speak the Common Tongue.
Due to their size and strength they can shrug off many physical attacks. Because of their obstinate nature and unnatural heritage they are immune to fear and will only retreat from battle if it is strategically sound. All Minotaurs are neutral or evil in alignment. Minotaurs have an inherent ability to gore.
Notable Heroes
- [BATTLE] Ohbehb LongHorn the One-Horned, Onslaught of Imperial Oppressors, Commander of Battle (View PBF)
- [SCION] Melertosiceo the Holy of Faith, Advisor to the Chancellor (View PBF)
- [BATTLE] Dhaath SplitHorn the Skull-Hunter, Drillmaster of Battle (View PBF)
- [TRIBUNAL] Caroolth Holdersson the Meticulous Drover, Vindicator of the Blood Tribunal (View PBF)
Max Stats
- Strength: Herculean (23)
- Intelligence: Average (16)
- Wisdom: Sagacious (22)
- Dexterity: Dextrous (19)
- Constitution: Hearty (21)
- Charisma: Repulsive (11)
Attributes
- Resistant: Bash, Slash, Pierce
Inherent Abilities
Classes
Experience Penalty: 450
Minotaurs may only become Warriors and Shamans.
Note: Minotaur are very rare and sometimes not available during character creation.
Last edited by PanzerSoul; Jul 20, 2011 at 08:43 AM.
Reason: <24 hour edit/bump