Character Races: Difference between revisions
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''See [[Undead (Race)|Undead]] for more details.'' | ''See [[Undead (Race)|Undead]] for more details.'' | ||
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Revision as of 22:02, 21 September 2010
Related topics: Character Creation, Skills, Augmentations
Aluvian
See ?? for more details.
Jump, Loyalty, Magic Defense, Run, and Salvaging
Assess Person and Dagger
None
Introduced on Release, ALUVIANS are a fiercely individualistic and warlike people, quick to anger but with a strong love of justice and fairness. Though often suspicious of things new and strange, they are friendly and always prepared with a little help if they can spare it. They are loyal to their feudal lords, but expect to be well-treated in return.
The first people to arrive on Dereth Island were Aluvians: they have settled in the fields and hills around Lake Blessed.
Gharu'ndim
See Gharu'n for more details.
Jump, Loyalty, Magic Defense, Run, and Salvaging
Item Tinkering and Staff
None
Introduced on Release. Desert-dwellers who prefer knowledge and trade to war and bloodshed, the GHARU'NDIM are an eminently honorable, formal culture, but they also have a reputation for being somewhat distant and proud. Of all the peoples of Dereth, they are the most drawn to the mysteries of magic.
Preferring to talk before fighting whenever possible, they speak with great politeness and formality, peppering their speech with honorifics and references to their national hero, the poet Yasif ibn Salayyar.
Sho
See Sho for more details.
Jump, Loyalty, Magic Defense, Run, and Salvaging
None
Introduced on Release, the SHO are a people for whom duty and self-discipline are the highest virtues. Normally peaceful, they have nonetheless raised warfare to an art form.
The Sho view the world in terms of absolute, universal laws. Their guiding principles are represented by three Elder Spirits: the Unicorn of grace, the Firebird of splendor, and the Dragon of power. They speak succinctly and regard other peoples with suspicion, but a Sho friend is a friend for life.
Viamontian
See ?? for more details.
Jump, Loyalty, Magic Defense, Run, and Salvaging
Loyalty (Specialized) and Armor Tinkering
None
Introduced in Throne of Destiny, the war-like VIAMONTIANS have a tendency to conquer other lands in an effort to broaden their borders. Disciplined and fiercly loyal to their leaders, the Viamontians have long been the scourge of the other heritage groups of Ispar.
The Viamontians are in the midst of a civil war led by the Duke of Bellenesse. This rebellion has spilled over into Dereth, where the loyalist Viamontians will continue to exercise their bloodlust by waging war against Queen Elysa and the Isparians under her rule.
Umbraen and Penumbraen
See ?? for more details.
Jump, Loyalty, Magic Defense, Run, and Salvaging
Introduced in ??, the UMBRAEN and PENUMBRAEN are a people born from the other Isparian heritages, who sought to join with the chaotic powers of the Shadow, and were then transformed into the Umbraen or Penumbraen. Those who have undergone the transformation into Umbraen or Penumbraen have forgotten and released their pasts into the winds. They are children of the Shadow, now and forever. Most Umbraen or Penumbraen come from the followers of the Shadow, Isin Dule. Isin Dule only asks that his new children embrace the chaos and potential they have been given, and use it to raise themselves to greatness. What follows is in Isin Dule's own words to his children.
'Folk remember the dark times, when destruction roamed the land. They think of war... death... torment.They blam those of us who walk in the shadow, call us evil. But we are not. We were deceived by the one who ruled us. To understand us, you must first understand him. Hopeslayer, they call him.Bael'Zharon, the fallen lord. He craved power, and gave himself to chaos. His obsession nearly destroyed the world. The shadow's path runs along the sword's edge. On one side, untold strength, on the other... madness. The Hopeslayer strayed - and fell. Look on his face, and swear: I will not follow.'
Gear Knight
See Gearknight for more details.
Jump, Loyalty, Magic Defense, Run, and Salvaging
Loyalty (Specialized) and Armor Tinkering
Introduced in Shifting Gears, the GEAR KNIGHTS are a mechanized race of unknown origins. While they are technically machines, they evidence all the personality of the other races of Dereth.
The Gear Knights usually operate in large Houses, which are organized somewhere between a feudal society and a standing army. Each House is led by a Primus, and has a portion of the society for which they are responsible.
On Dereth, those Gear Knights which are allied with the peoples of Dereth come from the schism between the Gold Gear Primus, Atamarr, and the Iron Blade Invasion forces which seek to wipe out both the 'renegades' and the Isparians of Dereth. Their previous House ties behind them, and with the blessings and support of Atamarr, the new Gear Knights of Dereth have been given the freedom to build for themselves a new beginning.
Undead
See Undead for more details.
File:Character Creation - Undead.jpg | Trained Starting Skills: |
---|---|
Jump, Loyalty, Magic Defense, Run, and Salvaging | |
Bonus Racial Skill(s): | |
Alchemy | |
Sister Racial Skill(s): | |
Arcane Lore | |
Bonus Augmentation | |
Critical Protection | |
Description: | |
Introduced in Plans Within Plans, the House Mhoire UNDEAD have chosen to join the alliance with the peoples of Dereth. These Undead are refugees from an ancient curse laid upon House Mhoire by the Dericost.
Using alchemical potions and rituals, they have freed themselves from the curse, and also from the rigid castes and controls of the Dericost undead. With this newfound freedom, many Undead have begun to adopt the cultures and practices of the living races on Dereth, hoping to find a home where they can live as equals. | |