ToC
1 Background
2 Rules
3 White and black list
4 Races and classes
5 Profile skeleton
6 Female profiles
7 Male profiles
CLASSES
Brigand
Swashbuckler
(^^ Those two are "pirates". Brigands are 'evil' or 'bad', Swashbucklers are loyal pirates. 'Good' pirates. They both can poison their weapons, and can have the poison do a whole number of side-effects, such as temporary blindness, temporary paralysis, and sickness. Brigands use a variety of skills that are used mostly of disarm the enemy, and make them surrender, such as slashing at the enemy's hands and back. Swashbucklers are known to use the objects around them in battle, such as forms of fire, and trees. ^^)
Dirge
Troubadour
(^^ Those two use magical songs and poems and spells through their voice to do damage to enemies, and assist their allies. Dirges are 'evil' and 'angry' and 'sad' almost all of the time, to harm the enemy. Troubadours use 'happy' and 'joyful' songs to help their allies. Troubadours and Dirges are known as skilled story-writers, but some have very bad writing skills. They are also known to write stories and books on heroic deeds and horrible battles. ^^)
Assassin
Ranger
(^^ Those two both are skilled with both arrows and weapons, and can use strong poisons. Rangers are very, very skilled with bows and arrows, and assassins are very, very skilled in daggers and swords alike. They both can use bows and weapons, however... There is no limit. Rangers are usually connected to a forest in some way or another, and find them soothing. Assassins tend to avoid forests, because of the many rangers, wardens, and furies that guard the trees. ^^)
Berserker
Guardian
(^^ Those are both Warriors. Berserkers use the rage of battle to strengthen their own strength. Berserkers don't usually... work well with others. They are pure strength and brute power, and usually find it fun to kill things in the heat of battle. Guardians are practicly the opposite, wearing their armor to protect its allies with its life. Berserkers are trained mostly in offensive skills, and Guardians are trained mostly in defensive skills. Again, like the assassin/ranger combo, they can still use both of the offensive and defensive. ^^)
Bruiser
Monk
(^^ Those two are both great at using only their bare fists during battle, but can also wear knuckle weapons to strengthen their punches. Bruisers use brute force to harm the enemy both externally and internally, such as scratches, gashes, and painful bruises. They are very unruly and relentless when they pick a fight. Monks are usually self-centered around everything happening in battle. They are very skilled with their legs and hands, and can find vital point to hit quickly during any opportunity in battle. ^^)
Paladin
Shadowknight
(^^ These two use magical skills to heal themselves and others, use magical skills to harm their enemies [Paladins use holy damage, Shadowknights use darkness or diseased damage], and they are skilled in the form of blades and axes. Paladins love protecting their allies, and use most of their skills devoted to healing. Shadowknights protect their allies closely as well, and is very loyal. Shadowknights base most of their magic to damaging the enemy before the enemy can damage them. ^^)
Warlock
Wizard
(^^ These two are professionals at using magical abilities. Warlocks use huge amounts of rotting disease and infections, as well as darkness skills, to harm the enemy. Warlocks are quick to be called the strongest form of magic around. Wizards use the arts of Fire, Ice, and Thunder with their magic, being able to crush an enemy down quickly with the raw elements. Wizards are magically even to warlocks in every way. ^^)
Illusionist
Coercer
(^^ These two are controllers of minds. They are very smart and wise, and usually know just what to do during a fight. Illusionists make enemies see things that aren't really there, which can leave the enemy in a confused daze. Illusionists also use weak magical spells, which usually bind enemies from movement temporarily, and harm their body's magical source. Coercers control the minds of others, which can usually break the enemy's thoughts and emotions quickly. They use magics to hurt the mind of enemies. ^^)
Necromancer
Conjurer
(^^ These are both summoners, that use the elements of death and nature to reawaken the dead and naturallities. Necromancers use pets of death and decay, such as fallen soldiers, and even other fallen magic users. Necromancer's spells usually go along to killing the enemy from the inside out, using spells related to draining the enemy's blood, sickening them badly for a temporary amount of time, and torturing their body. Conjurers summon pets out of nature, using the raw elements of Fire, Earth, Water, and Air. They also use spells relating to damaging the enemy phyiscally with the elements. They can only use one pet at a time. ^^)
Templar
Inquisitor
(^^ They use the arts of healing and holy arts to strike the enemy, and help their allies. Templars surround most of their studies to healing, but can also use the elements of holy to strike the enemy. Inquisitors use most of the spells on damaging, using the darker sides of spells to kill. They are much stronger than their 'Good' counterpart, but much less knowledgeable in the healing arts. ^^)
Warden
Fury
(^^ These two use the forces of Natural magics to damage and heal. Wardens use Fire, Ice, and Earth, while Furies use Fire, Ice, and Air. Furies are known to be worse healers, but being able to deal more damage. Wardens are therefore known as the better healers, but the less damage dealing. They are both very loyal to their homeland, which is usually a forest of some kind. ^^)
Defiler
Mystic
(^^ Defilers and Mystics use the arts of spirits and totems to aid their allies, and to damage the enemies. Defilers use the arts of the dead spirits to strike the enemies, with skills usually relating to Ice and Death. Mystics use almost identical spells, but for the better good. Mystics use Holy and Death to harm and heal their allies. Defilers are known to hurt more than heal, being much stronger than mystics in the form of damage, but they do have some healing spells. Mystics are quite wellknown for doing huge amounts of damage using holy spells, and have a good arrangements of heals.^^)
RACES
Barbarian
Dark Elf
Dwarf
Erudite
Gnome
Half Elf
Halfling
High Elf
Human
Iksar
Kerran
Ogre
Ratonga
Troll
Wood Elf
BARBARIAN:
Hardy and strong, barbarians never back away from a just conflict. Barbarians are loyal companions and unforgiving enemies. Barbarians can be of either good or evil alignment.
Strength is a strong point. Stamina is a strong point. Wisdom is a strong point. Agility is a weak point. Intelligence is a weak point.
They tend to be a healer, or a sword user knight.
DARK ELF:
Dark elves are the embodiment of evil and maliciousness. Sinister, cunning, and dangerous, dark elves coolly prey upon the weak and the ignorant. Dark elves are of evil slignment. They have exceptional night vision.
Agility is a strong point. Intelligence is a strong point. Wisdom is a strong point. Strength is a weak point. Stamina is a weak point.
They tend to be a healer, dirge/troubadour, or magic users.
DWARF:
Stout and surly, dwarves are renowned for their bravery and devotion. Brash talk and a boisterous attitude follow a dwarf from the field of battle to the tavern hall. Dwarves are of good alignment. They have special vision that allows them to see movement during the night.
Strength is a strong point. Stamina is a strong point. Wisdom is a strong point. Agility is a weak point. Intelligence is a weak point.
They tend to be a healer, or a sword user knight.
ERUDITE:
Descended from humans, erudites are obsessed with the intellectual and magical evolution of their race, and the magic’s that surround them. They are often distant and cold, and view all others are inferior. Erudites can be of either good or evil alignment. Because they are highly attuned to mystical energies, they are able to sense auras around others who employ magic.
Agility is a strong point. Intelligence is a strong point. Wisdom is a strong point. Strength is a weak point. Stamina is a weak point.
They tend to be a healer, or magic users.
GNOME:
The curious and obsessive nature of gnomes will often cause them to take their mechanical and magical pursuits to the brink of insanity, and occasionally beyond. Gnomes can be of their good or evil alignment. They have exceptional night vision.
Agility is a strong point. Intelligence is a strong point. Wisdom is a strong point. Strength is a weak point. Stamina is a weak point.
They tend to be a healer, pirate class, or magic users.
HALF ELF:
Part human, part elf, half elves have no history or community to call their own and often feel alienated and rebellious. Half elves are truly independent in thought and action. Half elves can be of good or evil alignment. They have a vision that allows them to see movement during the night.
Agility is a strong point. Stamina is a strong point. Wisdom is a strong point. Strength is a weak point. Intelligence is a weak point.
They tend to be a dirge/troubadour, pirate class, or a ranger.
HALFLING:
Halflings delight in mischief and merriment, yet are quite courageous when the situation demands it. A warm fire and good company is a Halfling’s fondest desire. They are known as Halflings because they are generally half the size of a human. Halflings are of good alignment.
Agility is a strong point. Intelligence is a strong point. Wisdom is a strong point. Strength is a weak point. Stamina is a weak point.
They tend to be a healer, or pirate class.
HIGH ELF:
High elves are the embodiment of nobility and wisdom in the world. Their stoic and confident nature is often mistaken for pride or arrogance. High elves are of good alignment. They have exceptional night vision.
Agility is a strong point. Intelligence is a strong point. Wisdom is a strong point. Strength is a weak point. Stamina is a weak point.
They tend to be a healer, or magic users.
HUMAN:
Humans are diverse and adaptable. Sometimes wise and sometimes foolish, humans are capable of both remarkable ingenuity and startling brutality. Humans can be of either good or evil alignment.
All of the attributes are equal; no strong points, no weak points. Average!
They tend to have any traditional role, depending on where they are located.
IKSAR:
Calculating and cold, the cruel iksar once ruled the lost continent of Kunark through terror and enslavement. Savagery and conquest are in their blood. They are often mistaken for large, talking, two-legged lizards. Iksar are of evil alignment. They have exceptional vision underwater.
Strength is a strong point. Stamina is a strong point. Intelligence is a strong point. Agility is a weak point. Wisdom is a weak point.
They tend to be magic users, and Shadow knights.
KERRA:
Kerra worship the spirits of the land and those of their ancestors. Their often docile demeanor masks the fearsome and powerful predators that they are. They are often mistaken for large, talking, two-legged cats. Kerra may be of good or evil alignment. They have a special kind of vision that allows them to see movement, much like a cat.
Strength is a strong point. Agility is a strong point. Wisdom is a strong point. Stamina is a weak point. Intelligence is a weak point.
They tend to be Mystics or Defilers, assassins or rangers, or a sword user knight.
OGRE:
Ogres are creatures of keen intellect and savage brutality who view most other races as subservient. They are fiercely loyal to their brethren and respectful of their ancestry. Ogres are of evil alignment. They have exceptional night vision.
Strength is a strong point. Agility is a strong point. Stamina is a strong point. Intelligence is a weak point. Wisdom is a weak point.
They tend to be sword user knights, or a class that is out on the frontlines often.
RATONGA:
Sly and intelligent, the ratonga are surprisingly charismatic. But bewared; their demeanor can shift from charming to vicious in a single, and final, heartbeat. They are often mistaken for large, talking, two-legged mice or rats. Ratonga are of evil alignment. They have a special kind of vision that allows them to see movement.
Agility is a strong point. Intelligence is a strong point. Wisdom is a strong point. Strength is a weak point. Stamina is a weak point.
They tend to be assassins, pirate classes, and magic users.
TROLL:
Trolls care only about satisfying their hunger for food and lust for battle. Their unpredictable behavior and formidable strength make them fearsome and deadly opponents. Trolls are of evil alignment.
Strength is a strong point. Stamina is a strong point. Wisdom is a strong point. Agility is a weak point. Intelligence is a weak point.
They tend to be Inquisitors, and sword user knights.
WOOD ELF:
Wood elves are pleasant and friendly. Fierce protectors of the woodlands, they will do battle with any who dare to taint the purity of nature. Wood elves are of good alignment. They have exceptional night vision.
Agility is a strong point. Stamina is a strong point. Wisdom is a strong point. Strength is a weak point. Intelligence is a weak point.
They tend to be rangers, furies, and wardens. They also are strong believers in the holy arts.