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Where Shadows Fall

Where Shadows Fall: Races

a part of “Where Shadows Fall”, a fictional universe by Intricacy.

(WIP) Araland, once a growing kingdom of peace and prosperity, is being ravaged by black magic and dark creatures... Do you have what it takes to stop them?

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This conversation is an Out Of Character (OOC) part of the roleplay, “Where Shadows Fall”.
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Where Shadows Fall: Races

Tips: 0.00 INK Postby Intricacy on Sun Sep 30, 2012 1:10 pm

The inhabitants of Araland are a mixture of many great races, though they are predominantly human. However, certain races have advantages and weaknesses compared to others, and below you can find them detailed. Some races don't have a specific area of speciality in terms of classes, so instead I provide unique race traits which may seem useful or more attractive to you.


Humans
Humans are currently the most widespread and highly saturated race in Araland. Their ability to adapt to their surroundings is almost as amazing as their ability to adapt the surroundings to suit them. They are a well balanced race, neither excelling or lagging in any skill aspect.
-- No Skill Bonuses.
-- Good for any particular class.

Elves
The Elves have begun to coexist with the Humans over the last two or three centuries, partly by choice, partly through a treaty to conserve the forests in which they built their homes. Their natural abilities with magic are legendary, along with their reflexes and dexterity, but often, their strength suffers for it.
-- +1 Agility, +2 Perception, +1 Intelligence, -2 Strength, (-2 Charisma when talking to a Dwarf)
-- Suited to Archery and Magic based classes

Dwarves
Dwarven miners have been aiding and trading with other races for a great many centuries. Although primarily their communities live underground, there are many mercenaries who make a living by travelling as bodyguards. Naturally strong and enduring, but quick to temper and not overly intelligent.
-- +2 Strength, +2 Stamina, +2 Luck, -1 Intelligence, -2 Agility, -1 Charisma (-3 when talking to an Elf)
-- Suited to Warlord type classes.

Marinai
The Marinai originate from the early days of the new kingdom, hailing from the island of Cayan, hundreds of miles off the East coast of Araland - originally it was believed that they travelled here in order to trade with the Aralanders, however, as time passed by, Marinai population on the East coast increased dramatically, leading to the belief that they were fleeing from something or someone. In terms of appearance, they are generally humanoid, with distinctive blue markings on their face, arms, torso and legs - their fingers and toes are also webbed. Younglings are water-born, and have gills, which seal up when not in use, allowing the Marinai to breathe on land and underwater. Many Marinai take up occupation as fishermen, due to their instinctive calling to the water, though it has been known for bands of Marinai to commit acts of Piracy on the sea.
-- +2 Perception, +2 Agility, -2 Charisma, -1 Intelligence
-- Can breathe underwater indefinitely.

Anthri
The Anthri are creatures formed by magical experimentation. They are, in simplest terms, anthropomorphs. Though they have only one distinct animal form, they can also turn into a human-like form, though often with giveaway elements to their true animal form, such as animal ears, tails or claws. It is believed that they started appearing in civilized areas as early as 250AA, but until 400AA there were laws prohibiting the integration of Anthri with the rest of society, and up until 450AA, a law explicitly prohibiting sexual activity between Anthri and Humans, Elves or Dwarves. Whilst they are in fact products of magic and can transform between their two forms at will, they can not actively use other forms of magic, however, their magic seems to expand to cover transforming the clothing and items they were carrying, so that when they shift into human form, they still have their items (along with their clothing... ^^). Nowadays, they can be found living in many of the cities, often in groups as scavengers, however, some have found a market in the corporate espionage business.
-- +2 Charisma, +3 Agility, +2 Stamina, -1 Luck, -2 Perception
-- Can change into a human form, and can talk in human form. Can't use magic.

Necris
The Necris are a race created through the use of black magic on victims of a great battle between Elves and Men many centuries ago, before the prophet Aeryx was even a newborn. It is believed that a dark mage wanted to create an army of the living dead, capable of marching into a 'friendly' city without resistance and slaughtering many in a 'trojan horse' style attack, however, the reanimation process did not produce the desired effect, and the creator was killed by a resilient Dark Necris Elf Caster, who continued his work to build an entire population of Necris, capable of reproducing, and with the knowledge of their former lives. The Necris tend to live in large underground cities, and never venture outdoors without a hooded garment or dimmer lenses, as they are highly photosensitive. Their stamina is remarkable, due to a high pain threshold, and their abilities with magic make them an invaluable ally or a deadly foe.
-- +3 Stamina, +3 Perception, +1 Intelligence, -2 Luck, -3 Charisma, -1 Strength
-- Very capable magic users, but have intense weakness to sunlight.

(more to be added)

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