Difference between revisions of "Races"
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− | There are currently | + | There are currently four playable races. Two more are planned to be added during development (orcs, and dwarves): |
=== Humans === | === Humans === | ||
Humans are notoriously prudish and petty, but they are extremely loyal to their friends and allies. They value honesty and hard work, and hate lazy people.<br>Everyone agrees that humans make excellent traders and negotiators.<br><br> | Humans are notoriously prudish and petty, but they are extremely loyal to their friends and allies. They value honesty and hard work, and hate lazy people.<br>Everyone agrees that humans make excellent traders and negotiators.<br><br> |
Revision as of 10:10, 15 March 2020
There are currently four playable races. Two more are planned to be added during development (orcs, and dwarves):
Contents
Humans
Humans are notoriously prudish and petty, but they are extremely loyal to their friends and allies. They value honesty and hard work, and hate lazy people.
Everyone agrees that humans make excellent traders and negotiators.
According to rakshasa:“They're rude and greedy. And for how much they hate sex, you'd be surprised how horny they are. But they make great friends! They love accumulating wealth.
According to orcs:“They're trustworthy merchants and they make charismatic leaders. They love feeling in control... it makes them happy. They work incredibly long hours.
“The smart ones have silver tongues and can trick an orc out of his breakfast. But the dumb ones are dumber than any orc! Their warriors are no match for orcs, but their wizards are feared. Human merchant camps are neutral ground, so try not to burn those down too often.
Geography: The first country you'll explore is called The Council Lands, where Humans are the most populous race. The laws are very human-centric: slavery, homosexuality, and mind-affecting magics are outlawed, while taxes and hard work are the norm.
In-game effects: Gain a bonus to combat xp for having recently socialized, and a penalty for being lonely.
Elves
Elves are forest loving, sex-addicted, and obsessively clean. They're never crude or offensive, but they do tend to add double entendres to everything they say.
They live a long time and tend to master a lot of skills, but prefer to live a simple life when possible.
Everyone knows that it's nearly impossible to piss off an elf... they're just so friendly and patient! But if you DO get them angry somehow, they never forgive and they never relent.
According to rakshasa:“They're friendly and honest, but don't be fooled: all elves are disgusting perverts. They're probably charm-rapists, too!
According to orcs:“Their laws are surprisingly primitive, they're prone to bouts of depression that last for decades, and they're constantly washing their hands. But they're generous and fair, in their way.
“They become set in their ways and then they're easily manipulated. They're dangerous warriors, but then they get annoyed by blood and dirt. That's hilarious. You can't tell from looking whether an elf is a warrior or a wizard or just a farmer, so be careful picking fights.
Geography: The nearest Elven country is Verta, which recently suffered a horrific disaster. Dwyndarre was a major metropolis that was completely destroyed by an unknown force. Some survivors have fled to the Council Lands.
In-game effects: Gain a bonus to combat xp when clean, and a penalty when filthy.
Rakshasa
Rakshasa originally came from another world, where they were fierce and amoral warriors. But since becoming stranded on this world, new generations of rakshasa have developed a sense of morals and righteousness. They are still learning to combine their warrior instincts and their newfound sense of fairness.
Everyone knows that Raksasha are quick to anger, but are also quick to forgive. They're also known for their complex sense of justice and their dry sense of humor.
Although their capital city is quite advanced, many raksasha have recently "gone savage", as the humans put it, leaving their cities and forming camps in the wilderness. It's unclear why.
According to elves:“There's two kinds: the city dwellers and the nomads. The city ones keep slaves, which is obscene. But the nomads are pretty lazy, preferring to hunt for sport rather than work to improve themselves.
According to orcs:“Talking with rakshasa is exhausting. It's so easy to upset them! But they're pretty open about sex, and they're very generous.
“Rakshasa are good allies, 'cuz what's not to like about a swordfighting tiger? But never trust 'em. They can turn on you in a second. One second they're helping you 'achieve justice' and they next second 'you've gone too far and now you must die.' Watch your back around 'em.
Geography: Rakshasa control a small area of land that is largely inhospitable to other races. Their holdings abut both the Council Lands and the Crone Hegemony, and they have made an uncomfortable peace with their neighbors.
In-game effects: Gain a bonus to combat xp when feeling righteous (haven't killed sentient creatures recently), and a penalty when feeling guilty.
Faeries
Faeries were added in March 2020.
Faeries aren't just from another planet -- they're from another realm of existence with its own rules of time and physics. They are true immortals, and most are so many centuries old that they can't recall their youth at all.
Everyone knows that there are four types of fairies, one for each season. The Winter and Spring fae are dangerous and scary. The Summer and Fall faeries are more reasonable. (All player faeries are assumed to be Summer fae.)
In-game effects:
- Faeries may learn Fairy Magic, a subskill of Mentalism, and their own Fae (Race Skill), which allows them to break items down into and , then reconstitute those ingredients into a variety of useful items.
- Having wings, all Faeries may fly.
- Faeries are less physically strong than most other races, and have 16 fewer inventory slots as a result. They are also slightly more susceptible to knockbacks than other races.
- Upon death, Faeries respawn in the Fae Realm, unless they use a or are resuscitated by other means (any of the standard methods). They cannot Enter the Light.
- Faeries start with level 30 Ice Magic, Mentalism, Fairy Magic, Knife Fighting, and Animal Handling.
- Faeries begin with two pets, a bee and wasp, both Bond Level 100 (this means their pets will automatically level up to the Faerie's animal handling level as it grows).
- Faeries learn a different variant of the Knife Fighting skill Slice, called Slicing Ice, which uses thrown ice, operating at range instead of in melee. Crystal ice may also be used in place of metal throwing knives in abilities like Hamstring Throw and Fan of Blades.