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The World of Odraude (Because I can't think of a better title)


Odraude

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This thread here is my first attempt at creating a fantasy campaign for the HERO system. It is somewhat class based in that whatever spells/attacks/equipment should make sense with the class you are running (an assassin with a great sword...no)

 

Its 200 points, 75 AP limit, 15 DC Limit, and the characteristic limit for humans is 20.

 

Anyways first on my list are classes. I essentially took every class, job, and sub class from video games, PnP RPG, and MMORPGs and seperated them into four bare-bones categories: Warrior, Mage, Rouge, and Ranger. I'll go into detail with classes first.

 

Aside from races, there will be completely different races. So no elves, dwarves, etc. More detail will go into them later.

 

Finally there will be race specific classes.

Feel free to post stuff.

 

Alright here we go.

 

Warrior

 

Mage

 

Rogue

 

Ranger

 

Races

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Re: The World of Odraude (Because I can't think of a better title)

 

Good start, though Rouge should be Rogue. ;)

 

A huge resource to help would be http://www.killershrike.com and if you're feeling frisky you could head over to http://www.d-3games.com, though your world is very much a High Fantasy style campaign which is a tad different than Kamarathin.

 

15 DC is pretty high for a heroic game, but I'll wait and see what the DEF levels are going to be before I can make any kind of a call on that.

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Re: The World of Odraude (Because I can't think of a better title)

 

Warrior

Role: Melee damage dealer

Secondary Role: Tanker

 

 

The warrior. Hand to hand master. The warrior is very proficient in both armed and unarmed close quarters combat. They can deal great amounts of damage with their attacks that can take on one or a couple of attackers.

 

As a warrior, you have a selection of two types of combat (and you can use both); unarmed and armed combat

 

-Unarmed Combat

Unarmed combat is the ability to use one's fists, legs, and other body parts as weapons against enemies. It may be a series of trained martial arts that takes years of discipline to learn, or it may be self-trained brawling. Either way, there can be several ideas for how your character knows how to fight.

 

  • Your warrior learned through year upon years of training with monks in a hidden location. You are now traveling the world in search for enlightenment, a new challenge, or knowledge in other forms of martial arts.
  • Your farm village were constantly attacked and raided by outside forces. Tired of living in fear, you and your people took up arms and defended yourselves with them. Now this haphazard martial art has become your way of protecting your village as well as yourself.
  • Your warrior is in a gladiatorial sport where survival is key. You have learned and developed a series of moves to help combat others so that you may live to be the champion.
  • Living in the rough parts of the city, you have learned a series of ways to defend yourself against thieves, gangsters, and corrupt officials.

As one can see, there are several ideas for unarmed martial arts. With unarmed combat, a warrior trades high damage for more accurate strikes and crippling throws as well as more speed. There are several moves that can incapacitate a character without killing them, helpful for keeping a key enemy alive or simply making them prone to go in for the killing blow. The unarmed martial artist is great for adventurers that want a disciplined warrior, a brash fighter that loves to brawl, or someone that loves to fight without weapons.

 

Suggested Skills/Equipment: Martial Arts Maneuvers, KS: [Martial Art Name], Defensive Maneuvers

 

-Armed Combat

 

The most common type of combat in the game, armed combat is close quarters combat with weapons, both bladed and not. Practitioners of this will be very proficient in dealing high damage blows against the enemy. Armed combat is in most cases killing combat and a warrior can hold their own against armoured foes. Some warriors will uses armour to help defend against other warriors that wield swords, axes, and other types of weapons. Other rely on speed to dodge the attacks of their opponent. Either way the armed warrior has several weapons at their disposal that will help to go against dangerous creatures.

 

There are several ideas for an armed character:

 

  • Your warrior has trained in an academy for knighthood and has learned the arts of war and the art of the broadsword. You now travel the lands, slaying monsters that threaten the countryside.
  • Your warrior's village was attacked my raider/monsters/warrior. To combat this, the farmers took up arms with farming equipment and now are fighting to protect their land. You are a combatant in a long line of these farmers and now protect your village from those that would harm it.
  • You lived in the worse parts of city, having to use your wits and your sword to survive against those that would try to take your possessions and ultimately your life.
  • You live in the forest alone, honing your skills against the wild forces of nature so that you can take on the mightist of monsters.

The armed warrior is great for those who want to play a chivalrous knight questing for justice, a fighter that enjoys the feel of battle, or a hunter of monsters looking to prove themselves.

 

Suggested Skills/Equip: HKA Weapon(s), KS: [Armed Martial Art Name], WF: [Weapon Name], Armour, Defensive Maneuvers

 

Warrior Subclasses:

-Commander

 

The commander is a special class that represents a soldier that has achieved higher rank. They can bolster a party with powerful words of encouragement as well as performing incredible acts of battle that would make the hardiest of enemies quail before them. The commander is a buffing and debuffing warrior.

 

-Fighter

 

The fighter is a martial artist that excels in aggressive hand to hand fighting. They can range from wrestlers to boxers to more raw forms of martial arts, such as Muay Thai and Capoeira. The fighter is less concerned about katas, philosophy, and traditions and is more into the basic self-defense as well as the social benefits. The fighter is effective at dealing hits and can dodge and weave enough to survive the fight.

 

-Swordsman

 

The swordsman is a catch-all term for any warrior that uses bladed weaponry (knight, barbarian, samurai, etc). The swordsman is proficient in whatever bladed weapons you can think of, from broadswords, axes, and maces to katanas, zanbatous, and naginatas. The swordsman excels at using heavy weapons and two handed weapons as well as shields and heavier armour.

-Monk

 

At the other end of the unarmed spectrum is the monk. The monk is a martial artist that excels in more formal martial arts, such as kung fu and karate. Their style is more with form, philosophy, and discipline. While they are called monks, not all of the fighters have to choose a religion or a god. Instead, monks simply follow a philosophy of some form, usually of peace and enlightenment though not necessarily always the case.

 

As an alternative, the monk can use weapons of their martial art. Perhaps you can use a quarterstaff, a tonfa, or nunchaku. Either way, the monk has access to a lot of light weaponry.

 

-Paladin

 

A religious knight of a higher order, the paladin is a warrior that also practices theurgy, or divine magic. The paladin is a knight and a cleric combined, capable of using holy symbols and glyphs to call down acts of faith to defeat their enemies. Paladins excel in tanking because of their divine powers as well as heavy armour.

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Re: The World of Odraude (Because I can't think of a better title)

 

Good start, though Rouge should be Rogue. ;)

 

A huge resource to help would be www.killershrike.com and if you're feeling frisky you could head over to www.d-3games.com, though your world is very much a High Fantasy style campaign which is a tad different than Kamarathin.

 

15 DC is pretty high for a heroic game, but I'll wait and see what the DEF levels are going to be before I can make any kind of a call on that.

 

Im basing the restrictions on the superhero game Ive been running, only I dropped the point pool to 200 and the max char to 20. The DEF is 20-35 with up to 25 as rD. ITs been the best way I can balance things so Im mostly just using that to get used to it.

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Re: The World of Odraude (Because I can't think of a better title)

 

Mage

Role: Manipulator

Secondary Role: Artillery

 

The mage is a practitioner of the arts of magic. As a mage, you will have access to several types of magic at your disposal. While warriors use melee attacks to tie up and kill enemies, many of the mages that are played help to control the battlefield with charms, spells, invocations, and concoctions. They range from status effects to environmental changes to straight arcane blasts. For the mage, there are three sources of magic: Theurgy, Arcane, and Infernal.

 

-Theurgy

 

Theurgy can be literally be translated as "divine working". Essentially these are divine miracles manifested into acts of faith. They can range from attacks and defenses to healing and turning undead. The manner in what a power does depends on the deity that is being invoked. A god of medicine will probably have more healing based attacks than a goddess of death, which will probably have more entropy attacks and spirit summoning. Theurgy powers will deal with damage, protection, and healing. The two types of theurgy are divine and eldritch.

Divine magic involves the invocation of a god or gods to perform acts of faith. Some classes use holy relics, glyphs, and charms to access the power of their god, while others can channel and manifest the power naturally. Divine users usually worship one deity, though with the proper offering a mage can invoke the power of another deity.

 

Eldritch magic is the invocation of the powers of the primordial beings called eldar that were overthrown by the current deities. Their powers can still be channeled in the same way as divine magic, either through relics and glyphs or direct channeling. At many times the mages of the divine have been at odds with the mages of the eldritch.

 

The spells that are done by divine mages are called acts of faith. Acts of faith are invoked by prayer and in some cases with items that can channel the power. For all divine mages, a pact must be created with the deity or eldar that you serve. Only then can your character use their abilities. All theurgy mages can turn undead and exorcise people

 

Suggested Skills/Equip: KS: [Religion], Foci for channeling, higher EGO, PS: [Theurgy Class]

 

-Arcane

 

Arcane derives from the magic of the cosmos. The cosmos was created out of the Primordial Chaos by the deities as a second kingdom, though after the Primordial War, the cosmos became a living entity of its own (more on this in the later chapters about deities). The arcane represents the elemental magics of the universe. Many of these powers can be channelled directly, or the powers can be summoned with items and rituals, similar to theurgy. Most arcane powers are control powers, able to bend the world at the will of the mage. Arcane magic is also known for its high damaging attack powers. There are three types of arcane magic: Elemental, Animism, and Philosophy.

 

Elemental magic is the ability to wield the powers of creation, most notably the four main elements of the natural world; fire, water, earth, and wind. A mage can bend these elements to attack others or control them to their will. An elemental mage can also perform spells that can change the way something works around them, turning people into frogs or turning a rock into a pail of water. The only element that cannot be tapped by the arcane is the quintessence, which is the element that flows in the Primordial Chaos. This is only accessible to practitioners of Theurgy. Elemental magic are known as spells.

 

Animism is the belief in the spirits of nature. One that follows this can converse and summon the spirits of the mountains, the trees, and the animals. Mages can summon these spirits to attack, use nature to protect and help, and can transform into some of these natural objects such as animals and trees. Animism magic are called invocations.

 

Philosophy is the study of building blocks of the arcane cosmos. While elemental magic and animism are both about controlling the arcane through one's body, philosophy is about understanding and controlling the world through studies and using materials that are magically tuned and cycles of the cosmos to use magic of the universe. Philosophy acts are known as experiments and concoctions.

 

Arcane magic requires no pact with the forces of the cosmos, but instead is wielded by those who are sensitive to the cosmos.

 

Suggested Skills/Equipment: KS: [Arcane Ability], PS: [Arcane Class], Foci for channeling, PS: Magicsmith

 

-Infernal

 

Beyond the Primordial Chaos, there lies countless other planes, some with their own identities and rules and others that are simply echoes of our existence. There is one plane of existence that borders our own known as the Else. The Else is home to the Lords of Else, a group of nameless beings that want the enter this world. There are some people that make pacts with these infernal beings for more power or to bring their horrific rule upon our plane. The Lord of Else care little if the mage uses their power for good or evil as just simply using it can help them enter our plane. Infernal mages use their abilities to destroy the makings of our cosmos. Their abilities are based on cures and entropy as well as attacks. Infernal spells are known as curse or invocations.

 

Suggested Skills/Equipment: KS: Lord of Else, KS: The Else, PS: [infernal Class]

 

A subsource of magic is the ability to summon and speak to the spirits of the deceased, the servants of a deity or eldar (angels, demons, etc), natural spirits, and infernal beings. This is called channeling. People who channel the powers of these spirits are called mediums and can use their abilities to summon spirits for battle or converse with a spirit for knowledge.

Mage Subclasses:

-Alchemist (Arcane; Philosophy)

 

Alchemists are mages that study and use chemicals and elements that are in tune with arcane magic. Alchemists still have to be in tune with the arcane to create magic items and potions, however one does not have to me a mage to use their potions, making them useful to buy for those that have no magical powers. Alchemists use arrays to magically imbue their concoctions. They can create magic potions, imbue magic into weapons, and craft artifacts that are in tune with magic. These artifacts range from weapons and tools to constructs and golems.

 

-Astrologist (Arcane; Philosophy)

 

The astrologist has studied the stars and planets obsessively and have unlocked the secrets of the star magic. The astrologist can use this knowledge to use cosmic magic against their foes for defensive and control purposes. The astrologist requires no tools or foci to summon the star power.

 

-Druid (Arcane; Animism)

 

The druid is an enigmatic mage that has control over the powers of nature. Usually the power is only under a certain domain, such as forests, mountains, or the seas. The druid can speak with animals and change into the animals in their domain. Druids also have access to controlling the area they hold dominion. This means that they can summon trees and vines to attack, boulders to attack, or water to drown people. The druid is mainly control.

 

-Shaman (Arcane; Animism; Channeler)

 

The shaman is a priest-mage that can channel the spirits of nature and their ancestors, calling them forth to battle. A shaman is primarily a summoner of spirits and can have a spirit companion. This spirit companion can be an animal or an ancestor. This spirit can attack by itself or possess the user to grant them some form of strength, speed, or other skill. Other spirits (animal, natural, and human) can be called forth to attack or grant strength to the shaman or others. Shamans usually have a totem or prayer beads to summon their spirits. Playing a shaman means you play as a summoner.

 

-Warlock (Arcane; Elemental)

 

The warlock is an arcane mage that is the antithesis of the wizard. Warlocks can access arcane energies naturally without the use of any focus or preparation and instead only requires incantations or gestures for their more powerful spells. Warlocks have focus less on control and more on attacks and status abilities.

 

-Wizard (Arcane; Elemental)

 

The wizard is a mage that practices the arts of the arcane. Wizards are scholars that study the arcane and can channel its power by preparing spells. Wizards have to channel their power through a focus, whether it is a wand, staff, spellbook, or other other magical item. Wizards can also imbue items with basic magic spells. Wizards are masters at controlling their environment

 

-Elseservant (Infernal; Channeler)

 

The elseservant is a direct channeler of the Lords of Else. They require only a pact, no relics nor charms. Elseservants are forever underneath the whims of the Lord they serve. Unlike sorcerers, the elseservant can summon infernal servants through their body for aid. They have the same power as a Sorcerer, however the use of infernal magic tires them greater.

 

-Sorcerer (Infernal)

 

Sorcerers are mages of the infernal order. They form pacts with the Lords of Else for abilities of decay and chaos. Sorcerers do not have to necessarily follow the Lords' desires and usually they don't. Sorcerers require charms of their unnamed gods to invoke their powers. The sorcerer is a master at curses and debuffs as well as attacks.

-Cleric (Theurgy; Divine)

 

The cleric is a priest warrior in the similar vein as the paladin, though the cleric is less melee based. Clerics use glyphs and symbols to call down their deities' powers. The role of a cleric depends on the god that they follow. Their source of magic stems from divine theurgy.

 

-Cultist (Theurgy; Eldritch)

 

The cultist is a mage that has created a pact with one of the eldar. The cultist has access to the powers of the eldar which like divine powers, depends upon the nature of the primordial god. Cultists must have ancient relics, symbols, or glyphs of their chosen eldar

-Medium (Theurgy; Divine or Eldritch; Channeler)

 

A medium is a mage that has the ability to summon the spirits of the dead and servants of a god (angel, demon, etc.) or eldar. The medium must be devoted to either the eldars or the deities, however one doesn't have to be devoted to one deity or one eldar. Mediums are treated as being a tool of all of the eldars/deities. There are two types of mediums: Manifest Medium and Nexus Medium.

 

Manifest Mediums can use rituals and items to bring spirit or servant down to our plane. The medium has control over them as long as the ritual lasts. They can implant them into an object or body for a short time, or send them to assault an enemy.

 

Nexus Mediums are channelers that do not require an item or ritual and use their will to call down spirits and servants through their body. This can be harmful to the medium, especially if there are multiple spirits or powerful and/or malign servants.

 

-Priest (Theurgy; Divine)

 

Priests are holy men that can channel the divine magic of their god directly. There do not require the symbols and relics that clerics do. However, a priest does not have the armour nor melee capabilities that a cleric does.

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Re: The World of Odraude (Because I can't think of a better title)

 

Rogue

Role: Skill Master; The "Face"

Secondary Role: Infiltrator

 

The rogue is a class dedicated to using skills that are usually helpful outside of combat. As a rogue you will have access to several skills that can assist in getting into places (legal or illegally) that other adventurers normally couldn't get into. There are two traits for rogues: Trickery and Stealth. A rogue can be either or both.

 

-Trickery

 

Tricksters excel at getting into places with their wits and trickery. They can know how to talk to people in the right manner to get what they want. Smooth talking, lying, forgery, and stealing are merely tools for the trickster. The trickster is usually the face of the adventuring group, helping them get into areas of a city that are important.

 

-Stealth

 

While the trickster employs more face-to-face tactics to getting what needs to be done, the spy uses subterfuge and infiltration to sneak into buildings, encampments, and other areas. Shadows, disguises, cover, and anything that can hide your true identity are the tools of the spy. While the trickster is the spokesman of the adventuring group, the spy is usually the quiet stalker, gathering information and getting into areas efficiently.

 

Rogue Subclasses:

-Assassin

 

The assassin is a stealthy warrior that uses stealth and disguise to kill a target. The reasons are varied, from religious to vengeance to money. The weapons are varied, from assassin daggers to poison to explosives. The assassin can also be used in a combat role, sneaking through cover and performing stealth kills.

 

-Bard

 

The bard is a person that performs music, art, and literature exalting the sagas of heroes of past. The bard uses song to uplift and aid warriors and mages in attacks. Bards are also great at talking to people and getting adventurers to talk with important people. Charismatic bards are great for making good allies, getting information, and gaining notoriety.

 

-Diplomat

 

The diplomat is another choice to be the face of the group. While both the bard and diplomat can gain access to areas legally and gain notoriety, the diplomat trades musical genius for having contacts in higher areas, as well as being able to pull favors from some nobles or politicians. For combat, the diplomat has access to employing bodyguards of the state to protect the diplomat.

 

-Infiltrator

 

The infiltrator is similar to the assassin, minus the killing. They can hide amongst the darkness or in plain sight. Infiltrators excel at using shadows, disguises, and false identities to gain information to be used for battles, extortion, and other useful things. Stealth and subterfuge are key to be an infiltrator, whether one is shadowing a target or a spy in a group of people.

 

-Thief

 

The thief is a walking lockpick. A master at sleight of hand and illegally getting into buildings. Thieves are nimble and agile and their hands are always quicker than the eye. They are very good for grabbing necessary items and illegal access that a bard can't grant.

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Re: The World of Odraude (Because I can't think of a better title)

 

You could possibly add Spy and/or Diplomat to the Rogue subclasses. Someone who excels at gathering information while hiding in plain sight. The class would have the same role as an Infiltrator but would use similar skills to the Bard, without the music and inspiration of course.

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Re: The World of Odraude (Because I can't think of a better title)

 

You could possibly add Spy and/or Diplomat to the Rogue subclasses. Someone who excels at gathering information while hiding in plain sight. The class would have the same role as an Infiltrator but would use similar skills to the Bard' date=' without the music and inspiration of course.[/quote']

 

I like the ideas, so I put spy with infiltrator and created diplomat on its own.

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Re: The World of Odraude (Because I can't think of a better title)

 

Ranger

Role: Ranged Damage Dealer/Sharpshooter

Secondary Role: Survivalist

 

 

Rangers are a class of ranged warriors that are capable of killing people from afar with an array of ranged weapons, from bows and crossbows to rifles and pistols. Rangers excel at doing pinpoint damage to a person, disabling or killing the target quickly. Aside from ranged combat, survivalism is important to a ranger. They know their way around a forest, mountain, and plains like a rogue knows their own city. A ranger can survive on the land, hunting food and making shelter wherever possible. For their weapon, there are two types of weapons: Muscle-Powered and Firearms.

 

-Muscle Powered Weapons

 

Muscle-powered weapons are ranged weapons that require a strong pair of arms to use. This can be for setting the arrow and fire an arrow, setting a bolt on a crossbow, or throwing a knife. Weapons under this category include bows, crossbows, slings, throwing cutlery, and arbalests.

 

-Firearms

 

Firearms are any weapon that does not require strength and instead employs gunpowder created by alchemists. Firearms only require the user to be quick to reload as most rifles and pistols of this time have at most four shots. Weapons of this manner include rifles, pistols, and other explosives.

 

Ranger Subclasses:

-Archer

 

Archers are ranged warriors that are adapt in using bows of all sorts, from normal bows to composite bows. They can add their strength to their attack, making them the best at silent, high damaging strikes. Archers can recover their bows for further use.

 

-Arbalist

 

Arbalists are crossbowmen that trade the high damage of the arrow with the range and accuracy of a crossbow. The bolts cannot be recovered.

 

-Hunter

 

Hunters are the survivalists. They excel at setting traps, tracking prey, and prefer the bow. Similar to the archer.

 

-Minutemen

 

Minutemen use rifles and pistols instead of bows. The firearms require a longer loading time but are generaly stronger and easier to use and maintain.

 

-Throwing Master

 

The throwing master excels at throwing blades, such as axes and knives. The blades lack the range of a bow or crossbow but have the capability of being used as melee.

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Re: The World of Odraude (Because I can't think of a better title)

 

Looks to be developing nicely.

 

One question. Will you be allowing cross classes or class combinations? It'll make things more complicated but also more versatile. An example would be class created by crossing and assassin with an arbalist, (nice name btw), thus creating the sniper.

 

Or would an arbalist already have the kind of precision shooting tricks that a sniper class would have anyway?

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Re: The World of Odraude (Because I can't think of a better title)

 

Races

 

There are several races that inhabit the world of Avina. The main continent of Avina is known as Aria while the second continent is known only as the New World.

 

-Humans

 

Humans are a populous race, scattered across the continent of Avina. Humans can average between 5' at 6' 5". There are many human kingdoms that rule parts of Avina. There is the medieval English-esque Trenai, the Renaissance Spainard-esque Espieyada, the desert dwelling Attamai Empire, the Byzantinian-esque Panzia, and the Asian-like Chen-Han. Humans are a diverse race with different tolerances and prejudices as well as a penchant for exploring beyond what other races would.

 

-Greil

 

Greil are a race of mountain dwelling humanoids that reside in one hegemonic theocracy called the Holy Rithmere Ecclesiarchy. Greil usually range in height from 6' 2" to 7' 1". They have more prominent, stolid features and birthmarks that go down the sides of the nose. Their hair is jet black with dark red tips and eyes that are auburn. Greil have excellent endurance for running and other physical activities. It is said that when the Greil were created and put on Avina, they were made to have varying degrees of channeling of the divine powers. Many are known for their closeness to their gods and having an arrogance and prejudice against other races. The Ecclesiarchy conquers most neighboring villages and kingdoms and has since begun attacking the kingdoms of Man.

 

-Graenir

 

Graenir are a race of amphibious humanoids. They range from pale blue skin to darker blue. A graenir's ears has three protrusions, one on the top part of the ear (like an elf), one which is an elongated ear lobe, and one in between both of those protrusions. They have gills starting from the bottom of the ear down their neck. Graenir do not have facial hair but have oily black hair on their heads. Males usually shave their heads while the females have their hair long. Graenir live on coasts and islands peacefully and rarely go into conflicts with other nations.

 

-Cylian

 

Cylians are a race of strong, humanoid lizards that can fire projectile acid from their mouths. Their colours range from dark grey to dark green and their size are from 6' to 6' 10". Cylians have long tails and wiry growths from their mouths similar to a catfish. Cylians live in the dormant volcano range below the Holy Rithmere Ecclesiarchy. The range is a harsh area with little resources, forcing the Cylians to join the Greil reluctantly for the survival of their race. The kingdom is separated into families that work together, usually all run by a mother or father elder. Cylians are a proud warrior race known for their sports of strength, drinking, and fighting.

 

-Ailurian

 

Ailurians are cat-like humanoids that live in the south of Avina on the sub continent Louros. Ailurians live on the plains of Louros in smaller villages, though they have some major market-cities and port cities for trade with others of their kind as well as some Cynoa and humans from Attamai. They have similar heights as humans, with Leoas and Tigris being a foot taller than most of their brethren. Ailurians have cat-like features, like fur, face, tail, claws, and the speed or strength. There are five types of Ailurians: Leoa (Lion, Strength), Acino (Cheetah, Speed), Lynx (Lynx and Caracal, agility), Puma (Panther, balance), and Tigris (tiger, Strength, Stealth). Ailuirans are more hunters than warriors and are proud of their land and their people and are very slow to trusting outsiders. Most Aiulurians hunt alone or with a close friend as proof of the strength of the individual strength. Leoa and Acino live on the plains while the others live in wooded jungles.

 

-Cynoa

 

The Cynoa are a race of nomadic canine humanoids that live scattered across Avina and Louros. Cynoa are usually the same height as humans with Lycians being about half a foot taller. Like Ailurians, Cynoa are predators though they rely on teamwork to hunt multiple prey than the individual. All Cynoa have fur and while they lack the speed of an Ailurian, Cynoa can run long distances for extended periods of time and are generally stronger than all but the Leoa. Cynoa come in four types: Lycians (Wolf, Strength), Chakil (Jackal,), Kyotal (Coyote, agility, closer to humans), and Vulapine (Fox, agility, stealth, closer to humans, loner). With the exception of Lycians, most Cynoa are friendly towards humans and in the case of the Kyotal, will live in human villages peacefully. Vulapines are the only species that are not pack hunters and don't live with others of its kind. All Cynoa live in forested or plains areas and all value freedom and hate confinement. Like Ailurians, Cynoa are hunters first and warriors second, though are not as prideful as the cat-folk.

 

-X'atl

 

The X'atl are a race of avian humanoids that are similar height to humans but are a considerable amount lighter. X'atl live in the New World. They have no feather except on their heads as if they were hair. These feathers are similar to feather down and as you travel down the back, they become long "tail" feathers. X'atl range from dark jungle green to a pale green. They have incredible eyesight and the largest leaping range as well as a beak that can rip flesh from the bone and break bones. X'atl make home in the rain forests of the New World, which is a very dangerous place filled with birds that take on various ecological niches, from large herbivores to ambush predators to pack hunters. Their civilization is massive and makes up much of the New World. X'atl are prideful hunters and warriors equally, considering war to be the ultimate form of hunting.

 

-Fyrkin

 

Fyrkin are small humanoids that live in the forests and shires of Avina. They range from 4' to 4'11". Fyrkin were once spirits of the wildfires that have now taken terrestrial forms. They have the ability to control fire in small amounts and use it against their enemies. Fyrkin are known for their red hair, emerald eyes, and cheerful, adventurous demeanor. They live in villages in the forests and plains. There are no Fyrkin major cities, just larger towns. Fyrkin love meeting new people and are very trusting towards other races.

 

-Kanasi

 

Kanasi are a race of multilimbed humanoids that also live in the New World. They have six limbs, eight eyes, and varying shades of cobalt. Their size range are similar to humans. Kanasi are adept climbers and warriors, taking on other nations in wars to claim and enslave them for their gladiatorial arenas. They are capable of firing webs at their enemies and their females have poisonous fangs. The Kanasi civilization is another large kingdom in the New World, run by a queen and the females of the race. Men have a largely subservient and disposable role in their society. X'atl and Kanasi have been bitter enemies for many centuries.

 

-Kokorok

 

Kokorok are large badger-like humanoids that live in the mountains of Louros. They are a peaceful tribal race that have only had contact with the hunter Ailurians, who regard the Kokorok as food. Kokorok have no large towns nor advanced technology, but are capable of learning. Many range from 5'10" to 6' 11". Kokorok can burrow and live underground and in caves.

 

-Elumina

 

The Elumina are a race of lesser cosmic entities that have taken on a terrestrial form. They are the size of humans, but more frail and thinner. Their skin is clear with bright dots inside that look like the stars they were born of. Elumina's colors range from a clearish white to a pale blue. Their facial features are subtle, with their nose and their lips barely protruding and soft cheekbones and jaw. Elumina are still very close to their cosmic ancestry and are capable of using minor cosmic magic.

Unplayable Races

-Red Greil

 

Red Greil are a dark secret in Greil society. Eons ago, some Greil craved more magic power than they could get from the current gods. Creating a pact with unknown beings, they sacrificed many of their kind and drank of their blood to receive the great power of the beings. Since then the Greil had cast away these heathens and now the Red Greil live in secret. Red Greil have a blood red skin, pale eyes with gold highlights, and pale green hair. Red Greil have a constant craving for Greil blood and a weakness against moonlight.

 

-Nightmen

 

There is a legend that talks about men who have been cursed by the spirits of nature for transgressions unknown. These humans of the night have now taken on humanoid-beast forms, usually of a bear or wolf. They retain their human intelligence but take on the characteristics of a predator. They come out at night to hunt prey.

 

-Märrenfolk

 

Märrenfolk are Graenir that live in the northern swamps of Aria. Their minds and bodies have been twisted by the dark magic that flows through the area and thus have become feral and more dangerous than their cousins. Märrenfolk have a dark green to black skin tone and catfish-esque whiskers on their chin as well as serrated teeth and claws. Other than that, they have the same physiology (albeit more grotesque) as the Graenir.

 

-Myciots

 

Myciots are fungus creatures that live in the forests of Aria. They are peaceful and long-lived. Down the backs of the Myciot are fungi protrusions that show how many lives a Myciot has lived. When a Myciot dies, its body decomposes rapidly and within 3 days small Myclings sprout and live on, retaining much of the knowledge and experience the progenitor had. Thus, Myciots reincarnate and live on, making them reguarded as the wisest of the races. However, they cannot regenerate from fire. Myciots live in the forests and have no cities.

 

-Black-kin

 

The Black-kin are a race of blackskinned humanoids that come from the Northern Wastes. They are born in massive caverns that overflow with evil magic. Sinister powers of the arcane flow through their veins, causing them to be violent and powerful. All Black-kin are male. There are three types of Black-kin, each with a different type of physiology but similar features, like pitch black skin, dark silver hair, ridges of hide on their foreheads and upper part of nose, and enlargened lower canines. The three are as followed:

 

Karrian are large humanoids that range from 7'4" to 8'3". They are very muscular and capable of great feats of strength. They are organized into tribes that each batter each other for supremacy in the cold wastes. Many also come down upon bordering villages to plunder and ravage the area, killing all they see and stealing the women. Karrian have a lesser intelligence but make up for it with an animilistic cunning. This makes them the dominant force of the Northern Wastes.

 

Kretchkin are twisted and frail Black-kin, the size of a short human. They lack the brute strength and bravery of their cousins, but are much more intelligent and capable of crafting weaponary and houses. They are the slaves of the Karrian and are too cowardly and too weak to ever have an uprising.

 

Karrox are the largests of the Black-kin and are the Karrian beast of burden. Lacking in intelligence, they make up in sheer size and ferocity. Karrox grow up to 20' in height and have a stength and temper that can destroy entire platoons.

 

 

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Re: The World of Odraude (Because I can't think of a better title)

 

As I said before, it's great to see someone using original races, nice one.

 

Though IMHO I'd suggest that when describing Cylian you explain that they can 'spit acid' rather than saying that they can 'fire projectile acid from their mouths', since the term projectile suggests projectile vomiting to me, (possibly brought on by all that drinking), and you don't want them to get the wrong idea. Or maybe that's just me being childish. :doi:

 

I like the catfish whiskers on the Cylian and ear points on the Graenir btw. I can see them as races in some kind of computer RPG more easily because of those distinguishing marks.

 

Were there any video games that particularly inspired you?

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Re: The World of Odraude (Because I can't think of a better title)

 

Thanks. For classes and ideas I really looked at things like DnD, Final Fantasy, Wheel of Time, Lord of the Rings. For race ideas, I actually tried hard to kinda stay away from conventional races and looked at other things. The more animal-like ones were made after old pets I had (Graenir = Mudskipper, Cylian = Bearded Dragon, etc.). Some of their names actually came from the name of the pets I had, like my Mudskipper's name was Granny cause she looked old. There is one race Ill add later on called the X'atl that are a race of bird people.

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Re: The World of Odraude (Because I can't think of a better title)

 

Mage: The crystal mage I mentioned in the chat was from Shadow World after all. Not sure if you're going to use it but I wanted to put it out there.

 

Rogue: I was going to suggest a Thug class. The kind of guys who provide muscle for thieves guilds a la mafia enforcers. Not quite trained in combat but still deadly enough to be intimidating.

 

Ranger: You should consider adding a Grenadier class. http://en.wikipedia.org/wiki/Grenadier

 

Races: I really like the Graenir and Cylians. I use a lot of humanoid animals in my fantasy too. Stop copying me! :D

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Re: The World of Odraude (Because I can't think of a better title)

 

I love the X'atl. From the description they seem to be a race of quetzals with an Aztec style society. Anything related to the Aztecs gets a thumbs up from me. :thumbup:

 

The Kanasi are cool too. I'm guessing a cross between Anansi and - since they live in the new world - the Anasazi. Completely awesome.

 

But seriously, stop stealing my ideas!

 

(You must spread rep...) :(

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