Post by Nifredil on Apr 10, 2017 16:30:13 GMT
It is important to note that not all races will be accepted in every sim/realm.
If you have questions about how your character may fit in, please contact the sim or realm admins.
*****
3. Advanced Races - Nature-Based
--Changeling
Race of gaunt humanoids with the ability to take on the shape of any other living creature.
The new shape can be no larger than twice their size or any smaller than one-eighth of their mass.
A changeling cannot achieve a perfect imitation of another character. It will always be somewhat flawed.
If the chosen new shape has wings, flight is permitted. (Flying rules apply.)
Can use Dazzle Race Power (Dark Orb for evil creatures) found near Great Library.
Not allowed in all realms, so please check with the sim/realm admins.
See Shape Shifter Regent for more guidelines and information.
--Djinn or Genie
Free-willed, mortal, magical elemental humanoids that possess the powers of Air, Fire, Water, or Earth.
They are not true Elementals, but do have an Elemental Form.
Unlike true Elementals, they access the powers of their element through mana.
As such they are always only ever Mages or Druids.
For Mage they must choose Elementalist as their chosen path.
For Druid they must go with their primary element to worship or work with. They cannot be Shamans or Clerics.
Djinn are Air types, Dao are Earth types, Efreet are Fire types and Marids are Water types.
Some have wings and those that do can fly. (Flying rules apply.)
--Dryad
Physical embodiment of a Tree Spirit. A wingless Fae race.
--Elemental
Physical manifestation of an Elemental Force.
They appear as bipedal Humanoids constructed of either Fire, Earth, Air or Water. They can use elemental powers.
They can be most any class and use the weapons appropriate to that class.
They can use bows but not in Air to Ground combat.
Air and Fire Elementals can fly, but must wear wings to make them identifiable on the Battlefield as such. (Flyer Rules Apply.)
Elementals can be casters, provided certain situations are met.
For Mage they must choose Elementalist as their chosen path.
For Druid they must go with their primary element to worship or work with. They cannot be Shamans or Clerics.
They wear Brute on the meter, and may use the Vortex Race Power found near the Great Library.
--Ents
Living trees. They do not use Magic or weapons but have powerful physical attacks.
They are always Warriors or Druids.
They wear Giant on the meter and are permitted to wear Dragon Claws on their branches/roots.
There is also a boulder-thrower available as a ranged weapon.
--Faun/Satyr
Upper body of a humanoid with the lower body of a goat.
--Gaian
A race of Fae shape shifters whose natural form is a Will'o'wisp - A Ball of Light.
They inhabit sylvan areas and can shape shift into any nature-based creature
The chosen new form can be no larger than twice their size or no smaller than one-eighth of their mass.
If the new form is winged, flight is permitted. (Flying rules apply.)
Can use Dazzle Race Power (Dark Orb for evil creatures) found near Great Library.
Not allowed in all realms, so please check with the sim/realm admins.
See Shape Shifter Regent for more guidelines and information.
--Genasi
Half Elemental, half Humanoid. May use Vortex Race Power found near the Great Library
--Kappa (Kelpie)
Evil water beings. Their natural state is a pile of seaweed but they can take on a permanent shape.
Often seen as a beautiful woman, a monkey, or an Ogre.
They are always green and turn back into a pile of seaweed once they go unconscious.
--Mermaid/Merman
Upper body of a woman/man an the lower body of a large fish.
They have water breathing ability (infinite air). May use the Siren Call Race Power found near the Great Library.
--Nymph
Wingless Water Fae. They have water breathing ability (infinite air).
May use the Siren Call Race Power found near the Great Library.
--Pixie
Tiny physical winged Fae. Leans toward the Roguish arts, but may be any Class. Typically known as tricksters.
They are able to use a bow in flight, regardless of what Class they are. (Flying Rules Apply.)
In some cases, though, it means this is their ONLY weapon.
Can use Dazzle Race Power (Dark Orb for evil creatures) found near Great Library.
--Sidhe
Sidhe are mildly supernatural beings similar to Fae. Humanoid in appearance, they are half Elf and half Fae.
Some have wings, and those that do can fly. (Flying Rules Apply)
Capable of glamor to change hair, eye and skin color.
Can use Dazzle Race Power (Dark Orb for evil creatures) found near Great Library.
--Siren
Merfae with beautiful voices, and typically seen as irresistible women.
Oftentimes they oppose intruders upon their waters and use their voices to lure sailors to their doom.
May use the Siren Call Race Power found near the Great Library.
--Shapeshifter
Race of amorphous gelatinous beings that take on the forms of inanimate objects.
They can change to any inanimate object no more than twice their size or less than one-eighth of their mass.
(See Shape Shifter Regent for more guidelines.)
--Sprite
Small energetic winged Fae. Lean toward the magical arts, but are permitted to be any Class.
They are able to use a bow in flight no matter what Class they are. (Flying rules apply.)
In some cases, though, this means it is their ONLY weapon.
Can use Dazzle Race Power (Dark Orb for evil creatures) found near Great Library.
--Titan
Giant-sized Greater Elementals, made of Earth, Fire, Wind or Water.
They are essentially anthropomorphic Fire/Water/Air/Earth Giants.
They wear Giant on the meter, but otherwise all Elemental rules apply.
Titans can use any weapon PLUS a Breath Weapon. Titans are the highest level of Elementals.
--Weird
Lesser Elemental in the Shape of an Animal. Can be a Snake, Dog, Cat, etc.
Examples: Flaming Rabbit, Stone Fox, Water Lynx, Tornado Turtle
They wear Normal on the Meter, but otherwise all Elemental Rules apply.
--Weird, Greater
Advanced type of Elemental. They can use any weapon plus a breath weapon appropriate to their age.
They cannot be Casters but instead use the Elemental Vortex Race HUD appropriate to their Age.
Examples are Fire Wolf, Ice Bear, Air Hawk, Forest Tiger.
They wear Beast on the meter, but otherwise all Elemental Rules apply.
These are often NPCs that are used to summon in battles or for short durations.
--Weird, Titanic
Advanced type of Elemental. They can use any weapon plus a breath weapon appropriate to their age.
They can not be Casters, but instead use the Elemental Vortex Race HUD appropriate to their Age.
Examples are Water Serpent, Rock Olephant, Wind Roc, Fire Dragon.
They wear Meta on the meter, but otherwise all Elemental Rules apply.
These are often NPCs that are used to summon in battles or for short durations.
Follow the chain of command for approval here.
--Will'o Wisp
Minor Elemental. Disembodied elemental spirit which takes the form of a Ball of Light.
Color depicts type of Elemental: Brown or Green for Earth; Blue for Water; White for Air; Red, Yellow or Orange for Fire.
They wear Diminutive on the Meter, but otherwise all Elemental Rules apply.
May use the Vortex Race Power found near the Great Library.
If you have questions about how your character may fit in, please contact the sim or realm admins.
*****
3. Advanced Races - Nature-Based
--Changeling
Race of gaunt humanoids with the ability to take on the shape of any other living creature.
The new shape can be no larger than twice their size or any smaller than one-eighth of their mass.
A changeling cannot achieve a perfect imitation of another character. It will always be somewhat flawed.
If the chosen new shape has wings, flight is permitted. (Flying rules apply.)
Can use Dazzle Race Power (Dark Orb for evil creatures) found near Great Library.
Not allowed in all realms, so please check with the sim/realm admins.
See Shape Shifter Regent for more guidelines and information.
--Djinn or Genie
Free-willed, mortal, magical elemental humanoids that possess the powers of Air, Fire, Water, or Earth.
They are not true Elementals, but do have an Elemental Form.
Unlike true Elementals, they access the powers of their element through mana.
As such they are always only ever Mages or Druids.
For Mage they must choose Elementalist as their chosen path.
For Druid they must go with their primary element to worship or work with. They cannot be Shamans or Clerics.
Djinn are Air types, Dao are Earth types, Efreet are Fire types and Marids are Water types.
Some have wings and those that do can fly. (Flying rules apply.)
--Dryad
Physical embodiment of a Tree Spirit. A wingless Fae race.
--Elemental
Physical manifestation of an Elemental Force.
They appear as bipedal Humanoids constructed of either Fire, Earth, Air or Water. They can use elemental powers.
They can be most any class and use the weapons appropriate to that class.
They can use bows but not in Air to Ground combat.
Air and Fire Elementals can fly, but must wear wings to make them identifiable on the Battlefield as such. (Flyer Rules Apply.)
Elementals can be casters, provided certain situations are met.
For Mage they must choose Elementalist as their chosen path.
For Druid they must go with their primary element to worship or work with. They cannot be Shamans or Clerics.
They wear Brute on the meter, and may use the Vortex Race Power found near the Great Library.
--Ents
Living trees. They do not use Magic or weapons but have powerful physical attacks.
They are always Warriors or Druids.
They wear Giant on the meter and are permitted to wear Dragon Claws on their branches/roots.
There is also a boulder-thrower available as a ranged weapon.
--Faun/Satyr
Upper body of a humanoid with the lower body of a goat.
--Gaian
A race of Fae shape shifters whose natural form is a Will'o'wisp - A Ball of Light.
They inhabit sylvan areas and can shape shift into any nature-based creature
The chosen new form can be no larger than twice their size or no smaller than one-eighth of their mass.
If the new form is winged, flight is permitted. (Flying rules apply.)
Can use Dazzle Race Power (Dark Orb for evil creatures) found near Great Library.
Not allowed in all realms, so please check with the sim/realm admins.
See Shape Shifter Regent for more guidelines and information.
--Genasi
Half Elemental, half Humanoid. May use Vortex Race Power found near the Great Library
--Kappa (Kelpie)
Evil water beings. Their natural state is a pile of seaweed but they can take on a permanent shape.
Often seen as a beautiful woman, a monkey, or an Ogre.
They are always green and turn back into a pile of seaweed once they go unconscious.
--Mermaid/Merman
Upper body of a woman/man an the lower body of a large fish.
They have water breathing ability (infinite air). May use the Siren Call Race Power found near the Great Library.
--Nymph
Wingless Water Fae. They have water breathing ability (infinite air).
May use the Siren Call Race Power found near the Great Library.
--Pixie
Tiny physical winged Fae. Leans toward the Roguish arts, but may be any Class. Typically known as tricksters.
They are able to use a bow in flight, regardless of what Class they are. (Flying Rules Apply.)
In some cases, though, it means this is their ONLY weapon.
Can use Dazzle Race Power (Dark Orb for evil creatures) found near Great Library.
--Sidhe
Sidhe are mildly supernatural beings similar to Fae. Humanoid in appearance, they are half Elf and half Fae.
Some have wings, and those that do can fly. (Flying Rules Apply)
Capable of glamor to change hair, eye and skin color.
Can use Dazzle Race Power (Dark Orb for evil creatures) found near Great Library.
--Siren
Merfae with beautiful voices, and typically seen as irresistible women.
Oftentimes they oppose intruders upon their waters and use their voices to lure sailors to their doom.
May use the Siren Call Race Power found near the Great Library.
--Shapeshifter
Race of amorphous gelatinous beings that take on the forms of inanimate objects.
They can change to any inanimate object no more than twice their size or less than one-eighth of their mass.
(See Shape Shifter Regent for more guidelines.)
--Sprite
Small energetic winged Fae. Lean toward the magical arts, but are permitted to be any Class.
They are able to use a bow in flight no matter what Class they are. (Flying rules apply.)
In some cases, though, this means it is their ONLY weapon.
Can use Dazzle Race Power (Dark Orb for evil creatures) found near Great Library.
--Titan
Giant-sized Greater Elementals, made of Earth, Fire, Wind or Water.
They are essentially anthropomorphic Fire/Water/Air/Earth Giants.
They wear Giant on the meter, but otherwise all Elemental rules apply.
Titans can use any weapon PLUS a Breath Weapon. Titans are the highest level of Elementals.
--Weird
Lesser Elemental in the Shape of an Animal. Can be a Snake, Dog, Cat, etc.
Examples: Flaming Rabbit, Stone Fox, Water Lynx, Tornado Turtle
They wear Normal on the Meter, but otherwise all Elemental Rules apply.
--Weird, Greater
Advanced type of Elemental. They can use any weapon plus a breath weapon appropriate to their age.
They cannot be Casters but instead use the Elemental Vortex Race HUD appropriate to their Age.
Examples are Fire Wolf, Ice Bear, Air Hawk, Forest Tiger.
They wear Beast on the meter, but otherwise all Elemental Rules apply.
These are often NPCs that are used to summon in battles or for short durations.
--Weird, Titanic
Advanced type of Elemental. They can use any weapon plus a breath weapon appropriate to their age.
They can not be Casters, but instead use the Elemental Vortex Race HUD appropriate to their Age.
Examples are Water Serpent, Rock Olephant, Wind Roc, Fire Dragon.
They wear Meta on the meter, but otherwise all Elemental Rules apply.
These are often NPCs that are used to summon in battles or for short durations.
Follow the chain of command for approval here.
--Will'o Wisp
Minor Elemental. Disembodied elemental spirit which takes the form of a Ball of Light.
Color depicts type of Elemental: Brown or Green for Earth; Blue for Water; White for Air; Red, Yellow or Orange for Fire.
They wear Diminutive on the Meter, but otherwise all Elemental Rules apply.
May use the Vortex Race Power found near the Great Library.