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A half-elf can only be good or neutral.
200 experience penalty, fighting lower and higher leveled characters.
Max: Str: 19 Int: 21 Wis: 20 Dex: 22 Con: 18
Infravision night vision like all the other night vision races.
Charm resistance like an elf.
A unique trait here in that they learn skills faster. What this means is that the work you put in to go from 75% to 100% in a skill or spell is going to be less than what a human, fire giant, gnome, and whatever other race is going to put in. It stops being useful once you've mastered your important skills, like your defenses, but the OCD players out there take great joy in this bonus.
Type n and choose 18, faerie.
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A faerie can only be good.
500 experience penalty, fighting same or higher leveled characters.
Max: Str: 14 Int: 25 Wis: 20 Dex: 23 Con: 14
Tiny size, even smaller than a halfling or a gnome.
Faerie fire is a single-target spell and faerie fog is an area of effect spell. Both of these, when cast on someone, keep them from hiding with the hide or camouflage skill. Chasing after and killing a class that can hide is difficult without some way to keep them from hiding from you. So, it's harder for a faerie mage to keep a thief from hiding and it's harder to keep a faerie thief from hiding.
Flight like an avian.
Sneak like an elf or drow.
Adept at steal, a thief skill that lets you take items from someone's inventory.
They gain more mana each level than any other race.
Type n and choose 18, ogre.
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An ogre can be any align.
200 experience penalty, fighting lower and higher leveled characters.
Max: Str: 24 Int: 19 Wis: 15 Dex: 18 Con: 24
Less than 18 wisdom.
Large race.
Like faeries have more mana every level ogres get more health every level.
They are adept at fast healing and regeneration. Fast healing is a skill like meditation and trance from the illithid notes except it deals with how many health points you get per tick. Every class gets it and ogres get it at 100% with a max of 103%. Regeneration is a berserker skill that gives you even more health per tick. On top of that ogres gain extra health per tick as a racial trait apart from being adept at the health gaining skills.
An ogre’s magic vulnerability is unique. Everything that does magical damage is going to hurt you more. Ice, fire, mental, maledictives, spells, weapons, anything. You can still carry and wield weapons that do magical damage and wear armor that's magical. It's just going to hurt a lot when someone uses it on you.
The language skill is a unique point as well. You will type and talk normally when you say things in the game, but an ogre doesn't know language and everything will come out garbled. If you type 'say hello' it might come out as 'hheElLlooOo'. It's mostly readable and everyone else who already plays can understand it. There's a spell comprehend languages that cuts out the change and lets them see what you've typed exactly among other things. If you don't pick an ogre and want to see this effect anyway get drunk and it'll happen too.
Type n to go back to the starting race selection screen. There's still three things we need to cover before you decide what race you want.
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Note: There's lots of reading to follow. If you just hit enter occasionally with nothing typed into the mud it'll keep you from getting disconnected and losing your place. If you are disconnected whatever name you dreamed up will still be open for you to enter again and work back to this point.
First, qrace is short for Quest RACE. There's going to be some confusion with the races that are unique that you actually have to apply to, meet special requirements for and quest for, so this first 'HELP QRACE' race is going to be referred to from here on out as a custom race.
A custom race is something you design which the immortals can apply to another pre-established race. There won't be any extra bonuses or stats. No vulnerabilities outside of what you have to work with from the basic 18 races we just went over. For example, you see there's no Sea-Elf on that list. If you wanted one you would start by creating an elf character and getting him complete and into the game. Then, you follow the 'HELP QRACE' guide to apply for the change.
Here is an abbreviated checklist from the helpfile:
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You must always be a sea-elf. Even before it's applied act like one and never falter with your roleplay.
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The race has to match the base race somewhat. A sea-elf wouldn't have its base race as a gnome. Nothing immortal like demons or angels.
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Your description has to be top-notch. A description is a place where you're given space to describe what you look like. 'HELP DESCRIPTION' once you've logged into the game gives some pointers and guidelines.
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You must send an application to 'Immortal' detailing your character's history/origins/whatever. Format it, not more than 70 lines and spellcheck. (You send an application with a few commands you can learn with 'HELP APPLICATION'.)
If the custom race is applied other players will see an abbreviation on the list of players that isn't 'Elf.' It's up to the immortal who approves you how he's going to fit Sea-Elf into the five or six characters that go on that list, but it will be obvious you're playing something besides a normal elf. If a player types 'whois yourname' they will be able to see your base race. If they type 'bio yourname' they will be able to read your description without having to walk up and look at you.
Second, there are special reserved races and classes in Aabahran that have different strengths and weaknesses. The specifics of their abilities, bonuses, and vulnerabilities is something you have to discover through battle with them or by applying and being accepted. You don't begin life as one of these races or classes - you have to meet their requirements and apply for the change. I'll cover their very minimum requirements here. As a note, exceptional roleplay is a must for any of these choices and as a recipient of this sort of gift you'll be held to a higher standard than most players. Keep in mind that receiving a change like this is going to give players a reason to want to fight you. The number of each of these races/classes is usually limited.
All of these special races and classes have requirements you have to meet. Make sure you meet them if you think you'd like to apply for one.
Liches battle with magic and control' date=' dominating lesser undead, and using them as minions for their dark tasks.[/quote']Lich requires a level 50 human necromancer, invoker, or battlemage. You must be evil alignment and you be a follower of the power of death - which is a choice you get during character creation. We haven't covered that step yet, but we'll get to it. Then, you have to write up an application to the immortals and get approved or denied. The lich change is a race and class change where you are sent back to level 1 and must level up again as a lich.
These creatures of the night have given up their souls to join the legion of the undead.
Vampire requires a level 15-30 human dark-knight. You must be evil alignment and be a follower of the power of death. This requires an application. This is a race and class change.
As for all the ignorance the wise know that the undead minions of Virigoth' date=' chosen among mortals for their loyalty and power travel the roads at night fulfilling Its will in Aabahran.[/quote']Undead requires you to be human and level 15-30. Any class can become undead. Must be evil and follower of the power of death. Application required. This is just a race change and isn't as... demanding as some of the others. Don't think for a moment the responsibility is any less, however.
Demons are not living beings' date=' but nor are they dead or undead. They are the result of a thousand damned souls intertwined into a single mind.[/quote']Demon requires you to be human and level 15-30. Classes are warrior, berserker, cleric, shaman, battlemage, necromancer, and dark-knight. Must be chaotic evil and follower of the power of discord. Application required. This is a race change.
They are the most elite of those who fight for the Light. Avatars are messengers of Irumeru' date=' and are avenging angels of sorts.[/quote']Avatar accepts any race and any class. You must be good and you must be a follower of the path of purity. Application required. This is a race change, sort of.
The Psi manipulates mana by drawing their power from their own mind rather than magical incantations from the Mystic energy around them. By doing so they are capable of the most powerful feats of magic ever seen.
Psi requires a level 50 good or neutral elf, half-elf, human, gnome, avian, faerie, or illithid which is the exception to the good/neutral rule. Applications are only taken from the invoker, battlemage, and monk guilds with necromancer for illithids being the exception again. This requires an application. This is a class change and you have to level up again from 1 as psionicist.
Crusaders are warriors who have chosen to use Faith as the focus for their skills' date=' at times honing them to such degree that their feats all but surpass the mortal realm.[/quote']Crusader accepts warriors, paladins, and berserkers that are level 50. You must be a good elf, half-elf, human, or storm giant and choose the one god as your deity - the path of church. This is a class change where you are sent back to level 1 and must level again as a crusader.
Communing their powers from the Gods and demons of the netherworld they possess a devastating array of maledictions with which to plague their enemies.
To become a shaman you must be a level 30 evil cleric. Any race and any path can become a shaman and there is no application. To join the shamans you must find one of their guild halls in a city and 'inquire' to join. This is a class change.
Their powers of healing extend to such a degree that only they' date=' of all classes, have the ability to reverse all effects of death upon a character, including loss of experience and constitution through the spell of resurrection.[/quote']To become a healer you must be a level 30 good cleric. Any race and any path can become a healer and there is no application. To join the healers you must find one of their guild halls in a city and 'inquire' to join. This is a class change.
Druids are the purest embodiment of nature. The live to serve only Gaia' date=' the Earth Mother, and are perhaps some of the most ancient of the sages in Aabahran.[/quote']To become a druid you must be a level 30 neutral human or werebeast ranger. There is no application and to join you must 'inquire' at a ranger guild. This is a class change and is just a little different from healer and shaman in that you have to complete a quest to finish the change.
Third and last thing to discuss are cabals. Cabals are elite organizations that war over control of Aabahran. They have race, class, alignment, and ethos requirements that I'll cover along with a few basic points.
To join a cabal you being by searching for and joining the cabal's clan and paying the entrance fee of 30,000 gold. "Based mostly within the confines of the three great city-states, their locations are considered secret and not to be divulged. Part of the application process is locating these clans by yourself." - from 'help cabal'. Once you find and join the clan you're given quests to complete for the clan and once you're found worthy you will be given the opportunity to submit an application which the members of the cabal vote on.
Just like the race requirements cabals have limits on who is allowed to enter. If you think you'd like to join a cabal make sure you meet the requirements.
From these warriors a great society has risen based on three major values: Honor' date=' Physical Strength, and Self Reliance.[/quote']The level requirement is 15-50. You can be any alignment and any ethos. You can be any race except the special ones you apply for and faerie. Classes accepted are warrior, berserker, ranger, thief, monk, crusader, and blademaster. Warmaster is described well in the quote with their focus on physical strength and self reliance. They're at war with Savant.
Armed with their new-found knowledge' date=' they emerged from the Tower on a quest to drive ignorance from the lands, and educate the world in the ways of magic.[/quote']15-50 level. Any alignment and ethos. All races are accepted. Classes are cleric, invoker, necromancer, psionicist, healer, shaman, and lich. Savant's goals isn't as clearly defined as Warmaster. Mostly it deals with killing every Warmaster.
Composed of every shade of criminal from whores to deadly assassins' date=' the Syndicate cabal has established itself as a business enterprise like no other.[/quote']15-50 level. Neutral or evil alignment. Neutral or chaotic ethos. Any race. Warrior, berserker, ranger, dark-knight, thief, ninja, cleric, monk, invoker, battlemage, necromancer, psionicist, shaman, vampire, blademaster, and lich are allowed entry. Players can place bounties on other players. Anyone can collect these bounties but Syndicate is dedicated to it.
No longer would they be content to sit passively and protect; instead' date=' they would actively administer and rule.[/quote']15-50 level. Any alignment. Must be lawful ethos. Any race. Any class. There are laws within Val Miran, Rheydin, and Miruvohr - the three major cities. If you commit a crime like murder in one of these cities the Tribunal can make you into a wanted man and come after you and then incarcerate/execute you.
Now they stalk the lands' date=' seeking those that rule and guard the cities, and those twisted by the gods of light and darkness.[/quote']15-50 level. Neutral alignment only. Must be neutral or chaotic ethos. Any race. Any class. The Watchers make war on anything that goes against nature. Cities are unnatural. Races that are given special power like liches and avatars are abominations of nature. Watcher works to eradicate both.
Called the Knights of the Crown' date=' and guided by the Royal Houses, they were Aabahran's last defense against the tides of darkness.[/quote']15-50 level. Good alignment only. Must be neutral or chaotic ethos. Any race. Accepts warriors, berserkers, rangers, paladins, thieves, ninjas, clerics, monks, invokers, battlemages, psionicist, healers, bards, crusaders, and blademasters. The Knights intend to find another king for Aabahran and eradicate any trace of evil.
Bent on the eradication of Light' date=' and the enslavement of Aabahran, they have made unholy pacts with the denizens of the underworld and the planes of Chaos to better strike down their ancient enemies, The Knights of the Crown.[/quote']15-50 level. Must be evil alignment. Only neutral and chaotic ethos are accepted. Any race. Any class. Eradicate good, destroy everything.
They sat in the background and watched idly as the Kingdom collapsed. They watched as the King was slain' date=' and all that he surveyed plunged into Chaos.[/quote']15-50 level. Any alignment. Lawful or neutral ethos. Any race. Any class. Historians, scribes, knowledgemongers. The quote describes the Heralds well as impartial observers - which they usually are.
Finally that covers all the choices. Now, knowing what you can and can't become you should be able to pick your race with a little fore-knowledge of what it can become and the strengths and weaknesses you'll have to deal with.