Skip to content

Divine Journey

User Avatar
#2
Auto-translated
Playable peoples/races. Initially, I started to describe the history and culture in more detail, but eventually concluded that the descriptions weren't turning out very well, so I kept it short. In any case, you can always ask me for any additional information.
Selentit Empire
Disciplined and taciturn, the native inhabitants of the Empire are characterized by a stern disposition and a rapid rate of development, both in terms of personal qualities and the state as a whole. They are excellent warriors and mages, tacticians and strategists. They most often have chestnut or light-brown hair, sometimes black. Eye color is brown or gray. However, being home to many other conquered peoples, the blood of the empire's natives has been mixed with others repeatedly, meaning not everyone fits the typical image.
Possible elements: all.
Symbol: a lion devouring the sun.
Characteristics:
Strength - 14
Agility - 9
Constitution - 14
Intelligence - 14
Wisdom - 5
Special traits: +25 hp, +25 mana.
Rosicrucian Kingdom
The Rosicrucians are a polite people who live by a strict code—a set of rules of conduct in which courtesy, justice, honor, and dignity occupy the most important part. The art of magic has very few adepts here, but few can compete with the Rosicrucians in the art of wielding conventional weapons, especially fencing. They are also wonderful musicians and artists. Blonde hair and blue eyes are the trademark of this people.
Possible elements: fire, lightning, metal.
Symbol: a cross adorned with roses.
Characteristics:
Strength - 12
Agility - 12
Constitution - 12
Intelligence - 12
Wisdom - 5
Special traits: +25% to accuracy and +10% chance to block a hit when using swords.
Free Cities
To many, the culture of this people is simultaneously wild and incredible—there is no government in its usual sense and practically no laws; everything is built on business relationships and power. Three castes: the wealthy, warriors, and slaves. The first conduct business using money and protect their lives and property with it; the second live independently thanks to their skills; and the third are those who have neither money nor power. Women have long been nothing more than property, such as a house or a horse, and this is quite normal for them—they are raised this way from childhood, as were many before them.
Distinctive features: dark skin, black eyes and hair.
Possible elements: basic
Symbol: lunar crescent.
Characteristics:
Strength - 13
Agility - 13
Constitution - 12
Intelligence - 10
Wisdom - 5
Special traits: +5% chance to deal a critical hit.

Celestial Empire
The strength, height, and build in which the inhabitants of the celestial realm are inferior to other human peoples are easily compensated for by speed and intelligence. Refined and elegant, both men and women possess enchanting beauty, a flexible mind, and a broad outlook on the world.
Skin color is light with a slight yellowish or pinkish tint, hair is black and straight, eyes are brown.
Possible elements: all.
Symbol: a dragon soaring into the sky.
Characteristics:
Strength - 10
Agility - 16
Constitution - 9
Intelligence - 16
Wisdom - 10
Special traits: element bonuses are 50% more effective.

Lunarion
Isolated from the rest of the world by seawater, the elves live on an island, spending their days in self-development and mastering the secrets of the world. For various reasons, whether a military campaign or personal interest, many leave their homeland, encountering representatives of other peoples. Tolerance and calmness are some of the qualities people find when meeting them.
Possible elements: water, lightning, ice.
Symbol: a knight riding a dragon (western type)
Characteristics:
Strength - 11
Agility - 14
Constitution - 11
Intelligence - 14
Wisdom - 8
Special traits: 10% chance to learn an additional point in a random characteristic after making a kill.

Wild Elves
Having no culture of their own, wild elves usually either isolate themselves somewhere in the forests and lead hermit-like lives, or make a living in human states. Possessing unsurpassed physical flexibility and acoustic perception, their craft most often becomes bounty hunting, theft, or shadow security for influential persons. The average lifespan is twice that of humans, and they do not become as frail in old age, maintaining clarity of mind.
Possible elements: water, earth, wood.
Symbol: none.
Characteristics:
Strength - 10
Agility - 19
Constitution - 10
Intelligence - 10
Wisdom - 2
Special traits: +50% to evasion.

Dark Elves
Once they owned a huge part of the continent, enslaving numerous peoples through conquest; however, the moment of uprising, when the oppressed overthrew their masters, marked the beginning of their oblivion—since then, the hunt for the dark ones has not ceased, and even today a good sum can be earned for their killing in any large city of the Selentit Empire. This led to very few dark elves remaining; however, the need to survive sharpened all their skills and weeded out the weak, leaving only the strong representatives of the race. They are good at everything, and their lifespan reaches five hundred years.
Skin color varies from purple to gray, the iris is either red or yellow, hair is white.
Possible elements: fire, ice.
Symbol: full moon.
Characteristics:
Strength - 15
Agility - 18
Constitution - 13
Intelligence - 15
Wisdom - 6
Special traits: Can use two weapons without penalty. No more than one in a group.

Nyx
A cruel and cunning people dwelling underground. Brute strength and the ability to see in the dark are their two strongest sides. They have a very harsh culture, and they treat representatives of other races with contempt. Among all other things, they lack hair entirely.
Possible elements: earth, metal.
Symbol: a hydra hidden in darkness.
Characteristics:
Strength - 16
Agility - 10
Constitution - 15
Intelligence - 9
Wisdom - 4
Special traits: +20% to physical damage.

Aristocrats
A race as ancient as history itself, often associated with vampires due to a number of similarities. Elongated fangs, the ability to feed on blood, and no need for food, water, or air are undoubtedly integral parts of aristocrats; however, unlike vampires, they are not dead (though they have a peculiar physiology), they have no need to sleep in coffins or earth, and furthermore, they do not fear daylight. The name perhaps comes from their appearance—pale skin, slanted eyes, refined facial features, an elegant body. For some unknown reason, all men have white hair, while women have black. Eye color is red.
Possible elements: none
Symbol: hourglass.
Strength - 16
Agility - 16
Constitution - 8
Intelligence - 18
Wisdom - 10
Special traits: 50% reduction in physical damage received. No more than one in a group.

Dwarves
A proud race of short but very strong beings. Gruff lovers of drinking, they are characterized by wonderful health and a strong fist. They have very thick hair, which often manifests as long beards.
Possible elements: fire, earth, metal, ice.
Symbol: peak-shaped mountain.
Characteristics:
Strength - 16
Agility - 8
Constitution - 19
Intelligence - 10
Wisdom - 6
Special traits: +50 hp

Snake-people
Fast, agile, and strong lizard-like beings; although they are a peaceful people, they are also wonderful hunters and priests devoted to their god.
Possible elements: fire, water, earth, wood.
Symbol: Sun.
Strength - 12
Agility - 20
Constitution - 12
Intelligence - 7
Wisdom - 3
Special traits: +50% to spell effectiveness.

Additional:
Half-blood. Has average characteristics of both peoples.
Homunculus - an artificial human created using alchemy or dark magic. Independently distributes 55 points and chooses any special trait from those listed above as well as any element. Can have any appearance. No more than one in a group.
Half-demon. A being whose father is one of the numerous demons inhabiting other planes.
Has the same characteristics as its non-demonic nature +2 to all, and also depending on the specified demonic elements (a half-demon can possess all of them, some, or none):
horns: 50 mana, +20% to spell effectiveness.
claws: +20% to physical damage
wings: +25% to AP
tail: +20% to evasion.
No more than one in a group.

Стартовый пост - Квенты - Разное - Список НПС - Турнир -
Резара - Аксель - Орвальд - ЭмилияСтэфания - Амвросий - ЛестерАльсираАлария