Below is a list of playable races. While it's pretty exhaustive, you may suggest a race not found on this list, or ask for a more complete description of one that is only briefly mentioned.
Pantheon/Mythology: This is just a means of organizing the races more easily. Its only game effect is to determine the region from which your character hails. If adequate explanation is provided, you can choose a different region.
- Race
- Description: A brief physical and cultural description of the race. You'll also find a suggestion for a worshipped Deity and favored weapon for many of the races, but you may ignore this if you wish as far as your character sheet goes.
- Each race has a natural Power or Enhanced Ability for free. This is not meant as an incentive to pick the race, but as a means to free up a Power slot for something you should already have. Please pick your race by aesthetic, and not by how useful their powers seem. All races are assumed to have senses beyond that of humans to some degree.
- Some races, especially Archons, are so tied to a concept that they have one Mastery chosen for them.
- Description: A brief physical and cultural description of the race. You'll also find a suggestion for a worshipped Deity and favored weapon for many of the races, but you may ignore this if you wish as far as your character sheet goes.
Olympian:
- Harpy Expand
Asgardian:
- Elf Expand
Pharaonic:
- Beastman: Expand
- Jackalman/Anubite Expand
Nonspecific:
- Human Expand
edited 28th Jan '15 9:59:24 AM by StygianEmperor
Flesh is a design flaw.Here you will find a list of the available Masteries. While this list is modeled heavily from Titan Quest, you are not confined to the limits of that game.
Many options for powers are described within each Mastery, but the lists are far from comprehensive. No active or passive power is assumed with any given Mastery – you must explicitly fill a Power slot with it to gain its effects.
Note how some powers can be easily manifest from several different Masteries. The concepts of Nature, Spirit, and even Defense could be easily stretched to provide a very similar Healing spell, for example.
- Warfare: Your prowess on the battlefield is unsurpassed. Expand
- Defense: Nothing seems to kill you. Expand
- Hunting: You are the ultimate predator. Expand
- Rogue: The shadows are your ally. Expand
- Fire/Sun: There will be nothing left but ash. Expand
- Frost/Water: Ice runs in your veins. Expand
- Earth: The world trembles before you. Expand
- Storm: Death from above. Expand
- Nature: Ruler of the animal kingdom. Expand
- Spirit: Death is no obstacle. Expand
- Mind: Every will can be broken. Expand
edited 24th Jan '15 10:00:04 PM by StygianEmperor
Flesh is a design flaw.
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Three regions dominate the continent in which this game will take place. These are styled after ancient Greece, Scandinavia, and Egypt respectively, but differ significantly enough so that I don't have to do so much research and I can make them my own. Here you will find a short description of each, but you can probably safely infer any missing details from real-world history. Additional information will be added as needed.
Gaios
A mountainous country with many islands, Gaios is named after the Titan of Nature, Gaia, who is said to have breathed life into the once-barren land. A novel system of government keeps any one man from absolute power, but it is nonetheless plagued with corruption and ineptitude. Its military includes the formidable Hoplites, masters of spear and shield, and is known throughout the land as an extremely dedicated force. However, the schemes of the petty Olympian gods forever turn the city-states of Gaios against one another, holding back an otherwise prosperous republic.
Varlund
A loose collection of cold, northern nations. The people of Varlund live hard, short lives, and rely on raiding for their survival and prosperity. They have become masters of navigating the sea that separates them from their favored targets, and the dragon-headed Varic longboats have become a dreaded sight in countless foreign lands. Technically several separate kingdoms, each king's land is further divided into many holds, ruled by individual lords, or jarls, which swear fealty to him. This fragmentation leads to a restless land, and skill in warfare more than anything defines a man.
Horakht
Horakht was once a sprawling desert kingdom, made rich by the lifegiving waters of the river Kemmur. However, its size and wealth proved unwieldy, and centuries ago it found itself split in two across the natural horizontal border of the great river. The lower kingdom, taking its name from the river, broke away to form Kemmuria, and generations of jealous Pharaohs in the upper kingdom have never allowed the two halves to see peace. Horakht has only become more theocratic as time wears on, and with the sudden absence of its divine figureheads it threatens to collapse.
edited 1st Feb '15 5:23:52 PM by StygianEmperor
Flesh is a design flaw.