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Difference between revisions of "Category talk:Races"
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− | = | + | ''Sanctuary allows player characters of nearly every race from almost all medieval fantasy fictional settings, including but not limited to: Dungeons & Dragons, Lord of the Rings, Narnia, Game of Thrones, Wheel of Time and of course our own shards. |
− | + | ||
− | + | =Restrictions= | |
− | + | ''Your player character is not native to this world, but rather comes from an alternate (medieval fantasy) world. Native characters are restricted to Non-player Characters. Part of your character's past and present story must include the understanding that their previous existence in prior worlds begins to fade within a reasonably short period of time. | |
− | + | ||
+ | #Regardless of your character's actual birth race, they must fit within one of the five races categories; Human, Aelfeyn, Muiri, Hoggur or Summon/Constructs, see below. | ||
+ | #All characters must abide by the limitations of the race. (Ex: You can not be a Muiri and avoid being susceptible to iron.) | ||
+ | #{{:Non-Human Avatars (Rules)}} | ||
+ | # Graphics and races may be further restricted by staff if needed for clarity sake in role-play. | ||
+ | # No multi-racial supernatural characters; no vamp-were, no undead-dragons, no dragon-vampires, no fairy-weres, etc. (Half-elves, half-orcs, and such are fine.) | ||
+ | =Travelers= | ||
+ | {{:Traveling Heros}} | ||
+ | |||
+ | =Races= | ||
+ | ==[[Humans]]== | ||
+ | {{:Humans}} | ||
+ | |||
+ | ==[[Aelfeyn]]== | ||
+ | {{:Aelfeyn}} | ||
+ | |||
+ | ==[[Muiri]]== | ||
+ | {{:Muiri}} | ||
+ | |||
+ | ==[[Hoggur]]== | ||
+ | {{:Hoggur}} | ||
+ | |||
+ | ==[[Summons & Constructs]]== | ||
+ | {{:Summons & Constructs}} |
Revision as of 16:27, 1 July 2020
Sanctuary allows player characters of nearly every race from almost all medieval fantasy fictional settings, including but not limited to: Dungeons & Dragons, Lord of the Rings, Narnia, Game of Thrones, Wheel of Time and of course our own shards.
Contents
Restrictions
Your player character is not native to this world, but rather comes from an alternate (medieval fantasy) world. Native characters are restricted to Non-player Characters. Part of your character's past and present story must include the understanding that their previous existence in prior worlds begins to fade within a reasonably short period of time.
- Regardless of your character's actual birth race, they must fit within one of the five races categories; Human, Aelfeyn, Muiri, Hoggur or Summon/Constructs, see below.
- All characters must abide by the limitations of the race. (Ex: You can not be a Muiri and avoid being susceptible to iron.)
- Individual sub-races who have non-human avatars are restricted to available 2D UO graphics. Read More ...
- Graphics and races may be further restricted by staff if needed for clarity sake in role-play.
- No multi-racial supernatural characters; no vamp-were, no undead-dragons, no dragon-vampires, no fairy-weres, etc. (Half-elves, half-orcs, and such are fine.)
Travelers
Races
Humans
The mainstay of most fantasy worlds, the terror of gothic novels, the romance of the night and fear of all small children -- humans are so much more then farm boy turned dread pirate. On Sanctuary, the humans understand it is their birthright that defines them. This race includes not only humans, but demi-humans, vampires, witches, lycanthropes and all who were born human. Read More ...
Aelfeyn
The Aelfeyn consider themselves the first race, though they are not the only who claim such. Those Aelfeyn born today on Cuiveinen are all half-elves in some manner or other, as almost all true pure-bloods have disappeared or died off in the last two thousand years. With the Thorn King Era coming to a close, once cloistered Aelfeyn are reemerging into society. Read More ...
Muiri
The Muiri have developed many origin stories over the millennia and throughout the vast worlds in which they inhabit. Stories of fairies, nymphs, and otherkin are told time and time again around fires, and as bedtime stories. But it will be here on Sanctuary, which the Muiri call Tèarmann ap Dídean, that the Muiri will come to understand a new origin story; a tale of iron and ice, of a great black dragon that rules the moon-bright sky, and the elements of water and air that infuse their very nature. Some still deny they are part of the Muiri, but iron is their kryptonite and by this all Muiri are known. Read More ...
Hoggur
Hoggur are, quite literally, the salt of the earth. Sometimes, they are the dirt of the earth; occasionally the marshes, swamps and bogs. Hoggur are creatures of the earth, the deep earth where roots tangle and treasure grows. Hoggur believe that their origins lay within the earth itself, and perhaps even with the great world serpent Jormungandr. Many Hoggur are of giant sub-races, but the race also includes dwarves, gnomes and goblins. If a human has a bulbous nose, it might be said, "He's got a bit of Hoggur in him." Read More ...
Summons & Constructs
Gods and heroes are not the only creatures that may find themselves summoned into this world. Sanctuary is rich with the magic of creation, and all manner of elementals, familiars, golems, and daimons may find that they have been yanked from their own world into this one. Magic-users, and those who benefit from powerful gods, may with some skill cause other entities to be summoned or to breathe life into inanimate constructs. Read More ...