Player Options

How_to_d_d_races_d74fbe_5484681.jpg

Introduction The Claymore Order The World: Arimea The Dragons The Eidolons
Orvel Houses Fellwind Houses Adrelani Houses Ashmoor Houses
h2. *Races*

Humans
Humans come in all shapes and sizes, and in all walks of life. They are varied beyond count, and as a general rule, count themselves as the true owners of any piece of land they are currently standing on. Humans live short, hectic lives, and strive to leave legacies for themselves and those they care about. It’s a naive notion that governs their actions, but even the oldest elf can’t ignore the result: advancement and ingenuity that other races can scarcely match.

Elves
Elves are lofty and traditional, many living in treetop villas and high societies. Much like dragons, Elves live long lives, and many use these long lives to amass wealth in the form of their choosing – mostly in magical items, rare relics, and knowledge. Unlike Humans, who like to see their wealth in the form of currency, most Elves would prefer to own their wealth, in the forms described above, or others. An Elf family’s assets usually represent 75-80% of the family’s overall wealth. Because of this, a lot of trading takes place in elf communities, while currency is delegated to trading with members of other races.

Gnomes
The Gnomes of Arimea have not had their own governing body for thousands of years, since a civil war tore their infrastructure apart. Instead, many travel as members of nomadic bands, or as traders and travelers in other societies. They love adventure, learning, and being the master of their environment whenever possible.

Halflings
Halflings are small and quick, and their minds are even quicker. Most are cunning, and make great thieves. Those that do not, often become quick-talking merchants or entertainers, using their guile and grace to attract and compel others. Halflings exist mainly in the northern areas of the world, as they were once used as slaves in the southern reaches. They were called “Gutter Rats” and “Skiffs” in those days, and even those who did not see them have shuddered at those stories.

Dwarves
Dwarves have only recently allowed their population to merge with that of the other common folk. They hid for long years in their mountain halls and under their hills, where they mined and crafted and stewed. But new enterprise and curiosity brought more and more of them out of hiding, and now they are smiths, miners, warriors, and even dignitaries of the free folk.

Half-Elves
Half elves are the offspring of men and elves. They live a conflicted life, caught between the measured tradition of the Elf ancestors, and the impetuous industry of their Human relatives. To make matters worse, they are often shunned by one or both sides. While humans and elves get along well enough, marital or simply physical union between them is foreign and uncomfortable to both sides, and can create tension in instances of mixed families. The Half-Elf’s “Half-Life” as the Elves call it – that is, their less-than-elf lifespan which still exceeds that of a human – makes them out of touch with either culture. There is a measure of truth in this, and more Half-Elves are just trying to get by in a world that doesn’t understand them.

Half-Orcs
Half Orcs are even stranger than their Half-Elf Neighbors. They are the often unwanted offspring of Orcs and humans or Elves. More often than not, they are born out of rape or bondage, if they survive infancy they are alone in a world that can’t tell them from their orc sires. But they are different. Their Human or Elf blood gives them intelligence and conscience that most Orcs do not possess. They understand the world and their place in it with cruel precision. Most functional half-orcs in society use their strength to the fullest, becoming laborers and warriors.

Draconi [Locked]
The Half-dragon Draconi, another half-breed, are much less shunned than one might expect. Anyone who dislikes dragons may dislike a half-dragon more or less, but Dragons, whose long lives left prejudice behind long ago, acknowledge any amount of Dragon Blood as a birthright to the honor and respect that they share with all members of their race. Even dragons whose natures are opposed grant each other the honor and respect they would demand themselves, and this honor they also extend to their offspring, regardless of mixed blood. Half-Dragons often work closely with dragons, because their unsettling appearance has a tendency to inhibit their employment with the common folk. Still, many still manage to become laborers, merchants, and soldiers.

Classes

Barbarian
Barbarians are reckless powerhouses, bringing their fury into every fight they partake in. Barbarians often do not mesh well with society, and often learn to fend for themselves rather than conform to the world around them. Their Rage ability allows them to harness their carnal fury to punish those who oppose them. Despite their rough appearance and demeanor, Barbarians can make great party members, especially if the company shares a simple, common goal.

Bard
Bards are entertainers and showmen, dazzling all with their master of guile and the arcane arts. They travel all around the world collecting knowledge and stories, and their Bardic Knowledge can come in handy in the strangest of ways. The instruments they play, empowered by their arcane skill, can empower their allies or demoralize their enemies. They are a great support for any party they might ally themselves with.

Brawler
Brawlers are hand-to-hand combat specialists, much like monks, but without the lawful and spiritual ties. They are often pit fighters, body guards, and warriors. Their sensibilities are blunt and sardonic, and their needs are few. They enjoy the thrill of combat and expect to have short, flashy lives. They are great party members because of their fierce physical prowess and their ability to stay alive against the greatest odds.

Cleric
Clerics are devout clergymen, blessed with ability to do the work of their chosen deities. The strength of their spirit and will is evident in the power of their spells. Their Turn Undead ability can cause undead enemies to flee or be destroyed, and their healing spells are unmatched.

Druid
Druids are very common in the world of Arimea, they live and roam the wilds, communing with the will of nature around them. They are reclusive and more often than not pacifistic, though they are not afraid to protect their woodland realms.

Fighter
Fighters are as the drops of rain in a storm. They are many, and are as varied as there are people in the world. They have different creeds, different goals, and come from all walks of life. They do have one thing in common, though: Their prowess with combat.

Monk
Monks are physically and mentally capable warriors, skilled in hand to hand combat, and adhering to a special code they consider to be paramount above all other ideals. They often seek peace, sometimes violently, and a higher truth few others can see.

Paladin
Paladins are fiercely devout warriors, capable of slaying evil with a swing of their powerful swords. They see the world in black and white: what is evil and what is not, and have little qualms with destroying the former without mercy.

Ranger
Rangers are guides, hunters, wanderers. They roam the free wilds, keeping to themselves as much as possible. They favor their woodland surroundings, but are not as in-tune with it than their druid counterparts. Their lack of true understanding makes them more violent to protect their wild lands and more wary of new people or situations.

Rogue
Rogues, synonymous with thieves, cutthroats, brigands. There are many unkind names for the stealthy few that count themselves as rogues, but few can dispute their unique and useful skills of trap-finding, pickpocketing, and of course, moving without being seen.

Sorcerer/Sorceress
Sorcerers are powerful practitioners of the arcane arts, blessed with natural talent, but unable to fathom the more minute details of the magical arts. Sorcerers know few spells, but can cast them without preparing them ahead of time, which is a useful skill indeed.

Swashbuckler
Swashbucklers are daring adventurers, blessed with insight and cunning beyond that of a normal thug. Their most important aspect is their intellect – and a deep lust for all things rare and exquisite.

Wizard/Witch
A Wizard, unlike the Sorcerer, is not naturally blessed with magic, but learns it through study and practice. To contrast the limited known spells of their sorcerer counterparts, Wizards carry spell books filled to the brim with all kinds of spells. They can only prepare a few of these spells per day, however, and can only cast spells that they have prepared ahead of time.

Player Options

Ballad of the Claymores Firion