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Besides RP Game

Lore, Classes, Races, Faction


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-----------------------------------------------------------------------------------------------------------------------------------------------------------The World
It is the year 566 A.C, Planet Nuros, the 7th planet of the Urodelas star system, is a world ravaged by the
5th centurys Great War. It was a fierce and long-fought war over territory and power consisting of the many clans of
Nuros, just recently having ended in the early 6th century. The environment of Nuros has been severely damaged,
and many forms of life on Nuros have been displaced from their homes. Factions that fought in the Great War lay torn
apart, their leaders dead or weak. There exists an area in Northern Nuros, undamaged by war, known as the Frozen
Shelf. Many people fled there after the Great War, and the area is known for the amount of adventurers that enter and
do not live to tell the tale. Being one of the last few places where normal life can subsist, though, the masses had little
choice in living area. There are few native species in the area, but a few humanoid lifeforms have managed to survive
and thrive in the harsh extremes of its environment. There is a rare intersection of four ley lines in the area, it runs
under an area known as the Frostblight. Many strange happenings have occurred in the Frostblight: People
disappearing, strange lights in the sky, interesting activity in the local wildlife Its a beacon to any nearby
adventurers. There is a small town, whose people are known as the Doln. They have adapted to the environment and
know best about what is naturally supposed to be there. They have established a small town, but lately theres been
something...wrong in the area. As well as the Frostblight, there are other nearby areas in the Frozen Shelf. The
Rolling Foothills are a grassy area, one of the areas not plastered in snow. It has cold temperatures, but not as cold
as areas like The Frostblight. The Rolling Foothills are where many adventurers come to settle, there is a small
encampment in the area that has seen a few merchants come through. The wildlife of the Rolling Foothills is mainly
small animals, making it a valuable area for hunters and trappers. The land is farmable, and a few mines exist for
miners and gem-gatherers. The land begs its inhabitants to take a new step and a new start. A fresh canvas
stretches for miles around. Who will you be?
-----------------------------------------------------------------------------------------------------------------------------------------------------------Races
Humans - The plentiful inhabitants of Nuros, very common to find around Nuros. These people have the basic traits
of your average human. This race is not great at any particular skill, but is a jack-of-all-trades type.
Paleons - Large, brutish people that are usually quite mischievous and lazy, but get very mad easily. This races skin
color is usually green, white, dark brown, and orange-brownish. They have pointy ears, and the tallest recorded
Paleon on Nuros was about 102.
Nurosians - Natives to all zones, carrying the traits of Humans though with pointier ears and somewhat taller.
Nurosians in The Rolling Foothills usually are somewhat nature-friendly and consist in the rankings of druids,
however Nurosians in the Frostblight are usually very pale and do not like to talk at all.
Wraiths - The simple after-images of the dead. Long story short, there are plenty of them. They hover slightly off the
ground with transparent-looking bodies. Physical damage can be dealt as they arent completely transparent.
Ezclon - The descendants of the Ezclus Fei. These creatures are equivalent to that of a Lurker although they are
completely opposite. Much like their ancestors, they have no skeleton nor normal blood and resembles that of a
phantom. However, they do maintain the organs of a normal being. They are naturally pale, and have no pupils. Their
nails can grow beyond 2cm. Their native technique of mimicking remains to be uncanny to the untrained eyes.

Iruhvaks - The native brethren of the Ezclons. Although they do not share the natural body or abilities of an Ezclon,
these lean and slightly muscular beings have a minor effect of immunity that can only be activated and kept a hold
onto for a total of 3 minutes. Those who attempt to go beyond those 3 minutes will grow fatally sick. This is one of the
main reasons why the race is near extinction.
Toults - Toult's are the smallest races in Nuros, they are known to hide in trees and near mountains, almost never
coming out. Toults are excellent at stealing from other camps in the dark, as will as their unique skill to jump very
high. The smallest Toult is believed to be 3'2. Toults mostly use steam weapons, that are built to their size. They are
not very good at doing anything but hunting and stealing.
Crumblers - Stranger-like appearances, they do not fit in very well, but they can shift looks and turn into objects for
short periods of time. Many have been hired for spying, especially ones who can hold their form for a long time.
They are agile, but combat is not usually their suit of armor.
Hemlock - These people can be found in the deep forests for Nuros. Found almost solely in the woods, it is rare to
see these men and women leaving the treeline. Their skin is usually midtone to pale, not ever becoming extremely
tan; their livelihoods beneath the trees shadows makes sure of this. Their height remains nearly the same of a
humans, as the two races are close relatives. While not extremely strong, there are very agile and quick on their feet.
Their skills in archery are superb, as well as throwing weapons and small arms.
Lurkers - Dark beings that never show their faces, coming from the dark places of the Frostblight. When they do
flash their faces they have sharp facial features and are always blind. Lacking sight they make up for it in strength
speed and agility, always lurking around people, hence the name. Usually they blend best in the shadows but some
originate from light or eco based scriptures.

Zelpiens - These beings are huge, and have armor plating in a sense, their flesh rotted away usually from low
muscle areas such as their snout, claws or under their eyes. Despite being undead in their ultimate form their bite
weakens usual people and Humans by some bit.
Whilleons - Beings made of ice, conjured by Mages of the depths of a so called "hell". These beings usually stand
8-10 feet and lack basic emotion. They almost never engage in combat but when they do they are ranged
powerhouses but lack physical ability to fight as they are just conjured beings of ice.
Deschloks - Large muscular like humanoids, known for hand to hand combat but when they are faced with magic
that is not of their control they are extremely weak and easy to put down but some have traded their muscular traits
for traits of mage like craft and witchery. They stand anywhere from 9 feet to the tallest recorded which was 10"4.

Archeons - Archaeons come from the coldest areas of Nuros, living in silence and peace since they were found by
travellers. Archaeons usually are hooded and rarely show their faces. They have muscular stature and short builds,
living in solitude gave them time, being skilled and quick on their feet, deadly with anything sharp and resembling a
sword. Other ends of the spectrum is Spears, Long Swords, Axes, are all effective to them. Often times they were
brutal heavy armor or even medium to light.

Croni - Cronin are a 4th century race, very new to the world. Not much is known other than carry the trait of an
animal and some can even become the animal in which they carry a trait of.
Pilluf - They combine the grace of a dancer and the voice of a siren to lull enemies and inspire their allies with music.
Their music is magically enhanced, and they can cast a few minor spells, and they are almost as deadly with a blade
as a Rogue, but are not as good of sneakers. Everyone likes a Pilluf, since they are well-spoken and knowledgeable.
Not all Pillufs sing for music, though, and it is common for them to use a lute, or a flute, or a harp.
Vakni - One of the most vicious races of Nuros, and probably the most hated. Vaknis carry the traits of humans,
though with larger canine teeth and most have dark crimson eyes, also pretty pale. Vaknis generally serve The
Scionic Order, being an old 3rd century Vakni ruler named Scion conquered most of Nuros, but his reign soon died
out and may rise to power soon again Vaknis can also regenerate minor flesh wounds by eating their own flesh,
regenerating the wound in a minimum of RP minutes.
Doln - Most inhabitants of the Frostblight, Dolns are large barbaric people that carry the traits of humans. These
people specialize in heavy armor and weaponry, and the largest one is to said to be at least 93.
Mechaforged - One of the most advanced races of Nuros created by 4th century engineers, the Mechaforged's jobs
range from butlers to nobles to knights and much more.. Ran on oil and built with surplus metal, these bots aren't
exactly reliable for combat. A few bots have been reported to go self aware, and possess extreme knowledge.
Velchion - Sneaky, deceitful, and overall very slim and agile, they are capable of slithering through the dark without
being tracked. The IQ of a human teenager, they'd rather steal things than obtain it themselves. They are nomads,
living mostly in the most humid and dry places, cold places would be very dangerous to be at, considering their
circumstances. They can do very many things, depending on what clan or tribe they were raised
Dracolyte - Dracolytes are tall, scaled beings that carry the traits of a dragon, though without wings and the
firebreathing nonsense that a normal dragon has. Dracolytes are said to be direct descendants of ancient dragons to
the West. Dracolytes stand atleast 6 foot, though the tallest ever recorded has been 103.
-----------------------------------------------------------------------------------------------------------------------------------------------------------Starting Classes
The following are the current starting classes in which the races of Nuros will consist of:
Squire: The starting class of any warrior-like character and wields little to no combat capability, but overall depends
on the efficiency of their roleplay actions. (Rank 1)
Woodsman: The starting class of any rogue-like or ranged weapon character, and wields little to no combat capability,
but overall depends on the efficiency of their roleplay actions. (Rank 1)
Apprentice: The starting class of any spellcasting character, and wields little to no combat capability, but overall
depends on the efficiency of their roleplay actions. (Rank 1)
Advanced Classes
The following are the advanced classes that players unlock after achieving Rank 2 with their starting class:

Melee (Squire Rank 2):


Defender: Higher ranks of the Squires, Champions specialize in defending their teammates in any fight, and do
medium damage but are very sustainable to damage. (One handers, shields, medium defensive skill, low
offensive.)
Knight: Knights are the mix between a Barbarian and a Champion, dealing both great damage and being somewhat
sustainable at the same time. (Two-handers, one handers, shields, medium overall combat skill.)
Barbarian: An all out damage character, having little to no defense but doing outrageous damage to foes. (Dual wield
one handed, medium offensive skill, low defensive skill.)
Ranged/Stealth Melee (Woodsman Rank 2):
Hunter: A swift character, dealing damage from a distance with bows, crossbows, and other assortments of traps and
long range weaponry. (Long ranged weaponry, low defensive, medium offensive skill.)
Rogue: A stealth melee character, attacking from the shadows with incredible damage, however like the Berserker,
taking massive amounts of damage. (One handed weaponry, very low defensive, high offensive.)
Bard: Another long range attacker however using the power of musical tunes to decimate their enemy. Bards
arguably are considered a spellcaster on Nuros, though some say their musical talent is so strong that it is mistaken
as magic of a sort. (Musical instruments, not capable of using spells quite yet. Low offensive, low defensive.)
Spellcasters (Apprentice 2):
Mage: The typical spellcasting ranged character, firing from a distance or close dealing high damage but also taking
lots of damage. (Not many enchantments, fire, ice, arcane magics. Staves, wands, tomes, and off-hand wands.
Medium offensive, low defensive.)
Necromancer: The summoners of Nuros, raising the undead to fight for them and being being capable of summoning
the dead... (Summoning dead skills, staves, wands, scythes, tomes, high offensive, medium defensive.)
Cleric: A healer of friend and foe, resurrecting on the battlefield but doing little to no damage. Clerics are almost
needed for a fight on the battlefield. (Healing spells, staves, wands, tomes, off-hand wands, very low offensive,
low defensive, high support.)
Elite Classes
The following are the final class a player chooses after achieving Rank 3 with their character:
Melee (Squire Rank 3):
Warlord: The final rank in knightship, these characters specialize in both sustained combat and dishing out even more
powerful blows. (Two handed weapons, one handed weapons, shields, high offensive, high defensive, overall
master of combat.)
Champion: The final rank of a Defender, a glorious meatshield almost capable of taking any damage without a
problem, these are a must need for Ultra Bosses and teamfights. (One handed weapons, shields, medium
offensive, very high defensive.)

Berserker: The final rank of Barbarians, a champion in damage and can kill things within seconds given the
opportunity. (Very high offensive, low defensive, two handed weapons, one handed weapons, power-up to
deal extreme damage for 2 roleplay actions only.)
Ranged/Stealth Melee (Woodsman Rank 3)
Ranger: The final rank of a Hunter, specializing in traps and an expert when it comes to long range weaponry.
(Long-Ranged Weaponry, Close-Range Weaponry, Low Defensive, High Offensive, ability to place traps and
stun players for 2 roleplay actions.)
Assassin: The final rank of a Rogue, like the Berserker except in stealth. Specializing in stealth, poisons, and stuns.
(Very high offensive, low defensive, one handed weapons, ability to stun other players for 1 roleplay action,
does periodic damage for 3 roleplay actions.)

Elite Bard: The final rank of a Bard, just better. Simple. (Medium offensive, medium defensive, very high support,
musical instruments, ability to charm players for 2 roleplay actions.)
Spellcasters (Apprentice 3)
Archmage: The final rank of the Mage, the master of all arcane arts. (Very high offensive, medium defensive,
staves, tomes, off-hand wands, one handed spellblades, ability to freeze enemies, light enemies aflame, and
action lock for 1 roleplay action a peace with a minimum of one per fight.)
Warlock: The final rank of a of a necromancer, granted the ability to the summon stronger and more powerful
constructs. (Everything a necromancer has, except ability to wield one handed spell swords, very high
offensive, high defensive, ability to summon any undead figure for 3 roleplay actions.)
High Priest: The final rank of a Cleric, the master of healing allies. (low offensive, medium defensive, very high
support, all weapons a cleric uses.)
Hybrid Classes
The following are for players who have achieved Rank 3 with two of the starting classes
(Hybrid classes can use any weapon they wish, YOU CAN ALSO BE ANY TWO ELITE CLASSES, EX: HIGH
PRIEST WARLORD.)

Squire/Woodsman (Rank 3 Hybrid)


Horsemen: A master of horse combat, they use their melee and ranged skills to combat against opponents from there
from there trusty steed. (Very high offense, high mobile defense, overall combat and horse riding skills..)
Engineer: A master of defense and ranged weaponry, they hold the unique skill of almost instantly building artillery
right in front of your eyes. (Very high offense, high defense, overall mechanical manipulation skillsets..)
Blademaster: An agile warrior that deals swift damage and hard to attack, this class can go in and out of stealth and
deal massive damage. (Very high offense, low defense, high mobility, overall stealth/combat skills..)
Squire/Apprentice (Rank 3 Hybrid)

Templar: A master of defense, offense, or healing or all of them together. Templars are the equivalent to paladins,
dealing massive damage while keeping themselves running at the same time with a boost of defense and healing.
(High offensive damage based on class specialization, high defense and healing support depending on class
specialization, ability to place defensive and offensive boosts based on class specialization for 3 roleplay
actions per fight, overall holy skillset.)
Elementalist: Specializing in either healing, defense or massive damage, this class uses the elements of Nuros to
inflict incredible damage against foes. (Overall high damage, and medium to high defense based on the fight
and what the player decides to use. Overall fire, air, water, earth element skillset.)
Titan: A master of defense and defense magic, they focus solely on defense and boosts they are the ultimate tanks of
the battlefield. (An extreme magic defender, giving them extreme defense, but very low offense. Overall
holy/magic combat skills.)
Reaver: A vicious warrior that feeds off of the power of their foes, absorbing their blood to boost defense and attacks.
(Extremely high damage, medium defense. Overall blood/life manipulation skills.)
Woodsman/Apprentice (Rank 3 Hybrid)
Shrouded: A master of stealth and necromancy. Deadly and uncanny at night, no where to be seen at dawn.
Shroudeds can blend in with just about any environment at night whilst creating that of shadowy creatures which
resemble the dead to aid them in whatever purpose need be. (High offense, medium damage, overall stealth
skillset.)
Vedic: A master of healing and music. They can blow you away with their astonishing arts of music and heal you
completely directly afterwards. (Same skills as a bard, just higher offense, higher support, lower defense.
Overall musical power skillset.)
Druid: A master of both nature and morphing typically into wild animals and other assortments of beasts. These
classes can either be a supporting/healing type, all out damage, or extremely defensive class. (Just as the templar,
offense, defense and support all depends on what the character specializes in. Overall nature skillset.)
Spellshot: Spellshots master in both magic and the art of ranged weaponry and wilderness survival skill.
-----------------------------------------------------------------------------------------------------------------------------------------------------------Armory
(Weapon and Armor types)
Weapons:
One handed Sword: Quick in combat and a simple piece of weaponry, greatly varies.
One handed Axe: These rather light but deadly weapons are comfortable to grip and easy to master in the akimbo
variety, greatly varies.
One handed Mace: Similar to the the one handed sword and axe, these weapons are simple pieces of weaponry, but
can greatly vary.
Knives/Daggers: These easy to conceal and extremely light weight weapons allow for swift attacks, greatly varies.

Bows: Crossbows, longbows, shortbows you name it, these weapons are considered to be one of the best types of
ranged weapons, and greatly vary.
Steamweapons: Forged and greatly used by engineers all over Nuros, Steamweapons include any mechanical
weapon like pistols and turrets, greatly vary.
Polearms: A large two handed weapon that is more agile than others, a polearm typically strikes quick and deal great
damage. Greatly varies.
Fistweapons: Self-explanatory; weapons that attach to the hands/wrist/arms. Extremely agile, and and allow for
quick attacks. Greatly varies.
Staves: Used by most spellcasters, these weapons boost magic capability and greatly vary.
Two handed Swords: These hefty, two handed blades can be capable of great amounts of damage and allow for an
increased range of attack from the shortsword, greatly varies.
Two handed Axes: Similar to most two handed weapons, these weapons are typically slow but deal massive
damage, greatly varies.
Two handed Maces: These weapons are very heavy and only wielded by the strongest of warriors; however, they
pack an enormous punch. Greatly varies.
Wands/Off-hands: Wands and off-hands are generally extra not-so-essential items to a character, unless
specializing. Off hands can include books, scrolls, etc. Wands are mainly used by spellcasters and if used right are
extremely viable in fights. Greatly varies.
Armors:
Heavy Armor: Heavy armor is as it sounds. Its heavy on the body, and shouldnt be worn by any weak character.
This armor does prove to be thick and effective, although it will restrict the persons ability to move.
Example: Plate Armor, Full body Chain, etc..
Medium Armor: Medium armor isnt very hefty, but it gets the job done well enough to work. The armor generally
allows for full body movement and agility, but only covers certain parts of the body.
Example: Scale Armor, Chain Armor, etc..
Light Armor: Light armor is, like the heavy armor, as it sounds. It is light on the person, but offers little protection
against a good blow from a sword. The armor allows for normal full body movement, but only covers limited areas of
the body. It is most effective at slowing weapons hits, not stopping them.
Example: Leather Armor, Cloth Armor, etc.
Item Quality
Common: The most commonly found item rarity. Common items can be found almost anywhere, and are the level of
the items your character first gains during creation.
Uncommon: The second most commonly found item rarity, slightly better than common in terms of item effectiveness.
Uncommon items can be only found of players that have uncommon items already, and Uncommon quality boss
fights.

Rare: The third most commonly found item rarity, significantly better than Uncommon items in terms of item
effectiveness. Only found on players that already have rare items, and Rare quality boss fights.
Epic: The fourth most commonly found item rarity, much better than Rare items in terms of effectiveness. Only found
of players that have epic items already, and Epic quality boss fights.
Legendary: The fifth most commonly found item rarity, extraordinarily better than Epic, Rare, and Uncommon items in
terms of effectiveness. Only found off of players that have legendary items already, and Legendary quality boss
fights.
ULTRA: Ultra is the most uncommon item rarity in the game, and is easily the best in the game. Being the greatness
of ultra quality items, it is SUPER-INSANELY-OMEGA RARE to find an Ultra quality item, if a player has this then you
surely should praise them. Only found off of players with Ultra quality items already, and Ultra quality bosses,
(WHICH ARE INSANELY HARD.)
Item rarity is the quality of the items the player retrieves while RPing. Whether it be an uncommon stick of darkness
that grants them darkness abilities, or a Legendary staff of destruction which grants the wielder the power to well,
destroy stuff. (Neither of those items are actual weapons, just examples.) Item quality does not determine the overall
skill of a player, each quality progressively grants better powers/skillsets, though. (ALL CHARACTERS START WITH
COMMON ITEMS, AND BUILD UP FROM EITHER KILLS, PLAYER GIVEN QUESTS, OR WORLD BOSSES.)
-----------------------------------------------------------------------------------------------------------------------------------------------------------Zones

-----------------------------------------------------------------------------------------------------------------------------------------------------------Factions
(W.I.P, Too be Released Later)

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