Key
:small_orange_diamond: For reference
Ć ć (ch)
É é (eh-EH)
Ī ī (ee-EE)
Ō ō (oh-OH)
Ұ ұ (sh)
Ü ü (oo)
Ū ū (oo-oo)
Anything with :star: is new info.
![Tierran :clubs: WIP :clubs: -[BU]Key
:small_orange_diamond: For reference
Ć ć (ch)
É é (eh-EH)
Ī ī (ee-EE)
Ō ō (oh-OH)
Ұ ұ (sh)
Ü ü (oo)
Ū ū (oo-oo)
[IU]Anything](https://image.staticox.com/?url=http%3A%2F%2Fpm1.aminoapps.programascracks.com%2F6452%2Ff6cf8c0a0d2d90564179bc78f8d9b02b68819146_hq.jpg)
CULTURE
:small_blue_diamond: holidays
-Gilda or Gilds day- :star:
A day of sacrifice and celebration in honer of the god of love.
:small_blue_diamond: ritual
:small_blue_diamond: common practice
-Srupdu- :star:
A Srupdu is Currency made from a metal commonly known in Tierran as moon silver.
It is preferred over a traid of items or people, Although it is common to see a family member being given as hostage until the buyer can pay their dues or if the first party has paid for something not yet in existence they will take something usually a loved one or family heirloom as insurance untill the product in question is produced.
![Tierran :clubs: WIP :clubs: -[BU]Key
:small_orange_diamond: For reference
Ć ć (ch)
É é (eh-EH)
Ī ī (ee-EE)
Ō ō (oh-OH)
Ұ ұ (sh)
Ü ü (oo)
Ū ū (oo-oo)
[IU]Anything](https://image.staticox.com/?url=https%3A%2F%2Fpa1.aminoapps.programascracks.com%2F6860%2Fdc03d6fe549d017d0d69facfa2b7199a979a0120r1-480-360_hq.gif)
-Nod- :star:
The "Nod" or nobody's are sages chosen to learn from the Fæ themselves.
One is chosen in each generation.
When a sage agrees to take on the responsibility they know they must leave to live in the wild, never have a family and give up their name to the land to be forgotten.
To be chosen is an honor and and a privilege. A Nod will learn magic from Fæ that can not otherwise be used and can go to the Vale freely to speek with the dead.
They may be privy to future important events but it is physically impossible to betray them to others or intervene to change an outcome.
Attempting to revile the foreseen event before it has occurred may result in babbling of nonsense.
A months time is given to the person picked to choose weather they will indeed be Nod.
Only once in history was the position denied, the reason being that the sage in question was with child.
-Weapon(s) -
a small Axe or hatchet is commonly used among this race.
They hardly evey use large/heavy weapons like bastard swords, great Axes or scythes but it's not unheard of.
![Tierran :clubs: WIP :clubs: -[BU]Key
:small_orange_diamond: For reference
Ć ć (ch)
É é (eh-EH)
Ī ī (ee-EE)
Ō ō (oh-OH)
Ұ ұ (sh)
Ü ü (oo)
Ū ū (oo-oo)
[IU]Anything](https://image.staticox.com/?url=http%3A%2F%2Fpm1.aminoapps.programascracks.com%2F6456%2F66aa32b804a78f367616e5143e63f01799078b7e_hq.jpg)
A small sharp lightweight Axe lined with toad oil, This weapon is made by hammer folding and forge welding.
The forging technic is commonly known and practiced with Lafīken.
The Toad oil is mad by drying out Combustion toads and soaking them in Krus oil taken directly from the Krus fish glands.
The oil in question is poison, one cut can send a full grow adult male to the ground in a spasm by attacking the muscles and nervous system.
At age ten a child that is not an Aұ is give a set of 5 small daggers with varying degrees of the toad oil laced on each.
This is to make sure they are immune to the poison be for they ever go into battle. This process takes up to five years as the child will prick their finger each day and experience a tingling sensation throughout their body that will last for up to two hours and will begin to lessen over time, only when the sensation can no longer be felt are they aloud to move to the next blade.
The dangers are well known and the ritual is monitored so the child doesn't get too confident and skip blades.
Moving too fast or skipping blades can be dangerous, It can cause paralysis and in serious cases death.
Aұ aren't given the blades in fear they will die because of how week they are. This is concern comes from the clüis town incident.
GODS
main gods and goddesses
:small_blue_diamond: Mü
:small_blue_diamond: Lo
:small_blue_diamond: Ksi
:small_blue_diamond: Firen verün
children of gods
:small_blue_diamond: Dæ :ear_of_rice: :mushroom: :sunflower: :grapes: :sunrise_over_mountains: :moyai:
-The only child of mü and guardian of the plants
-After his mother's sacrifice for him, he guards her undying body and keeps a garden around her of all the plants in glimmer extinct or not.
- he cares for all plants and is often the one to ask for a good harvest from
-both him and his mother are represented by a spider
:small_blue_diamond: Læfram :beers: :beer: :wine_glass: :sake:
-son of Dæze Aisling and brother of Liah
-Thank Læfram for the drinking of the dram.
God of drinking, blackouts, and poetry.
:small_blue_diamond: Leah or Liah :person_frowning: :zzz: :dizzy:
-Daughter of Dæze Aisling and sister of Læfram
-the goddess that could not sleep
-Goddess of Insomnia and day dreaming
:small_blue_diamond: Ұī (sh ee-ee) :wolf: :left_right_arrow: :dancer:
-The many daughters of Lo
-It is impossible to know how many daughter of Lo there are
-Are know to escort souls to the Vale and tend to take a liking to those who are in a position of power and importance
-These young maidens are attracted to the smell of a soul at its end and can shape shift into many forms although most often appear as a black wolf, corpse beatle, black beaked raven, or remain in original form
-Words of the Ұī __ All souls meet with us
-When a Ұī is not busy they watch over the dead in the forest of the Vale usually in wolf form
-The Ұī where born from their mother and a shape changing spirit.
Locations
:evergreen_tree: Lone Pine forest
-Made up of BOR (b-oh-r) trees
:droplet: Clearwater Creek
:droplet: Spinrock lake
:maple_leaf: Phoenix forest
:sunrise: Frost bitten shore
:droplet: Deepwater lake
:droplet: Boiling river
:deciduous_tree: Dün forest
:sunrise: Blue sand beach
:skull: Layers cave
:droplet: Ұock pound
un-natural landmarks
:small_blue_diamond: The Petrified forest
:small_blue_diamond:
kingdoms
Mór Bogart- great garden
:ant:
Dregons Módr- Dragons Courage
:dragon_face:
Ostium avem- door bird
:bird: :bird:
Los lupum- Los wolf
:wolf:
Verum satis- quiet truth
:snake:
Old clans(towns now)
:small_blue_diamond: Hunclef clan
:small_blue_diamond: Infrtnüs clan
:small_blue_diamond: Blazic clan
:small_blue_diamond: Tüćém clan
:small_blue_diamond: Smüknü clan
:small_blue_diamond: Clüis clan
:small_blue_diamond: Vardün clan
:small_blue_diamond: Xeć clan
other
:small_blue_diamond:
:small_blue_diamond:
Comments (7)
This post has been added to Liam's computer on 8/10/2018.
Bloodline: Dwürvin
Race Name: Lafiken
Class: Aұ
STATS
All Basic Stats are numbered out of a total of 100. Additional stats are calculated based on their relation with other stats, items, weapons, armor, illnesses, diseases, curses, predicaments, etc. Unique Skills are bonus skills that are unique to each race, they may be similar to Basic Skills that are available to most races, but Unique skills will typically have higher probabilities in favor of certain races. Predicaments are limitations on certain races. Not every race has a predicament.
:star: Basic Stats (#/100) :star:
Strength
40
Endurance
50
Speed
5 (When On Land)
2 (When In Water)
2 (When In Air)
Agility
25
Intelligence
80
Willpower
(non-magic) 0
:star: Moderate Stats (stat + stat) :star:
Maximum Health
(half strength + endurance)
70
If health reaches 0 death is met, though revival is possible if a party member or ally is able to do so. In three days without a proper sending ceremony the spirit shifts into a Wisp for being entrapped in a physical form for too long. If the desire is to revive an individual their weight must be ed for carrying the corpse where necessary.
Maximum Stamina
(strength + endurance)
90
Stamina is used for certain actions that require the use of energy that may cause one to tire. A standard 5 points of Stamina are used for skills unless otherwise stated. After a period of rest the individual is no longer tired. Rest can be achieved by sleeping (camping equipment can be used) or by visiting an Inn and being a paying patron.
Maximum Mana
(willpower + endurance)
0
If the bloodline is a non-magic one, then they cannot use Mana as they have no idea how to do so naturally. Certain non-magic bloodlines are permitted to use scrolls and tomes but only because Mana is not required to be able to do so. The Mana a non-magic has is used at an average rate of 5 Mana unless otherwise specified. Non-magic bloodlines can learn to use magic by learning the craft of spellweaving.
:star: Advanced Stats (stat + items) :star:
Physical Defense
(endurance + armor)
(base endurance) 50 + (armor)
(base endurance) 50 + basic clothes (10) = 60
Block: 60
If blocking without a shield or without the aid of armor 20% applied damage is taken unless the bloodline has a natural method of protection such as scales, in which case 10% applied damage is taken.
If blocking with shield and/or the aid of armor then the added % rating of the pieces together is subtracted from the applied damage.
Magic Resistance
(half willpower + items)
(non-magic) + (items)
0 + (no items) = 0
Vulnerable to Magic
Attack
(strength + weapons)
(base strength) 40 + (weapons)
(base strength) 40 + (no weapons)=40
Punch: 40
Kick: 40
:star: Expert Stats (stat + applied effect) :star:
Illness [link to illnesses]
(-stat for short period of time)
Can become ill.
Disease [link to diseases]
(-stat until cure or for lifetime)
Can become diseased.
Curse [link to curses]
(-stat until curse is broken or forever)
Can become cursed.
:star: Speed :star:
Applied as the number of moves per turn. "Moves is applied as a single advancing step, to a jump/leap, and a single method of attack and item use. Speed is calculated as Endurance ÷ 10.
The number caculated is true for the natural environment for the individual. If a land dweller then their land speed is (Endurance÷10) and their flying/swimming speed is halved, rounded down to a whole number. If an aquatic race then their water/swimming speed is (Endurance÷10) and their land/flying speed is halved. If a winged race then their flying speed is (Endurance÷10) and their land/swimming speed is halved.
Land Dweller
Endurance ÷ 10 = (# When On Land)
(# When On Land) ÷ 2 = (# When In Water/When In Air)
Aquatic Race
Endurance ÷ 10 = (# When In Water)
(# When In Water) ÷ 2 = (# When On Land/When In Air)
Winged Race
Endurance ÷ 10 = (# When Flying)
(# When Flying) ÷ 2 = (When In Water/ When On Land)
The Ay are Land Dwellers.
50 ÷ 10 = 5 (When On Land)
5 ÷ 2 = 2 (When In Water/When In Air)
The Aұ can move 5 times per turn when on land and 2 times per turn when in water or in air. If jumping on land an Aұ can advance 2 spaces, if in water the same 2 spaces upwards can be managed.
Bloodline: Dwürvin
Race Name: Lafiken
Class: Sage
STATS
All Basic Stats are numbered out of a total of 100. Additional stats are calculated based on their relation with other stats, items, weapons, armor, illnesses, diseases, curses, predicaments, etc. Unique Skills are bonus skills that are unique to each race, they may be similar to Basic Skills that are available to most races, but Unique skills will typically have higher probabilities in favor of certain races. Predicaments are limitations on certain races. Not every race has a predicament.
:star: Basic Stats (#/100) :star:
Strength
50
Endurance
65
Speed
6 (When On Land)
3 (When In Water)
3 (When In Air)
Agility
40
Intelligence
70
Willpower
(non-magic) 50
:star: Moderate Stats (stat + stat) :star:
Maximum Health
(half strength + endurance)
57.5
If health reaches 0 death is met, though revival is possible if a party member or ally is able to do so. In three days without a proper sending ceremony the spirit shifts into a Wisp for being entrapped in a physical form for too long. If the desire is to revive an individual their weight must be ed for carrying the corpse where necessary.
Maximum Stamina
(strength + endurance)
115
Stamina is used for certain actions that require the use of energy that may cause one to tire. A standard 5 points of Stamina are used for skills unless otherwise stated. After a period of rest the individual is no longer tired. Rest can be achieved by sleeping (camping equipment can be used) or by visiting an Inn and being a paying patron.
Maximum Mana
(willpower + endurance)
115
If the bloodline is a non-magic one, then they cannot use Mana as they have no idea how to do so naturally. Certain non-magic bloodlines are permitted to use scrolls and tomes but only because Mana is not required to be able to do so. The Mana a non-magic has is used at an average rate of 5 Mana unless otherwise specified. Non-magic bloodlines can learn to use magic by learning the craft of spellweaving.
:star: Advanced Stats (stat + items) :star:
Physical Defense
(endurance + armor)
(base endurance) 65 + (armor)
(base endurance) 65 + basic clothes (10) = 75
Block: 75
If blocking without a shield or without the aid of armor 20% applied damage is taken unless the bloodline has a natural method of protection such as scales, in which case 10% applied damage is taken.
If blocking with shield and/or the aid of armor then the added % rating of the pieces together is subtracted from the applied damage.
Magic Resistance
(half willpower + items)
50÷2=25 + (items)
25 + (no items) = 0
25 Magic Defense
Attack
(strength + weapons)
(base strength) 50 + (weapons)
(base strength) 50 + (no weapons)=50
Punch: 50
Kick: 50
:star: Expert Stats (stat + applied effect) :star:
Illness [link to illnesses]
(-stat for short period of time)
Can become ill.
Disease [link to diseases]
(-stat until cure or for lifetime)
Can become diseased.
Curse [link to curses]
(-stat until curse is broken or forever)
Can become cursed.
:star: Speed :star:
Applied as the number of moves per turn. "Moves is applied as a single advancing step, to a jump/leap, and a single method of attack and item use. Speed is calculated as Endurance ÷ 10.
The number caculated is true for the natural environment for the individual. If a land dweller then their land speed is (Endurance÷10) and their flying/swimming speed is halved, rounded down to a whole number. If an aquatic race then their water/swimming speed is (Endurance÷10) and their land/flying speed is halved. If a winged race then their flying speed is (Endurance÷10) and their land/swimming speed is halved.
Land Dweller
Endurance ÷ 10 = (# When On Land)
(# When On Land) ÷ 2 = (# When In Water/When In Air)
Aquatic Race
Endurance ÷ 10 = (# When In Water)
(# When In Water) ÷ 2 = (# When On Land/When In Air)
Winged Race
Endurance ÷ 10 = (# When Flying)
(# When Flying) ÷ 2 = (When In Water/ When On Land)
The Sage are Land Dwellers.
65 ÷ 10 = 6 (When On Land)
6 ÷ 2 = 3 (When In Water/When In Air)
The Sage can move 6 times per turn when on land and 3 times per turn when in water or in air. If jumping on land a Sage can advance 3 spaces, if in water the same 3 spaces upwards can be managed.
Bloodline: Dwürvin
Race Name: Lafiken
Class: Kendlin
STATS
All Basic Stats are numbered out of a total of 100. Additional stats are calculated based on their relation with other stats, items, weapons, armor, illnesses, diseases, curses, predicaments, etc. Unique Skills are bonus skills that are unique to each race, they may be similar to Basic Skills that are available to most races, but Unique skills will typically have higher probabilities in favor of certain races. Predicaments are limitations on certain races. Not every race has a predicament.
:star: Basic Stats (#/100) :star:
Strength
60
Endurance
70
Speed
7 (When On Land)
3 (When In Water)
3 (When In Air)
Agility
50
Intelligence
70
Willpower
(non-magic) 0
:star: Moderate Stats (stat + stat) :star:
Maximum Health
(half strength + endurance)
100
If health reaches 0 death is met, though revival is possible if a party member or ally is able to do so. In three days without a proper sending ceremony the spirit shifts into a Wisp for being entrapped in a physical form for too long. If the desire is to revive an individual their weight must be ed for carrying the corpse where necessary.
Maximum Stamina
(strength + endurance)
130
Stamina is used for certain actions that require the use of energy that may cause one to tire. A standard 5 points of Stamina are used for skills unless otherwise stated. After a period of rest the individual is no longer tired. Rest can be achieved by sleeping (camping equipment can be used) or by visiting an Inn and being a paying patron.
Maximum Mana
(willpower + endurance)
If the bloodline is a non-magic one, then they cannot use Mana as they have no idea how to do so naturally. Certain non-magic bloodlines are permitted to use scrolls and tomes but only because Mana is not required to be able to do so. The Mana a non-magic has is used at an average rate of 5 Mana unless otherwise specified. Non-magic bloodlines can learn to use magic by learning the craft of spellweaving.
:star: Advanced Stats (stat + items) :star:
Physical Defense
(endurance + armor)
(base endurance) 70 + (armor)
(base endurance) 70 + basic clothes (10) = 80
Block: 80
If blocking without a shield or without the aid of armor 20% applied damage is taken unless the bloodline has a natural method of protection such as scales, in which case 10% applied damage is taken.
If blocking with shield and/or the aid of armor then the added % rating of the pieces together is subtracted from the applied damage.
Magic Resistance
(half willpower + items)
(non-magic) 0 + (items)
0 + (no items) = 0
Vulnerable to Magic
Attack
(strength + weapons)
(base strength) 60 + (weapons)
(base strength) 60 + (no weapons)=60
Punch: 60
Kick: 60
:star: Expert Stats (stat + applied effect) :star:
Illness [link to illnesses]
(-stat for short period of time)
Can become ill.
Disease [link to diseases]
(-stat until cure or for lifetime)
Can become diseased.
Curse [link to curses]
(-stat until curse is broken or forever)
Can become cursed.
:star: Speed :star:
Applied as the number of moves per turn. "Moves is applied as a single advancing step, to a jump/leap, and a single method of attack and item use. Speed is calculated as Endurance ÷ 10.
The number caculated is true for the natural environment for the individual. If a land dweller then their land speed is (Endurance÷10) and their flying/swimming speed is halved, rounded down to a whole number. If an aquatic race then their water/swimming speed is (Endurance÷10) and their land/flying speed is halved. If a winged race then their flying speed is (Endurance÷10) and their land/swimming speed is halved.
Land Dweller
Endurance ÷ 10 = (# When On Land)
(# When On Land) ÷ 2 = (# When In Water/When In Air)
Aquatic Race
Endurance ÷ 10 = (# When In Water)
(# When In Water) ÷ 2 = (# When On Land/When In Air)
Winged Race
Endurance ÷ 10 = (# When Flying)
(# When Flying) ÷ 2 = (When In Water/ When On Land)
The Kendlin are Land Dwellers.
70 ÷ 10 = 7 (When On Land)
7 ÷ 2 = 3 (When In Water/When In Air)
The Kendlin can move 6 times per turn when on land and 3 times per turn when in water or in air. If jumping on land a Kendlin can advance 3 spaces, if in water the same 3 spaces upwards can be managed.