shiirn

Background

Dec 2nd, 2012
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  1. Players begin as "souls", learning the basics of combat in a void-esque realm before being given the choice of joining one of three nation/races: Ancients, Elves, or Humans.
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  3. Ancients are the magic-fueled race, ethereal beings that believe themselves superior to the "fleshy" lifeforms that also inhabit the Land. Their nation is mostly barren, pocketed by towns and villages that are hostile to most living creatures. Their lack of need for food or water causes their homelands to be difficult to control by Elves or Humans, as Ancients have their deepest roots set into the most barren of wastelands.
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  5. Elves are a nature-entailed race, focused on harmony with all spirits, Ancients included. Their nation is literally grown from the earth, villages and towns springing up in whatever tree is deemed suitable. Their cities tend to be very confusing for Ancients and Humans to navigate; the elven cities have a tendency to expand upward and downward, rather than laterally like Human and Ancient cities.
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  7. Humans are the plainest but hardiest of races, their greatest strength and weakness being their adaptability. Their cities are firm with concrete, well-tempered iron, and strung with leather. It is the human cities that are safest from the outside world; even a Leviathan would have trouble breaking through even the smallest of Human cities.
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  10. The Land itself is shaped somewhat like a knocked over A, each race nestling themselves into the most suitable locations: the Ancients to the cold, barren north, the Humans to the mountainous south, and the Elves to the temperate and lush West. Expanding out into the center of the continent has proven difficult for all three races, as various troubles arise in the form of powerful creatures, ancient seals, and rough terrain. Each race has different reactions to each of the natural biomes, some more suited to the areas than others. All active modifications to a player's stats are shown in the quickbar; hovering over it shows all details. (e.g. an Elf in a tundra will be more susceptible to Water/Ice damage, while an Ancient will have slight difficulties chanting spells in mana-burned deserts)
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