Difference between revisions of "Kyth"
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''Note: You must have a Marshall’s approval to play this race!��'' | ''Note: You must have a Marshall’s approval to play this race!��'' | ||
==Sons of Kyth== | |||
Long ago there was a great war on the Ethereal borders. Slaves rebelled against their masters and their leader was the Great Kyth. | |||
These sons and daughters fought for their freedom, and won, but at a great cost. Kyth was utterly destroyed in the battle, consumed as if he never existed. | |||
The former male and female slaves had always been kept in separate housing far from another. So, when the final backlash of titanic magical energy ripped the fabric of existence they were once again cast far from one another. | |||
Over millennium the Sons of Kyth developed great skill at the Arcanist arts and traveled the planes in search of what had happened to their great father Kyth. | |||
As they travelled, they became one with the planes around them, and their appearances changed to reflect their new power. | |||
Finally, they were reunited with their sisters, but too late, for the female of the species had made a horrible and unforgivable mistake. They believed Kyth had been female and had bent their lives toward the ways of Celestial Magic. | |||
So, the debate began, and though the two are one race they no longer have the same history. Neither side is willing to give in as to the true identity of Kyth. | |||
Sons of Kyth are very long lived, it is speculated they can endure for thousands of years powered by the magic they manipulate. | |||
===Makeup Requirements=== | |||
Sons of Kyth have drab green/olive to coppery brown skin with dark highlights. The Sons of Kyth’s hair is usually a dark color but may be any natural color. Sons of Kyth have serrated ears as well. Nose prosthetics to make the players nostrils appear as slits are also encouraged. | |||
Sons of Kyth tend to wear costuming of a flowing nature, often adorned with magical symbols or glyphs. They also often cover their bodies with a cloak or hood to cover their obviously alien nature. | |||
===Population=== | |||
1 per 100 players in the game, with a minimum of 100 players before becoming available to play. | |||
===Profession Information=== | |||
'''Preferred Professions:''' Magi | |||
'''Forbidden Professions:''' All Champions, All Knights, Ranger, & Duelists | |||
'''Preferred Magic:''' Arcanist | |||
'''Forbidden Magic:''' All Terrestrial and Celstial | |||
===Affinities=== | |||
'''Weapon:''' None | |||
'''Magic:''' Arcanist | |||
'''Production:''' Jeweler | |||
===Skill Information=== | |||
'''Special Skills:''' Resist Celestial (Up to 5 times) | |||
'''Special Masteries:''' None | |||
===Inherent Advantages=== | |||
Because of their otherworldly origins, Sons of Kyth have been exposed to the powerful ethereal forces of their hidden homeland. Thus, Sons of Kyth may purchase the skill Resist Celestial Magic up to 5 times regardless of their profession. | |||
Sons of Kyth who learn Arcanist magic as their primary magic gain a special bonus of an additional spell at each level of magic they have learned. For example, if a son of Kyth has a 4,3,2,1 primary Arcanist column they may cast 5,4,3,2 spells. These bonus spells MUST be an Arcanist only spell. | |||
Their special knowledge of Ethereal magic allows Sons of Kyth to purchase the Arcanist Arts skill for half skill point cost, rounded up. | |||
===Inherent Disadvantages=== | |||
Sons of Kyth are completely unable to learn any Terrestrial Arts skills. | |||
Further so powerful is the Sons of Kyth’s pull toward Arcanist magic that they can never learn the Celestial Arts skill. | |||
Sons and Daughters of Kyth can be great fun to role-play. Though they are technically the same race they have traveled in two completely different directions, and as such can no longer agree on their shared past. So strong is this that though violence is typically forbidden against one another, long, and sometimes very loud heated debates are common. All this strife over whether Kyth was male or female. | |||
They also may not purchase the Nobility skill | |||
''Note: All players wishing to start a daughter of Kith must have achieved enough experience to be at minimum Level 10 before creating one of these beings. See a Marshall or Staff on the ways this can be achieved.'' | |||
''Note: You must have a Marshall’s approval to play this race!'' | |||
==Primer== | ==Primer== |
Revision as of 19:38, 20 February 2022
Daughters of Kyth
Long ago there was a great war on the Ethereal borders. Slaves of the Darkness rebelled. Their leader was the Great Kyth.
These sons and daughters fought for their freedom, and won, but at a great cost. Kyth was utterly destroyed in the battle, consumed as if she never existed.
The former slaves had always been kept separate from one another as far as male and female, and when the final backlash of titanic magical energy ripped the fabric of existence they were again cast far from one another.
Over millennia the Daughters of Kyth developed great skill at the Celestial arts, and traveled the planes in search of what had happened to their beloved mother Kyth. As they travelled they became one with the planes around them, and their appearances changed to reflect their new power.
Finally, they were reunited with their brothers, but too late, for the male of the species had made a horrible and unforgivable mistake. The arrogant males’ legends held that Kyth was a male. Further they bent their lives toward the ways of Arcanist magic.
So, the debate began, and though the two are of one race they no longer have the same beliefs, and neither side is willing to give in as to the true identity of Kyth.
Daughters of Kyth are very long lived; they can endure for thousands of years.
Makeup Requirements
Daughters of Kyth have yellow to bright gold skin with darker highlights and spots. The Daughters of Kyth’s hair is usually a dark color, but may be any natural color. A daughter of Kyth often has only a top knot of hair and this can be achieved through a prosthetic cap. Daughters of Kyth have serrated ears as well. Nose prosthetics to make the players nostrils appear as slits are also encouraged.
Daughters of Kyth tend to wear costuming of a flowing nature, often adorned with magical symbols or glyphs. They also often cover their bodies with a cloak or hood to cover their obviously alien nature.
Population
1 per 100 players in the game, with a minimum of 100 players before becoming available to play.
Profession Information
Preferred Professions: Artificer
Forbidden Professions: All Champions, All Knights, Ranger, & Duelists
Preferred Magic: Celestial
Forbidden Magic: All Terrestrial and Arcanist
Affinities
Weapon: None
Magic: Celestial
Production: Scribe & Surgeon
Skill Information
Special Skills: Resist Arcanist (Up to 5 times)
Special Masteries: None
Inherent Advantages
Because of their otherworldly origins, the Daughters of Kyth have been exposed to the powerful ethereal forces of their hidden home. Thus, Daughters of Kyth may purchase the skill Resist Arcanist Magic up to 5 times regardless of their profession.
Daughters of Kyth who learn Celestial magic as their primary magic gain a special bonus of an additional spell at each level of magic they have learned. For example, if a daughter of Kyth has a 4,3,2,1 primary Celestial column they may cast 5,4,3,2 spells. These bonus spells MUST be a Celestial only spell.
Their special knowledge of Ethereal magic allows Daughters of Kyth to purchase the Celestial Arts skill for half skill point cost, rounded up.
Inherent Disadvantages
Daughters of Kyth are completely unable to learn any Terrestrial Arts. So powerful is the Daughters of Kyth’s pull toward Celestial Magic that they cannot learn the Arcanist Arts skill.
Sons and Daughters of Kyth can be great fun to role-play. Though they are technically the same race they have traveled in two completely different directions, and as such can no longer agree on their shared past. So, strong is this that though violence is typically forbidden against one another, long, and sometimes very loud heated arguments are common. All this strife is over whether Kyth was male or female.
They also may not purchase the Nobility skill.
Note: All players wishing to start a daughter of Kith must have achieved enough experience to be at minimum Level 10 before creating one of these beings. See a Marshall or Staff on the ways this can be achieved.
Note: You must have a Marshall’s approval to play this race!��
Sons of Kyth
Long ago there was a great war on the Ethereal borders. Slaves rebelled against their masters and their leader was the Great Kyth.
These sons and daughters fought for their freedom, and won, but at a great cost. Kyth was utterly destroyed in the battle, consumed as if he never existed.
The former male and female slaves had always been kept in separate housing far from another. So, when the final backlash of titanic magical energy ripped the fabric of existence they were once again cast far from one another.
Over millennium the Sons of Kyth developed great skill at the Arcanist arts and traveled the planes in search of what had happened to their great father Kyth.
As they travelled, they became one with the planes around them, and their appearances changed to reflect their new power.
Finally, they were reunited with their sisters, but too late, for the female of the species had made a horrible and unforgivable mistake. They believed Kyth had been female and had bent their lives toward the ways of Celestial Magic.
So, the debate began, and though the two are one race they no longer have the same history. Neither side is willing to give in as to the true identity of Kyth.
Sons of Kyth are very long lived, it is speculated they can endure for thousands of years powered by the magic they manipulate.
Makeup Requirements
Sons of Kyth have drab green/olive to coppery brown skin with dark highlights. The Sons of Kyth’s hair is usually a dark color but may be any natural color. Sons of Kyth have serrated ears as well. Nose prosthetics to make the players nostrils appear as slits are also encouraged.
Sons of Kyth tend to wear costuming of a flowing nature, often adorned with magical symbols or glyphs. They also often cover their bodies with a cloak or hood to cover their obviously alien nature.
Population
1 per 100 players in the game, with a minimum of 100 players before becoming available to play.
Profession Information
Preferred Professions: Magi
Forbidden Professions: All Champions, All Knights, Ranger, & Duelists
Preferred Magic: Arcanist
Forbidden Magic: All Terrestrial and Celstial
Affinities
Weapon: None
Magic: Arcanist
Production: Jeweler
Skill Information
Special Skills: Resist Celestial (Up to 5 times)
Special Masteries: None
Inherent Advantages
Because of their otherworldly origins, Sons of Kyth have been exposed to the powerful ethereal forces of their hidden homeland. Thus, Sons of Kyth may purchase the skill Resist Celestial Magic up to 5 times regardless of their profession.
Sons of Kyth who learn Arcanist magic as their primary magic gain a special bonus of an additional spell at each level of magic they have learned. For example, if a son of Kyth has a 4,3,2,1 primary Arcanist column they may cast 5,4,3,2 spells. These bonus spells MUST be an Arcanist only spell.
Their special knowledge of Ethereal magic allows Sons of Kyth to purchase the Arcanist Arts skill for half skill point cost, rounded up.
Inherent Disadvantages
Sons of Kyth are completely unable to learn any Terrestrial Arts skills.
Further so powerful is the Sons of Kyth’s pull toward Arcanist magic that they can never learn the Celestial Arts skill.
Sons and Daughters of Kyth can be great fun to role-play. Though they are technically the same race they have traveled in two completely different directions, and as such can no longer agree on their shared past. So strong is this that though violence is typically forbidden against one another, long, and sometimes very loud heated debates are common. All this strife over whether Kyth was male or female.
They also may not purchase the Nobility skill
Note: All players wishing to start a daughter of Kith must have achieved enough experience to be at minimum Level 10 before creating one of these beings. See a Marshall or Staff on the ways this can be achieved.
Note: You must have a Marshall’s approval to play this race!