Races: Difference between revisions

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! rowspan="5"| Halfling
! rowspan="3"| Halfling
| Lightfoot Halfling (NWN Default)
| Lightfoot Halfling (NWN Default)
| No  
| No  
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  They have a strong cultural inclination towards charity, though the specific form it takes varies; many, particularly among the elite, make large and extravagant showings of it to others to advance in status. Because of this, bribery is completely acceptable in ashfolk culture. Changing one's stance or circumventing the rules as the result of a generous gift is seen as an appropriate response to 'charity'.
  They have a strong cultural inclination towards charity, though the specific form it takes varies; many, particularly among the elite, make large and extravagant showings of it to others to advance in status. Because of this, bribery is completely acceptable in ashfolk culture. Changing one's stance or circumventing the rules as the result of a generous gift is seen as an appropriate response to 'charity'.


|- style = "background:  #d6ff8e"
| Goblin
| No (Limitations)
| 0
| -2 CHA
| As Default Halfling, Racial Type: Goblinoid, Move Silent +2, Listen -2, Fear Saving Throws -1, Resist Disease, Darkvision, Removed feats: Lucky, Fearless, Good Aim
|Restrictions for Kobolds and Goblins
    Goblins and Kobolds cannot be the following classes: druids, monks, paladins, or wizards, without an application
    Goblins and Kobolds gain a significant experience handicap unless they are an application goblin, in which case they gain experience normally
    Goblins and Kobolds are only able to reach a maximum of 15,000 experience (or level six), unless they are an application goblin/kobold, in which case, they can level normally
    Goblins and Kobolds cannot respawn at all, but can be raised or resurrected, unless they are an application goblin/kobold, in which case, they can respawn normally
    Goblins and Kobolds cannot be subdued or the victim of blackout. They may only be knocked into negative hit points, or subsequently killed, unless they are an application goblin/kobold, in which case, they can be subdued or the victim of blackout normally
The DM team would also like to state the following:
    Goblins and Kobolds, even those applied for, endure a much more difficult life than most other characters. If you are not mature enough to handle the very inevitable and perhaps seemingly unfair loss of such PCs, we ask that you refrain from playing them
    Goblins and Kobolds are not allowed in the Peerage Ward without the oversight of a DM. This would include but is not limited to, areas prefixed with "Ring 99 - Peerage Ward". Even then, we warn that they are much more likely to be targeted and killed by a large variety of other NPCs and PCs in other places/hubs in the world. Breaking this rule will result in retirement.
    Playing a goblin or kobold is a privilege we allow to players in trust. In return, we expect that they are represented accurately, courteous in conflict IC/OOC, and have good sportsmanship whether they feel they win or lose
    We stress that players realize these are monstrous, even verminous races, that offer a significant and unique challenge. We ask people playing them consciously do so in such a way to enhance the enjoyment of others
    All PVP rules still apply, whether you are a goblin/kobold, or against them. We reserve the right to quickly retire PCs and/or restrict you from playing these available subraces if a DM believes that you are unable to do the things listed above responsibly
|- style = "background:  #d6ff8e"
| Kobold
| No (Limitations)
| 0
| -2 STR, -2 CON
| As Default Halfling, Racial Type: Reptilian, Dodge, +1 Natural AC, Search +2, Removed feat: Lucky
|Restrictions for Kobolds and Goblins
    Goblins and Kobolds cannot be the following classes: druids, monks, paladins, or wizards, without an application
    Goblins and Kobolds gain a significant experience handicap unless they are an application goblin, in which case they gain experience normally
    Goblins and Kobolds are only able to reach a maximum of 15,000 experience (or level six), unless they are an application goblin/kobold, in which case, they can level normally
    Goblins and Kobolds cannot respawn at all, but can be raised or resurrected, unless they are an application goblin/kobold, in which case, they can respawn normally
    Goblins and Kobolds cannot be subdued or the victim of blackout. They may only be knocked into negative hit points, or subsequently killed, unless they are an application goblin/kobold, in which case, they can be subdued or the victim of blackout normally
The DM team would also like to state the following:
    Goblins and Kobolds, even those applied for, endure a much more difficult life than most other characters. If you are not mature enough to handle the very inevitable and perhaps seemingly unfair loss of such PCs, we ask that you refrain from playing them
    Goblins and Kobolds are not allowed in the Peerage Ward without the oversight of a DM. This would include but is not limited to, areas prefixed with "Ring 99 - Peerage Ward". Even then, we warn that they are much more likely to be targeted and killed by a large variety of other NPCs and PCs in other places/hubs in the world. Breaking this rule will result in retirement.
    Playing a goblin or kobold is a privilege we allow to players in trust. In return, we expect that they are represented accurately, courteous in conflict IC/OOC, and have good sportsmanship whether they feel they win or lose
    We stress that players realize these are monstrous, even verminous races, that offer a significant and unique challenge. We ask people playing them consciously do so in such a way to enhance the enjoyment of others
    All PVP rules still apply, whether you are a goblin/kobold, or against them. We reserve the right to quickly retire PCs and/or restrict you from playing these available subraces if a DM believes that you are unable to do the things listed above responsibly


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|-

Latest revision as of 10:11, 5 November 2023

There are many races to choose from in EFU ranging from the standard NWN races to specially scripted, application-only EFU subraces. We recommend new players pick a non-application race to explore the world and get to know the server.

At this time, "Favored Class" for subraces does not actually change anything to do with XP penalty purposes.


Base Race Subrace App Only? ECL Stats Features Additional Information
Dwarf Shield Dwarf (NWN Default) No 0 +2 CON, -2 CHA Stonecunning, Darkvision, Hardiness vs Poisons, Hardiness vs Spells, Offensive Training vs Orcs, Offensive Training vs Goblinoids, Defensive Training vs Giants, Skill Affinity (Lore)
Gold Dwarf No 0 -2 DEX, +2 CHA As Default Dwarf, Favored Enemy (Abberation)
Gold Dwarves, otherwise known as High Dwarves, are a race of Dwarves that descend from the civilisation of Mount Kulkund, in the north of the Great Ash Desert.

Several hundred years ago, a terrible civil war broke the Kingdom of Mount Kulkund apart. This civil war took place between the Gold Dwarves and their once-cousins, now-rivals, the Deep Dwarves. Much of this history has been lost in the chaos of the war, and should be learned about in-game.

Gold Dwarves have a natural skill with artisanship and accountancy. They make for meticulous mathematicians and architects, as well as fine metallurgists and precise toolworkers.

Gold Dwarves have a cultural taboo against charity, and consider it a grievous insult both to themselves and to their Ancestors, whom they venerate with an almost-religious respect. Gold Dwarves are naturally suspicious of people who use flattery and 'polite manners'; even saying 'please' and 'thank you' could be seen as cunning manipulative behaviour by a Gold Dwarf.

Gold Dwarves are exiles from their ancient home, and many long to reclaim it for their people from the Deep Dwarves who defeated and banished them. No Gold Dwarf player character has been alive long enough to remember the war, though some elderly characters may have been infants during that time and remember fleeing with other refugees.
Gold Dwarves do not require an application to play, but players should be mindful of their lore when playing one.
Wild Dwarf Yes +1 (As Default Dwarf) As Default Dwarf, Use Poison, Lore +2, +4 vs Disease, +1 vs Poison, 5/- Fire Resistance
Elf Moon Elf (NWN Default) No 0 +2 DEX, -2 CON Sleeplessness, Hardiness vs Enchantments, Weapon Proficiency (Elf), Skill Affinity (Listen), Skill Affinity (Search), Skill Affinity (Spot), Keen Senses, Low Light Vision
Sun Elf No 0 +2 INT, -2 DEX As Default Elf, Lore +1, Tinkering +2
Wild Elf Yes 0 +2 CON, -2 INT As Default Elf
Wood Elf Yes 0 +2 STR, +2 CON, -2 INT, -2 CHA As Default Elf
Half Elf Half Elf (NWN Default) No 0 N/A Sleeplessness, Hardiness vs Enchantments, Partial Skill Affinity (Listen), Partial Skill Affinity (Search), Partial Skill Affinity (Spot), Low Light Vision
Gnome Rock Gnome (NWN Default) No 0 +2 CON, -2 STR Hardiness vs Illusions, Offensive Training vs Reptilians, Offensive Training vs Goblinoids, Defensive Training vs Giants, Skill Affinity (Listen), Skill Affinity (Concentration), Spell Focus (Illusion), Low Light Vision, Small Stature
Halfling Lightfoot Halfling (NWN Default) No 0 +2 DEX, -2 STR Skill Affinity (Move Silent), Skill Affinity (Listen), Lucky, Fearless, Good Aim, Small Stature
Strongheart Halfling No 0 (As Default Halfling) As Default Halfling, Strong Soul feat, Removed feat: Lucky
Ashfolk Halfling Yes 0 (As Default Halfling) As default Halfling, Immunity; Blindness, Removed Feats: Lucky and Good Aim
The Ashfolk are a nocturnal race of halflings with markedly pale skin and dark black to slightly grey hair. Their eyes are covered with thin sheets of fibrous material, giving them a glassy appearance.

They have a long history in the desert as great civilization-builders, administrators, and merchants. These many society-building projects litter the wastes, the most notable of which was a large Caliphate that was a time of great peace and prosperity for the people of the desert. They are the main residents of Baz'eel, Qa'im, and many other (smaller) city-states scattered throughout the sands. 

The Ashfolk are obligate pacifists. Guards and soldiers in ashfolk cities are almost always selected from among other races. However, this prohibition is exclusively a personal affair. They freely utilize bodyguards, conjurations, mercenaries, and assassins.

They have a strong cultural inclination towards charity, though the specific form it takes varies; many, particularly among the elite, make large and extravagant showings of it to others to advance in status. Because of this, bribery is completely acceptable in ashfolk culture. Changing one's stance or circumventing the rules as the result of a generous gift is seen as an appropriate response to 'charity'.


Stonefolk Stonefolk No 0 +1 STR, +1 WIS, -2 DEX Darkvision, Toughness
The Stonefolk are tall, muscular creatures with brown or pale-grey skin. They have no irises, and their hair exhibits as hard, thin strands.

They are a people of uncertain provenance, who have long forgotten their origins. There are many competing theories among the academies of Baz’eel, but all that is truly known is that they have been a perennial, if peripheral, presence in the Great Ash Desert for a thousand years. The Stonefolk have no kingdoms, nor do they hold any political power. Instead they are marked with a pronounced melancholy. They serve as stonemasons and labourers, else wander in small groups in the company of their groknaks. Within the cities, the Stonefolk live in Tablets, which serve as enclaves reserved for them.

Stonefolk culture is orally transmitted, and their praise-singers are the living embodiment of their culture. While not unintelligent, they have no patience for book learning and are slow and considered in all things. They have a distaste for violence and warfare.
Human Human No 0 N/A Quick to Master, Skilled
??? Yes 0 [COMING SOON] [NOT YET AVAILABLE]