Races

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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.

Non-Application Races of EFU

Standard Subraces (Non-App)

The following subraces do not require an application to play. If you'd like to play one of the non-standard subrace variants, simply enter the relevant keyword into the subrace field on character creation. After entering EFU, re-logging will be required. Note that the ability score changes listed here are applied after the standard subrace ability score changes. So for example, a Gold Dwarf's -2 Dex and +2 Cha simply negates the standard dwarf charisma penalty and replaces it with a dexterity penalty instead.


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


Dwarves and their Subrace choices:

Gold Dwarf

Unlike the shield dwarves, the gold dwarves maintained their great kingdom in the Great Rift and did not decline in terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure in their remote home, the gold dwarves gained a reputation for haughtiness and pride.


Since the Thunder Blessing, many young gold dwarves have left the Great Rift and are exploring the rest of Faerun. The folk of other lands have learned that while some gold dwarves are aloof and suspicious, for the most part they are forthright warriors and shrewd traders.

  • Ability Adjustments: -2 Dex, +2 Cha.
  • Bonus Feats: Favored Enemy (Aberration).
  • Favored Class: Fighter.
  • Favored Alignment: Lawful neutral.
  • Keywords:gold dwarf.

Shield Dwarf (default)

The sculpted halls and echoing chambers of dwarven kingdoms are scattered throughout the Underdark like forgotten necklaces of semiprecious stones. Dwarven kingdoms such as Xonathanur, Oghrann, and Gharraghaur taught the less civilized races of Faerun what it meant to hold and wield power. Unlike the ancient human empires, the dwarves distrusted magic, so they were never seduced by the heights of magical folly that toppled Netheril and Imaskar. Instead, the dwarves become locked in eternal wars with goblin-kind and the other dwellers in the Underdark. One by one, the dwarven empires of the north failed, leaving only scattered survivors in the mountains or unconquered sections of the Underdark.


The clans that survived these battles are the shield dwarves. For many human generations there were divided into two types: the Hidden, given to reclusion and secrecy, and the Wanderers, comfortable with other races and inclined to exploration. Since the Thunder Blessing, the older members of Hidden clans are beginning to change their hearts. Within a few decades the differences between Hidden and Wanderer may become meaningless.

  • Favored Alignment: Lawful neutral.
  • Keywords: N/A.

Elves and their Subrace Choices:

Moon Elf (default)

Moon elves are the most common sort of elves in Faerun. Also called silver elves, they have fair skin (sometimes tinged with blue) and hair of silver-white, black, or blue (though rare, humanlike colors are possible). Their eyes are blue or green, with gold flecks. They are the elven subrace most tolerant of humankind and most half elves are descended from moon elves.

  • Favored Alignment: Chaotic good.
  • Keywords: N/A.

Sun Elf

Sun elves are less common across Faerun than moon elves, because most live on Evermeet, where non-elves are not allowed to tread. Also called gold elves, they have bronze skin; hair of golden blond, copper, or black; and green or gold eyes. They are seen as the most civilized and haughty of elves, preferring to remain separate from humankind and other non-elven races.

  • Ability Adjustments: -2 Dex, +2 Int.
  • Skills: Lore +1, Tinkering +2
  • Favored Class: Wizard.
  • Favored Alignment: Lawful good, lawful neutral.
  • Keywords: sun elf.

Gnomes and their Subrace Choices

Rock Gnome (default)

Rock Gnomes are the most common type of gnomes in Faerun, and are usually just called gnomes since they are the only sort that surface dwellers ever see. They are inquisitive, irrepressible, and at times insincere. Equipped by nature with keen curiosity and a knack for mechanical workings, gnomes excel at intricate crafts such as gem cutting, toy making and clockwork engineering.


Nearly all awakened gnomes are Rock Gnomes and, oddly, nearly all gnomes seen in the civilized portions of the city are awakened. Very few rock gnomes can trace their lineage back farther then a generation in the city, and none can seem to say why. For whatever reason, no rock gnome can call themselves a true native of the city.

  • Favored Alignment: Neutral good.
  • Keywords: N/A.

Recondite

The mysterious native gnomes of the city. It is said they are cursed with a fatal disease from birth that slowly consumes their body, turning them to stone. They call this the ringcallus and name it a blessing- but because of it, few recondite survive past their 30s. They are said to serve the golems of the city, and claim some strange connection to the city itself. No matter the case, they are widely known as rebels against the King and enemies of all civilized people of the city.

All non-app Recondite must be of non-chaotic alignment.

  • Removed Feats: Remove Hardiness vs Illusions, Spell Focus: Illusion
  • Bonus Feats: Stonecunning, Skill Focus: Discipline, Toughness
  • Favored Alignment: Lawful neutral
  • Favored Class: Ranger
  • Keywords: recondite

Half-Elves and their Subrace Choices:

Half-elf (default)

Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven parent, though they are outsiders among both cultures. To humans, half-elves look like elves. To elves, they look like humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes.

  • Favored Alignment: Any.
  • Keywords: N/A.

Halflings and their subrace choices:

Lightfoot Halfling (default)

The most common type of halfling seen in the world, the lightfoots are the most likely to give in to their desire to wander. They are at home living side by side with folk of many different races and cultures. Lightfoot halflings are more likely to worship non-halfling deities than any other halfling subrace.

  • Favored Alignment: Neutral good, chaotic good.

Strongheart Halfling

While the lightfoot halflings value the experience of travel and sight of new lands and peoples, the stronghearts are a more organized, orderly, and industrious race. They build to last and fiercely defend their homelands against threats that their lightfoot kin would simply flee. Northland humans familiar with the easy-going ways of the lightfoot halflings are surprised to learn that some halflings are capable of a warrior tradition and aren't afraid to show a hint of arrogance or confidence in their own abilities and strengths. Strongheart halflings enjoy athletic contests and value exceptional skills of all kinds.

  • Removed Feats: Lucky.
  • Bonus Feats: Strong Soul.
  • Favored Class: Fighter.
  • Favored Alignment: Neutral good.
  • Keywords: strongheart halfling.

Goblin

Mortal enemies of halflings and gnomes, respectively, and just general enemies of pretty much everyone else, the filthy goblins and kobolds are a menace to societies everywhere. Although fiercely territorial and mostly far away from heavily populated areas, they do not often shy away from raiding when the potential is good; and where they are seldom more than a nuisance when alone, in great numbers they can cause great havoc.

Goblins stand at 3 to 3-1/2 feet tall at 40 to 45 pounds, with dull and glazed eyes in colors ranging from red to yellow -- much like the color of their skin.

Your life as a goblin begins. You are one of the the thousands of young goblins roaming the City's alleyways, and filthy tunnels trying to survive as you have always done. Goblins in EFU: City of Rings worship a dual deity known as Ngog and Ozod, believed by goblins to be the origins of all goblin-kind. Ngog, the Father, deals with war, expansion, brutality, thievery, and all other vile goblin deeds while Ozod, the Mother, deals with fertility, survival, rituals, sacrifice, murder and other equally as vile goblin deeds. Their words are simple, their aims doubly so... SIRE, SPREAD, SURVIVE...

Please read the restrictions and information below.

  • Racial Type: Goblinoid.
  • Ability Adjustments: -2 Str, -2 Cha.
  • Removed Feats: Lucky, Fearless, Good Aim.
  • Bonus Feats: Resist Disease, Darkvision.
  • Skills: Move Silently +2, Listen -2.
  • Saves: Fear -1.
  • Favored Class: Rogue.
  • Favored Alignment: Neutral evil.
  • Keywords: goblin.

Kobold

Mortal enemies of halflings and gnomes, respectively, and just general enemies of pretty much everyone else, the filthy goblins and kobolds are a menace to societies everywhere. Although fiercely territorial and mostly far away from heavily populated areas, they do not often shy away from raiding when the potential is good; and where they are seldom more than a nuisance when alone, in great numbers they can cause great havoc.

Kobolds reach heights of only 2 to 2-1/2 feet, have scaly skin in dark rusty brown to near black shades, glowing red eyes, and nonprehensile tails.

Your life so far has been one of drudgery and hardship. The Great Sibilant Empire is all but destroyed, yet the remnant caste system remains and with fewer slaves, you are the lowest of the low. You have spent your life toiling, working and serving those greater that yourself. Until, for whatever reason, you decided to flee. You are now an exile and live a squalid life in the sewers and dark places of the City of Rings, destined to die by the hand of the remants you fled from or the scaleless interlopers that now hunt you eagerly.

Please read the restrictions and information below.

  • Racial Type: Reptilian.
  • Ability Adjustments: -4 Str, -2 Con.
  • Removed Feats: Lucky.
  • Bonus Feats: Dodge.
  • Skills: Search +2
  • Bonus AC: +1 (natural).
  • Favored Class: Sorcerer.
  • Favored Alignment: Lawful evil.
  • Keywords: kobold.


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 be 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
More Information

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 Ticker Square or the Peerage Ward without the oversight of a DM. This would include, but is not limited to, areas prefixed with "Ring 99 - Peerage Ward" or "Ring 99 - Ticker Square". 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

Half-Orcs and their subrace choices:

Half-orc (default)

Half-Orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty.

  • Favored Alignment: Any.
  • Keywords: N/A.

Humans and their subrace choices

Human (default)

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

  • Favored Alignment: Any.
  • Keywords: N/A.