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Feverw0lf
Captain

PostPosted: Mon Jul 18, 2011 1:25 pm


Below is the codex of the Bloodline Classes of Saegareth, every player character must be one of these. Each bloodline class represents a member of the given race fully trained in the abilities of their bloodlines. Each of these posts on the race and class specialization have their own unique history and reason for coming into being, sometimes by something as insane as the mistake of an Alkeziira (alchemist).

Just make things clear these bloodline classes are unique to the given species. You may not have a Nur'shareh Assassin, a Sylph Paladin, etc...

One more thing, there is such a thing as professions, these are the servants, merchants, guards, thieves of the world of Saegareth. Any combination is possible with professions, each bloodline adapting to each profession in a different and hard to measure matter. Your character can possess a profession so long as it is mentioned and explained somewhere in the character profile.
PostPosted: Mon Jul 18, 2011 3:48 pm


Gael'zura

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Lifetime: 260-300 years


Gael'zura have not always existed in Saegareth. They evolved from a line of Shaudurab that moved from their home in the Mountains to that of the Desert. Finding that their armor was too cumbersome to be of any use in the desert they stripped themselves of their living armor and used the metal to form guns and craft threads laced with the living metal to form gunbelts. These guns and gunbelts are bonded to their creators and can only be taken if passed willingly on after their hosts death, otherwise without their host the living metal will die and quickly decompose along with their hosts. Like the Shauduran, the guns and gunbelts cannot be separated from their hosts for long or it will mean death for both the living guns and the host. Gunslingers have no need to bury their dead because their bodies will turn to dust and sand after death, much like a Shauduran. However unlike a Shauduran, Gael'zura thrive in the light, sun will not burn or corrode their skin.
The Gael'zura have maintained the large height of their Shauduran brethren, the average Gael'zura is about 6'5" in height, but the evolutionary process has made them so they weigh much less, averaging around 180-250lbs of muscle, which is why members of the Gael'zura are much faster than their Shauduran brethren.

The master of their inborn traits are called Gunslingers; the ammunition for the weapons are sold all over Saegareth, made by the Gunslingers, and sold by merchant Gael'zura to other Gunslingers. Many Gunslingers sell ammunition in the various markets across Saegareth and Alchemists often make special ammunition for Gunslingers to make some money on the side. Gunslinger ammunition can include: Gunpowder bullets, cartridges, flash bullets, rubber bullets etc

Class Name: Gunslinger


Strengths

-Vision: all Gunslingers are naturally born with stronger vision than most mortals. They are not affect by sun or sand in their eyes, and display enhanced vision in the dark, they do not have night-vision though. They have the ability to hyperfocus on multiple targets at once and even see a target perfectly from 500 yards away.

-Reflexes: all Gunslingers train their reflexes from before they're even allowed to wield their gun. They have the ability to draw their weapon before their opponent can even blink.

-Endurance against the elements: The Gunslinger bloodline comes from a very harsh climate with winds that rip into skin and sun that will dry out flesh if unprotected. All Gunslingers, have skin that is tougher than most beings, resistant to cuts from blades, but not stabs, they also do not have to wear heavy clothing in any weather, cold and heat do not affect them.

Weaknesses

- Range: Gunslingers are mid to long range fighters. Melee combat is not one of their strengths and their reflexes get slower when attempting to pistol whip an enemy. In close range combat against a Swordmaster they would struggle.

-Innability to wear armor: Gunslingers cannot wear armor, heavy armor weighs them down and eliminates their speed and quick reflexes.  

Feverw0lf
Captain


Feverw0lf
Captain

PostPosted: Mon Jul 18, 2011 4:30 pm


Shauduran

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Lifetime: 260-300 years


The Shauduran are a bloodline native to Saegareth, originally from deep in the Mountains, they are a line of the fiercest and most ruthless warriors. They are wrapped in a parasitic armor of a living metal made up of the Shauduran's own shadow. The armor can be removed, but not moved far from from the host or for a long period of time. Separating a Shauduran and their armor for an extended period means death for both the living metal and the master themselves. Since the armor is alive it can be morphed at a Shauduran's will, changing its shape, the amount of their body it covers and even into various forms of clothing. Both male and female Shauduran average around 6.5 feet in height and are around 300 pounds of pure muscle and armor.

The trained among them are called: Shadowmasters. They are a breed that excel at mid range combat, masters of various blades, however they are miserable at hand to hand combat, their heavy armor and lack of speed make them slow to react and easier for a quick opponent to strike. Their armor is alive and will protect their body,but when it's hit their armor will retreat away from the wounded area until it can be regrown.
A Shadowmaster's armor can also be morphed into protective spikes, however that reduces the amount of armor covering a Shadowmaster's body, leaving them vulnerable to attack.

Not all Shadowmasters are innately evil, they live all over Saegareth, however Shadowmasters carry a certain stigma about them. Not long after Saegareth was formed a Shadowmaster name Rafale attempted to rise up and conquer the world and the gods, however he made the mistake of falling in love with a woman of an ethereal beauty. The woman spurned his advances, which lead to his ultimate downfall and allowed the gods to trap him in an eternal stasis.

Class Name: Shadowmaster



Strengths

Physical power: Shadowmasters have physique that naturally promotes physical prowess, even untrained a blow from a Shadowmaster can shatter a human's skull.

Armor: Their living armor is strong and flexible, conforming to its hosts body in a manner that is most comfortable to the host. The armor can take bullets and blows from a swordmaster. It can also form spike like weapons.

Endurance: Shadowmasters can go for extended periods of time without food or drink or even sleep. They can survive harsh environments without any protection besides their living armor.

Weaknesses

Speed: Shadowmasters are extremely slow. Their natural physique does not allow them to run and their gait is slow, however they take long strides, meaning they cover distances at around the same time as an average being. But starting from a stop or standing from a sitting position takes a good deal of effort on their part.

Living Armor: While their living armor is one of their greatest strengths, it's also one of their primary weaknesses. When hit, their armor will retreat away from the injured area until it can be regrown. The length of time the armor is gone is proportional to the severity of the attack. Their armor also cannot be separated from their person for long periods of time or else it will kill both the armor and its host.  
PostPosted: Mon Jul 18, 2011 5:17 pm


Swordmaster

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Lifetime: 130-150 years


Swordmaster are, as their name suggests, masters of all kinds of swords and bladed weapons. They sacrificed their racial identity in an attempt to guide their race to be the strongest. From the day they can walk they undergo Spartan like training in endurance and the ability to kill swiftly and accurately. They are fast and agile, but are extremely weak against long range combat, unlike Shadowmasters, though, they are trained in hand to hand combat. Swordmasters are from originally from the land of the Forrest, where the uneven terrain allowed for their training to teach them how to fight in any terrain and quickly judge a landscape to find the best point for ambush or to launch an attack from. In other words, if you were born a Swordmaster you were trained to be a Swordmaster and may not have a profession.

Generally Swordmasters have a strong sense of honor, however they tend to write their own honor code and each have their own sense of what the word means. While most of them are soldiers in the employ of the Holy Nation of Sol Solis, there are many who sell themselves out as mercenaries in the wasteland, however there are very few that calls themselves native of the Unholy Nation of Saieth.

Class Name: Swordmaster


Strengths

Speed and Endurance: Swordmasters are trained to be fast, agile and enduring. They can take heavy blows and still fight back, they learn to ignore pain, and terrain will never affect their ability to fight.

Light Armor: All swordmasters have the ability to wear lightweight armor. Heavy weight armor affects their ability to fight and decreases their speed, so it's impossible for them to wear it.

Ability to ignore Pain: Swordmasters, like spartans, train themselves to be able to endure the most brutal of pains, it's impossible to torture them and they will continue to fight until limbs are rendered from their bodies.

Weaknesses


Ignoring pain: A Swordmaster's inherent need to ignore pain until the fight is over means they often take wounds that they cannot properly heal from. Swordmasters tend to die young because of this. As a swordmaster becomes more wounded in a fight, they slow down and become easier targets for their opponents.

Loss of their weapon: If a swordmaster loses their weapon or the weapon is broken in the course of combat Swordmasters become severely inhibited in combat, while they learn hand to hand combat, many swordmaster's find themselves unable to really strike the blows needed to destroy an opponent.  

Feverw0lf
Captain


Feverw0lf
Captain

PostPosted: Mon Jul 18, 2011 7:20 pm


Devinarel

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Lifetime: 240-260 years


Devinarel are the supposed epitome among the bloodlines of all things good and holy, they often live by a set code of honor which requires them to defend all things good and righteous. The masters of their abilities are called paladins and are the type of people who go out of their way to save a damsel in distress and the type of "knights" who come from classic fairy tales.

Paladins are most commonly found in the Holy Nation of Sol Solis, in fact the King of Sol Solis' entire body guard is made of paladins, the champions of their people. You will never catch a Paladin in the Wastelands or in the Unholy Nation, except when they have committed some form of dishonor and have had their titles and ranks stripped from them.

They are masters of mid-range weapons, everything from swords to spears, however they are terrible at close range combat, and horrendous at long range. Their medium weight armor often stifles their ability to move, they are not agile and the helmets that are part of their uniform often narrow their vision, making them easy targets to sneak up on.

Class Name: Paladin


Strengths

Skill with a shield: Being the type of soldier that they are, they are skilled with a shield, both as a weapon and a means of protecting the man at their side in battle. Because of this a Paladin can technically dual wield weapons.

Endurance: Paladins will carry out the orders of their leaders to the bitter end, and their preparedness to die in combat make them extreme soldiers.

Healing: While they have no powers of healing per se, unlike the Sylph. However, Paladins are fantastic field medics, their efforts have often been known to save the lives of their comrades and even their enemies.

Light swords: The primary symbol that proves the Paladin's "holiness" are their ability to imbue their swords with a form of "holy" energy that help them fight on equal grounds with Shadowmasters, who are seen as evil, in part due to Rafale. This ability seems to mimic light and its effects on shadowmaster amor; that is, to a lesser degree.

Weaknesses

Their honor: Most Paladins have an obsessive need to uphold honor and righteousness to a fault. They are easily suckered into ambushes where a damsel in distress is the bait and they also will not kill anyone unless it's absolutely necessary, so enemies often come back for a round two.

Their Armor: Paladin's medium weight armor doesn't allow for flexibility in their movements, they often fight with set forms of easily predictable attacks. Their helmets narrow their vision and Paladins are extremely easy to sneak up on.  
PostPosted: Mon Jul 18, 2011 8:34 pm


Natte'kal

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Lifetime: 160-180 years


The Rangers are a line native to the Forests and Oceans of Saegareth. Though they quickly learned how to function in every land but the plains and the deserts, while you can find Rangers there, they are few and far between.

Rangers are a line extremely attune to nature. Animals seem to be drawn to Rangers and Rangers seem to have an ability to commune with them. They are a soft spoken people, preferring actions to words. Many of them are of a slight and nimble figure, however to underestimate them often means death. They are long range combat fighters, preferring to shoot from cover or moving on the back of an animal.

When challenged in midrange and long range combat Rangers prefer to use their speed to their advantage and run.

Class Name: Ranger


Strengths

Vision: Rangers, like gunslingers, have increased vision and the ability to focus on multiple targets at once. They can sight a target from over 500 yards away. Unlike Gunslingers, Rangers can see in the dark, naturally being born with bona fide night vision.

Speed: Rangers are quick and light footed, they are attune with nature, so no terrain will hinder them, and they are almost impossible to hear when they move, so have an easy time of sneaking up and ambushing people.

Rapid fire: Unlike a gunslinger's need to c**k their weapon, a Ranger can shoot as fast as he can draw an arrow from his quiver. Because of a Ranger's speed, drawing arrows at a fast rate is easy.

Commune with Animals: Rangers can quite literally whisper to animals in their own language and ask them to do things for the Rangers.

Weaknesses

Anything but long range combat: Ranger's are terrible at midrange and hand to hand combat. Their slight frames do not allow them to build up the muscle they need to be good at hand to hand combat, and their bones break more easily that most other species.

Their Weapon: If a Ranger loses his weapon or it's broken, he or she is next to useless. At that point they have no choice but to run as fast as they can away from their enemy.  

Feverw0lf
Captain


Feverw0lf
Captain

PostPosted: Mon Jul 18, 2011 9:53 pm


Zarvafell

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Lifetime: 140-160 years


The Zarvafell are a bloodline that came into existence when Saegareth began to fall into Ruins, though they have always existed to some degree, they did not become prominent until after the Wastelands came into existence.

The Zarvafell are intelligent and cunning; they are great strategists and puzzle solvers. They are also talented at crafting a variety of poisons. They excel at close and ranged combat; they are extremely light footed and agile, possessing higher levels of reflex and agility: reacting and moving faster than the average humanoid. Excessive strength and endurance training allow them to run long distances and conquer the most daring of obstacles.

However they are ruthless people and when a contract with one of their trained masters (known as Assassins) is made it is signed with blood and an assassin must carry the contract out. They do not often band together with anyone, and most of the time when they do it is to use their band to gain something for themselves. Assassins and the Zarvafell in general are loners by nature.

Class Name: Assassins


Strengths

Intelligence and Photographic Memory: Assassins are cunning, intelligent strategists, they have the uncanny ability to scout a place out, learn the layout and almost instantly know all the best ways to kill someone and escape. They also have the ability to instantly analyze any room or piece of landscape and find all the exits. They also have a photographic memory allowing them to memorize information in almost an instant.

Enhanced Reflexes and Agility: Assassins are naturally faster than the common humanoid, and they react faster too.

Accuracy: Assassins are incredibly accurate with any sort of ranged weapon, though they cannot use guns as the only guns that exist in Saegareth are made of living armor. However they seem to have a uncanny innate ability to hit any target they sight.

Stealth and endurance: They are a silent deadly people, training for years to walk across the most creaky of floors without making a sound. They can also run for long periods of time over great distances

Weaknesses

Cannot take hits: Assassins have an incredible endurance when it comes to physical activities such as running, how ever they are weak to heavy blows, such as one delivered by a paladin.

Cannot wear armor: Assassins cannot wear anything that will weigh them down, including armor, they can only wear lightweight cloth or thin strips of leather. However any protective article made of metal is out of the question for them.  
PostPosted: Tue Jul 19, 2011 10:00 am


Varedablanc

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Lifetime: 200-240 years


With unearthly beauty and naturally white hair, the Varedablanc are unique in that they have a second skin, this skin, which is often camouflaged, can shift along a Varedablanc's body and harden to create and armor, however unlike a Shadowmaster's armor it cannot take heavy blows, a blow from a Shadowmaster, for example would very likely pierce the armor. The Varedablanc skin is not parasitic like a Shadowmaster armor, however it is part of their body and cannot be removed, removing a Varedablanc's second skin is equivalent to flaying the skin off any other mortal. It is important to note that a Varedablanc's skin does grow back if a part is broken off or removed; typically, it takes about a few days for complete regrowth.

Varedablancs can also turn their second skin into various types of bladed weapons. Such as a sword, or a knife, or a spear. Knocking this weapon from a Varedablanc's hand is equivalent to sundering the skin off of him, causing them great pain and render them incapable of continuing combat, so many choose to study combat with another form of weapon (except for guns).

Varedablancs come off as very fragile people, they carry themselves with the grace of their light frames. But they are much stronger than they look. Their second skin makes it harder to strike cutting blows on their bodies and many of them train in the art of poisons often learning to invent new ones, many of them undetectable.

Class Name: Varedujall


Strengths

Second Skin: A Varedujall is never without armor or a weapon. This second skin can shift to form various types of armor, clothes or weapons. Meaning they also carry an unlimited number of disguises.

Ability to craft poisons: Varedujall are incredible good at crafting various poisons, if there are herbs, roots or other natural elements around they can figure out how to kill you with it and make it untraceable.

Speed: Their slight frames allow Varedujall to be extremely fast and light footed. However, they are slow when learning a new terrain. If a Varedujall is used to the flat-lands of the plains then they will be slower than usual learning the uneven terrain of the forests.

Weaknesses

Second Skin: While their second skin is one of their greatest strengths, it's also one of their greatest weaknesses. Cutting into the second skin or removing it from the body is like flaying the skin off any other being, loss of any part of the skin will cause the skin to die instantly.

Attacking: Because Varedujall are not built to be powerful attackers, even if they do learn to use a weapon besides their skin, when they find themselves in a tote-a-tête combat situation the are at a severe disadvantage. Their strengths are best utilized from a position of ambush or killing quickly from behind.  

Feverw0lf
Captain


Feverw0lf
Captain

PostPosted: Tue Jul 19, 2011 10:38 am


Aethral

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Lifetime: 200-300 years


Aethrals, much more commonly known as Incubi and Succubi in myths and legends, are an intensely sexually enthralling species. Unlike the myths written about Incubi and Succubi these creatures don't have the ability to invade ones nightmares or minds. All of their skills can only be utilized with physical contact.

The females of this species have wings, often these wings are batlike, but there are cases of Aethral females with feathered wings. But they are not wings that allow flight. The males of this species have a distinctive set of horns

Aethrals are not a very intelligent species, while they can learn to read and write, they are very limited in their ability to strategize or invent things or come up with creative solutions to problems. But they are very good at seducing someone to do the thinking for them. Very few mortals have the ability to ignore the advances of an Aethral, making them a dangerous race, because touches from them are extremely addicting. A lesser mind can be overwhelmed by addiction to Aethral touch, to the point where they stop eating and drinking and otherwise taking care of themselves.

Class Name: Succubus/Incubus (Depending on Gender)


Strengths

Seduction: Aethrals are incredibly good at seducing people, they can do anything from convincing enemies not to attack them, to convincing leaders of nations that they should walk off their sixth floor balcony.

Touch: Their simple touch can suck energy from a being. The touch will weaken the victim and strengthen the Aethral. If an Aethral is not careful they can suck a victim completely dry of energy, killing them.

Ability to take a "master": Aethrals have the ability to bind themselves to one person and become like a pet to them. They generally choose very powerful beings that can give them the energy they need to be at their strongest. Since Aethrals are not incredibly intelligent, they also function best when following orders.

Weaknesses

Intelligence: Aethrals are not very intelligent creatures, they lack the ability to really analyze situations and come up with creative solutions to problems.

Speed: Aethrals are not very fast creatures. Not as slow as Shadowmasters, but they do move at a languid lazy pace, even when in a combat situation their moves often are seductive in nature.  
PostPosted: Tue Jul 19, 2011 11:49 am


Sylph

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Lifetime: 150-170 years


Sylphs are a slight race, of an ethereal beauty. Some that their beauty will quite literally blind you, but there has been no documented proof of this. They are a race completely uninterested in combat, in fact they abhor the very idea. They are pacifists by nature and no Sylph would ever learn combat.

Sylphs are healers by trade. They have an uncanny ability to heal almost all wounds, come up with salves to make ailments go away, cure sickness and even reverse engineer a poison to create an antidote.

The most famous Sylph was a woman named Maegira, who rejected the Shadowmaster Rafale, which in turn caused him to incite the destruction of Saegareth.

Class Name: Healer


Strengths

Healer: Sylphs are incredible healers, by focusing their inner energy they can save beings from all but the most fatal wounds and they have been known to be able to stave off or cure diseases.

Antidote creators: Due to the inner talent for healing Sylphs have an intuitive advantage when attempting to reverse engineer any poison in an attempt to create an antidote.

Charisma: Sylphs are incredibly charismatic people. They have the ability to make fast friends and through that they gain protectors.

Weaknesses

Weak in combat: They do no train for combat at all. They are extreme pacifists, should they find themselves in a combat situation they will lose.

Endurance: Sylphs have little to no physical endurance, they become tired quickly from long amounts of physical activity.  

Feverw0lf
Captain


Feverw0lf
Captain

PostPosted: Tue Jul 19, 2011 12:05 pm


Seer(NPC Only Race)

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Lifetime: Unknown the oldest known seer has been around for over 1000 years


A race of intense and sometime horrible beauty, Seers (the name of their bloodline forgotten by history) are a blind people that can recall any part of the past or see any bit of the future at whim. But Seers are a proud people and do not like to share their wisdom with just anyone, in fact they often tell their predictions of the future in riddles and metaphors.

They lack any ability to fight and often sit on ornate thrones given to them by rulers of nations that seek to use them to their advantage. Often they lounge languidly, barely clothed, and appearing as if they are in a deep sleep. Seers live long lives plagued by their visions, often they live for hundreds of years.

Class Name: Seer


Strengths

Ability to see the future: They can know when and how everything will happen, they only have to will it.

Ability to recall the past: They know the entire past of Saegareth, including the location of the Shadowmaster Rafale. However, no seer would ever tell anyone who matters where the Shadowmaster is hidden.

Weaknesses

Blind: Seers are blind to everything except their visions. Without some form of protection, usually in a bodyguard, seers can easily be struck down.

Insanity: Seers often begin to go insane, they wallow in silent insanity, but a lifetime of only seeing visions has be known to drive even the strongest of seers stark raving mad.  
PostPosted: Tue Jul 19, 2011 12:25 pm


Alkeziira

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Lifetime: 140-160 years


An incredibly intelligent line, Alkeziira are inventors. Potions, poisons, various explosives, they can invent it all and they love the science behind it. An Alkeziira often has their nose buried in an ancient text or writing new ones for future generations to learn from.

Typically, are not a combative line, instead they much prefer to strike quickly with explosive and then run away, in more guerrilla style tactics. They are the grenadiers of armies, if you can pull them away long enough from their books that is.

Class Name: Alchemist


Strengths

Intelligence: Vastly intelligent, above and beyond any other race. This bloodline can learn anything if it's been written down in a book and if it hasn't been written down, they'll invent it.

Rapid-Fire Thoughts: They think nearly 3 times faster than the average humanoid. Allowing them to learn, think, plan, and rationalize at a speed that can't be matched.

Crafters: They can craft just about anything with a few chemicals, some fire or some metal. From poisons to weapons, they can create it.

Grenadiers: They are masters of explosives, in combat they will fight with various types of bombs and grenades.

Weaknesses

Bookworms: This line often can't be pulled away from their books. They spend far too much time reading, studying or otherwise learning, they don't have the time to do much else.

Combat: The only thing they're good at in combat is throwing explosives, if the explosives don't work then an Alchemist better run fast and hard in the opposite direction.  

Feverw0lf
Captain

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