Gold Races Character-Qualities Skills General-Items Artifacts Info

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    Gold, Races, Character Traits, Ski l ls, General I tems, Ar ti facts, I nfo

    Starting a charter

    You start with 200 XP you must spend at least 180 XP. Think out what you want out of this

    charter but dont be afraid to make changes to the goals and what you want out of the charter.

    It help to type up things they did they have significance to the charter to be a reminder of

    what you want out of the charter it also help you type out some of their goal and a lifelong

    goal that is difficult but no impossible to accomplish. All stats start a 5 as a baseline average

    also the stats cant get higher than 10 starting out cant get lower than 3.Traits

    Factoring in total life points or LP

    HEA + CON + FORT + Size + Traits = total HP Average 20

    Starting Gold

    Starting luck Starting Gold

    1 50

    2 150

    3 300

    4 500

    5 750

    6 1050

    7 1400

    8 18009 2250

    10 2750

    Times the amount by 10 to get the final total amount of gold.

    Races

    Race, size, notes, nation 1-5, DNA strength 1-10 (special note)

    Human: typical size 5; the humans have their own nation itsone of the four great empires.They have enslaved the full elementals and use them for their technology and have turn some

    pure humans into elemental humans; elemental humans are treated the same as humans. They

    are typical extremely racists to anyone not human or elemental human. (Nation 1) DNA

    strength 10 (almost never born human)

    Elf: typical size 5; they have their own magic type; first people created, lost much. They have

    broken into 2 factions that believe different but work together. The first is the High Elves

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    they live in stone citys study magic and pursue knowledge and seek to reclaim what was

    taken from them but the gods. The other faction Night Elves live in trees form villages in

    forests and hewn their skills and learn a little magic and focuses on survival and care not for

    what was lost but look to the future. (Nation 2) DNA strength 2 (always born elf unless

    special circumstance)

    Beast-man: typical size 6 or 5 or 4; they are an Animal like people, nomadic race, great sense

    of smell; required to have the survival skill. They make great tracker and bounty hunters.

    They also can tell through their sense of smell what race you are even if you hide it unless

    theirs magic hiding it. They have 3 tribes uther tribe, zapple tribe, and naruw tribe. The uther

    tribe is size 6 and strong and sturdy, the zapple tribe is size 5 and fast and sneaky, and the

    naruw tribe is size 4 smart and charismatic. They dont mingle much but they have each

    others backs should someone threaten them. (unter beast-men starts with a base 6 STR and

    HEA), (zapple beast-men starts with a base 6 DEX and REF), and (naruw beast-men starts

    with a base 6 INT and CHA) (Nation 3) DNA strength 4 (depends on the gender if the

    gender of the offspring is the same as the beast-men parent then the offspring is beast-men)

    Shader: typical size 5: (undead) (they purplish/pinkish veins with black skin like night they

    have those blotches slowly growing over their old body.) They own the destroyed human

    empire the gods attacked before the gods were destroyed along with the citys they rebuilt.

    They convert other races into Shader or work with them and turn them before they get to old

    so they can get a study supply of Shader. They perform a lengthy and costly ritual to corrupt

    the land so they can use their ancestral magic. They have little self-control over their

    emotions when first converted when they reach a point when the corruption has fully taken

    them witch require many years they can do the ritual to convert the land through their own

    blood suffice and living a great deal of living suffices (burred alive). They feed the living

    converts their blood and kill them then the rise on the full moon as Shader. (Nation 4) DNA

    strength none (not born, turned)

    Elemental Human: size 5; True elementals are not a playable race only elemental humans

    are. True elementals or Full elementals are used as slaves or tools for technology. (half

    human half elemental) (They start with +10 resistances to their given element). (Nation 1)

    DNA strength 10 (almost never born elemental human take priory over full humans)

    Centaur: typical size 6; once a great race brought down by humans and was made to be their

    slaves for a long time. Now they live with the beast-men and elves in their lands; help them.they are great crafts men and very skilled they once were pacifist but no longer they will

    fight for what they believe to be right and defend those they believe to be good and strike

    down those they believe to be evil. (They have a strong dislike of humans) (Nation 2-3)

    DNA strength 3 (almost always born centaur no bypass in strength)

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    Celestial or Angel: typical size 5; angel wings and very charismatic. (Skin white or yellow;

    eyes blue or silver) They roam the lands save the innocent helping right wrongs getting other

    to tell truth and judging the punishing the guilty. They also use their light to destroy true evil

    and protect the live for the true evil (undead). (Nation None) DNA strength 1 (if the other

    parent is elf its a roll off to decide the offsprings race)

    Orc: typical size 5: most are cruel, savage brutes that love fights and seek strength and hate

    weak people. If they see something they want they usual take it. They care very little for laws

    they dont usual fit in well with other races.(Skin is ether green, pink, or brown.) (Nation 4-

    5) DNA strength 6 (each load help your odds, Luck roll no high bypass then 4 in strength)

    Drow: typical size 5: They are cruel, live unground usual; they are skilled with poisons and

    can use elf magic. Skin is ether black, purple) (Nation 4-5) DNA strength 7 (if the other

    parent is elf the offspring is Drow)

    Aquewadar: typical size 5; fish like people use to live in water. Force to live on the land toescape the mermaid or Mer-folk. They can breathe underwater. they are great singers they

    can use their voice to captivate people (required sound essence and mind form) (Skin blue

    eyes solid black) they are all women race they need to breed with other race to keep their

    race going so they capture men and force them or seduce them. (Nation 4-5) DNA strength 8

    (if the offspring is born in the water then; Luck roll no high bypass then 6 in strength bypass

    also offspring is female)

    Avian: typical size 5; (Eagle men). They live in canyon high up usual and mate with harpies;

    harpies are basically the Avians women they bear either female harpies or male Avians. The

    Avians have bird wings in their back and they can fly.) (Nation 4-5) DNA strength 9(offspring cant be born if its not maleunless other parent is a harpy)

    Demi-Fiend: typical size 5; they are usual chaotic by nature and like to be mischief. They

    dont like to take orders or follow plains they do whatever they feel like doing regardless of

    all other. (Nation 4-5) DNA strength 5 (If the offspring is the opposite gender of the Demi-

    Fiend parent. it has a chance to roll off to bypass up to level 2 strength)

    Demi-Devil: typical size 5; they are orderly by nature and like to punish others and do

    gooders. They love give orders and are ok with take orders as long as they dont have to do

    good. (Nation 4-5) DNA strength 5 (If the offspring is the opposite gender of the Demi-Devil

    parent. it has a chance to roll off to bypass up to level 2 strength)

    .

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    Character add-on Traits

    Special Traits Only at Character Creation XP Cost

    Noble Birth Yes 24

    Wild Over Size Weapon NO 12

    Regeneration NO 30

    Hard to Kill NO 18

    Muscles that Terrify NO 18

    Muscles that Charm NO 18

    Skill Specialty NO 6

    Weapon Specialty NO 6

    Acrobatic NO 6

    Add +1 to your REF and when trying to dodge or move avoid traps get half you REF add to theroll.

    Sneaky NO 6

    Light Step NO 12

    Dark Vision NO 6

    Animal Friend NO 12

    Details

    Times by 10 for LCK for gold at creation.

    Wild weapons lager then size 5. Size 5 is that of a normal person height.

    This lets you gain health equal to your HEA # each round in battle. Out of battle full heal.

    Universal Damage reduction 5 each hit you take, +5 max life points.

    This lets you add half your STR rounded down to PRE check.

    This lets you add half your STR rounded down to CHA check.

    Add this to your chosen Skill type +1 can only be applied once to a specific skill.

    Add this to your chosen weapon type +1 to hit and +4 damage to that weapon type.

    Add +1 to your DEX and when trying to hide or move undetected get half you DEX add to theroll.

    Dont set off traps and you walk on soft ground normally plus its hard to be tracked.

    Lets you see in absolute darkness this includes magic darkness.

    Animals see you as neutral not hostile. If your CHA is 5 or higher youre seen as friend.

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    Vermin Friend NO 12

    Natures Friend NO 12

    Undead Friend NO 12

    Arch Magus NO 18

    Spell Casting Prodigy Yes 18

    Elf Magic YES (Elves only) 0

    Demonic Magic Yes (Demi-Devil or Demi-Fiend ONLY)

    (Start at birth) 24

    Magic Bloodlines Yes 6

    Crest (Simbiology) Magic NO 12

    Vermin see you as neutral not hostile, and you can somewhat influence them.

    Plants see you as neutral not hostile, and you can somewhat influence them.

    Non-intelligent Undead see you as neutral not hostile, and you can somewhat influence them.

    This let you use up to 3 essences and 2 forms and maintain 4 ongoing spell effects instead of the

    basic 2 essences and 1 form and hold 2 spells.

    This lets you reroll a failed spells and checks that involve magic.

    Magic Resistance NO 30

    A roll off between you and the source each time magic is used. Roll 1d6 tie reroll highest wins.

    If you win the spell wont hurt you. If they win you get hurt by the spell.

    Strong Soul Yes 18

    This gives you a 50% resistance to Corruption (death) magic and soul trap, +5 max life points

    Spirit Magic NO 6

    To use this type of magic you must from a packet with a spirit once done the spirit lives withinyou and guides you. Each spirit will want something different from you as a part of the packet

    you will use their power to cast spells and they get something from you. Some spirits may want

    our soul when you die, some may want you to do certain actions/things, some may want you to

    find a way for them to get a physical body of their own, and some may want to use your bodyonce in a while to feel what its like to have a physical body. As you get stronger in the ways of

    magic so to douse the spirit. This uses PRE (Perception)to cast magic spells. The spirit shows

    you in your mind a spell you need to focus to perceive it and use the spirits magic.

    INT (intelligence) to cast magic spells. This uses speech to cast spells. They draw upon theirknowledge of the hidden true names of the magic they wish to use. NOTE if another Race try to

    use Elf magic they will lose their mind.

    Magic is casted using CHA (Charisma) to cast spells. This uses being there and words to castspells.

    PRE (Presence) magic casting. This use your natural emotional control to cast spells. If you get acatastrophic failure to cast a spell and fail a Luck roll depending on your bloodline something

    will happen accidently.

    Bloodline Mastery NO 24Accidents as a result of your bloodline will happen less often and be less severe. Essentially,

    youll have more control over the volatile magic that flows through your veins.

    They place magic symbols on body parts to give themselves magic power. It comes at a price toimbue a magic symbol on one self you will permanently lose 1 point of FORT (Fortitude) per

    symbol each symbol give 1 magic essence and 1 magic forms slots giving you the potential to

    hold them. (can buy the magic when you have the XP) spells cast this way work off of CON

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    Ancestral Magic NO (SHADER ONLY) 36

    Elemental Fusion Magic NO (HUMAN ONLY) 20 per elemental

    Elemental Charges NO (HUMAN ONLY) You get it with Elemental

    Casting

    Electricity WIS (wisdom)

    Fire HEA (health)

    Air PRE (presence)

    Earth CON (conviction)

    Water DEX (dexterity)

    Wood STR (Strength)

    Skills

    MeleeCombat

    Archery Knowledge(Artifacts)

    Knowledge(Heraldry)

    Appraisal BusinessManagement

    PlayInstrument

    Meditation Lock Picking Traps Physician Street Smarts Knowledge

    (Theology)

    (conviction)

    They use the magic of the land that they have corrupted to cast spells. On land that is corrupted

    the Shader spell success rates for casting a spell doubles form the normal rate. (example its 2d6

    for the success of the spell and 2d6 against with normal casting; but with Ancestral magic it 2d6

    for and 1d6 against.) But on normal land that has not been corrupted you get 1d6 for and 2d6against for a spell being casted. IMPIRTANT NOTE on all other magic except Ancestral magic

    suffers 1d6 for and 2d6 against for a spell being casted by ALL. Magic works off of REF(Reflex) to cast spells. (This uses movement to cast spells)

    You fuse yourself with an elemental and gain that elementals power as an essence and can cast

    spells using WIS as long as you use an elemental you have fused with to cast a spell as the

    essence. It requires an elemental and someone to do the ritual to make you an elemental human.

    NOTE you can fuse with as many elemental types as you want and it douse not have to be all atonce. NOTE fusing with Multiple of the same elemental give you an extra 1d6 for damage with

    spell or 1d6 to the success rate not both. Total of the same elemental you can fuse with is 4 try

    more and you become a mindless elemental monster of destruction and chaos. NOTE (you canhave 4 fire 4 water and 4 of each element if you got the XP and someone to do the ritual and the

    elementals) (their body can transform into the elements of back to human at will.)

    It depends on what element but you get that decides the attribute number that tell you how many

    charges you get. This douse not drain the attribute. Its just give you the number of how many

    time you can do it before needing to rest to restore it fully.

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    Survival Forgery Ride Swim Alchemy Smithing Disguise Craft Improve

    Knowledge (Monsters) Knowledge Other

    Worlds

    Deciphering

    (Genie dungeon)

    Crest Imbuing

    Firearms Safe Cracking Drive/Pilot Engineering Etiquette Knowledge (War)

    General Items

    Items Type Gold Cost

    Disguise kit kit 80

    Lock picking kit kit 80

    Mixing kit (potion, poisons) kit 80

    Writing kit (Arcane spell

    books)

    kit 80

    Forgery Kit kit 80Crest Imbuing kit kit 80

    Cooking kit kit 40

    Blacksmithing kit kit 80

    Alchemy kit kit 80

    lab table kit Kit + (adds 1D6) 500

    Skill manual Skill helper Depends on the AL 2000

    Arcane spell books Spell helper Depends on the SL 1000

    traveling pack Miscellaneous 150

    basic clothing Outfit 10

    stylish clothing Outfit 200

    Cloak Outfit 5

    stylish Cloak Outfit 150

    Chain Miscellaneous 50 Per feet

    Rope Miscellaneous 25 Per feet

    grappling hook Miscellaneous 75

    empty vial Alchemy kit helper 10

    Storybook Helps Knowledge History

    Skill (Adds 1D6)

    1000

    Magnifying glass Helps spot checks 1000

    Saddle Needed for Ride Skill 80

    Horse Mount 500Coin purse Basic Item 5

    Water skin Basic Item Holds a drank 10

    canteen Holds a drank 25

    Whetstone Weapon sharpener +1 Dag 5

    lantern Miscellaneous 15

    Torch Miscellaneous 5

    Tent Basic Item 50

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    Rations Food 1

    Back Pack General item container 10

    Musical instrument Useful to Play Instrument

    Skill and Bards

    8

    Building / special items Type Gold Cost

    Alchemy Shop Business 3,000 coin per dice # 1D6

    each town

    Blacksmithing Shop Business 8,000 coin per dice # 1D6

    each town

    Traven / INN Business 20,000 coin per dice # 1D6

    each town

    Staff Shop Business 5,000 coin per dice # 1D6

    each town

    Arcane Book Shop Business 15,000 coin per dice # 1D6

    each townCrest Alchemy Shop Business 10,000 coin per dice # 1D6

    each town

    General / Pawn Store Business 2,000 coin per dice # 1D6each town

    Magic Academy Facility 25,000 coin per dice # 1D6each town or 15,000 else

    where

    Guild Facility 20,000 coin per dice # 1D6

    each town or 10,000 else

    where

    Alraune Nectar Business itemWhen accounting for profit

    from a Business with this item

    roll 1D6 to see how many

    more dice to add to the roll todetermine profit.

    1 vile equal 1 time this can bedone. 5,000 coin per dice #

    1D6 each town or 100,000 for

    a supplier

    Crypt Special BuildingThis is the place that the

    Shaders magic source comes

    from.

    100 living suffices 50 ShaderBlood suffices and 50,000

    gold coin and 3D6 days to

    make 1D6 days to perform

    ritual after construed

    Alcohol Cellar Add on; adds profit or benefits 1D6 times10,000, adds 1 diceGreen room Add on; adds profit or benefits 1D6 times28,000, adds 2 dice

    Store room Add on; adds profit or benefits 1D6 times17,000, adds 1 dice

    Armory Add on; adds profit or benefits 1D6 times38,000, adds 3 dice

    Library Add on; adds profit or benefits 1D6 times74,000, adds 3 dice

    Forge Add on; adds profit or benefits 1D6 times20,000, adds 2 dice

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    The Business starts with shopping room and a store room. An INN start with 5 rooms, 1 room

    that can be made into a store room, plus 1 big room for people to drank with 2 tables and 4

    chairs. There are many upgrades that you can add. That helps add profits but add dice to the

    profit roll

    The Facility starts with 5 people, 5 bed rooms, 1 large room (to be converted). There are manyupgrades that you can add. If you make one of these places outside a town or city they will get

    attacked and you may lose the benefits until you get more and make repairs. In town and city

    they are safer and less likely to suffer attacks and you will most of the time get warning that you

    should visit the place because of some problems if they are in a town or city.

    Trade good Trade good level Gold Cost / Gain

    Exotic Birds Trade good L1 25 coin per dice # 1D6 each

    town

    Perfumes Trade good L1 25 coin per dice # 1D6 each

    town

    Leather Trade good L1 25 coin per dice # 1D6 each

    town

    Mead Drank / Trade good L2 50 coin per dice # 1D6 each

    town

    Wine Drank / Trade good L2 50 coin per dice # 1D6 each

    town

    Ale Drank / Trade good L2 50 coin per dice # 1D6 each

    town

    Elven Wine Drank / Trade good L3 75 coin per dice # 1D6 each

    town

    Dwarven Ale Drank / Trade good L3 75 coin per dice # 1D6 eachtown

    Honey Mead Drank / Trade good L3 75 coin per dice # 1D6 each

    town

    Howling Fox Cider Drank / Trade good L4 100 coin per dice # 1D6 eachtown

    Fiery Cyclops Cider Drank / Trade good L4 100 coin per dice # 1D6 eachtown

    Moon Cider Drank / Trade good L4 100 coin per dice # 1D6 eachtown

    Artifacts with in the world

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    The great compass: with this artifact it can guide you to location of certain artifacts

    the vile of endless liquid: whatever liquid you put into the vile it will product from nothing an

    endless supply of that liquid until the full moon at that point the vile becomes empty at that point

    you can put a drop of whatever else and make this artifact make a new supply of that liquid

    The duplication chest: whatever you place within the chest it will make a random amount more

    of that item the next day (4D6 for the amount). If you leave the stuff in the chest for 3 days it

    will all disappear and be gone forever more. This chest size it equal to that of a bag of holding

    (it size is 6 by 4 and bag of holding deep). This can also duplicate artifacts but it only make 1

    each time not a 4D6 amount each time.

    Clam of infinite pearls: this artifact is a giant clam that given a soul gem can create a magic

    pearl. Black soul gem equals black pearl this pearl once consumed will add 2D6 years to your

    age, White soul gem equals a white pearl that takes 2D6 years off your age, purple soul gems

    equals a purple pearl that will keep you at the age you are in till you die from any other thingthen old age. To gain the effect of the pearl the clam of infinite pearls created; you need to

    consume the pearl it power will stay with you even after the pearl leave your body. A pearl thats

    been use has no more magic within it; it is a normal pearl at that point.

    The warped orb of time: this is a very strange artifact those who use it will live out the # number

    of year together in a reality similar to the one they are in now just not populated by anyone who

    was not touching the orb when it was activated. The amount of year will have passed for those

    who touched the orb but only the only that amount of year converted into minuets will have

    passed in the real world then they will appear back into the real world. (This has been used to

    train people quickly and has been used to age young people into adults quicker for variousreasons.)

    The crown of dominion: the wearer of this crown can take control of servants of the crown;

    know where servants of the crown are; the wearer also knows if they have taken damage no

    matter where they are; the wearer can also teleport servants of the crown to them. You can only

    maintain control over # equal to your PRE+CUN+CON+PER if you dont release control over

    extra servants then you risk losing your mind. To make someone a servant they need to kiss the

    crown. A servant cant wear the crown nor take it or pot against or hurt or kill the wearer of the

    crown or disobey an order. The way a wearer release someone from being a servant is to order

    them to kiss the crown.

    The ring of pleasure: pain is pleasure. If worn by a women creating offspring she will find it to

    be the best thing she has ever felt and will need to make a DL 8 CON check to stop her from

    becoming addicted to it.

    The doppelganger mask: lets you take on the appearance of another including their outfit as long

    as you know what they look like and know what the outfit you want to appear in looks like.

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    The ring of fertility: if worn by a male then every direct shot is the # number of D6 the women

    will have of offspring. If worn by a female then each load she gets is the # number of D6 she

    will have of offspring.

    The Syringe of Enhancement: lips equals charm kiss, breast equals milk that helps HEA when

    doing the deed and the tastes really good, puss equals restores it to a cherry pie and makes itextremely tight, dick give you control of size, thinness, and hardness. Can make things smaller or

    bigger depending if you take out some of the fluid after injecting it into you, To fill it up just add

    water and the artifact converts it into the magic liquid.

    Forgemasters Fingers (gauntlet): If a character dons this armor, and they do not have the

    Smithing skill, they are treated as having the Smithing skill as long as they wear the gauntlets.

    The gauntlets offer Universal Damage Resistance (UDR) 10 and immunity to fire damage. Also,

    this pair of gauntlets is required to craft certain legendary items.

    The Pale Blade: (QL 10, Siz 4, P/S), Only undead or those with the undead magic bloodline canwield it. It fully penetrates mundane armor and deals an additional 2d6 decay damage to living

    beings. If you are not undead in any way and hold the sword long enough, you will slowly

    transform into an undead being.

    Mega Morpher: let you change to any size and race. (Including Clothing).

    Genie Info

    The genie once held great powers but now they only hold a small amount of it because the 8

    gods sealed them in the dungeon towers and placed them all across the world.

    They used to be able to grant 1 wish of great magnitude to each party member in a group that

    clears the dungeon tower. All other wishes after that one from that Genie now comes with

    consequences or a steep price not some grand quest.

    There is only somethings the genies can no longer grant as a wish such as god hood, moving

    an artifact, eternal life, the death of someone.

    The group of people will need to luckily guess the number the genie is thinking of (highest

    Luck roll wins) the winner get to try an answer the genies riddle or history question. Theperson who answers right first get the genie sealed within a weapon or item and get a symbol

    on it. They will roll a 1D12 to determine what ability it temporally drains to use the genies

    power. A genie has a main magic essence to draw upon for power. Once you rest the ability

    that was drained will be restored in full once rested.

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    History Questions

    Question 1

    When the first deity let out his breath after creating so much what did his breath create?

    1. The oceans

    2. Time

    3. The heavens

    Question

    What did the blood of the first deity become when the deity shad it?

    1. The sea

    2. The sun

    3. The land

    Question 2

    What name did the people give the first deity?

    1. Sol

    2. Castile

    3. Elwin

    Question 3

    The elves built something to be worshiped in order to be treated. what did the elves construct?

    1. The elven arcane city of Dawn

    2. The grand air city of Orin

    3. Twilight cathedral

    Question 4

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    A great many elves infuriated the gods and had their powers removed and their appearance

    changed what were these elves transformed into?

    1. Beast-man

    2.

    Drow

    3. Elemental

    Question 5

    What race did SOL, the god of creation create using the power he took from the elves? (Eternal

    life)

    1. Centaurs

    2. Humans

    3. Dwarves

    Question 6

    There was a race that was jealous of the centaurs great skill in combat. What race was it?

    1. Beast-men

    2. Humans

    3. Elves

    Question 7

    The humans envied the centaurs and spoke cursed upon the gods for showing favor toward the

    centaurs. The gods placed a curse upon the humans who curse them changed them into

    something ugly. What is the name of the creature?

    1. Shader (undead)

    2. Orc

    3.

    Halfling

    Question 8

    The gods, shocked at the humans deed, the gods created a certain place and closed the road that

    led to the heavens. What did the gods create?

    1. The Grand Arena

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    2. The dead lands

    3. Sols Wall

    Question 9

    The humans or elves wizards went into the dead lands and tried to do a spiritual ritual to break

    past the SolsWall, blocking of the mortals from visiting the heavens the wizards intended to

    steal the powers of the gods. For their blasphemy they were turning into the first undead. Each

    was different one a lich, vampire, wrath, death knight, zombie, ghost. Each still retained their

    self as they become the first undead and they had a deep hatred for the gods and soon the live

    who preyed to them. they tried to take the world and without the gods intervention they would

    have done so if not for a child with a pure and kind soul who preyed to the gods many time over

    until one day they lessened to the childs request and ?

    1. Destroyed almost all the undead

    2. Sealed the first undead away along with many of their undead creations

    3. Weaken the undead to give mortals a fighting chance.

    Question

    What is the name of the first goddess created by Sol created and what was she the goddess of?

    1. Lex the goddess of war

    2. Myulin the goddess of harvest

    3. Sophie the goddess of love

    Question

    What is the name of the first deity killed by Sol?

    1. Core

    2.

    Clare

    3. Lilith

    Question

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    Goddess Aurora: the savior of mankind was a young apprentice magician once.

    The 8 deities and the great 9th

    1. Vulcan the fire god

    2.

    Merrows the water god

    3. Krake the nature god

    4. Yarthkins the earth god

    5. Lanceor the lighting god

    6. Wyrneck the darkness god

    7. Anu the star goddess

    8.

    Aurora the goddess of light

    9. The god of Law Folset

    The aerial city of fort Ouph (sky city)

    Highland city of Dun Loireag

    Cultural city of carmina gadelica

    The relic city Lia Fail

    Dungeon LORE riddles

    Lighter than what I am made of, More of me is hidden than is seen, I am the bane of the mariner,

    A tooth within the sea.Speak my name. ICE

    A spirit it dances bright, Banishing all but darkest night. Give it food and it will live;Give it water and it will die. FIRE

    The man who invented it, Doesn't want it for himself. The man who bought it, Doesn't need it for

    himself. The man, who needs it, Doesn't know it when he needs it.COFFIN

    The life I lead is mere hours or less, I serve all my time by being consumed. I am quickest when

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