The choice of the character’s race in the role system is a critical choice, because, unlike the video game, the reputation of your people will haunt you more than one or more times throughout the game. At least if the master does not neglect his duties, introducing the friendship of peoples in the Middle Ages, where everyone has old accounts and long -standing insults. I hope that your first acquaintance with this system will pass much better than my. I will never forget that half-rose-blute-vvara, who worked absolutely different from how I thought it before the start of the game.
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Links to other parts of the leadership:
First part, basics.
Second part, game mechanics.
Fourth, classes.
Fifth.
Let’s move on to the analysis of game races. To be precise, then the term “view” would come better here, but we will hold official terminology. Remember the main thing – all races are good, because the meaning here consists in a role -playing. Further recommendations are more focused on game mechanics, but you are not required to limit your choice in any way.
People. In the world of "forgotten kingdoms", humanity is the driving force of civilization. Most adventures are somehow connected with human settlements, including legends such as the gates of Baldur, Neverwinter and Wotterdip. In social terms, people are often neutral, but when playing for them you will have to suffer from one drawback – people do not see in the dark. Given the fact that usually adventurers fight enemies at night or in unlit rooms, you will have to be pretty worried about logistics on this subject.
Human racial bonuses are divided into two types: basic and alternative. The basic adds +1 to all the characteristics, which may seem unusually useful, but practice shows another picture. At the same time developing all characteristics is not very effective, where it is better to specialize in two or three. Perhaps the best choice in this case can be called a combination of a bard, who can do everything at once, but not demonstrating genuine skill in any of the directions.
Alternative human bonuses add +1 to two characteristics, give possession of one skill to choose from and allow you to take one line. An extremely flexible option that allows you to play for any class without losing efficiency. Early access to the line makes this racial bonus one of the most powerful at the first flare. By the way, you can safely ignore the warning of the player’s book about the fact that the master can prohibit features. In my memory, this has never happened: neither with me nor with my friends.
Elves. Equally elegant and exalted race as arrogant and arrogant. These long -livers (can live calmly and up to 700 years) take their superiority for granted and, despite their chaotic worldview, hardly accept new ideas. How else, even if people are sometimes difficult to abandon the established picture of the world? Elves have been living according to their way, and therefore violent changes in the societies of short -lived races seem to them ridiculous and short -sighted.
Higher elves. The very name of the race seems to ask how far their arrogance has gone? Well, once they arranged a magic cataclysm, because they wanted to create their own island utopia. How did this “incredibly developed” race do when I understood the scale of the deed? Wrote in her textbooks on history that the accusations of human historians are ordinary slander. Do not understand me wrong, the highest elves are not angry by nature, however, their inability to recognize their own mistakes and almost the physical need to demonstrate their superiority makes communication with them quite exhausting. The wizard class is perfect for them, but they can be good rogues and warriors developing magical abilities.
Interesting fact: Some followers of the main god of the elven pantheon can change their gender during meditation, which replaces the elf with a normal dream.
Forest elves. Real owners of forests. Feel among the trees even better than fish in water, but this led to the development of xenophobia and territoriality. If the forest elves did not like something, they will not conduct long negotiations with their neighbors. Instead, they will turn their forest into an analogue of Vietnam, where they will fight offenders by the method of leading partisan shelling. Alas, the armor of the invaders often suffer from this, but ordinary travelers and merchants. Incredibly agile, which allows them to move at a speed of 35 feet (7 cells). According to their characteristics, they are ideal candidates for the formation of a monk, but excellent rangers, as well as good priests and warriors, come out of them. They can play the role of pluta detector of traps and ambushes, thanks to their natural attentiveness.
Drow. Perhaps you heard a www.bitcoingamescasino.co.uk “scandal” about how D&D developers “bent under SJW” decided to rewrite the ENT of some of the initially evil races. I saw several videos on this topic. As often happens, the situation is much more ambiguous than some prefer to perceive it. You see, the drow is absolutely gone. This is literally the fact of this setting.
Imagine a slave -owned matriarchy with a religious slope, within which there is a bite constantly between almost all groups of the population, despite the fanatical faith in their own exclusivity and the declared goal in the form of conquering the world. But the worst thing is the details, when studying which you immediately understand that their society is corny and cannot exist in this way.
Interesting fact: The real drow has an ebonite-black skin color. Gray skin is characteristic of half -bloods, which in the company of the drow are despised. However, there almost everyone despises.
Living underground, they crave to capture the surface, but their signature equipment scatters into dust when sunlight rays of sunlight hit it. Graduation in their magic academies implies a demonic orgy with subsequent childbirth. Their main goddess makes decisions in the spirit of “I will kill you because I am chaos!". The only kind goddess in the crazy pantheon drow is a nudist with an overwhelming idealism. And most importantly – the drow perceives such an order of things as absolutely natural.
Their laws are no less interesting: if one house destroys the other, but will not leave witnesses (only the female drow is considered from the destroyed house, because slaves and men do not go into the offset), then they will not be anything for this, but if there is such a person, the attacking house will be destroyed, and the city will lose two houses at once. Keep in mind that the cities of the drow are almost always surrounded by enemies.
Agree, it does not look like something attractive, true? But the race of the drow itself is quite popular, but they usually play for those very drows, but for the good, going along the path of redemption and virtues. Wizards of the Coast simply give people what they want. The drow is a rather extensive list of classes: bards, warriors, sorcerers, paladins, rogues and sorcerers. Multi -sutured guys.
Sea elves and Shadar-kai. I united these two peoples into one category, since both of them can argue for a long time about which of them lives in a more terrible place. The sea depths and the kingdom of shadows are extremely hostile territories that leave representatives of above the identified peoples for extraordinary necessity. Because of this, they are considered great exotic and cause fear in ordinary people. The role of warriors and rogues acting on the advanced. Sea elves may try to get a tactical advantage with the ability to breathe under water, which potentially opens the opportunity for underwater sabotage or battles.
Eladrins. In the world of “forgotten kingdoms”, all elves have Faic roots, but in some of them they manifest themselves much stronger, because they managed to better maintain a connection with the kingdom of fairies, usually in the same place and living in the same place. They are quite rare on material terms, but the attitude towards them is often better than their relatives. Even the highest elves relate to the Eladrin with some sympathy.
W playing out by Eladrin, you can literally change the temperament of your character, which is attached to this people to the seasons. Know how to teleport, which adds to them a certain tactical flexibility in battle. The same classes as a drow, however, with an emphasis on holding a distance or at a maximum speed of rapprochement with the enemy and persecution.
Semolphs. The childhood of half -elf is complicated by the fact that in the society of people they grow too slowly, and in the society of elves – too fast. In addition, elves treat them with a mixture of contempt and pity, which, in turn, has a justification. No matter how bad the elves relate to such half -bloods, much worse they relate to their relatives, from which they came. The souls of most elves are involved in the cycle of souls, which in a sense allows them to live forever, but the elf’s soul, which fell into the body of Semielph, is left from it. Elves perceive such as a crime against all their race.
Interesting fact: Polodrow is extremely rare and they have to face even more dislike than the drow itself. In the end, much easier to spend a lonely out of order than to stop real villains, spreading horror to The whole world.
Much better are the semi -elf things are in the society of people. Find the ugly semi -elf is not a trivial task, and if you need one whose ugliness did not become the result of the injuries received, then almost impossible. Often they occupy quite important and well -paid positions, since their society pleasantly representatives of most civilized races, distinguishing them from the total mass. Any possible class is suitable for half -elf, thanks to their universal skills and multifaceted talents.
Orcs. Another angry race sent for alteration. They are a pack of savages, religious fanatics, rapists, racists, sexists, robbers, sadists and simply rare assholes. If you thought it was a description of a whole tribe, then you were mistaken. The vast majority of the orcs absorb all of the above tags. This is not Warcraft, TES or even Warhammer.
This race is not very popular among the players, but if they take it, it is usually for a wagging dumb good people or so near the villains that they are easy to lead along the path of good so that they do not suspect anything at all at all. Good warriors, barbarians and rogues come out of the orcs, preferring to fight in the thick of the battle.
Half. Oppressed and persecuted, these poor fellow from an early age have to face hatred and contempt caused exclusively by their origin. In the society of the orcs, they will be considered inferior, and any evidence of their courage and valor will be valued less than that of purebred representatives of the tribe. In the society of people, they often turn out to be abandoned orphans, for their birth rarely turns out to be the desired fruit of the sincere love of man and orc. And even if the semi -tide is incredibly lucky, and he will be born in a loving and caring family, he will have to fight his whole life with the call of an orchaean god in the blood, calling for riot and violence.
The semi -rings are quick -tempered and extremely distrustful, but they converge well with other outcasts and those who nevertheless gave them a chance to prove themselves. This also has the opposite side, because many semi -figures associate their life with the criminal world, which is always interested in their physical strength. Excellent barbarians and warriors fighting two -handed weapons come out of the half.
Dwarfs. Low -growing, but extremely stocky people with dimensions of the nightstand. The fundamental and hardworking inhabitants of the underground fortresses, which are devoted to the clan and the passion for the accumulation of wealth. Huge lovers of restraint and instructions. If the rest of the races first wedding night is something pleasant and uncomplicated, then for dwarf this is another check of its status, for which he will be prepared no worse than for the exam, studying the corresponding treatises. What can we say about the more public spheres of the life of this people? Alas, the dwarves are quite slow, and therefore their speed of movement is only 25 feet (5 cells).
Mountain dwarves. In most cases, when it comes to dwarves, they represent them. Mighty warriors, good barbarians and rogues come out of them, relied on their strength and flaunting in heavy armor. Who needs secrecy, if it is worth hiding from you, and not vice versa?
Hill dwarves. Distinguishing between the bronze tint of the skin of the dwarves, which created their own kingdom in distant southern lands. Their social way of these dwarves made more artisans and merchants than warriors, but grief for those who consider them easy prey. Are wonderful candidates for priests.
Duergars. Distant relatives of the dwarves, characterized by gray skin tint and bad disposition. Live in some crazy mixture of socialism and slave system. Only hard work is appreciated above the forces, because, unlike their relatives, they live at a great depth, where they constantly have to fight for their survival. If Duergar meets another dwarf, then the most likely will come a fight and subsequent reprisal against the loser. Other races belong to duepers with contempt and hatred. Good barbarians, warriors and rogues.
Half -sides. The extremely stunted people of hardworking farmers and peasants who prefer to live in a community system. The overwhelming part of this race is characterized by a good disposition, as well as natural craving for compliance with laws and traditions. The pastoral idyll of this people is often violated by the raids of evil races and monsters, however, almost all the civilized peoples of the world treat them with friendliness, sometimes let them underestimate semi -growers, seeing exclusively farmers and artisans in them. Also suffer from the inability to see in the dark. Another drawback – their low speed of movement – is compensated by the ability to pass through the cells occupied by other creatures of a larger size.
Mundined semi -hoters. The strongest representatives of their race, capable of clearly demonstrating why David managed to defeat Goliath. They can appear on the forefront in the form of warriors and rogues, however, one special opportunity is open for this race – the dog cavalry. Think about it!
Legal fiber semicolons. The most common branch of this race. Perhaps their size is ideal for the performance of tasks that require secrecy, but the lack of dark vision prevents this. Good bards, warriors, rogues, sorcerers, sorcerers and paladins come out of light -picking semi -rings.
Ghostly semi -rospers. Closed xenophobes that practically do not leave their lands. Know how to communicate telepathically even with those creatures whom they do not see and do not hear. Good warriors, traces, monks, priests and pluta detectors of trouble can come out of them.
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