CHARACTER CREATION
It’s time to create your very own adventurer
Below is a series of sections to help you decide what type of character you would like to make! But remember, these are only suggestions, your creativity is the limit. Create a character using our ideas, or make your very own any way you’d like! Who do YOU want to be on your adventure?
CHARACTER SPECIES
There is a vast variety of species that inhabit the world of Drangor. Each species uses a balance of 25 points for their stats. Below are some you can choose from. Which best represents who you’d like to create? Customize them to your liking.
Humans are a resilient, adaptable species. One of the youngest species to come to be in Drangor, the humans don't really have a home. They are comfortable in most climates. They wander, they build their towers, and they grasp for power. Not all humans are full of greed, but many are not viewed fondly by the other races. However, it was a human that build one of the greatest and most diverse cities for all species of Drangor. Bonus + 1 Damage for close range attack with sword.
Therlans are decendents from the Sky Goddess herself. Well, that is how the story goes. There isn't too much known of the history of the Therlans and many simply do not care. Others worship them as demi gods follwing in the footsteps with their creator. With blue skin and pointy ears, they sometimes do turn heads but in more of a curious manner. Therlans are known for their connection to nature and their love of the sky. Perhaps this is a trait inherited from the Sky Pincess herself. Bonus + 2 Damage for ranged attacks
A simple barbaric race, the anteaters live mostly as bandits and scavengers. They are easy to find as sellswords and very adept at heavy weapons such as clubs and axes. They are not known for tact or for intelligence but they make up for it with their brute strength. It is said that they looked up to the once mighty giants, and when the last of them was slain, they blamed every other species for their extinction. Thus their attitude towards others. Bonus + 3 Damage for close range attacks with Clubs. - 1 Damage to self for every attack given.
The North Frogem are a peaceful species who are adept in magic coming from the sky. They worship the Sky Princess and all of her values and hope that one day she will actually return. They are not too social but are well natured and if you see one in the wild it will more than likely be minding it's own business. The Frogems have a long standing alliance with the Salamanders and are also enemies to the Snaken. Bonus + 2 damage to sky elemental spell.
South Frogem differ from their northern cousins in that they are more of a battle focused group. They mostly train in the ways of the Katana and spear and are always looking to better their mind, body, and spirit. They too are peaceful, but have no hesitation in taking up arms when necessary. "We train to fight so that we may never have to" The South Frogem do not share the same alliance with the Salamanders as their Northern cousins. They are not enemies, just indifferent. Bonus + 1 to defense when wielding a katana
MistyMages are less of a species and more of a class of people. Mostly a group comprised of humans, Therlans, and maybe even some Undervowers, the MistyMages are magic wielders that gain their power from the stars and the planet itself. This concoction of focused energy has lead to dark magics most don't dare to practice. These magics are seen as abominations by the North Frogem and other official magic societies. The Mistymages therefore remove themselves from the greater society of magic users and explore these dark arts on their own. Bonus +2 to any dark magic spell
The Gilfin are an odd species that rarely is seen on the surface of Drangor. Most of their homes lie deep below in Domes outside the coast of Drangor. They are an elite fighting species with a strong sense of royal law. Though their laws remain different than those set by the Kings of Drangor. Many land dwellers do not like the Gilfin and see them as trouble makers. However of course, they are not. Gilfin for the most part speak a different tongue than that of the basic language of Drangor. Therefore at times it is hard to communicate with them as this language is not widely known. Bonus + 3 Defense and Attack when underwater with any weapon.
The Snaken are a tyranical species who have let greed overtake all other values. Of course not every Snaken abides by this way of living, but for the most part they are a hive mind of imperialistic values. They were not always this way. At one point that had no limbs but were a well to do race and even the mighty giants worked with them to create artificial limbs so that they could aid in helping society even more. However this all changed when one set out to attack, experiment on, and eventually extinguish all Salamanders in Drangor. This conquest lead to their vile existence now. Snaken lie in wait for the right time to proceed with their dark quest for power over Drangor. Bonus + 2 Defense when using a spear.
Daemons are strong, versatile, and fierce. If you come across one it can be an intimidating site. Daemons are said to be beings created by one that failed to be a god. If one could not be called to a higher plane to create and nurture life, why not go below and foster your own twisted world there? Daemons dwell underground gaining strength from the very deepest parts of the planet itself, stone, dirt, and even magma itself. Bonus + 3 to intimidation in any conversation
Salamanders Are an ancient species known for their resilience and regenerative properties. They have always pursued a noble justice using their skills to better the world. Hailing from house Hellbender, they are adept knights who have mastered the sword and shield. They see themselves as protectors of the North Frogem Magic Academy. Passive +1 hp regen after every turn.
The anolens are a reptile race that excels in hotter climates. They are more solitary creatures and don't mingle too much outside of their colonies. Most anolens are vagrants and wanderers but some have become knights, warriors, and heroes in their own right. They can be extremely fast yet decide to take life slowly. Anolens are quite adept at most polearms. Bonus + 2 Defense when using a shield.
The Torgui are a spiritual people holding the sanctity of the planet at heart. They are one with nature and practice meditation and martial arts to hone their souls through the journey that is life. Most Torgui now realm the deserts of Drangor in hopes to bring it back to it's once beautiful lush vegetive state. The Torgui may be a peaceful species, but they are not one to be trifled with as they are quite masterful of both empty hand martial arts as well as polearm warfare. Bonus + 2 Defense when using a spear.
Beetlen are a strange yet introspective species that values things like transmogrification and potion making. They are not one to fight and are strangers to most weapons. However they have knowledge of alchemy and herbs that aid them in potion making. Most are merchants and fit in well within the confines of a bustling city. Bonus + 2 to any potion effect.
The Undervowers are one of the Half Daemon races. Part Daemon, part something else. No one is quite sure what the other half may be, but some believe it to be Therlan! Whatever the case may be it has made them quite adept with flames and the such. Therefore these types make great pyromancers with strength in the dark arts. Bonus + 2 to any flame spell.
-CHOOSE YOUR WEAPON-
Below is a list of weapons. All species have a basic starting weapon but if you’d like to choose your own instead, pick one from the list below to start your journey with! After that, you can pick one item and for spellcasters, one spell! Good luck adventurers!
With it's shorter reach, this blade is meant to be used one handed. It may not be as strong, but it is very quick!
A well balanced blade with good reach. It's strong and quick and can be used one handed or two handed.
The short bow may not have long range when firing an arrow. But it's speed more than makes up for this. It can also be pared easily with a small blade like a dagger or sai.
A sharpened blade that can cleave through nearly anything. This blade is light, fast, and powerful when used correctly. It can be used one handed or two handed depending on the style.
Used by many a pirate, this wide blade is great for fending off multiple foes at a time! Its blade may seem light and flimsy but still gets the job done!
If you're a skilled fighter or martial artist, this may be just the weapon for you. Enhancing blows from your fist, this gauntlet will leave quite the mark on your foes.
A cutting tool that can also be used as a weapon. It's rather small and works best when paired with something else.
A giant sword that takes a giants strength to wield!
An easily portable axe. Not very tough, but quite fast.
Keep foes at a distance with this long range weapon.
A quite slow weapon. But if you get caught in it's crossfire it might be lights out for you!
Longer range than the short bow but less accurate
Smash your enemies like nails with this hammer!
An axe with two blades making it quite versatile but also quite heavy.
It appears to be a simple stick but in the right hands its a deadly weapon.
A small sturdy shield that can also be used to inflict damage as well as protect yourself from it.
-Items-
You are able to pick one item to start with on your journey. Choose wisely!
With these, sometimes you will be able to survey the area up ahead to see what's in store before you get there.
Doesn't pack the biggest punch, but this small bomb definitely can cause damage to an enemy or possible a structure.
A potion that heals 10hp
A potion that gives you a bonus attack roll for a whole battle
This book contains the knowledge of many monsters. It comes in handy when trying to find out a monsters weakness!
A simple rope can be used for many many things. You never know when you might need one.
A collection of 3 throwing stars. You can use them as a weapon, a digging tool, or something else...
Throw it and it comes back to you! Well that is if you know what you're doing...
-Spells-
Spells are broken up into 3 categories.
Balanced magic. Unbalanced(Dark) Magic. And Pyromancies.
Depending on your character, if you are a spellcaster you can pick one that is appropriate for you as a starting spell
BALANCED MAGIC SPELLS
This spell allows you to heal yourself or any ally for 5hp. Can only be used three times in battle or outside of battle before it needs to recharge.
This spell creates a blinding light that stuns any enemies near by! Can be used once in battle or outside of battle.
This barrier can be summoned to protect only yourself in battle. It is a simple barrier and will only protect you from one hit before dispersing. Can be used once before needing to recharge.
With this spell you can summon an icicle to drop on or throw at an enemy. It can also be used as an attempt to freeze something. Can be used twice in battle and once outside battle before needing to recharge.
This spell will send a simple shock of electricity towards a foe or object. Can be used twice in battle or outside of battle before needing to recharge.
For a brief time, you are able to clone one object or possibly even being. It would be hard to tell one from the other! Can be used once per rest.
UNBALANCED(DARK) MAGIC SPELLS
This spell allows you to control one beings mind for a short time. Whether it is to influence a decision, or to cause one to take an action they normally would not, this spell will give you control of your victim. Must roll a D20 and roll a 10 or higher for spell to take effect. Can only be used once per rest.
This Dark spell channels entropy itself in that you never are sure what will happen when you cast it. Perhaps a gift will be bestowed upon you. Or maybe a curse. Or maybe something in between. When you are lost, you can always trust the chaos for answers.... Must roll a d10 one per rest and the outcome will depend on dice roll.
Dark Magics thrive off of fear and the unknown. Instill a fear in another like nothing they've ever felt for your own gains. Can be used once per rest. Spell will only work if victims constitution is low...
PYROMANCIES
Create a fire orb to throw as a weapon, light something ablaze, or light your way on a dark night. Can be used 3 times per rest.
Heating the inside of a foe, you cause them to combust in flames destroying them from the inside out! This spell will only work on weak minded foes. Can be used once per rest.