Races of Divinity Quest

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Races of Divinity Quest

Post by Sᴀᴍᴍʏ on Sun Oct 04, 2015 1:50 am


  • Whiteguard: The Whiteguard are a human race of individuals who came from the continent Rhea (Ray), but mostly now consolidated the majority of their kin within the walled city of Ygdrassil. Their name and tabard are drawn from their origin as a race of pale-skinned warriors from a harsh winter environment. The Whiteguard's most notable equipment when seen on the battlefield is his sword and shield and he does know how to use it. They are seen as versatile soldiers who can not only fight, but build and forge, which is manifested in their personality. They are likewise blessed with a hardy constitution and carry passive abilities which have notoriety for being a Medics best friend.

  • Nordic: The Nordic, or Sons of Snow, are a proud race of men and women from the barren and frozen wastes of Rhae, which is also where the Whiteguard hail from. Arguably known as the bane of Rogue's, their passive skills are what makes them known as the hand that stops assassins. Early on, during the Winter of Trials, the Nordic fought their Whiteguard kin with an eagerness to augment their martial skills beyond the traditional methods of Rhae and their like brethren. A typical Nord can expect to have a well cultured background, which is centered on the quest for glory and has moral ties to family and community. Both the Whiteguard and the Nordic now live in uninterrupted peace, resting in the most North- Western cities and mountain ranges.

Human Trait Benefits:

Whiteguard: +10 Constitution, +5 Strength. Also, any Whiteguard has +10 to any healing spell used on them. For example if a healing spell with 20 power is used on a Whiteguard it acts as if it had 30 power instead.
Nordic: +10 Strength, +5 Agility. Nordics are also naturally gifted blacksmiths. This means that any weapon, armor or item crafted using blacksmithing by a Nordic will be granted a +10 to its damage or armor rating. This means if a Nordic crafts a sword that would normally have a 20 damage rating it would instead have a 30 damage rating.


  • Blackhammer: Though all manner of Orcish kind hail from a distant planet called Niophus (Ne-Ah-Fus), kin who are born into the Blackhammer clan are considered the complete opposite of those born from Stormborn blood. Brutal and hateful in nature, throughout this foreign new world that hates and reviles them, young orcs who show combat potential are put through a training ritual known as Angijak (An-Je-Jack), which translates to Blood of Iron in Orcish. During these trials, the Orc is taught to care and fend for themselves, receiving no help from anyone and being placed in a valley known as the Needlespine Pass, which is notable for its extensively ferocious wildlife. The Orc must survive here for one year on their own and then find their way back to Blackhammer Keep once they reach age 16 as proof of their capability to undergo the harshest training regiment ever known to the living. To a Blackhammer Orc, honor to the country and strength means everything. To these standards, even family falls in second place. A weak Orc from this clan is relatively unheard of, as Blackhammer Orcs who could not fight or defend themselves effectively are killed as a result of their weakness.

  • Stormborn: As mentioned, the Stormborn Orcs are also from Niophus, though they do not share the same lust for blood and glory their brethren Blackhammer Orcs do. For a Stormborn, peace, tranquility and shamanism are the greatest interests they have, and they have very primal ties to nature and the environment they tend to live in. Very calm and collected, these orcs utilize elemental connections to create Primal Nature spells which are extremely powerful, but are mentally and physically exhausting after use. Considered nomads, bands of these orcs travel and live in scattered areas across the planet, and are much more widely accepted than their Blackhammer kin in everyday society.

Orcish Trait Benefits:

Blackhammer: +15 Strength, +5 Constitution. Due to their natural affinity for strength and constitution, training themselves in the wild for years, Blackhammer Orcs receive a +15 to their defense rating. This means that if a Blackhammer Orc has a constitution of 100, their PDR(Physical Defense Rating) will be a 65 instead of a 50.
Stormborn: +10 Intellect, +5 Strength, +5 Wisdom. Due to their peaceful nature and affinity for Primal Nature magic, Stormborn Orcs receive a +10 to the power of any spell derived from Primal Nature magic.


  • Greenspear: Trolls are actually a sub-human species, believed to actually stem from a different genome that shared like qualities with Humans. However, trolls only have three fingers, including an opposable thumb. Their feet have four toes, three in the front and another in the rear for stability when standing still to aim and fighting. For some reason, trolls from the Greenspear Clan have developed a unique empathy with animals, able to speak and communicate with them clearly, prompting a surprising bond between the two. Greenspear trolls are expert marksman and are often seen traveling with a bow and arrow, light armament and an animalistic companion nearby.

  • Darkspear: Darkspear trolls share like physical qualities with that of their brethren, though they cannot communicate with animals and have taken up a more feral outlook on life, training in the way of the Spear or Javelin rather than a bow and arrow. Considered masters of stealth and sneaking around, Darkspear trolls are often enough labeled as Rogues, and their brutally fast fighting styles often involve garroting, disembowelment and striking an enemy in spots that they would likely bleed a lot from. Darkspear trolls do have a certain respect toward all life however; and they whole-heartedly believe in a natural order to the world in its grace. Thusly, they do not often kill without good reason, normally leaving a wounded and defenseless foe to be captured by those of the wild. In addition to this, it seems all trolls have an uncanny sense of mediumship, and they also have unique ways to speak to the dead and even temporarily enhance their power through ancestral tapping.

Troll Trait Benefits:

Greenspear: +10 Agility, +5 Stamina. Because of their natural empathy for wild animals, Greenspear trolls have a much easier time taming animals then other races do. Because of this, Greenspear trolls are allowed to have up to 2 familiars at one time and the wc needed to tame a creature is reduced by 500.
Darkspear: +6 Agility, +4 Intellect, +5 Wisdom. Unlike their more naturally inclined counterparts, the Darkspear do not have the empathy toward wild animals. In fact, they have so much respect for creatures that they would not dare to tame one. Because of this Darkspear Trolls are not allowed to have a familiar. However, due to their natural mediumship, Darkspear trolls are naturally good at performing Necromancy magic. This grants them a +25 to all Necromancy spells they cast.


  • Mindsprocket: The Gnomish are another race of sub-human kind, actually brethren of the Dwarven heritage. However, unlike their dwarvish counterparts, gnomes have free will and an unmatched intellectual capacity. Mindsprocket Gnomes are masters of language and are gifted with the ability to understand any and all creatures speaking to them, as well as read and identify artifacts or ancient text. Known throughout the world as the authority on mechanical or technological advancements, Mindsprockets are renowned for being capable of forging or creating amazing machines, as is shown within their homeland of Drakespawn, a breathtaking city built inside of a mountain to protect the smaller race from natural predators and weather hazards.

  • Dreadgnome: Gnomish who are born as a Dreadgnome still have high intellectuality, though not to the same ends of their Mindsprocket kin. Exposed to dark magic before their birth, the Dreadgnome possesses a unique type of shadow magic called Dark Fey Magicka, or Shadow Fairy Magic, resulting in an enlarged cerebral cortex, which allows them to levitate about two feet from the ground if they see fit to do so thanks to a heightened sense of mental resilience. Additionally, Dreadgnomes are often notable because of their role as bankers or oddball loan sharks because of their ability to access Whimsydale, a place of rumored to hold unimaginable amounts of fortunes and wealth. Often regarded to as the greediest of all races, Dreadgnomes are respected by the criminal community, but looked down upon by authorities.

Gnome Trait Benefits:

Mindsprocket: +10 Wisdom, +5 Intellect. Mindsprocket Gnomes are very mechanically inclined. Because of this they tend to build they're own mechanical mounts instead of taming or buying animals. When using a mount they have built themselves, Mindsprocket Gnomes knock off 1/4 the wc needed for travel
Dreadgnome: +10 Intellect, +3 Wisdom, +2 Stamina. Because of their natural greed and exposure to dark magic, Dreadgnomes have the unique ability to be able to transform any item or material they choose to that of another, as long as they have actual knowledge of what they are changing something to. This means that Dreadgnomes who know about the metal Mithril can change the wood Frozen Cycad to it. However they cannot accidentally change the Frozen Cycad to the metal Uslian if they don't previously know it exists in character.

Light Elf

  • Luminow: Light Elves, better known as the "Luminow" are the polar opposite of the Dark Elves, or Drow. Usually they possess pearl-white skin, Golden-yellowish hair, and bright blue eyes. Hailing from a parallel universe, Light Elves are fierce inter-planar rivals of the Drow and see them as tragic elven cousins. Light Elves prefer daylight instead of the darkness like Drow do. Generally they live in cities high up on the tops of mountains made out of crystal and magical gems. However, this tendency has given rise to a general animosity between them and the Dwarves that would tend to live beneath the Luminow. There hasn't been any record of a war between the two races, but that doesn't stop both races from disliking each other. Considered the greatest priests and priestesses of all time, many of the Luminow have gone on to be famous for their amazing healing prowess. Their power is derived from a powerful magical artifact known as the Sunwell, and they are completely dependent on its seemingly endless supplement of holy mana.

Light Elf Trait Benefits:

Luminow: +10 Intellect, +10 Wisdom. Because of their natural affinity for light and healing, Light Elves gain a +10 power to all light element magic and a +25 to all healing spells they cast on others. However since they tend to heal others more than themselves, the boost to healing spells they cast is not granted if used on themselves.

Dark Elf

  • Drow: In ages past, the elven people were torn apart by discord and warfare, driving out from their surface lands their selfish and cruel members, who sought safety in an underworld of their choosing. These creatures, later known as Dark Elves, or Drow, grew strong in the arcane and shadow arts over the centuries and content with their gloomy fairyland beneath the Earth. Though they still bear enmity towards and seek revenge against their distant kin, they generally keep to themselves, and are described as chaotically evil in alignment, but highly intelligent. They are seen as black or gray-skinned individuals with pale or ghost white hair. Their equipment, fine mesh chainmail, is black in color and described as being empowered by exposure to the strange radiations of shadow magic in the Drow homeland, Kel'Thuzad. Females are inherently more powerful than males, and only females seem to have the capability to cast spells, namely known for having quite strong Battlemage's. Drow have an uncanny resilience to magic, unlike any other race, even if they are not spellcasters themselves. All Drow inherently know sign language. Drow society is fragmented into opposing noble houses and merchant families, and they base their rigid class system on the belief that the strongest should rule. Female drow tend to fill many positions of great importance, with priests of the dark goddess Lolth holding a very high place in society. Drow fighters are required to go through rigorous training in their youth, and those who fail are put to death. It is rumored that the Drow have made an alliance with the Dreadgnome's, though there is no substantial evidence supporting this accusation.

Dark Elf Trait Benefits:

Drow: +5 Agility, +5 Strength, +5 Constitution, +5 Wisdom. The Drow are a peculiar race that has different affinities depending on their sex. Female Drow seem to be the only ones capable of performing spells and have a natural affinity for Arcane magic. Because of this they are granted a +15 to the power of all Arcane spells. The males of the Drow cannot cast spells but have developed a natural resistance to all magic, making them the perfect shields for their spellcasting female counterparts. Because of this, all spells cast on male Drow have a -20 to their power.

Wood Elf

  • Woodrow: The Woodrow are a Wood Elven species believed to descend from the ancient Wood Elf Thalmus Almordi, who set the very standards for all Woodrow today. Reputably known as the world greatest archers and crossbowman, the Woodrow are a proud and very self-reliant race, whose nature magic revolves around healing, improving their weaponry or armor and even 'charming' wild creatures much easier than normal individuals would be able to because of their empathic connection with animals. Woodrow are often seen as stealthy marksman, choosing to wear Light Armor and favoring the shadows to kill from afar. In addition to that, their resistances to both poison and disease make the arguably the most viable candidate for anyone who wishes to repel Lycanthropy or Vampirism, or even fighting off poison-wielding rogues. Due to these traits, Woodrow make an excellent choice for rogues, thieves, assassins and even treasure hunters.

Wood Elf Trait Benefits:

Woodrow: +10 Agility, +5 Stamina, +5 Wisdom. Because of the Wood Elves natural affinity for using bows and their resistance to poisons and diseases, all Woodrow gain a +15 to their damage rating when using a bow. Also, all poisons and diseases or disease type spells used against a Woodrow are treated with a -15 to their power.


  • Dragonkin: The Dracobreta, or Dragonkin race, is a race of humanoid draconic individuals who are ancestral descendants of the Ancient Dragonflights. Each Dragonflight was a unique type of Dragon, with their own representation of color, elemental affinities or otherwise metaphysical or phenomenon-based occurrences, such as Time and Space, which is what Chronogosa of Draconia represents. The first Dragonflight was the Red Dragonflight, with dragons baring red scales and overwhelming firepower. The second Dragonflight was the Black Dragonflight, which Chronogosa is the Motherbrood of. They control the powers of Time and Space, and are often known as the Eternium Dragons. The third Dragonflight was the Green Dragonflight, whose dragons bore green emerald scales and harnessed amazing nature-based power and powerful ancient healing magics, which Enia is the Motherbrood of, whom watches over the Ethereal Dream. The fourth Dragonflight was the Blue Dragonflight, whose dragons had beautiful blue gemmed scales and harnessed the power of Water and Wind. The fifth Dragonflight was the Brown Dragonflight, whose dragons were brown-scaled with sand trailing from their tails during flight. They harnessed the power of Earth and Sand. The sixth Dragonflight was known as the Violet Dragonflight, whose dragons were almost like Arcane embodiments and couldn't be harmed physically. They harnessed the wild magic of Arcanum. The seventh Dragonflight was the Gray Dragonflight, whose dragons had black and blue scales with electricity arcing throughout them. They harnessed the power of lightning and thunder. The Dragonkin from each of these respective flights receive a portion of their powers as well as their appearance traits, including, at higher levels, Breathe Attacks. Ever since The Chasm, when Chronogosa dealt the killing blow to the Titan Alendroma Vesevue and split the once whole continent of Alendrexus into the now five continents, a breach in the magical realm caused a void opening which poured from it an ancient magic, causing any surrounding Humans that were present on Draconia to become afflicted with Draconic Magic, transforming them permanently. This is the suspected reason as to why Draconia sits in the direct center of the world, and each continent of the four continents split off in equally diagnal directions.

Dracobreta Trait Benefits:

Red Dragonkin: +6 Intellect, +8 Constitution, +6 Wisdom. Red Dragonkin, because of their natural affinity to fire magic, are granted the use of the next highest level of fire spells without reaching that level. This means that a level 1 Red Dragonkin can use level 5 fire spells but can only use level 1 spells of other magic types.
Black Dragonkin: +15 Agility, +5 Intellect. Black Dragonkin, because of their natural affinity to space-time magic, are granted the use of the next highest level of space-time spells without reaching that level. This means that a level 1 Black Dragonkin can use level 5 space-time spells but can only use level 1 spells of other magic types.
Green Dragonkin: +5 Constitution, +5 Intellect, +5 Wisdom, +5 Stamina. Green Dragonkin, because of their natural affinity to healing magic, are granted the use of the next highest level of healing spells without reaching that level. This means that a level 1 Green Dragonkin can use level 5 healing spells but can only use level 1 spells of other magic types.
Blue Dragonkin: +12 Constitution, +4 Agility, +4 Wisdom. Blue Dragonkin, because of their natural affinity to water and wind magic, are granted the use of the next highest level of water OR wind spells without reaching that level. This means that a level 1 Blue Dragonkin can use level 5 water OR wind spells but can only use level 1 spells of other magic types.
Brown Dragonflight: +20 Constitution. Brown Dragonkin, because of their natural affinity to earth element magic, are granted the use of the next highest level of earth element spells without reaching that level. This means that a level 1 Brown Dragonkin can use level 5 earth element spells but can only use level 1 spells of other magic types.
Violet Dragonflight: +16 Intellect, +4 Wisdom. Violet Dragonkin, because of their natural affinity to Arcane magic, are granted the use of the next highest level of Arcane spells without reaching that level. This means that a level 1 Violet Dragonkin can use level 5 Arcane spells but can only use level 1 spells of other magic types.
Gray Dragonflight: +16 Agility, +4 Intellect. Gray Dragonkin, because of their natural affinity to lightning element magic, are granted the use of the next highest level of lightning element spells without reaching that level. This means that a level 1 Gray Dragonkin can use level 5 lightning element spells but can only use level 1 spells of other magic types.


  • Forsaken: The Forsaken are the very epitome of necromantic study, and is an example of mankinds foolishness to delve into the unknowing while unprepared to face possible consequences. Long ago, a Human Warlock named Archimedes began dabbling into the darker realms of shadow magic, and learned that you could raise the dead and bring them back to life as mindless minions to do his bidding. However, a miscalculation in mana consumption was made, and the spell ritual required more mana than he and his followers combined could supply, and as a result, it took the souls of each member and compressed them into a single soul shard, which was absorbed by Archimedes following his death. His body was then forever transformed, his soul having been captured and taken over by an evil spirit known as Belias Antemodian, a necromancer who lived in ancient times. Archimedes was turned into a Lich, and his followers, Undead. Since then, he has used this shadow magic to corrupt the minds of both the living and the dead, emassing an army that once managed to conquer the entire continent shared by all others, until the Winter of Trials took place. During this season, the entire span of the continent was overtaken by ice and subzero temperatures. It was at this point where the Undead army began to shift into a tipping point of control. As the cold prevented many races from leaving their homelands, Archimedes was forced to travel to their strongholds and cities in an attempt to conquer and defeat them. However, as the battles grew longer and no clear winner in sight, Archimedes' power weakened, and the control he had over many of his Undead minions had began to wain without his mana to maintain their mindless substate. The Forsaken are those who remain loyal to Belias Antemodian, or Archimedes, while those who were freed of his captivity took up the title of Frostjaw in memorum of the Winter of Trials which broke the chains of their endless torment. Many Forsaken have taken up naval fleets and titles as privateers or pirates. Recently, they've had a few unfriendly run ins with the Shar'khan, as they are imposing on their territory: The Ocean of Cairn.

  • Frostjaw: As stated, the Undead who belong to this faction are those who had been freed as a result of the Winter of Trials. The Frostjaw are considered cunning in its purest form, and are especially intelligent in the art of Frost spells and shadow magic. Described as ghost-white, nearly decrepit humanoids which little facial recognition or features, these Undead are highly versatile and remain unhindered in any environment when moving. These Undead also have a passive skill known as Critical Vision. This grants them an advantage in combat, which allows them to deal a higher level of damage than that of their counterparts, the Forsaken. Now, the Frostjaw remain in an old run-down mining town known as Brill, while the more powerful of the Frostjaw kin are stationed in Frostjaw Keep. Though these Undead were once forsaken, the control on their conscience was broken during the Winter of Trials, when Archimedes, who was the leader of this scourge, began to weaken due to fighting multiple kingdoms on multiple frontiers with little success, despite the assistance of Belias Antemodian's shadow mana. Archimedes still maintains control over the Forsaken in the Forsaken Enclave and Deathknell, while the Frostjaw are an independently governed faction, run by no leader in specific.

Undead Trait Benefits:

Forsaken: +20 Constitution. The Forsaken, because of their minds being controlled by Archimedes, can only use Shadow magic and no other type of magic is available to them. However, because of their affinity for Shadow magic, the Forsaken get a +25 to the power of all Shadow Magic spells.
Frostjaw: +10 Agility, +5 Strength, +5 Stamina. Because of their natural affinity for Frost and Shadow magic, the Frostjaw gain a +15 to the power of all Frost or Shadow magic spells.

Last edited by Sᴀᴍᴍʏ on Sun Oct 04, 2015 1:52 am; edited 1 time in total

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Re: Races of Divinity Quest

Post by Sᴀᴍᴍʏ on Sun Oct 04, 2015 1:51 am


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