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| Cursed Path covers all Cursed afflictions. Having points invested does not award any additional boons or abilities, it's simply a cost that occurs when being turned into a Cursed being that balances the special abilities that come from being one of the Cursed afflictions. '''YOU MUST INVEST 3 POINTS IN CURSED RACE IF YOU ARE TURNED INTO THAT CURSED Affliction IN RP.''' As of right now, if your character is Cursed, they automatically cap the Cursed Path Ability Total at 20. This number is not used at the moment, but may come into play in the future. | | Cursed Path covers all Cursed afflictions. Having points invested does not award any additional boons or abilities, it's simply a cost that occurs when being turned into a Cursed being that balances the special abilities that come from being one of the Cursed afflictions. '''YOU MUST INVEST 3 POINTS IN CURSED AFFLICTION IF YOU ARE TURNED INTO THAT CURSED AFFLICTION IN RP.''' As of right now, if your character is Cursed, they automatically cap the Cursed Path Ability Total at 20. This number is not used at the moment, but may come into play in the future. |
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Revision as of 23:54, 28 January 2025
Cursed Path covers all Cursed afflictions. Having points invested does not award any additional boons or abilities, it's simply a cost that occurs when being turned into a Cursed being that balances the special abilities that come from being one of the Cursed afflictions. YOU MUST INVEST 3 POINTS IN CURSED AFFLICTION IF YOU ARE TURNED INTO THAT CURSED AFFLICTION IN RP. As of right now, if your character is Cursed, they automatically cap the Cursed Path Ability Total at 20. This number is not used at the moment, but may come into play in the future.
There exists a lineage touched by both worlds—the Aurumvitae. Blessed with the golden essence of the fae and burdened by their enigmatic curse, the Aurumvitae navigate a delicate balance between two realms. As guardians of ancient secrets and keepers of the Feywild's mysteries, they wield magic with unparalleled finesse and grace. Yet, their existence is fraught with turmoil as they grapple with the dual nature of their being, oscillating between light and shadow, beauty and terror. In the eternal dance between mortals and the fae, the Aurumvitae stand as both emissaries and guardians, their destinies intertwined with the whims of the Feywild. |
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| Vampires |
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"Night's Predators, Blood's Aristocracy." |
Vampires are cursed beings of insatiable hunger that roam the night-shrouded streets, their crimson eyes glinting with predatory cunning. Feared by mortals and revered by their kind, vampires navigate a treacherous world of political intrigue and primal urges. As clans vie for dominance and the ancient Upyr watch from their lofty thrones, a sinister prophecy looms on the horizon, threatening to plunge Pannotia into eternal darkness. In this age of steam and scepter, the fate of nations hangs in the balance as the age-old battle between light and shadow reaches its zenith. |
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"In the ancient forests of Pannotia, the mysterious origins of the Werewolf curse shroud themselves in myth and legend, its true inception obscured by time. Said to have emerged from a group of lost Gladewalkers or within the tales of the Laughing Wolf, the curse rapidly spread among the human migrants, leading to frequent sightings and brutal attacks. As Werewolves clashed with humans, elves, and their eternal foes, vampires, they carved a fearsome reputation across the land, their hierarchical packs and distinct breeds shaping their tumultuous history." |
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