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Subject: Sneak Peek at Oblivion Races


Author:
Brent (rulebook monkey)
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Date Posted: 12:49:29 11/25/03 Tue

Wow! work is coming along on the Oblivion rulebook at a very good pace. It's amazing the amount of work it takes to generate even a simple skill and make it into a workable reality. Every day new skills, spells and abilities are being generated to enhance your play experience. From start of game to the long road of character development, we are designing things to keep you growing and interested.

We do have a list of the races that are going to be available to players to choose from. Please note that any information I post on this message board is from an developing rulebook and may be subject to change in the final draft, though i will do my best to only put up information that we feel is not likely to change.

Oblivion Character Races

Drakes - Distant humanoid relatives of the great dragons. Known for their fearsome claws, breath weapons and proud nature. There are four vaireties each closely related to a magical element; Acid Drakes, Fire Drakes, Ice Drakes, and Lightning Drakes. Drakes of opposing elements tend to not get along very well.

Mountain Dwarves - Rugged bearded denizens of high mountain cites. Known for their skill at the forge and toughness. The name dwarf comes from an Arcanian word meaning "forge user" and dwarves resent short jokes, especially since they are the same size as the other humanoid races.

Night Dwarves - Black skinned relatives of mountain dwarves. Night dwarves favor are known for their strategic military thinking and combat skill. Night dwarves live among their mountain cousins as often as they form their own communities.

High Elves - Noble creatures with capable minds. High elven communities hunger for knowledge and have some of the best libraries in the realms. As many High Elves live among human cities as live in the forest towns of elf kind. Elves in Oblivion, like all humanoids, only live normal human lifespans.

Night Elves - Nocturnal cousins of other elves. Night elves tend to be secretive and clannish. They are known for their skill at Alchemy, though many accuse them of being assassins who use their skill only to make poison. Night elves as usual, tend to remain silent on the issue.

Sylvan Elves - Independent minded forest dwellers who tend to frown on large cities. Sylvan elves communities contain many skilled archers and trackers with a habit of picking up information in their travels.

Wood Fey - Closely tied to nature, wood fey embody the spirit of the land and are said to be protected the trees. Many a folk who set out to harm a fey instead found themselves charmed into it's service.

Night Fey - Emobodying the nature of the night, night fey are shadowy denizens of the deep woods. Though many suspect night fey of being evil, and in truth, some night fey have committed wicked acts few like to speak of, others have been quiet heroes who fade into the night.

Gnomes - Industrious dwellers of civilized lands. Gnomes tend to have tremendous work ethic and are notable for their skill at building clockwork devices. Squads of gnomes with clockwork crossbows are fearsome indeed.

Goblins - It's said that the only person that trusts a goblin is another goblin. That is far from the truth, most smart goblins wouldn't trust a goblin either. While not all goblins are thieves, many are. Goblins tend to live in civilized lands, where there is lots of stray coin to pick up, legally or illegally.

Human - A puzzle to most of the races, they breed too fast, they've built homes everywhere, as a race they master nothing, being as prone to being a craftsman as a warrior as a scholar. Perhaps humanity's greatest advantage is it's adaptability and the fact that it has the largest population of any of the races in the realms.

Barbarian - It's not known whether the Barbarian tribes are humans who never decided to succumb to civilization, or humans who walked away from the cities in the distant past to escape the growing use of magic. Barabarians themselves give different answers, but they all follow a simple lifestyle far from their civilized relatives and their dangerous magic. A barbarian community prodded to anger becomes a fearsome mob of weapons and war cries.

Minotaur - Bull-headed describes this race in more than appearance. Minotaur, for the most part, live in the wilderness of the outlands, where they practice their own strange mysticism and stubborn attitudes free from controlling governments.

Brown Ogres - "If it can be done with a body, a Brown Ogre can do it, just dont write down the instructions" is a phrase that is said when no Ogre ears are present to hear it. Brown Ogres are respected and feared for two reasons, their enourmous physical ability, and their almost universal illiteracy. Brown Ogres are not just physically strong, though many are, others are dazzlingly nimble or simply capable of taking enourmous abuse before falling.

Ogre Magi - Blue-skinned and horned, Ogre Magi only distantly resemble their brutish cousins, and in truth tend to dislike comparisons to them. Magic comes very naturally to Ogre Magi, and it is a very rare Ogre Magi who does not have the ability to cast. Strangely, no Ogre Magi has ever been awarded the high title of Wizard to an Ogre Magi.

Orcs - many say that barbarians learned their fighting skills from orcs, if they did, they did not get their distaste of magic from them. Orcs are usually fierce outland warriors with aggressive tempers and fearful war cries, but spells often fly from their ranks as they charge.

Skreet - Most folk hold little love for this race of rat men. They are common in civilized lands as well as the outlands, but are known to carry disease and many blame them for the spread of the Wasting Plague. Skreet are notorious survivors, highly resourceful, tough fighters and are almost always armed.

Slytha - Slytha are serpent men with a knack for being unpredictable. Some are poisonous some arent, some have claws, others dont. Some will leave you with a slit throat, others will risk their lives to heal you. You never know, it's still best to not make any sudden moves.

Wilders - Theories abound as the origin of this race of animal men. Some say a curse, others insist they are shapshifters trapped in one form, some dont care and simply hunt them for their pelts. Hunters beware however, for wilders see their form as no curse or disease, and their claws are wielded as fiercely as any wolf or tiger.

There you go! Hope you find something in there that will catch your interest. I'm looking forward to spring already.

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