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Hibernia,
closest to nature and magic of all the Realms, brings a potent
ability to channel for forces of magic and unleash its destructive
force on their enemies. Human Celts and the almost-giant Firbolg
live in close harmony with forest, glen, and all nature's creations.
The Otherworldly beautiful Elves and small mischievous Lurikeen
harness the power of primal magic.
From
the capitol city of Tir na Nog, located in the heart of the Realm,
the lands of Hiberna stretch away to the north and south. Hibernia
is made of rolling hills, lakes, and rivers. Far away from the
civilized sections of the Realm lie deep forest, more steeply
mountainous hills, and deadly creatures.
Based
on Celtic legends and otherworldly Elvish high fantasy, Hibernia
will appeal to all nature and magic aficionados out there. Druids,
Rangers, Eldritches - this Realm has them all!
The
Realm of Hibernia, located on an Island just to the west of Albion,
is a combination of nature-worshipping humans and magical elvish
"Undermountain" creatures. The two forces have joined
together to fight their common enemies. In general, Hibernian
races are more attuned to magic (both natural and supernatural)
than the other Realms, although they are not quite as good at
armed combat. |
| Hibernian Races |
| Celt |
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The
common human citizen of Hibernia. Throughout their history this
race of men has gained a reputation primarily as fierce warriors,
but they are also the most versatile of all the Hibernian classes.
They are allowed to follow a select number of magical, natural and
stealth paths to supplement their innate fighting ability.
Unlike the Britons, the Celts do not have access to every class
of Hibernia - a number are reserved for Elves and Lurikeen only.
But in the classes they do have access to, they'll perform quite
nicely in any situation, being unweighted towards either melee or
magic. This makes them the ideal choice for playing the hybrids
whose role may take several different forms in the same group. |
| Elf |
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The
most powerful practitioners of magic in Hibernia are more often
than not, Elves. From a distance a foreigner can mistake them for
a regular Celt, but their glowing cat like eyes, slender frame and
pointed ears are more than enough to distinguish them from their
more mundane counterparts. The Elves live in the northern section
of the island and have built great cities that some call the center
of Hibernia.
Elves have access to all the magic-based classes, and will excel
at them more than any other Hibernian. Their natural dexterity and
intelligence make them a good choice for the magic-based Nightshade
as well, and they can even become Champions and Rangers, though
they'll be much more reliant on their magic than either the Celts
or the Firbolg. Oddly enough, there are no elvish blademasters.
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| Firbolg |
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Va |
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Huge
humanoid creatures, rumored to be a mix of man and giant, Firbolg
are wood-dwelling and are as attuned to nature as Celts. Because
of their size and strength, they are naturally very good fighters.
The Firbolgs are a much more restrictive race. Limited to the paths
of nature and fighting. They are normally found in the southern
portion of the island with the humans and are not known for their
love of the more magical citizens of Hibernia.
Because of their increased empathy, Firbolg are a perfect match
for Druids, as well as making excellent Wardens and Bards. With
their strength and constitution, they also make good warriors, due
to their increased strength and constitution. |
| Lurikeen |
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El |
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He |
Me |
Ni |
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Small
and extremely quick and dexterous, the Lurikeen are a race of magical
creatures that come from the same Undermountain area as the Elves,
who they slightly resemble. Lurikeen are naturally adept at stealth,
hiding and magic.
Lurikeen aren't much different than elves, though they'll probably
do a bit better in melee than their much taller cousins. The natural
choice for a Lurikeen is the Nightshade, where they use stealth,
melee, and magic in varying combinations. They can also be any type
of mage, though they're probably edged out a bit by the elvish intelligence.
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| Sylvan |
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| Sylvans
are Dryad-like creatures that resemble the trees they make their
home. They have allied with the rest of the Hibernians to rid HyBrasil,
their homeland, from the Fomorian threat. Their hair resembles the
colors of leaves, from brown to red to yellow. These
characters make excellent druids and wardens as well as valewalkers
and animists, but their empathy stat is lower than the firbolg,
meaning their heals will be less powerful. |
| Paths of Hibernia |
| Hibernian
characters select which Path to follow. This choice is made at fifth
level, and determines which advanced profession the character will
be. Each Path has it's own philosophy and classes - there's sure
to be one that is perfect for you. |
| Path of Essence |
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around you is the Essence. The land, the creatures, the races, and
even the Veil are made up of the same Essence - and this Essence
is mutable. Those who follow this Path believe in using the Essence
to benefit Hibernia, the land, and themselves. They believe that
it was meant to be used, and if one is truly a part of Hibernia,
then one knows what it is to be part of the Essence - and thus use
it, alter it, and understand it. |
| Path of Focus |
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path is for the disciplined, the strong of will, the ambitious.
If Focus is your guiding principle, you believe that the only way
to better yourself is by singleminded attention to the task at hand.
And by bettering yourself, you also better Hibernia. Travelers on
this path do not feel "at one" with Hibernia - rather
they are the protectors of Hibernia, their beloved home.
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| Path of Harmony |
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| We
are more fully alive when we are at Harmony with the world around
us. When you follow this path, you acknowledge that you are part
of a greater whole, and that your duty is to maintain the harmony
and balance of forces from this world and the one beyond the Veil. |
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