Special Races
Technically, special races are not so much a race, in that each person still is one of the four main races (or half bloods) but rather are an affliction (or gift) on the person. So you can have a Skrel’eth Dryth, or a Vek’pem Ahyre Tir, or an Aartiran Wolfkin, etc.
Each account may only have one special race at a time, and there is also a 7500 TRPP (total roleplaying point) requirement to play them. If you meet this, when you create the character, the special race options will be available to you after you select your main race.
Each of the special races are much more difficult to play than the standard races, so think carefully about your selection. We recommend: asking questions, talking to staff, reading documentation, writing a back-story, getting it approved.
The special races are still being developed, their skill lists are still being formed, attributes adjusted and commands added, so expect some changes over the coming months.
Dryth
Of all the special races, Dryth are the easiest to play.
They are the telepaths of Dark Isles, rumoured to be able to steal the thoughts men, woman and children to use as they wish. Dryth abilities are not hereditory and develop in adulthood. Historically, Dryth were hunters of the Vek’pem Ahyre, devoted to Melchoir and using their talents to hunt out their blood-thirsty kind.
However, in recent years (since the cataclysm), most modern Dryths, abuse their gift, dealing instead in information and secrets, selling them to the highest bidder. This means that whilst once, the general populace treated them as heroes, instead treat them with distrust, considering them to almost be as bad as what they once hunted. Certainly no longer the chosen of Melchoir.
Wolfkin
The legends have it that some people have the supernatural ability to transform into true wolves that possess unnatural strength, incredible speed and uncanny perception. Half man, half beast like creatures that howl and follow the calling of the moon. Able to hide from detection with ease whilst they hunt their prey. They are considered to be extremely difficult to kill and can shrug off their wounds quickly, sometimes rumoured to rise mere seconds after taking a mortal blow.
It is also rumoured that some are used as spies amongst the humans for the Vek. And that, coupled with their continual clash with men over the years has meant that the wolfkin have been hunted down constantly throughout history. Sometimes seeming to disappear for a decade or two, before eventually cropping up again someplace.
However, not all wolfkin align themselves with the Vek’pem Ahyre. Most belong to a Pack, forming a strong bond with their brother and sister kin. They are extremely loyal and arrogant, considering themselves above normal man.
Currently in Seahaven, Wolfkin exist inside of the laws and have become more open about their identity and nature, though it is a tentative foothold it is one the local Pack hopes to expand upon.
Vek’pem Ahyre
Of all the races, Vek’pem Ahyre are the most difficult to play. I cannot stress this enough. Think hard before you decide to make one, research, chat to staff and be very smart about how the Vek’pem Ahyre is played, or you may find that your character is very short lived and burned alive at the stake.
It is important that any potential player of a Vek’pem Ahyre read carefully through the lore section of the website, in particular this part and this one and also discuss with a member of staff.
They are brutal and often emotionless. They think little of the ‘cattle’ that they feed upon. They are usually murderers who do not feel remorse for their actions. They are the enemies of the Seven Gods and all of their followers. They have few allies outside a few Wolfkin who chose to align themselves with the Vek’pem Ahyre, and the odd follower of Belial amongst the ‘normal’ races. Think very seriously about whether you are ready to play such a character before selecting it in creation.
As the children of the Eighth, for a Vek, just existing is against the law throughout Seahaven and the rest of Dark Isles. Worshipping or associating with a Vek is a crime and punishable by death. Pick your allies very carefully and stay mysterious, you’ll live longer.
Channeler
Channelers are the only people able to manipulate and use kha. At this point of time, whilst the magic system is defined and coded, we are accepting no applications to become channelers. When this changes, there will be an announcement and an update to this entry.
