I'm gonna go ahead and just leave this right here. Feel free to comment or play off these ideas, or offer suggestions - these are just some of the things that have been knocking about in my head and I wanted to get them down on pixels.
More race possibilities:
Human (working title) - the default race in Triunia. Look like humans but need a different name and backstory.
Shadowborne - Dark, scaly, shadowy, corrupted race. Backstory already established.
Solari - Spritely elves with copper skin and golden hair. They love the outdoors and the daytime. Their home "city" is a giant tree that straddles the banks of a mountain waterfall. It is surrounded by a lush forest and acres upon acres of sunflower fields.
Technosapien - Modified "human race", derogatorily called "tech-heads". These beings have modified themselves using magitech. They travel in huge, creaking vessels that move over the land in colonies, kind of like how the jawas have their sand-crawlers.
Yokai - Japanese/Eastern-influenced race of people with dragon blood in their line, a kind of dragonfey but badass looking. Horns, tails, slit noses, reptilian eyes. Dragon samurai.
Phaunos - Humanoids that have goat legs and horns like satyrs. They live among nature as protectors of the forests and wild places of Triunia. An extremely fierce, tenacious people, they tend to run in small pocket tribes. They have wild hair and wear earth toned leathers and hides.
More class concepts:
Runemaster - Spell DPS class - Combines powerful runes to invoke magic spells. Tattoos all over body of various runes, wards, and symbols. Earns runes as rites of passage. Makes own clothing, sews on runes using magic thread. Very guarded way of magic. Master/student structure of learning. Their temple is found high in the mountains.
Wildheart- Summoner class - A wild person who has chosen to shed society, magic and tech to walk with the earth spirits. Powers come from the blessings of nature and the beasts only. Very connected to the land. Summons animal totems to aid in battle. Deals with animal medicine and nature spirits.
Soulmender - Healer class - Healers who use mudras (sacred hand signs) and astral sigils to bless and cure ailments. Acolytes of this religion travel far and wide looking for children that show inclination towards the healing arts. When one is found, he or she is taken to the House of Oma (their celestial goddess) and trained in the ways of the Mysteries.
Hexxer - DoT DPS & Status ailment class - Dealers in darker magic such as mind control, poisons, hexes and status ailments. Passed down as tradition usually in gypsy families. Those outside of the tradition learn by way of bartering, sometimes with their own power or soul.
Shadowdancer - DPS class - Needs description.
Oracle - Healer class - Upon entering the Order, initiates ritualistically blind themselves so they may use Second Sight magitechnology. Their headquarters is hidden in a secret location within the Baj'ravi Desert. They heal by taking away from their own life pool and giving it to others. They have an ability to build themselves back up so that they don't die from tapping someone else's health who isn't taking damage. Their philosophy towards life is very different from Soulmenders. While Soulmenders look outside to their goddess for strength, Oracles look within for discipline and to find perfect balance.
Warborn - Heavy Melee DPS/Tank class - The children and grandchildren of the 300 year Shadow Wars. From an extremely young age, they learned to fight the oncoming hordes of the Gloom. It is a legacy they continue to proudly and fiercely uphold.
Reaver - Fast Berserking DPS class - This dual-wielding class exists to inflict massive, insane burst damage against targets while needing a certain amount of downtime to recover afterwards. No backstory yet, but feel free to take a look at the history of real Berserkers for any ideas.
Siren - Utility class - Needs description. Bardic class.
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