Chapter 4: Creation
[Sorting]
[Male or Female?]
"Male," I'd just spent the last several decades as a male, I wasn't sure I'd be able to make the mental adjustments needed to live as a female.
[There are five unique races to choose from...]
[Brownie (Male) – Considered vassals for the Seelie (Light Court) they are often overlooked and undervalued.
They are traditional craftsmen and do well with shoemaking, tailoring, and cooking.
Often happy becoming craftsmen of households, they are fiercely loyal to those they have served.
They are tricksters by nature and become furious when slighted.
Perks - High natural magic affinity to crafting skills
Negative traits – Physical and combat receive racial penalties. Unable to gain elemental summoning class]
[Slaugh (Male) – Considered the monsters of the Unseelie (Dark Court) they are fearsome hunters and can be summoned by the Huntsman to avenge wrongs.
Oathbreakers and traitors have no saving throw against Slaugh that have been summoned to the hunt.
Unsummoned Slaughs make their homes in communes often governed by a hive mother. They have retractable weapons that are hidden within tail sheaths that are barbed and poisoned.
Perks - High natural weapon damage and magic resistance.
Negative traits – Magic and spell affinities receive racial penalties. Unable to gain craftsman or builder class]
[Bucca (Male) – A form of hobgoblin considered the foot soldiers for the Unseelie (Dark Court).
These creatures are male sea-spirits that can transform and shapeshift. Forms include hobgoblin and mermen.
They have the ability to live on land or in the ocean.
Perks - Has high water and air magic abilities and affinities. Bonus experience to all water related classes.
Negative traits - This creature can be summoned and bound by others.]
[Seelie/Unseelie Hybrid (Male) – The result of a **** of a Seelie woman by an Unseelie male.
This individual is technically considered Seelie (Light court) because race classification is matriarchal.
The rarest of all Sidhe, the potential for hybrids is unknown because each develops uniquely.
Perks - Hybrids have magic, armor, and weapon affinities.
Negative traits – Negative faction and reputation with both Seelie and Unseelie races.]
[Kelpie (Male) – Shapeshifting water spirit (Light Court).
This individual has three forms: horse, water-serpent, and humanoid. Their ability to understand both land and water makes this species efficient farmers, fishers, and herders.
Often blamed for luring unwary travelers to their death by drowning, they have the ability to curse those who wrong them.
Perks - Strong natural attack and defense abilities. Resistance to water magic and lightning.
Negative traits - Weak in mental magics and defense.]
Reading through the descriptions, I discounted the Bucca right away. I did not want to spend what could be a big slice of eternity as someone else's slave or indentured servant.
I also discounted the Kelpie. Being able to shape-shift might be fun, but I figured I would have enough problems acclimating without the bother of doing it in three forms.
Of the remaining choices, only the Hybrid really interested me. The Slaugh and Brownie seemed more servant and subservient. And although the Hybrid may have problems, it appeared his species was considered part of the ruling class.
Perhaps I could change my faction to Unseelie if I found the Seelie faction to be too problematic. Something to consider if that became necessary.
"I would like to examine the Seelie/Unseelie Hybrid, please."
SEELIE COMMONER:
NAME:
Health Pool: 120
Magic Strength: 100
Strength: 4
Agility: 6
Intellect: 5
Will Power: 5
AFFINITY:
Earth: 10%
Air: 30%
Water: 10%
Fire: 65%
Nature: 40%
Death: 10%
Mind: 15%
SKILLS:
One-Handed Sword: Apprentice Rank
Medium Shield: Apprentice Rank
Light, Medium Armor: Apprentice Rank
Perception: Apprentice Rank
SPELLS:
Fire: Fire Blast
Nature: Heal Self
Air: Wind Blast
Air/Fire: Light Globe
Portal: Summerland (Random)
The screens displayed appeared to be like most MMORPG's I'd played, but there were small differences. No charisma, luck, constitution, for example. Not surprising, most games worked to make the user experience as unique as possible; why shouldn't real life be the same?
I had no idea what the upper limits for stats were set at so was unsure if I was looking at an average build or not. It was interesting that skills came with ranks above beginner, I could only assume that was because I was stepping into the life of an existing character and would benefit from his life experiences. And if I had so many affinities, why did I only have spells in the Fire, Nature, and Air elements?
"Can you interpret what I'm looking at? For example, strength is 4, I do not understand if that is high, average, or low. 4 out of what?"
[Status points are awarded from 1 to 18, with a further caveat that all four beginning status pools when combined cannot exceed 20. For the average Seelie/Unseelie individual, a 3 would be considered normal.]
[Skills, spells, and portals are listed based on selections made in real life. These parameters cannot be changed.]
[Some simple cosmetic changes can be allowed. Remember you are assuming a life already in progress. Changes that are made need to conform to rules and laws for the universe that you will be transmigrated into.]
"There is nothing I can do to enhance this character?
"I have all these character-creation points left and nothing I can spend them on?"
[In very rare instances, as part of the ascension process, a transformative event occurs. Unique individuals with divine bloodlines and lineages are allowed to awaken that bloodline, to mutate into an advanced class.]
[This individual whose life you will be assuming has two of these latent bloodlines. Lineages that can be traced through both parents. Neither of which has been discovered.]
[He can trace his matriarchal lineage, his Seelie bloodline to Belenos, a Celtic being considered the god of healing and light.]
[Selecting this mutation will allow you to awaken this lineage and receive a power boost that grants this individual the ability to take advantage of those latent abilities and talents associated with the activation of an advanced class.]
[The cost to make this upgrade is an additional 20,000-character points.]
[Generating upgrade...]
[Displaying advanced character]
[Upgraded Status]
ADVANCED CLASS: PRINCE
NAME:
Health Pool: 2400
Magic Strength: 3600
Strength: 12
Agility: 12
Intellect: 18
Will Power: 18
AFFINITY:
Earth: 15%
Air: 32%
Water: 15%
Fire: 85%
Nature: 70%
Death: 15%
Mind: 55%
SKILLS:
One-Handed Sword: Master Rank
Dagger: Journeyman Rank
Medium Shield: Master Rank
Light, Medium, Heavy Armor: Master Rank
Perception: Expert Rank
Belenos Aura:
An ability associated with those whose lineage and bloodline trace back to the God Belenos, allows the user to create a fiery aura that protects the individual, heals damage and inflicts burning effect damage to enemies.
Vassals: 2 per rank
Companions Gift: Able to bind 2 companions
SPELLS:
Fire: Fire Blast
Fire: Shield
Nature: Heal Self
Nature: Heal Other
Air: Wind Blast
Air: Gale Force
Air/Fire: Light Globe
Portal: Summerland (Personal Lands)
Nature's Blessing: Allows the individual to commune with and claim lands and bind with the land's spirit: warning the binding process works both ways. The individual is claimed by the land as much as the land is claimed by the individual.