As I mentioned previously, each faction has three races.* Defiants are traditionally Eth, Kelari, and Bahmi, while Guardians are traditionally Mathosian, High Elves, and Dwarves. Each of the races has a different marginal resist bonus that will not effect your game play. For the curious, I have chosen a Kelari.
The Eth rose up in the deserts of the south. A clever and resourceful race, they have a tradition of taming their environment with magic and technology.
The Eth, being a subsection of the Telaran human race that thrive in the desert, have natural skin and hair tones ranging from pale white to dark black. Their coloring suggests their time in the sun.
History:
The Eth were once the most powerful race in Telara. As their in-game write-up mentions, they are historically adept at creating magic infused technology. The used this knowledge to build a great empire, but, depending on the history you read, buried it all, or lost it all accidental, when the dragons of the blood storm came to Telara. After the fall of the Eth empire they developed a nomadic existence. Defiant lore is tied very closely to Eth history.
Additional facts:
^ The Eth racial is a personal speed run - not available in combat.
^ The female dance is a sort of house music dance, the male dance is "the carlton" from Fresh Prince of Bel-air.
^ Eth names draw from Egyptian and similar languages for their forenames and their surnames evoke a passion for the desert and the sun.
^ Roleplayers looking for a traditional class/race pairings for the Eth might consider the mage, especially the Harbinger. *
Mathosian
Long before it was destroyed by the Shade, cold Mathosia was ever the home of legendary heroes and warriors.
The Mathosian are the human race for Guardians. They historically live in the northern parts of Telara and their time spent in the cloudy and snowy climates have produced a natural skin tone range from pale pale white to slightly tan.
History:
Mathosians are the race of people decended from the great Kingdom of Mathosia, which took old generations after the fall of the Eth. The kingdom of Mathosia was distroyed when one of the princes of the crown chose to ally himself with the plane of Death and opened a rift into Telara. They are the favored race of Thedore, the sword of the Vigil.
Additional facts:
^ The Mathosian racial is a group speed run - not available in combat.
^ The Mathosian's share their dances with the Eth. The female dance is a sort of house music dance, the male dance is "the carlton" from Fresh Prince of Bel-air.
^ Mathosian names took inspiration from European names, eastern European names particularly.
^ Role players looking for a traditional class/race pairings for the Mathosians might consider the warrior, especially the Palidin.*
Kelari
The elves of the lost Kelari isles have been tainted by generations of exposure to raw planar magic. Powerful spiritual mediums, the Kelari are a powerful but somewhat unpredictable race.
The Kelari, having spent generations on the islands, and though they were once part of the High Elves, they have since lost the natural coloring of their mainland counterparts.
History:
A peaceful people, they spent generations on the Kelari isles. When the rifts came to Telara they were forced from their homes, washing up on the shores of Freemarch in broken boats with little to call their own.
Additional facts:
^ The Kelari racial abilities is camouflage. You turn into a spirit fox and can run a smidgen closer to mobs than you normally could. It is not available in combat and not all together reliable. Consider it a cosmetic switch to be safe.
^ The Kelari dances are slow and swaying. The female dance can be seen here, but I was not able to find a male Kelari dance video, but I know its from a movie. *sorry*
^ Kelari names draw from the real world Greek language.
^ The mysterious past of the Kelari makes it hard to suggest a traditional class/race combination. Kelari in current society range from hunters to scientists.*
High Elves
The oldest of the races of Telara, the High Elves are the protectors of the land. Wise and Skilled, their tranquil nature masks a ruthless dedication to the Gods.
High Elves have lived in the forests of Telara since its creation, resulting in a neutral color pallet, ranging from pale white to dark tan.
History:
Favored race of Tavril, the Land of the Vigil, The High Elves were the wardens of Telara. Nomadic in nature, they remained relatively secluded until the Shade wars, which split the race. Those who believed the battle was needed remained loyal to the High Elves, while those who choose to follow the Elven Prince to seek other alternatives became known as House Aelfwar.
Additional facts:
^ High Elves share their dance with the Kelari. The female dance can be seen in the Kelari section, I could not find a video of a dancing high elf female, but the male dance can be seen here.
^ Elves are a combination of Irish and Native American names. Many names reference the natural world that they strive to protect.
^ The racial ability for High Elves is an angelic leap, allowing you to jump forward, or upward to your targeted location.
^ Although High Elves are called the wardens of Telara, I would not traditionally pair them with clerics. They seem better suited to the role of Rogue, especially Bard or Ranger.*
Bahmi
These exotic tribesmen of the Rhaza'de Canyons are a hospitable race of strong, clever people who excel both in the arts of war and crafts.
Bahmi are very tall, very strong characters. Their color pallet suggests their planar history, and ranges from pale blue to deep purple.
History:
The Bahmi's elemental ancestors, the Shalastiri, arrived on Telara through a rift from the Plane of Air at the time of the first Blood Storm Wars. When the war was over, and the ward installed, they were forever separated from their planar home. Over the generations, they bread with the humans of Telara and a new race - the Bahmi - was forged. Bahmi are a nomadic civilization and often stay to the south.
Additional facts:
^ The Bahmi dance for females can be found here; Bahmi dance for males is the cabage patch I believe.
^ The racial ability for Bahmi is a mighty leap, allowing you to jump forward, or upward to your targeted location.
^ Bahmi names draw from ancient Mongolian. A Bahmi’s full name will include the name of their tribe in addition to their family name. So Rahn Chuluun’s full name is Rahn Chuluun of the Red Sun.
^ Because of their size and bulk, Bahmi's are traditionally seen as melee (up close) fighters. Their tribal nature and their ties to the planes make them excellent clerics. Role players looking for a traditional class/race pairings for the Bahmi might consider a Rift Blade (Warrior) or a Shaman (Cleric).*
Dwarves
Dwarves are known for their stolid and pragmatic nature, but are also curious and creative people, masters of whatever craft they employ.
Dwarves, the people of the land, have a natural skin tone ranging from pale white to black. They also have some redish tones.
History:
Dwarves can call themselves among the oldest races of Telara. Their folklore recounts their creation; Bahralt, the City of the Vigil, created Telara with the help of his craftsmen spirits. After the creation was completed, he breathed life into the spirits, and thus grew the race of dwarves. Dwarves call Moonshade Highlands home, but after the Shade, and the sealing of Hammerknell, they have found residence in much of northern Telara.
Additional facts:
^ The Dwarf female dance (a player favorite) is a translation of a well known pop dance, while the male dance looks like a pop and lock.
^ The dwarven racial is "dwarven breakfast" a reusable drink that restores your full health over time.
^ Dwarves often have Russian names.
^ Unlike many games, Dwarves of Telara can be male or Female. However you will see very few female dwarves as NPC's (non-player characters) in game until you reach level 50.
^ Dwarves have a tradition of magical craftsmanship, and so make excellent clerics for Role Players. Inquisitors, Wardens, and Shaman are among the most traditional.
* The addition of Free to Play is bringing players the ability to choose a race independent of faction. If you choose to be a dwarf but prefer the story lines of the Defiant, you will soon be able to create this character.
* The Class/Race combinations I have suggested are my own suggestions. Players can make a case for any class/race combinations and Trion has posted many stories on their website of Clerics, Mages, Warriors, and Rogues that contradict my suggestions.








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