*Please Purchase SOA at the Events*
After the Blight, many men and women died through horrid feats of magic. For the Orc's who died in the swamps of Grush'Nag their shamans could not let them go, and transferred their spirits into the clay that lined their lands. At first the spell did not take hold, but after a few years the Glum have spawned in the pits of Grush'Nag and left seeking new vessels or to forge their own lives.
50 SoA
From far and wide, from east to west, goblins can be found almost anywhere. These sickly plagued scums of the earth are masters of sickness and disease, brewers of poisons and toxins that could croak a maggot.
30 SoA
When their mother failed at a weaving contest, these creatures were spawned. The arachne anthromorphs make great poisons and traps with their webs to stop their prey. Usually seeing a meal first, and a person second, the Arachne are often seen as evil simply because of how they look.
30 SoA
Created by Poseidon as a punishment to one of his followers, The Minotaur are known for being head strong and rushing head long into battle. Although not the smartest of beasts, they are immensely strong usually use the Brains over brawn tactic.
50 SoA
Shortly after the loss of most of the Sylphs to the mundane realm, some satyrs went in search of their lost loves. Most Satyr are happy go lucky folk to seem to not have a care in the world. However that is not to be said for all satyr.
50 SoA
Shortly after the loss of Gleamwood some elves took to the cities, among those that did a select few could not stand city life, and were to fearful to go back to the forest they once called home. So they took to Poseidon and the sea. These elves prayed for months, and eventually Poseidon took pity on them granting them the ability to live under water.
30 SoA
The off spring of demons and humans, a half breed. Trying to find a place in either world, Diabolic come in many forms with many different abilities based on their demonic sides half. They are known as the wild card race of the demonic races.
50 SoA
The offspring of angels or gods and any common race, a half breed. Trying to find a place in either world, Celestials come in many forms with many different abilities based on their celestial sides half.
50 SoA
Humans seem compatible with many of the common races of Alura after the fall of Olympus.
Cannot be a half-breed of other SOA races or created races
50 SoA
These dwarves have become one with the mountain, melding with the marble inside of it and emerging stronger and wiser through the use of forgotten dwarven runes.
50 SoA
The aquatic sister or brother to the Sylph. Where Sylphs are air spirits Nymphs are often referred to as water spirits. They look like a normal aluraians but have fish like hands and feet with webbing between their fingers and toes. Usually found in secluded ponds and streams have adapted and found their way to land.
50 SoA
Sometimes the offspring of goblins and orcs creates a savage bug eating race they named the grubkin, these nearly mindless greenskins know two ways of life, a caged pest who listens to its master, or a feral beast who knows nothing but blood shed.
50 SoA
As the Gods slowly return to our world, so to do their champions. After a yearlong trial you may obtain Clerichood or Paladinship.
100 SoA
Watched over by the good gods of Alura for your good deeds, if you are a mage all of your healing abilities will be twice as effective. Should you not be a mage you will get the following spells. You can use these spells once an event by throwing mana and saying “By the grace of the gods arcane
80 SoA
As the evil gods and forces of our world gain power, so to do their followers. After a yearlong trial you may obtain Preisthood or Blightship.
100 SoA
Watched by the underworld of Alura for your wicked ways, if you are a mage you get all of you summoning and necrotic spell durations are now twice as long. Should you not be a mage you will get the following spells. You can use these spells once an event by saying “Through the depths of the underworld, rise to me Arcane
80 SoA
Watched by your dragons for your deeds in his name. After a yearlong trial you may obtain Dragoon or Wyrmpreist.
100 SoA
Your elemental energy grows in servitude to the earth dragon. Muck, Statue, Become Earth, and Shockwave spells cost 1⁄2 mana.
80 SoA
Your elemental energy grows in servitude to the fire dragon. Flint, Flair, Flame, and Nova spell’s cost 1⁄2 mana.
80 SoA
Your elemental energy grows in servitude to the aqua dragon. Chill, Cold foot, Frost bite, and Freeze blood spell’s cost 1⁄2 mana.
80 SoA
Your elemental energy grows in servitude to the sky dragon. Gust, Lightning bolt, Breathless, and Chain Lightning spell’s cost 1⁄2 mana.
80 SoA
Your elemental energy grows in servitude to the creation dragon. Conjure common weapon, Create Buckler, Create Sword, Summon Shield cost 1⁄2 mana.
80 SoA
Your elemental energy grows in servitude to the creation dragon. Trick, Anger, Friend To Foe, and Fear spell’s cost 1⁄2 mana.
80 SoA
Can purchase an additional life at the mercy of the fates. Players level 8 plus can not buy back lives.
100 SoA
This skill requires a shield, and will allow the player to call "Shield Bash" when his shield is struck with a weapon. This skill forcefully disarms the target as well as stuns them for 3 seconds. This skill is useable once per day, per purchase.
40 SoA + 6 EXP
After months of fighting your body becomes more resilient to damage. You gain 5 extra vitality and 1 additional for each character level gained. This skill is always active.
40 SoA + 6 EXP
By making weapon contact with a enemy’s limb the player may call "5 Piercing Dismember" removing the specific limb. This skill is useable once per day, per purchase.
40 SoA + 6 EXP
By throwing a packet at your foe their attention is now focused on you. The target may defend from other players’ attacks, but he may only fight you.. This skill is useable once per day, per purchase.
40 SoA + 6 EXP
Allows the thug to meld into the shadows and move around at a walking pace. This will allow the player to go vanish by going OOG. The next strike delivered to an enemy will break the meld and the player will return to the world by coming IG. The player must remain in shadows or anywhere unlit by fire between the hours of 6am and 6pm. This skill use useable at will at night, so long as sources of light do not touch the thug. During the day they must remain in shadows large enough to encompass their body.
40 SoA + 6 EXP
Using deadly accuracy, you throw a blade right into an opening in an enemies armor striking a vital spot and dropping them instantly into their bleed count. Precision is useable once per day, per purchase.
40 SoA + 6 EXP
Sneaking up behind your opponent, you plunge a blade into a major artery. For every step you opponent takes they will receive 1 piercing damage. A total of 10 healing must be taken to close to the wound.
40 SoA + 6 EXP
You take an opponent down without them being able to scream for help. This skill can only be used in conjunction with other thug skills. Examples: Duel strike, Vital Strike, Lacerate, or Precision and is useable once per day, per purchase.
40 SoA + 6 EXP
You sacrifice some of your mana to an ally who needs it; to use this skill the mage must place his hand on another mage for one minute to establish a magical connection. Should the mage want to give up 5 mana then they must declare after the 1 minute count "Transfer mana 1, transfer mana 2, transfer mana 3,transfer mana 4, transfer mana 5. Essence transfer complete" This skill can be used so long as a mage has mana to give. Should the recipient be at mana capacity then the spell will overclock the recipient’s mana adding the amount given in temporary maximum mana. This skill is always active.
40 SoA + 6 EXP
For some blood lines, magic is useable even after the mage expires his mana pool. Though not without a cost, with the purchase of this skill a mage has the ability to use the years of his life as mana. Should you run out of mana, you spell’s and incantations will still work, but for every mana spent will take 1 year from your life span. This skill is always active.
40 SoA + 6 EXP
The Mark in its more advanced stages. For every level of the mana skill purchased you shall now receive 10 mana, and as you advance down the road of magic and learn new skills the usual 5 mana received will become 10.
40 SoA + 6 EXP
Once this skill has been purchased, the apprentice will have access to a powerful wand. This wand holds 20 "1 Arcane" missiles per event, and can be used whenever the mage sees fit. The wand must be repped by a hand to hand Rep that is covered in brown duct tape.
40 SoA + 6 EXP
For some Para, the way of living is harsh. Not all families are rich and wealthy tradespeople, and some have turned to the gods for aid forbidding their ancestors. Should a Para revoke their blood line they will be able to purchase the Profit skill from the skills list, furthermore the first purchase of it will grant 2 levels of profiteering. However they will lose their ability to see spirits and the trade lines that run in their blood. This skill replaces the Para Advantage.
45 SoA
Small and nimble, the halfling has always been able to find his way out of tight spots. The Evade that was only useable near death can now be used any time, and the halfling also receives 10 points of Dexterity armor. This skill replaces the Halfling Advantage.
45 SoA
Using the dwarven racial, whatever item you repair now receives 1 resist. Allowing it to stay whole the next time it is destroyed. This skill supplements the dwarven racial.
45 SoA
Allows the use of Bows or Crossbows from birth. This skill supplements to the forest elven racial.
45 SoA
This skill doubles the city elf’s racial mana boost.
45 SoA
So long as the goggles are charged with a spell, the gnome may use "Sense Fae" in place of the spell stored in their goggles. Using Sense Fae expends the stored spell.
45 SoA
The sylph may now return to her true form at will, and is no longer required to run at full speed while in true form.
45 SoA
Replaces the orc’s fearless strength with one free purchase of Weapon Expertise (Specific).
45 SoA
The Iron forged now no longer strikes out against his ally's when struck with lightning.
45 SoA
The anthromorph may now share his racial abilities with other anthromorphs of the same breed. This skill temporarily replaces the racial advantage of an anthromorph if they so choose, to the one owned by the pack leader. To use this, all the leader must do is ask the group if they will accept his/her teachings, and tell them their advantage. Chimeras can teach both of their advantages, to the specific races associated with their two breeds.
45 SoA
When the cards are down and you think you have nothing left, you catch your breath and fight on with nothing more than pure will. You regain all your hit points and swing for a +2 for one hour. This skill is once an event.
40 SoA + 6 EXP
The Thug may attack any limb on any target, swinging for it they may call out, “+2 poison damage, dement limb. This limb is then rendered useless for the period of one hour and can not be healed in any way. Any limb struck by this skill is rendered completely unusable dropping any equipment held. If delivered to a leg the target can move one step every 5 seconds. This skill is once an event.
40 SoA + 6 EXP
When you have used every last spell you can cast, and you are unable to go on, you call the primordial essence that comes from the land flooding your essence reservoirs. You gain back 50 mana and all spells cast in the next 10 minutes are amplified for free.
40 SoA + 6 EXP
The entertainer remains conscious through his death and critical counts. They must roleplay extreme pain or being in and out of consciousness and can only deliver one full sentence (7 words) a minute and it is not limited to what they can say. they can only move to position their face toward their target. they can not attack or use skills.
40 SoA + 6 EXP
The entertainer can copy and skill or spell in the base rule book he has seen in the last five minutes. This skill or spell is then delivered through a packet delivered sonic attack any time within the next twenty four hours, if the skill or spell is self beneficial it can be cast on themselves.
40 SoA + 6 EXP
Personal Symphony
The entertainer creates a personal number that he must perform in order to get the beneficial effects of its symphony. A symphony is a custom song, dance, or story that brings about a special effect that bards typically can not do. Example, “song of preservation” will preserve one target by the time the song is done. When the song begins all target count are paused and by the time it ends successfully it will last as per the barber skill and should be about preserving a body, or “song of alteration” should be a song or story about magics of the mind. This will allow the bard to cast alteration magic with a 15 mana pool and spell at a read 1 level.” casting them from their instrument at will with Sonic
40 SoA + 6 EXP
So long as the bard dances in place, sings a tune of any kind, or tells a tale during battle they can swing for +0 Sonic damage. This skill lasts as long as the bard can dance, tell a tale or sing during battle excluding the need to call and swing for damage or one hour.
40 SoA + 6 EXP
There are 3 sources of forbidden magic that scour the planes of alura. They are known as Hemomancy, Chronomancy, and Animancy. These schools of magic are not listed in the arcanum and are revealed to the player after they have chosen to pay the price for their forbidden arts. Each forbidden magic comes at a cost, and the cost is different for each type of forbidden magic, usually giving up a good piece of yourself or freedom to gain it. Be warned these magics are not approved by the yellow dragon and she hunts those who use these abominations of her gift. Rumors speculate that even those born without magic essence in their blood can learn one of these magics. The SoA cost must be paid before the deal is struck. These magics must be found on and in game level and can not be purchased outright like Nature, Necromancy, and Aquatic.
125 SoA
Regardless of what advanced school you wield, your orb and you have become more closely intertwined. Be it a Skull, Or orb of plants or water. The mana required to cast from your orb is lessened by half. Should you have more then one orb you must purchase this skill multiple times for the amount of orbs you wield. To become one with a second orb the SoA cost is doubled.
35 SoA
You may buy an additional 3 exp similar to having addended a weekend event. This option can be bought multiple times, but will be monitored for over use.
35 SoA
You may buy an additional character slot to make a new character. This option can be bought multiple times, but will be monitored for over use.
50 SoA
Grants the player access to a school of magic as if trained by a scholar. EXP must still be spent to grain it's benefits.
40 SoA
Grants the player an additional level in the trade of their choice. Some trades cost more SoA (indicated in selector) and all trades require the EXP.
30-45 SoA