Velin

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"The Velin are an interesting bunch--their time underground has given them time to create a sort of utopia fit to their personal needs. From what I've seen, however, the challenges they face underground are weighted evenly with the challenges they used to face above ground. Vitamin deficiencies, lack of produce and meat, and of course freezing to boiling temperatures. However, these resilient creatures have made it work over the past few centuries, and the things they've done with technology are incredible."

-Vernin's Travels Vol. I

An artist's rendering of a Velin Mole.
The Velin are a tribe of pale-skinned under-dwellers who have learned that fighting the elements above ground is pointless. They have since created an elaborate set of tunnels, known as Vel, connecting far and wide under the continent that is Hatrin. These tunnels often flood, and therefore the Velin are terrific swimmers. However, the Velin use their knowledge of steel and technology to reinforce the tunnels as well as to fuel their city and warm it, putting them years ahead, technologically, of any other race on the face of Hatrin.


The Velin are proud to actively practice peace. They are drawn to helping others, and because of their lack of natural light in the tunnels of Vel, the Velin tribes often practice the white magics, bringing what little warmth and comfort they can to them and themselves.

The Velin are strong and intelligent, but they lack the agility and charisma that living in the wild above grants them. They also don’t have the best sense about them, not having to deal with too many predators in the dark undergrounds.

Contents

[edit] Racial Abilities

  • Burrow: If the Velin is ever under attack, and if the attack will kill him, he may roll a percentile to try and quickly dig himself out of harm's way. The percentile must be higher than a 4.
  • Flash of Light: Instantly heals your party for 1d20 HP, and blinds all your enemies, lowering their CTH by 2 for 2 turns. If used on friendly Ghouls, they receive 1/2 the healing benefit, and are blinded as well. Can only be used once per session.

See also: Velin RA Skills

[edit] Classes

[edit] Tinkerer

Tinkerers are the backbone of Velin Technology. They create new and exciting items (such as armor, weapons, and even pets) out of spare parts and common metal scraps found around Hatrin. Most Tinkerers, though, are merely amateurs, and while their technology is spectacular, it is only spectacular when it works.

[edit] Illuminist

The Illumi is a guild formed by the Velin as a hospital of sorts. Men and women are born and raised into this guild to learn the ways of healing, protecting, and illuminating. Illuminists are men and women who have left this guild in order to help those outside Vel—those who need their help the most.

[edit] Mole

The tunnels of Vel are not a naturally-occurring phenomenon; rather, the Velin have their Moles to thank for those. Fighting from familiar ground, the Velin Mole attacks from where most would never go—underground. Using an array of abilities, the Mole overcomes his opponent by avoiding ever coming in contact with him, all while dealing staggeringly powerful blows.

[edit] Cavalier

Fighting with the technologically-advanced prowess of his race, as well as the divine assistance of his God, the Cavalier is a near-impenetrable force. Using his holy influence, the Cavalier has mastered the art of healing during battle, enhancing his allies' statistics, and banishing undead with ease. The Cavaliers are consistently looked-upon as the heroes of the group, always doing the right thing, regardless of their benefit.

[edit] Radiant

A Radiant is a Velin wizard who specializes in disabling his opponent's senses through the power of Light magic.

Currently, Radiants can only be played through Rivalry Adventures.

RACES (Season 2)
Aviat - Geron - Ghoul - Velin - Voon
CLASSES (Season 2)
Bane Ghoul - Beachcomber - Bone Ghoul - Cavalier - Elemental - Evoker - Flametender - Flesh Ghoul - Gust - Herbalist - Huntress - Illuminist - Kindler - Minstrel - Mole - Pacifist - Raiser - Shadow Ghoul - Stonecrusher - Tide Crasher - Tinkerer
RACES (Season 1)
Balnorian - Drifter - Outcast - Woodsman - Yalekian
CLASSES (Season 1)
Archer - Bard - Cleric - Hexist - Mage - Marcist - Rogue - Templar - Warrior
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