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A guide to roleplaying different races.

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Palin

Palin

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Here is some guides I found online when it comes to roleplaying different races. I edited them a bit.. Different guilds and players may vary on characteristics. I felt this might come in handy.

ELVES

1. Elves are elegant and beautiful creatures. They are always well-dressed, well-groomed, neat, and clean. Some elves are more taken with their own good looks than others. Elves are fair to medium skinned and do not have facial hair.
2. Elves have lifespans that cover many centuries. Some elves may even be immune to disease and death by natural means. Note however, that if your elf character is 3000 years old, you as the player should do your research in order to make your character seem believable...
3. Elvish culture is refined and sophisticated. In general, elves look down upon all other races as having lesser, somewhat barbaric cultures. This attitude can range from amusement, to easy tolerance, to outright disdain and arrogance. Elves live in a variety of places, from trees to caves to cities, but always their dwellings are of surpassing beauty and possess a strong element of naturalistic design, as if the buildings grew into their shape rather than having been built.
4. All elves are spiritual beings and are deeply connected to the natural world. When they die, they remain a part of the world, perhaps to be reborn again. Humans, by contrast, pass beyond the world with their deaths and into the realm of the gods. Elves take love and other emotions very seriously. Also, elves believe in equality of genders within their own race.
5. All elves possess an innate potential for a spiritual connection with nature and magic. An elf's actual talents such as skills depends upon their education and training.
6. As they are a part of the world, elves feel they are caretakers of the world. How the individual elf expresses this depends upon their specific culture and upbringing. Because of this, they do not kill for fun or enjoyment and typcially abhor evil beings that are not part of the natural world (daemons, undead, orcs, drow, etc.).
7. Elves have great respect for their deities, however, deities are rarely seen acting on the material world. You may invoke the name of your god or goddess to give you strength/valor/courage, but invoking the god itself is rarely if ever seen. Gods and goddesses have to deliberate and discuss the matter of altering anything in the material world, so as you can see, its almost impossible to sum
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ORCS
1. Orcs are naturally curious by nature. Shiney objects tend to be placed in great value to them. This has brought on the natural demand for tribute. Most often appeasing an orc will often get them to leave you alone, however don't be surprised if another comes up looking for the same tribute.
2. Orcs prefer great numbers. Orcs traveling alone are actually *not* unheard of. However, it can be easily seen that they seem more then a little out of place. Orcs by themselves can often seem comical or confused. However, the more orcs that congregate outside their borders the less "civility" they will show. While one orc may be loathed to run around killing people that same orc with 4 other orcs couldn't think of a better past time then to raise hell. This can be attributed to the strength in numbers clan mentality an orc follows. Outside the clan he's at the worlds mercy (and it shows). With others they grow bold. This should not be attributed to any sort of cowardice rather a form of common sense. This will not stop a single orc (or orcs in smaller numbers then an opponent) from blindly taking up arms if they figure someone has insulted them in a fashion that they actually find insulting (hint: Orcs don't care when you call them smelly. If they aren't proud of their smell, then at very least they've heard that insult before).
3. Orc Hirearchy tends to go as follows: the bigger and stronger and orc is, the more control they have over their clan. Often control is gained by combat means.
4. Orcs have little intelligence but are masters at war. Brute strength seems to be their only tactic. Think primitive when roleplaying an orc. Do not be fooled by their savagry however, an orc mob is hard to stop once its in motion.
5. Orcs often do things for their clans rather than for themselves. orcs are simply orgasmic about claiming any and all territories they come across as their own. These claims should be taken seriously on the grounds the orcs will become violent over these claims. They SHOULDN'T be taken seriously in the thought that they actually intend to keep what they are claiming. It should be considered more of a chest beating match for the orcs to try to claim supremacy over the current denizens. Therefore (on an OOC note) I hope no one accuses the orcs of trying to take lands that is recognized as someone elses. Orcs think it all belongs to them. Either humor them, stand aside, or fight them. They'll be gone soon enough. I mean, why would orcs want to live in hummie cities anyway? Smells like flowers...
6. Rarely will you see any orc on a mount. This is mainly due to the concept that most mounts are considered food to them.
7. Even though Orc are considered chaotic, to them, they see the other races as opressors and act as if they are innocent even if they are the aggressors. An orc on neutral ground (Sanctus for example) will often be a different orc then if they are on orc lands. While an orc may act perfectly amiable towards you just standing around near Hanse that same orc will probably still demand tribute from you if you come to the orc fort and more then likely have no trouble running you off orc lands. It goes along with their fierce territoriality. In the case of super rare exceptions some might be allowed to stay. But that comes from the might of one orc telling the others to shut up about this one hummie.
8. Orcs are barbaric in every way. When there are no humans to fight, they are busy keeping each other in line.
9. Most orcs will wear ringmail or other crude looking armor over anything else. It is very uncommon even rare to see an Orc use such weapons as katana's or other finely crafted weapons.
10. Orcs can't count


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DWARVES
1. Given the physical apearance of a Dwarf and the limitations of UO's inabltiy to make a miget sized Avatar. A dawrf will mainy have to rely on their Profile and behavior to give off the impression that they are a dwarf.
2. Dwarves are excelent crafters. This by all means makes it common for a dwarven fighter to also have some seconday skill in one or more trades. The most common trade would be a blacksmith.
3. Dwarves favor axes over any other weapon. This is a weapon of pride as it is often a weapon that is passed down from generation to generation. Armor also holds great value as a dwarf will use any armor which suits him best. Helms tend to look more like norse helms with dwarven glyphs and stories.
4. Dwarves are stout yet short for their size, Males tend to grow their beards long and carry a temper that can often lead them into more danger than they can handle. Dwarven beards tend to be braided and tended to quite regularly. All dwarves favor a good fight. Natural enemies are mainly the Orcish hordes and undead. Dwarves are known for thier distrust of the elves.
5. Dwarves tend to be heavy drinkers as well, and as such are often seen in pubs out drinking the most strongest of men in sight. Dwarven men also tend to enjoy tales of valor and will often tell tales of their own. regardless if its true or not.
6. Dwarves are full of pride. A dwarf that is insulted will attack to regain his honor. even if it means certain death for the dwarf.
7. Dwarves make excellent fighters in battles. Often favoring a frontal assault over any form of whimpy tactics in their opinions. The more outnumbered the dwarf, the happier he is in combat. Its even a great tale of valor if he should survive.
Along with the pride, Dwarves hold a very strong sense of brotherhood, their kin and family lines are very important to them. Dwarves would rather die fighting then leave any number of their own behind, they will do whatever it takes for eachother.
Dwarves are both excellent engineers and tacticians, often combining the two. They have lots of experience in battle strategy and are quick to manipulate the land around them to fit them best in battle.
Dwarven life expectancy ranges in the centuries, it is not uncommon for a dwarf in his prime to be fighting right along side his fathers/ancestors, who are just as strong as they ever were

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DROW
1. Like their surface cousins, drow are also beautiful and elegant creatures. Their subterranean cities are filled with many works of powerful magic, great wonder and beauty. Drow have black skin and white hair. They do not have facial hair. They can see prefectly well in complete darkness, and their eyes will appear with a red (or rarely lavender) glow when they use this ability.
2. All drow are religious. Their society is built around the worship of their chief goddess. Drow society is structured around Houses, each lead by a matriarch and her daughters. All noble drow females are raised to be priestesses as their goddess typically grants clerical powers only to females. All noble drow males are raised to be either warriors or mages.
3. Drow society is matriarchal. Drow females in the favor of their goddess are more powerful than males and consider themselves to be vastly superior to drow males. The exception to this are mercenary groups, which are often composed of houseless male drow. Mercenary groups are tolerated by ranking female drow because of their usefulness in warfare. Mercenary groups may tolerate the presence of non-drow in their ranks.
4. All non-drow are considered to be upon the same level as animals. Drow will only make alliances with non-drow if they see an advantage to themselves.
5. Drow do not think of themselves as evil. In fact, there are rigid codes of behavior and status among the drow. Drow ethics, such as they are, simply do not apply to non-drow.
6. Assassination and murder (as long as one isn't caught) is a common means of advancement in drow society.

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More to come.