AVAILABLE RACES
ELVES
The elves are the ancient caretakers of the world. Older than any other race, they have developed a keen affinity for the land, and put more faith into the gods than most other races. Long ago the elves divided into two distinct cultures; the Sylvan and the Drow.
HUMANSThe most diverse of all the races, humans come in many forms and cultures. They have also proven themselves the most industrious race, and this has afforded them the ability to survive where others might perish. Humans were the first race to develop the magical arts and the greatest mages of the world are usually human. Some of the most influential civilizations in the world today are governed by this gregarious race.
MANARI'KHU
The Manari'khu are feline races that are believed to have originated in the Astral Realm, journeying to Aeryn during the last age. None can say how or why they left their former homes, but it is clear that they have no intention of returning. All felines have claws and most exhibit a strange sense of wanderlust.
DJINNTortured by the forces of Demon-kind, the Djinn are the remnants of an ancient human empire. Forced to evolve or perish, these humans emerged from slavery as a new, distinct race. Djinn look very much like their human ancestors – save the horns that grow on their brows and the enigmatic ritual tattoos that they carve on their faces. Djinn skin coloring is as varied as any humans, though crimson hues are also common.
GARGOYLESBelieved to be the first mortal race, the cavern-dwelling Gargoyles are enigmatic and aloof at the best of times. They are fearsome creatures when provoked and they exhibit the greatest natural strength of all the mortal races. This leads many to careers as warriors and wardens. The true love of the gargoyle, however, is the forge. Gargoyle smiths are famed as the finest in the world and much acclaim is given to the town whose smithy is tended by a gargoyle.
SHIFTERSThe “blank†race. Shifters are not a true race – rather many view them as a curse sent by the gods to punish mortals for their sins. Sterile from birth, shifters can be born to any of the mortal races, but are recognized at once for something else. Of human seeming with pure white hair and skin, the birth of a shifter invariably causes the death of one of its parents – mother OR father. This brings them much fear and torment by their respective communities forcing them into exile at early ages. Fortunately, the shifter possesses the ability to alter his appearance to resemble that of any of the other mortal races. Once she masters this ability, the shifter can move about in relative safety – but never with the total ease.
NETHERFOLKMired in suspicion and shrouded in mystery, Netherfolk are the youngest and perhaps the most unsettling of the mortal races. Netherfolk are a race of the undead. Created long ago by unholy magic, and chained to the will of Erebus for hundreds of years, Netherfolk have only recently achieved liberation. As slaves of the Scourge, Netherfolk have cultivated a deep hatred of all things demonic and those few who are fortunate enough to call themselves free have become fast allies of the mortal world. There are many, however, who continue to see the Netherfolk as an abomination, and it will be many years before the true destiny of this outcast race becomes clear. Netherfolk have no memory of their previous lives. Their memories begin on the day of their re-awakening in the necropolis known as the Dreadfort.
Netherfolk are slightly longer lived than other races. From their first awakening, they can live upwards of 150 years before true death claims them at last. Though they can behave in any number of ways, the typical Netherfolk is studious and crafty. Many are unfamiliar with the customs of the living races, and everyday habits such as eating and bathing can sometimes baffle them. Netherfolk are also noted for their powers of self-preservation – and are oft criticized for placing their own well-beings before any other.
I'd like to meet:
Heros about Iargail| View Slideshow
AVAILABLE CLASSES
EMISSARY CLASSES
The clerical forces of the Eddar, the pantheon of Light.
CRUSADERS: Champions of Light and Valor, the Crusader is the Emissary of the God Athos, Father of the Gods. Crusaders blend martial ability with holy prayers to accomplish their goals.
HEALERS: Emissaries of the Goddess Evora, Healers use their gifts to bestow miraculous powers of healing. No injury exists that a healer cannot mend. The healer also has prayers that help him to avoid injury altogether by preventing a fight before it breaks out. All healers use shields – but they may not use any weapon.
DRUID:The mysterious entity known as the Dragon fuels the incredible power behind the prayers of this ancient religious sect. The elemental forces of nature are at their command. But the Dragon is a stern and unpredictable mistress who demands absolute devotion and respect for the world of nature.
ARCANIST CLASSES
Wielders of the arcane magic, arcanists ban together in the name of its preservation.
SPELLSWORD: Combining demon-magic with martial prowess, the spellsword is an elegant fusion of skill and power. The true power of a spellsword, however, lies not only in his Kinara, or weapon, but also within himself.
MYSTIC: Also known as “Channelers,†Mystics use their own bodies as conduits of arcane power. The Mystic does not study his spells – nor does he strive to commit them to memory. He simply allows the power to flow through him - often with incredible and devastating results. To help them control the power that courses through them, Mystics use crystals that focus and direct the power against their foes.
WIZARD: Practitioners of magic who study the ancient teachings of the Fey, Wizards have access to a wide array of spells. Protection of magic and its precepts are of prime importance to wizards.
RITUALIST: This arcane class focuses on out of combat ritual. Rituals allow these arcanists to imbue items with magical power, enhance weapons and armor, control golems, and even temporarily change their profession.
DISCIPLE CLASSES
The clerical forces of the Sh’ddar, the pantheon of Darkness.
SORCERER: Despite the name, Sorcerers are a religious order and not a magical one. They follow the Goddess Syrilith, the Lady of Deceit and Shadow. Sorcerers use their talents to charm, beguile, and elude their opponents.
NETHERMANCER: Dealing in Undeath, the Nethermancer is a priest of the God Xyric, the Breaker of Cycles. This gives them control over numerous undead servants, and even over the flow of life itself.
REAVER: Morander, the God of War, has devoted himself to battle and conflict since time immemorial. As his Disciples, Reavers follow his code of violence and slaughter. A Reaver will stop at nothing to bring down his enemy. Reavers combine prayers with martial prowess – wielding both with devastating effect. The Reaver has the unique ability to cast his prayers through his weapon.
MARTIAL CLASSES
WARRIOR: Warriors are the quintessential fighter class in Nocturne. Foregoing all spellcasting ability, the warrior prefers to rely solely on his own combat prowess to overcome his foes. Most warriors join with Arenas, or Warriors Guilds found throughout the world. It is in these places that warriors learn to master special disciplines available only to their class.
WARDEN: Allied with the Druids and spirits of Nature, Wardens serve as scouts and woodsmen. Their bow skills are unmatched and special totem magics enhance their natural affinities. Wardens are also able to temporarily share their totem gifts with others.
ROGUE: A rogue is a jack of all trades class. Mastering the arts of stealth and subterfuge, a rogue has a knack for getting into – and out of – dangers most never see. To help him in his adventures, a rogue can also develop the ability to cast an array of minor spells.
Intrested? Come visit us. By email we can be reached at
[email protected] or by pressing the message me button on the contact box.
Or follow the link below to our main web site.
Heroes:
LOCATION
Events take place one weekend a month. They begin on Friday nights and continue uniterrupted until Sunday mornings.
Nocturne's events are held at Camp Allamuchy in Stanhope, NJ.
| View Slideshow
From I-80:
Take Exit 25 (Route 206 North, Newton). Take the first ramp to the right. (Follow the
Waterloo Village signs). Take the first right, just before the light, onto Continental Drive.
Go to the end of Continental Drive and turn left onto Waterloo Road. The entrance to the
camp is approximately one mile down, on the right (opposite and a few hundred yards
past the entrance to Waterloo Village).
NOTE: On the chance that you miss the first right hand turn. Don't panic! Proceed on US -
206 past the Black Forest Inn, to the second traffic light and turn left onto Waterloo
Road, and continue to camp.
From NJ -10:
Proceed West past the Ledgewood Light onto US-46 West and follow the directions
which follow.
From US - 46:
Once through the Ledgewood Light, proceed West approximately 1-1/2 miles up the hill,
and follow the directions to I -80 West and then take Exit 25 and follow the directions
from I -80 found above.
From US - 206:
Follow US - 206 to Waterloo Road. At the intersection of Waterloo Road and US -206
there are 1.) A Shell Station, 2.) A Building Blocks of Learning Center, 3.)A Sovereign
Bank branch, 4.)A PNC Bank branch, and 5.) signs to Allamuchy State Park and
Waterloo Village. From the North turn right. From the South turn left. Follow Waterloo
Road to the camp.
COSTS
A full weekend event as a Non-Player Character costs
Nothing And not only do you not pay to NPC, but we provide you with food for the weekend!
A full weekend event as a player character costs $45.00 and additional build can be purchased for $10.00.