Chereads / [Random Novel Ideas] / Chapter 360 - Zyos - 01

Chapter 360 - Zyos - 01

Adrian wasn't a social butterfly like his sister- He wasn't outgoing, he didn't like sports even though he was relatively in good shape, he didn't like girls at all.

I mean, he knew he liked guys and he was okay with that- The problem was his mother, who wanted a grandchild. Adrian didn't know if men could get pregnant (Since technology was so advanced now), but even if they could, he didn't want a child at all. His mother didn't care he was gay- In fact, she loved it, she only wanted a grandchild! He ignored her whenever she asked if he had someone yet- Pffft! AS IF! He can't even go to the grocery store without thinking the entire store will look at him and suddenly decide they all hate him and he should be kicked out, imagine even thinking he would ask someone out!

Thankfully, he had work as an artist and could work from his apartment, never leaving if not necessary. He had money enough to buy a new capsule for himself so he could then play some games- He invested so much time in grindind levels and equipment to some MMORPGs that he ended up growing in the rankings, and since it attracted eyes to himself, people would try and steal from him- Which he responded with a sword on their faces, or a fireball to their faces. He always nicknamed his characters different names, so no one would recognize him in any game, and recently there was a new one who has just been released.

NewLife was the name and it was full immersion! There were a total of 10 main races with some sub-races! As he floated in the void of the new game, he watched as the opening cutscene of the game played before his eyes-

[Once upon a time, there was a peace-]

The scene opened in a beautiful world, the woman's voice that narrated it sounded so happy, so delighted- But then, the scene shattered into a sea of flames, black and purple smoke, as well as lighting hitting the ground.

[But then, a great ancient evil awoke-]

A giant humanoid made of fire and brimstone raised itself from the earth, a terrifying roar of anger and madness echoed, the very air shook as the roar tore through the speed of sound and exploded, the ground beneath shattering into pieces beyond visibility.

[Such evil was old, ancient, but not unstoppable-]

A golden hand descended from the heavens and pointed at the being of fire and brimstone, which upon the giant shattered into thousands of tiny, almost microscopic pieces- The screen zoomed into one of the shards, where it glowed golden and purple.

[But even after being destroyed, the Ancient Evil sill lived. And it spread-]

Each shard fell upon the ground, time moved forward as if being accelerated, pushed, rushed- The shards sank upon the ground furthe and further beyond. The screen changed to show one shard deep beneath the earth, a purple and red aura pushed the earth as it began growing like roots of a plant, until this energy pulled and condensed into a floating sphere of black that stood there.

[From its pieces, Dungeons were born.]

The spheres of black somehow created these rooms, and in each room there was a being, a creature to defend and protect the sphere- But the room was not enough, so the dungeon expanded deeped and wider, some even growing in towers, trees, ice, water, flesh and stars from the very sky. These spheres began seeping this black liquid, and from the chaos of darkness, monsters were born.

[The Gods decided that to protect their world, creation should fight.]

Dragons flew above a destroyed canyon, from where upon a giant worm jumped from beneath, they fought and roared before the screen cut off to another scene, this time, a green humanoid with leaves and roots for their body angrily brought their hands forward and clutched their fists, and nature answered- Roots from beneath grew and enveloped this rock and earth giant being, breaking it apart into nothing but crumbles of what it once was. However, the screen changed again, showing long-eared humanoids with bows and swords dying in a war, fire rained from the sky as one of the black spheres had grown into a draconic beast.

[Seeing that creation had no chance to fight alone, the Gods all decided-] The woman's voice cut, as a man spoke: ["Let's make something greater, someone greater. To fight for our creation, to fight and thrive."] The man's voice cut again as the woman from before continued to speak: [And that's when i came forth- "I know what we can do." I said, and then i did what i had to. That's when you were born, my beloved creation.]

On the screen a woman with long white hair and golden skin floated, her long angelic wings spread out as her blue eyes shone to him: ["Now, my new child, tell me- Evayne, Goddess of Relief and Reincarnation, what you wish to be."] A screen appeared before his eyes, where all races were listed:

Races: All races are from the world of Evillra!

All races can [Evolve], upon reaching a certain level, you can become a higher version of your class. More information? Play and find out!

[1] -Human-

Summary: Born from the first God, Analphym, God of Potential and Uncertainty, this race was the personification of his divine aspects. Humans have the potential to reach higher than any other race, but it is also uncertain if it'll ever.

Racial Bonus: +10% EXP, +5 in all stats, +10 on chosen Stat.

[Human Ingenuity]: You can learn a skill from a different class than your own, however, it must be from the same category.

Class Restriction: None

[2] -Elves-

Summary: Born from the second God, Bryn, God of Sight and Righteousness, Elves are most if not all extremely... "stuck up" as some would define. However, that is not true to all, as some Elves are born under the sight of Analphym, such race is known as Half-Elves, or Brynalphyms as they are called in Elven.

Racial Bonus: +10% Accuracy, +10 in Dexterity and Perception, -10 in Wisdom.

[Righteous] - Unable to unlock 'non-lawful' classes.

[Elvian Sight]: You have darkvision up to 60 feet around you.

Class Restriction: [Thief], [Assassin], and any other 'non-lawful' class.

[2.1] Sub Races: Half-Elf: +5% Accuracy, +5 in Dexterity and Perception, -5 in Wisdom.

Class Restriction: None.

[Elvian Sight]: You have darkvision up to 60 feet around you.

[Human Ingenuity]: You can learn a skill from a different class than your own, however, it must be from the same category.

[3] -Shortfolk-

Summary: Also known as Dwarthonias, meaning "Born from Dwarn"- Their creator is the Goddess Dwarn, Goddess of Creativity and Invention, the Shortfolk are called that due to their size- The tallest of Shortfolks is about 4 feet tall, some being only 3 or even 2'5 feet tall.

Racial Bonus: +10% In Crafting (Any Non-Combat Crafting Class), +5 in Dexterity and Intelligence, -5 In Strength and Constitution.

[Shortfolk Ingenuity]: Increases the quality and durability of items crafted by Shortfolk.

[Courage]: Immune to the [Cower] and [Fear] Conditions.

Class Restriction: Strength-Based classes - [Warrior], [Barbarian], [Knight], and others.

[4] -Ghra-Ken-

Summary: Born from the mixing between the chaos of the Ancient Evil and mortals, Ghra-Kens are shunned by their brethren, for they are seen as cursed individuals. Most are seen as evil, but some are just unlucky creatures.

Racial Bonus: +10 in All Stats, [Cursed] - Your very body is filled with chaotic energy, making so your power is the power derived from the Ancient Evil itself.

[Marked] - Your skin bears the mark of your curse, be it a unnatural tone, or glowing tattooes, with just one look anyone can tell you are a Grha-Ken.

[Darkvision]: You have darkvision up to 120 around you.

[Dark Affinity]: All Ghra-Ken have a natural Affinity to darkness, increasing damage dealt by dark based skills or spells by 10%.

[Mix]: You can pick any other race and apply the Ghra-Ken on it, making it a Ghra-Ken race but with the appearance and bonuses from any other race.

Class Restriction: Divine-Based Classes such as [Paladin], [Cleric], [Priest] and others.

[5] -Cuvilto-

Summary: From large to small, Cuviltos were created by Cuvialtevve, Goddess of the Skies and Storms. Cuviltos are bird-like humanoids with the gift of flight (Albeit some aren't able to fly, and for that they are shunned from others of their own species) and the ability to be magically connected to the sky, they are known scouts and messagers, some being able to fly for days with no rest.

Racial Bonus:

[Natural Flight] - You have wings, you can fly at a speed equal to twice your Agility stat.

+10 in Agility, Perception and Endurance, -5 In Strength.

[Cuvilto Sight]: You have darkvision up to 60 feet around you.

Class Restriction: No Heavy Weight Classes- [Berserker], [Carrier], [Shield Warrior], [Tank], etc.

[5.1] Sub-Races:

Flightless Cuvilto: A flightless variant of a Cuvilto, their bodies are too heavy to fly or they are flightless birds by nature. Some

Racial Bonus: +5 to Agility, Constitution, and Endurance. +10 to Strength.

[Cuvilto Sight]: You have darkvision up to 60 feet around you.

[Fight or Fight]: Since your Fight or Flight instincts lack the Flight option, you can only fight! (Increases overall damage by 10%).

Class Restriction: None.

[6] -Beastfolk-

Summary: Born from Nature and by Nature, these humanoids are brought to life by Ageaphyk, Goddess of Nature and Life. They are humanoid beasts, with scales, fur, thick hide, and even natural weapons such as claws, teeth, tusks, and more.

Racial Skill:

[Beastial Transformation]: Transforms the body of the Beast-Folk into their primal state, that of their natural animal. The Beast-Folk then enters a berserker state of mind, where they cannot identify enemy from friend, attacking anything in their sight.

(+50% All Physical Stats, -50% All Mental Stats)

Sub-Races:

[6.1]: Lion Beastfolk

Summary: With golden to black fur, these humanoid large cats are prideful and strong, males have a thick mane while females do not.

Racial Bonus:

[Natural Weapons: Claws]: You have claws that you can use to slash and cut through your enemies.

[Lion's Pride]: You are immune to the [Cower] status effect.

[Lion Sight]: You have darkvision up to 60 feet around you.

+10 to Strength, Constitution, and Endurance.

Class Restriction: None.

[6.2]: Lizard-Folk:

Summary: From thick skinned aligators to small and quick lizards, these scary and scaly friends are sure to bite and tear the flesh out of your enemies.

Racial Bonus:

[Natural Weapons: Bite]: Your teeth and jaws are deadly, your bite can easily break the bones of weak folks!

[Natural Armor: Scales]: Your natural armor of scales is able to reduce physical attacks by 5% while not wearing any armor.

+10 to Constitution and Endurance. (Large Variant)

+10 to Agility and Dexterity. (Small Variant)

[Lizard Sight]: You have darkvision up to 60 feet around you.

Class Restriction: None

[6.2.1]: Lizard-Folk (Snake Variant):

Summary: A thin and not very strong Variant of the Lizard-Folk, this Variant is quicker and more slippery, with the ability to spew poison and being immune to it.

Racial Bonus:

[Natural Weapons: Fangs]: Your powerful fangs can be used to bite your enemies!

[Venomous Bite]: Your bite does Poison damage, has a 50% chance of giving the [Poisoned] condition.

[Poison Immunity]: immune to Poison damage and the [Poisoned] condition.

+ 10 to Agility and Dexterity, +10% Dodge.

[6.3]: Sheep-Folk

Summary: Though mostly passive, the sheep is scarier than the lion due to their ability to work in a team! Natural from the planes of Amal, the Sheep-Folk is scary when in a team.

Racial Bonus:

[Natural Weapon: Hooves]: Although underestimated, the strong hooves of the feet of a Sheep-Folk is extremely scary due to their strong ability to break bones and add strength for the Sheep-Folk to leap and run.

[Leap of Faith]: Your jumping distance is increased based on your Strength.

[Teamwork]: When in a team of 3 or more, your damage and dodging is increased by 5% up to 50%.

[Wool]: You do not get the [Cold] Condition, but has triple the chances of getting the [Heat] or even [Heatstroke] Status Effects.

Class Restrictions: Heat-based classes: [Fire Mage], [Phoenix Sorcerer], [Firefighter], etc.

[6.5]: Goat-Folk:

Summary: Cousins to the Sheep-Folk, the Goat-Folk are more used to the rough terrain of mountains that do not affect them at all.

Racial Bonus:

[Defying Gravity]: You are not affected by the [Rough Terrain] condition and can climb any walls that aren't perfect 90 degrees, as long as they are 89 and below, you can easily climb them.

[Charge!]: When you run a distance of 20 or more feet, you can activate this skill to hit a target with your horns in a charge, doing damage and knock back based on the distance traveled, speed, and Strength stat.

[Soft Wool]: You do not get the [Cold] status effect, but has double the chance of getting the [Heat] status effect.

Class Restriction: Heat-based classes: [Fire Mage], [Phoenix Sorcerer], [Firefighter], etc.

[6.6]: Mino-Folk

Summary: Believed by some to be monsters, Mino-Folk are but friendly Cow/Bull humanoids with strong Constitutions and Stamina, these beasts can fight for a long time!

Racial Bonus:

+15 to Constitution and Endurance

[Endless Stamina]: You receive a bonus of 50% your own max stamina when your Stamina Points reach 0.

[Charge!]: When you run a distance of 20 or more feet, you can activate this skill to hit a target with your horns in a charge, doing damage and knock back based on the distance traveled, speed, and Strength stat.

[Impale]: When hit with your horns, a creature has a 10% chance of getting the [Bleeding] Status Effect.

Class Restriction: None

[6.7]: Wolf-Folk:

Summary: With powerful noses, the Wolf-Folk are known to be able to track and find anything and anyone.

Racial Bonus:

+10 to Agility and Perception

[Natural Weapons: Bite]: Your teeth and jaws are deadly, your bite can easily break the bones of weak folks!

[Enchanted Sense: Smell]: Your sense of smell is enchanted, making you able to follow and find tracks and identify enemies from afar. +10% Perception bonus.

[Moonshine]: Under the moonlight, you receive +5 to all stats.

[Wolfsight]: You have darkvision up to 60 feet around you.

Class Restriction: None

[6.8]: Cat-Folk:

Summary: Smaller and faster than their Lion cousins, the Cat-Folk are able to easily climb tall structures, and they always fall on their feet.

Racial Bonus:

[Natural Weapons: Claws]: You have claws that you can use to slash and cut through your enemies.

[Climbing]: Your climbing speed is equal to your Dexterity + Agility.

[Slowfall]: You take ¼ of Fall damage whenever you fall from a high place.

[Catsight]: You have darkvision up to 60 feet around you.

+10 to Dexterity and Agility.

Class Restriction: None

[6.9]: Rabbit-Folk

Summary: Quick on their feet and even quicker when scared, these beautiful beasts are easily underestimated by all, however, they have a secret taste for blood.

Racial Bonus:

[Fast Foot]: Increases movement speed by 50%.

[Coward]: Whenever affected by [Cower] or [Fear] Conditions, your [Fast Foot] skill increased by another 50%.

[Bloodlust]: When your HP drops to [5%], all your stats increase [50%] and all your damage is increase by [+150%], you also receive the [Vampirism] effect to absorb the damage you deal to enemies and heal your own HP. It lasts for 1 Minute and has a Cooldown of 24 Hours.

Class Restrictions: None

[6.10]: Bear-Folk:

Summary: Large and fuzzy, menacing and aggressive, cute and protective. The Bear-Folk are known warriors and druids due to their connection to earth and their natural brutality.

Racial Bonus:

+10 to Strength and Wisdom

[Bear Strength]: Your carrying weight is tripled based on your [Strength] stat.

[Bear Savagery]: Upon activation, this skill will grant +10 to all stats and put you in a Berserker state where you'll lose HP constantly, but will heal the amount of damage you deal halfed down.

[Earth's Affinity]: All Bear-Folk have a natural Affinity to earth, increasing damage dealt by magma, nature and earth based skills or spells by 10%.

[Natural Weapons: Claws]: You have claws that you can use to slash and cut through your enemies.

Class Restriction: Any lightweight class: [Assassin], [Ranger], [Thief], etc.

[7] -Orcs-

Summary: Creatures of strength and courage, these green beasts respect strength above all else, all types of strength. In some Orc tribes, some Orcs are given names when they finish their rites, such names can vary from Okah'Vanush (Bone Breaker) to Vibuth (Brick).

Racial Bonus:

+15 to Strength.

-5 to Intelligence

[Orc Determination]: When your HP reached 0, you don't die, you continue battling. You are immune to damage for 1 minute, this skill has 24 Hours Cooldown. After this skill ends, you character dies if not healed.

[Orc Knowledge]: You are able to only fight with weapons, unless born with or otherwise bought, you cannot use magic.

Class Restriction: No Magic-based classes besides [Shaman], [Warlock], or [Sorcerer].

[7.1]: Half-Orcs:

Summary: Born from the mixture between an Orc and a Human, these beings are shunned by Human society but find solace and respect in Orc society, if they prove themselves that is.

Racial Bonus:

+10 Strength

[Orc Determination]: When your HP reached 0, you don't die, you continue battling. You are immune to damage for 1 minute, this skill has 24 Hours Cooldown. After this skill ends, you character dies if not healed.

[Human Ingenuity]: You can learn a skill from a different class than your own, however, it must be from the same category.

Class Restriction: None.

[8] -Seans-

Summary: Born from the God Seanus, God of the Sea and Love, these beautiful creatures are humanoid beings, ranging from half-fish half-human, to humanoids. They are very polite and respectful, but also known for their lack of care for other creatures than their own, Neutral some would say, lazy others would tell.

Racial Bonus:

[Underwater Breathing]: You can breathe underwater just fine!

[Sea Calling]: You can once a day (24hrs), call upon the sea to create water around yourself to keep hydrated and moisturized, because if you don't, you'll die.

[Water Affinity]: All Seans have a natural Affinity to water, increasing damage dealt by ice and water based skills or spells by 10%.

Class Restriction:

Heat-based classes: [Fire Mage], [Phoenix Sorcerer], [Firefighter], etc.

[8.1] Crusta-Sean:

Summary: Humanoid crab or losbters who have thick natural armor and big pincers to grasp and kill. Some have the lower half of their bodies as their Crusta-Sean half, others are fully a Crusta-Sean.

Racial Bonus:

[Natural Armor: Shell]: Your natural armor of hard exoskeleton shell is able to reduce physical attacks by 10% while not wearing any armor.

[Underwater Vision]: You have darkvision up to 60 feet around you.

Class Restriction: Heat-based classes: [Fire Mage], [Phoenix Sorcerer], [Firefighter], etc.

[8.2]: Mer-Sean:

Summary: Half-human half-fish, or rather, a humanoid Sean with a tail to increase its speed underwater. Mer-Seans come in all shapes and colors, but they all have a tail or something similar to it.

Racial Bonus:

[Increased Underwater Speed]: Increases the Sean's movement speed by 50% while underwater.

[Underwater Vision]: You have darkvision up to 60 feet around you.

Class Restriction: Heat-based classes: [Fire Mage], [Phoenix Sorcerer], [Firefighter], etc.

[9] -Grænery-

Summary: Born from nature, Græneries are humanoid plants, they serve Nature and return to it once it's their time.

Racial Bonus:

[Natural Weapons: Thorns]: Your body has thorns, you can use them to penetrate the skin and stab your enemies! Deals piercing damage.

[Nature's Call]: Once a day (24hrs) you can call upon Nature's name, unleashing a devastating attack to destroy and desolate your enemies.

[Natural Movement]: You are not affected by [Rough Terrain].

+10 Wisdom and Willpower.

[Nature's Sight]: You have darkvision up to 60 feet around you.

Class Restriction: No Necromancy-related classes such as [Necromancer], [Death Knight], [Immortal Slayer], etc.

[10] -Undead-

Summary: Refusing to die, these beings are born after one's death where the spirit refuses to go on, drawing strength from the Ancient Evil they become something that defies death and life.

Racial Bonus:

[Undead Body]: Immunie to Necrotic damage but vulnerable to Fire and Holy (Radiant) Damage. Healing magic deals damage, necrotic magic heals.

[Undead Soul]: When you die, your respawn Cooldown is reduced by half.

Class Restriction: Divine-Based Classes such as [Paladin], [Cleric], [Priest] and others.

Sub-Races:

[10.1]: Skeleton

Summary: After death, the skeleton does not give up- You do not need flesh, your bones are more than enough!

Racial Bonus:

+5 Constitution and Agility

[Bones!]: You are bones, resistant to slashing and piercing damage, but vulnerable to bludgeoning damage.

[Infinite Stamina]: You don't have stamina bar, meaning you cannot run out of stamina!

[Darkvision]: You have darkvision up to 60 feet around you. (Even though you have no eyes~)

Class Restriction: Divine-Based Classes such as [Paladin], [Cleric], [Priest] and others.

[10.2]: Vampire

Summary: Sucking the blood out of your prey, you can live eternally.

Racial Bonus:

[Vampirism]: All your physical and Blood-based attacks drain the life of your enemies, healing you.

[Bat-Form]: Once a day (24hrs), you can transform into a bat for 1 hour, your movement speed as a bat is increased by 50%.

[Sunburn]: The sun burns your skin, dealing fire and radiant damage to you.

[Darkvision]: You have darkvision up to 60 feet around you.

Class Restriction: Only Blood-based classes such as [Blood Mage], [Bloody Assassin], [Ritualist], and others.

[10.3]: Ghost

Summary: The soul that gives up on life is weaker than the one that comes crawling back from death.

Racial Bonus:

[Phase]: You can phase through walls easily, but even within the walls you can be spotted by those with high Perception.

[Dark Vision]: You have darkvision up to 60 feet around you.

[Ethereal Vision]: Being connected to the Ethereal realm, you can see into it, making you able to see through weak illusions and invisibility.

[Stealthy]: +10% Bonus to Hiding using any stealth skill.

[10.4]: Zombies

Summary: Flesh and bone- Although rotten, is enough to make a great vessel for evil.

Racial Bonus:

[Rotten]: Your unarmed attacks have 10% to cause the [Sick] condition. All your unarmed strikes and attacks deal necrotic damage.

[Zombie Resilience]: When your HP reached 0, you don't die, you continue battling. You are immune to damage for 1 minute, this skill has 24 Hours Cooldown. After this skill ends, you character dies if not healed.

+10 Strength and Constitution.