Requesting work on Valhallammo Races

nexuzgaming

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Need help programming races, should be some basic work here. But using valhalla mmo, and the valhalla races. I have lore + ideas of what i want the races to be, will be. This is more of a rough draft on the LORE, so i need to translate each into actual gameplay mechanics. This is based on greek lore, (if it isnt too obvious, so would welcome some ideas) if not, i have a google doc with abilites i think would fit each.


1. Skyborn of Zephyros​

Tied to: Zephyros – Lord of the High Crown

Appearance​

  • Tall, long-limbed, wind-worn.
  • Pale or storm-dark hair, often streaked like lightning.
  • Eyes in sharp greys, blues, or golds that seem to catch sky-light.

Abilities​

  • Highwalker: Skyborn are unusually sure-footed on heights and thin paths.
    • (Flavor: they tend to build and move comfortably on scaffolding, bridges, and cliffs; as a perk, you could give them a slight fall-damage reduction or a slow-fall effect from great heights.)
  • Storm Familiarity: Storms feel like home, not danger.
    • (Flavor: players might be more active or “lucky” during rain/thunder; mechanically, you could boost trident channeling damage or improve drop chances in storms for them.)

2. Tidefolk of Thalor​

Tied to: Thalor – Master of the Deep Waters

Appearance​

  • Strong shoulders and arms from rowing and swimming.
  • Sea-toned eyes (teal, green, grey) and hair with salt-white streaks.
  • Often wear trinkets of shell, rope, and driftwood.

Abilities​

  • Waterbred: Tidefolk are at ease in rivers, lakes, and oceans.
    • (Flavor: they swim often and live near coasts; mechanics: slightly slower air loss underwater or a brief Dolphin’s Grace effect when entering water.)
  • Rivermind: They rarely get lost following waterways and always seem to find good fishing spots.
    • (Flavor: they know the best paths along rivers; mechanics: increased luck of the sea / lure when fishing or a small buff when standing on a boat.)

3. Deepbound of Hadrion​

Tied to: Hadrion – Keeper of the Silent Gates

Appearance​

  • Pale or ash-toned skin, shadow-soft outlines.
  • Dark, emberlike eyes that pick up the faintest glows.
  • Simple, muted clothing suited to caves and crypts.

Abilities​

  • Cavern Eyes: Deepbound see well below the surface.
    • (Flavor: they prefer mining and exploring deep; mechanics: short Night Vision effect when under a certain Y-level, or reduced mob aggro range in dark caves.)
  • Grave Instinct: They’re drawn toward old ruins, buried loot, and “heavy” places.
    • (Flavor: they’re good at sniffing out strongholds, dungeons, and ancient cities; mechanics: slightly boosted treasure generation in buried/ruin chests found by them.)

4. Wiseborn of Athrion​

Tied to: Athrion – Voice of Measured Insight

Appearance​

  • Calm posture, steady gaze.
  • Clear eyes (grey, blue, hazel) that always seem to be “measuring” things.
  • Practical, ordered gear; maps, books, and banners are common.

Abilities​

  • Planner’s Eye: Wiseborn naturally design efficient layouts and defenses.
    • (Flavor: they’re the ones organizing farms and towns; mechanics: small buffs to villagers they trade with, or cheaper trades after repeated interactions.)
  • Battle Reader: They grasp positioning in fights.
    • (Flavor: good squad leaders; mechanics: slight bonus when using shields or coordinated attacks, e.g., increased damage if multiple Wiseborn attack the same mob/player quickly.)

5. Brontides – Children of Threnor​

Tied to: Threnor – Heart of Forge and Stone

Appearance​

  • Large, heavily built, with one bright central eye.
  • Stone-like skin tones with faint glowing cracks when working.
  • Wear heavy aprons, belts of tools, and metal trinkets.

Abilities​

  • Stone-Sense: Brontides are born miners and builders.
    • (Flavor: they always seem to know where to dig; mechanics: slight chance to get 1 extra ore on mining, or faster mining on stone/ore blocks.)
  • Forge-Tempered: Heat and hard work barely slow them.
    • (Flavor: they thrive near lava forges; mechanics: small resistance to fire damage and/or reduced anvil XP costs for them.)

6. Bloodforged of Aregon​

Tied to: Aregon – Flame of Blood and Iron

Appearance​

  • Muscular or wiry, with scarred skin.
  • Intensely colored eyes (red, amber, deep brown).
  • Armor and weapons always close at hand; banners and trophies are common.

Abilities​

  • Battle Rush: The more they fight, the more alive they feel.
    • (Flavor: they’re strongest in open conflict; mechanics: short Strength or Speed boost after landing or taking several hits.)
  • Duelborn: They quickly adapt to weapon use.
    • (Flavor: they master new gear quickly; mechanics: slight extra damage with melee weapons or slightly better knockback control.)

7. Revelborn of Dionel​

Tied to: Dionel – Lord of Revel and Ruin

Appearance​

  • Expressive faces, fluid movements.
  • Bright, lively eyes (green, violet, gold).
  • Colorful clothes, capes, and accessories; often carry instruments or drink.

Minecraft-Style Abilities​

  • Festive Spirit: Wherever they go, gatherings follow.
    • (Flavor: they’re natural hosts at taverns or spawn plazas; mechanics: nearby players gain a small Regeneration or Saturation tick when they stand near a Revelborn during “feast” events.)
  • Inspired Chaos: They thrive in busy, unpredictable situations.
    • (Flavor: good in raids, big group fights, festivals; mechanics: slight buff to movement speed or crit chance when near multiple players/mobs.)

8. Wildstriders of Arthea​

Tied to: Arthea – Huntress of the Wild Edge

Appearance​

  • Lean, weather-tough physiques.
  • Forest-hued eyes and hair marked by sun and wind.
  • Simple leathers, cloaks, and natural trophies (feathers, teeth, antlers).

Abilities​

  • Woodswise: Wildstriders are at home in forests, taigas, and plains.
    • (Flavor: they move fast and quiet in the wild; mechanics: slight speed boost in natural biomes or reduced hunger loss while sprinting there.)
  • Beastfriend: Animals tend to accept them quickly.
    • (Flavor: they make excellent hunters and tamers; mechanics: shorter taming times for wolves/horses, or improved breeding yields.)

9. Sunmarked of Apollan​

Tied to: Apollan – Radiant Hand of Craft and Song

Appearance​

  • Graceful, often striking features that stand out in a crowd.
  • Eyes that catch the light (gold, blue, green, amber).
  • Warm-toned or high-contrast hair; decorated armor/clothing, musical or artistic gear.

Abilities​

  • Daylit Grace: They work best under the open sky.
    • (Flavor: they prefer building and performing in daylight; mechanics: mild buff to mining/building speed in sunlight, or extra hearts/regen during the day.)
  • Inspiring Performance: Their music, builds, and speeches “lift” others.
    • (Flavor: perfect for town centers and temples; mechanics: when they play music (jukebox/note blocks) or stand on a special block, nearby players gain a brief buff like Absorption or Haste.)
 
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ali7913

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Hello! I really hope that you are having a great day, feel free to add me via discord : ali7913
 
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