The Realm of Hibernia


Official DAoC Hibernian History:


          The emerald green western island of Hibernia is inhabited by the nature-worshipping human Celts. At one time in the island's history, the Celts warred with the primal magic using "Otherworld" elvish creatures that were said to live "under the hill" in fantastical cities. In light of the mutual threat of armed invasion by Norse or Britons, the Otherworld creatures have joined forces with the Celts to form a powerful combination of magic, nature worship, and arms.

          The Hibernians are made of the human Celts, who demonstrate a profound affinity with nature. The Elves are beautiful tall, thin, humanoids who specialize in all forms of magical spell casting, and have the ability to bear arms. The almost-giant Firbolg combine nature worship with practical magic and arms skills. The small, quick Lurikeen show an aptitude for both spellcasting as well as dexterous fighting. The tree-like sylvan have the ability to excel as both warriors and casters. And most recently the demonic Shar whose physical abilities are well suited to fighting roles.

          Hibernian magic comes from two sources. Their most powerful spells come from the Otherworld Elvish mastery of primal Arcane magic. Other casters also have a variety of nature-based druidic spells. In general, the Hibernians are the most magically-inclined of all the Realms - almost all of their classes support some sort of spell-casting.

Official DAoC Descriptions of the Races of Hibernia:


          The human character of Hibernia. Celts are close to nature, and are naturally good at combat, nature magic, and song.

          A tall thin beautiful humanoid creature with haunting magical eyes who specializes in magic.

          Huge humanoid creatures, rumored to be a mix of man and giant, Firbolg are wood-dwelling and are as attuned to nature as Celts. Because of their size and strength, they are naturally very good fighters.

          Small and extremely quick and dexterous, the Lurikeen are a race of magical creatures that come from the same Undermountain area as the Elves, who they slightly resemble. Lurikeen are naturally adept at stealth, hiding and magic.

Shar:  
          The Queen of the Shar has approached the Hibernians to offer her creatures in their struggle against Albion and Midgard. However, as the Elves well know, the Shar are inherently evil creatures, and do nothing that is good without ulterior motives. In truth, the Queen of the Shar has plans to help Hibernia defeat their enemies, and then, when they are weak, to turn on them and destroy them utterly. However, as the war is going badly, the Celts have argued that they should accept the assistance of the Shar. None but the Elves really know the Shar, and they are watchful and distrustful, but have agreed to this uneasy alliance. With fairly evenly distributed base statistics and high constitution, the Shar are durable and versatile, although they don't excel in any specific area.

          Dryad-type creatures that have a faint resemblance to the trees in which they inhabit. Sylvan are part of the natural fabric of HyBrasil in much the same way as the wolves and badgers that inhabit that wooded land of Hibernia. They have allied with the races of Hibernia to combat the threat of the Fomorians, who are ever-encroaching on HyBrasil.
         Sylvans are humanoid, with bark-like skin and long, slender appendages. Their have leaf-like hair that is colored in appropriately leafy colors: red, green, yellow, and orange.


Racial Resistances:


Celt
2% Crush
3% Slash
5% Spirit
 
Elf
2% Slash
3% Thrust
5% Spirit
 
Firbolg
3% Crush
2% Slash
5% Heat
 
Lurikeen
5% Crush
-
5% Energy
 
Shar
5% crush
5% energy
Sylvan
3% Crush
2% Thrust
5% Matter
5% Energy

Race / Class Table:


Class / Race
Celt
Elf
Firbolg
Lurikeen
Sylvan
Shar
Animist
X
 
X
X
Bard
X
X
   
Bainshee
X
X
 
X
   
Blademaster
X
X
X
   
X
Champion
X
X
 
X
 
X
Druid
X
 
X
 
X
 
Eldritch
 
X
 
X
 
Enchanter
 
X
 
X
 
Hero
X
 
X
X
X
X
Mentalist
X
X
 
X
 
X
Nightshade
 
X
 
X
   
Ranger
X
X
 
X
 
X
Valewalker
X
 
X
 
X
 
Vampiir
X
   
X
 
X
Warden
X
 
X
 
X


Official DAoC Descriptions of the Starting Ways of Hibernia:


          Choose this way if you are inclined to settle your problems with your own two hands and a trusted weapon. All of Hibernia's children are welcome along this well traveled way, and do not suffer for choosing less magic than their more mystical comrades. Followers of the Way of Arms can become Heros, Champions, or Blademasters.

          With magic in the very air, it is no surprise that some Hibernians feel the call at the beginning of their careers. The more earthy Firbolgs never hear the siren call very strongly, however; therefore, only humans, elves, and lurikeens take this route. Followers of the Way of Magic can become Eldritches, Enchanters, or Mentalists.

          Although living in Hibernia means you cannot help being aware of nature, some may choose to specialize in Nature's gifts. Lurikeens and elves do not have the same affinity for this Way as the Firbolgs and Celts, and so only the latter may follow it. Followers of the Way of Nature can become Bards, Druids, or Wardens.

          Just as it sounds, this base class is for fighters with a more devious streak. All races may go this Way. Followers of the Way of Stealth can become Rangers or Nightshades.

          The followers of the Way of the Grove are the self-appointed protectors of Nature. Only Sylvan, Firbolg, and Celts may follow this path. Followers of the Way of the Grove can become Animists or Valewalkers.

Official DAoC Descriptions of the Career Paths of Hibernia:


          All around you is the Essence. The land, the creatures, the races, and even the Veil are made up of the same Essence - and this Essence is mutable. Those who follow this Path believe in using the Essence to benefit Hibernia, the land, and themselves. They believe that it was meant to be used, and if one is truly a part of Hibernia, then one knows what it is to be part of the Essence - and thus use it, alter it, and understand it.

          This path is for the disciplined, the strong of will, the ambitious. If Focus is your guiding principle, you believe that the only way to better yourself is by singleminded attention to the task at hand. And by bettering yourself, you also better Hibernia. Travelers on this path do not feel "at one" with Hibernia - rather they are the protectors of Hibernia, their beloved home.

          We are more fully alive when we are at Harmony with the world around us. When you follow this path, you acknowledge that you are part of a greater whole, and that your duty is to maintain the harmony and balance of forces from this world and the one beyond the Veil.

          The Path of Affinity is for those classes that strive to become one with nature.



Copyright © 2001-2009 Trevor Moore, Nathan Wilcox & Classes of Camelot