Human
Home port · Dorpat
- Size
- medium
- Creation pts
- 0
- Skill slots
- 20
- Spell slots
- 30
Plate II · 4 skins · 11 races · 4 classes
Aurora, the legend says, forged the Elf from clay, then Man, Dwarf, Halfling and others. In the game every race belongs to one of four skins, and the skin draws the lines of friendship and war. Pick a race and you have picked a side.
How to read the plates
Each bar is the most a stat can reach in play for that race: the race maximum plus one, never above 25. All bars share one scale, 0 to 25; a gold number touches the ceiling.
STR strength · INT intelligence · WIS wisdom · DEX dexterity · CON constitution
Legend
Your race decides your skin, and your skin decides your friends and enemies.
White skin. Human, Elf, Dwarf, Hobbit.
Four home ports: Dorpat, Elven Valley, Dwarven Kingdom, the Shire.
Black skin. Demon, Orc, Half-orc, Troll.
One home port for all: Moria.
Brown skin, the neutrals. Giant, Nomad.
Home ports: Grey Mountains, Eastern Path.
The unseen. Ghost alone.
Home port: a small crypt in the Chapel.
Currents and shoals
The full text is in the Rules of Stonia.
Soundings by race
Stat ceilings drawn to one scale, then the race's size, its skill and spell slots, and what it costs in creation points.
Home port · Dorpat
Home port · Elven Valley
Home port · Dwarven Kingdom
Home port · Shire (Green Dragon Inn)
Home port · Moria
Home port · Moria
Home port · Moria
Home port · Moria
Home port · Grey Mountains
Home port · Eastern Path
Home port · a small crypt in the Chapel
Deepest water - the highest ceiling per stat
Tide table
The same numbers as the plates, in one table for comparing. On a phone, slide it sideways. Gold = 25.
| Race | Skin | Home port | STR | INT | WIS | DEX | CON | Size | Skill slots | Spell slots | Creation pts |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Human | Whities | Dorpat | 19 | 19 | 19 | 19 | 19 | medium | 20 | 30 | 0 |
| Elf | Whities | Elven Valley | 17 | 21 | 19 | 22 | 16 | small | 14 | 36 | 5 |
| Dwarf | Whities | Dwarven Kingdom | 21 | 17 | 20 | 15 | 22 | small | 22 | 24 | 8 |
| Hobbit | Whities | Shire (Green Dragon Inn) | 14 | 18 | 17 | 22 | 18 | small | 18 | 32 | 4 |
| Demon | Blackies | Moria | 19 | 23 | 21 | 19 | 18 | medium | 14 | 36 | 10 |
| Orc | Blackies | Moria | 22 | 14 | 14 | 19 | 21 | medium | 24 | 12 | 5 |
| Half-orc | Blackies | Moria | 20 | 15 | 15 | 19 | 20 | medium | 20 | 26 | 3 |
| Troll | Blackies | Moria | 25 | 2 | 12 | 15 | 25 | huge | 35 | 0 | 9 |
| Giant | Brownies | Grey Mountains | 23 | 16 | 19 | 16 | 21 | huge | 26 | 16 | 6 |
| Nomad | Brownies | Eastern Path | 18 | 18 | 18 | 21 | 19 | medium | 20 | 28 | 3 |
| Ghost | Misties | a small crypt in the Chapel | 10 | 21 | 21 | 22 | 14 | small | 10 | 50 | 7 |
Stat columns: the most each stat can reach in play (race maximum + 1, never above 25).
Crew
Every race but one may take any of the four: mage, cleric, thief or warrior. Trolls are warriors only. Every class can gain extra skills and spells beyond its own at a guildmaster, with practice and gain.
Book and spell. Most spell slots: ghost 50, elf and demon 36.
Prayer and healing. Highest wisdom: demon and ghost, 21.
Quiet feet. Highest dexterity: elf, hobbit and ghost, 22.
Steel first. Most skill slots: troll 35, giant 26, orc 24.
A race's skill and spell slots are worth weighing against the class you have in mind. How learning works.
Special marks on the chart
The Story of Ilmarine
“It is said, Ilmarine had taken a piece of fine steel, forged a rubber ball of it and, finally, streched it out all over the world. Then, filled with the fire, he took the shining stars and the silvery moon and fastened them to the Great Ball of Rubber. Finally, the Great Light was given to him by Uku ... Then the two Angels were born - the almighty Aurora, all dressed in white and silver, and the Angel of darkness - Diablo.”
And Aurora forged the Elf from clay, then Man, Dwarf, Halfling and others.
“All races aren't good friends here and you must very carefully take care yourself.”