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Races
Mar 15, 2009 22:34:56 GMT 8
Post by David Noles on Mar 15, 2009 22:34:56 GMT 8
RACES:Elves:Good RaceElves are aloof and mysterious, much like the natural forces they consider themselves to be the living extensions of. Quick-witted and light on their toes, there are very few Elves who don't have a trace of mischief -- whether benign or otherwise -- sparkling behind their eyes. Many older Elves genuinely dislike Humans for their past tendencies to upset the schemes of the Elven peoples and, indeed, the Human race's shorter lifespan no doubt adds friction to the relationship between the races. Where Elves can lay down plans that span decades, Humans rarely have the patience for such gradual progress. Their frustration is both amusing and annoying to the Elves.
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Races
Mar 15, 2009 22:36:50 GMT 8
Post by David Noles on Mar 15, 2009 22:36:50 GMT 8
Halfling:Good RaceNotorious for their sweet tooth, furry feet, and odd behavior, Halflings are perhaps the most inquisitive and clever of all the sentient races, matched only by the Prydaen in their tendency to get distracted by what would seem to others to be trivial or inconsequential things. What they lack in strength and discipline they make up for in physical agility; Halflings are uncannily good at getting out of the sticky situations that their own curiosity frequently gets them into. It is a common perception in the Realms that Halflings are universally good-natured -- even child-like -- in manner. Halflings have an affected dialect of Common that often involves the use of simple terms and emphatic gesturing which can, on the surface, imply a simpler outlook on life -- perhaps even a naïve one. Historically, however, there have been Halflings who have tackled gravely serious endeavors that ultimately ensured the survival of the Realms. It is perhaps because of this "simpler outlook" that they were able to endure the strain that surely accompanied such undertakings.
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Races
Mar 15, 2009 22:41:08 GMT 8
Post by David Noles on Mar 15, 2009 22:41:08 GMT 8
Wild Men: <Natives> Oblivion RacePhysically identical to the Minevraians, the Wild Man are as much a political party as a race. Desiring a purer and more natural way of life where individual heroism and honor can be valued. Terrible to behold in a melée, the Wild Man laugh at the storm and sneer at those who would shiver behind civilized walls during the winter. Within the Wild Man society the path of magic is frowned upon since, to their minds, it is better to go the path the gods intended for their naturally tall, strong peoples. Wild Man take offense to the proposal that they are little more than glorified Humans. Wild Man consider Humans to be over-civilized and under-exercised -- in a word, "soft". The Wild Man society co-existed peacefully with the Halflings, the stronger, taller species acting as much-needed defenders and protectors. Wild Man like the cold, and enjoy taking icy-cold baths in the middle of winter.
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Races
Mar 16, 2009 18:57:05 GMT 8
Post by David Noles on Mar 16, 2009 18:57:05 GMT 8
Humans (Minevra)Good RaceHumans are the most adventuresome of the races that inhabit ARENAS. They have established the largest centers of civilization and have produced some of the greatest Heros of ARENAS. Humanity claims a common heritage, yet is now divided into six different subgroups based on culture and physical traits. Men of the south tend to be shorter than other humans and more inclined to magic or pursuits that are not related to strength or direct combat. Southerners tend to worship the elemental forces of nature, and will often have an abundance of fire and earth mages within their ranks. Southerners are also the most likely of the races of man to dabble in the dark arts and to consort with the dark powers of the Barrens. Most common of the races of man are the mid-landers. They are scattered throughout the mid-section of Arenas and tend to be the most varied in terms of ability or pursuits. Mid-landers value their independence and freedom and have little desire to be part of a bigger nation or empire. Mid-landers tend to be a cautious group and prefer to test others before entrusting their well being to those who would otherwise exploit or manipulate them. Two groups of mid-landers have become separate ‘races” with the passage of time and other influences. Tarjans are by far the most cosmopolitan and varied of all humans, their city of Tarja-Hakor is a mirror of the activities and intrigues of ARENAS. Within its massive walls can be found all manner of things and experiences. If you are looking for something in particular, if it can be found anywhere it will be found in Tarja-Hakor. Residents of the great metropolis take little notice of the strange or unusual, and the city has become a gathering point for the most famous and notorious persons. The Naggians are the exact opposite of the Tarjans. Little is known of their city of Ghashnag in the Smoking Wastes. They tend to be very secretive and cautious when dealing with other humans or any race for that matter. Few tomes are written about them, and even less reports from visitors are available about the secretive people of the Wastelands. Who do they worship? How have they managed to build a city and develop a culture in the harsh environs of the Wastelands? Imperials are almost as common as mid-landers, but are found on the eastern shore of Arenas. The Imperials have managed to raise the mightiest empires among humans and tend to value development in the arts and culture. The Imperials boast the highest number of half elves in their populations and have benefitted from good relations with elven nations. The Imperials are also respected by dwarves, and have acted as negotiators between the dwarven and elven nations. Humans in the Imperial kingdoms tend to have the best living conditions and benefit from a strong centralized government that focuses on the strength of the nation. In the cold mountains of the North dwell the fair hair and skinned Northerners. They are fearsome opponents and live in a clan society. They do not tend to specialize in magic as much as other humans and place a greater emphasis upon physical abilities and feats of endurance & courage. Northerners value loyalty to the individual and to one’s immediate clan. Northerners have a respect for the powers of winter and the sea. Northerners act as contacts for avians, and have a high respect for them. Since they favor sailing and exploring (raiding) Northerners have also made numerous contacts with aquarians and will often hire them as captains or guides in their voyages. Northerners enjoy the company of dwarves and gnomes, but tend to look down on elves and hobbits.
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Races
Mar 16, 2009 19:03:19 GMT 8
Post by David Noles on Mar 16, 2009 19:03:19 GMT 8
Half BreedsGood RaceHalf elves are the children of human and elven parents. The vast majority of half elves are of human and sea elf descent, but small minorities of half elves are of human and high elf descent. In cities where sea elves reside they are widely accepted. The children of high elf ancestry are held in high regard. Most humans welcome the company of half elves. Most elves respect their half brothers and don’t seem to be bothered by the mixed heritage. Dwarves find half elves less annoying than elves and are more willing to cooperate with them. Although they find the idea of a half-anything repulsive, the dwarves keep their comments to themselves unless they are drunk or irritated. Gnomes see half elves as useful trading partners and a safe go between for trade between gnome and elven communities. Hobbits like a good story and will welcome half-elf bards with good tales and stories to share. Orcs and their kindred have little to do with half elves, but are learning to work with them more frequently because of the growing chaos races. Half elves combine the best features of their parents with less of the limitations. Their human heritage offers them more flexibility in developing their talents and skills while their elven background provides them with some heightened senses and abilities. Half elves live about 500 years.
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Races
Mar 16, 2009 19:09:25 GMT 8
Post by David Noles on Mar 16, 2009 19:09:25 GMT 8
FallenGood Race*Note this Race needs admin Approval first and may not be made with out it as it is a stronger race than most. Only experienced RPrs and ones that have proven them selves can use this oneFallen are similar to humans in build with the exception that they have a large wings that projects out of their back just underneath the shoulders. Fallen tend to live in isolated communities in mountainous or costal regions. They avoid contact with most of the other races. Fallen tend to associate with elves and cloud giants more frequently than other races. They prefer the open and wilderness to going into caves or even buildings. Fallen are known as some of the best archers and are considered as rivals to elves in ability. Fallen tend to live about 800 years.
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Races
Mar 16, 2009 19:39:48 GMT 8
Post by David Noles on Mar 16, 2009 19:39:48 GMT 8
OrcsOblivion Race[/img] Orcs tend to be about the same height as elves but tend to be of heavier build and more stoop-shouldered. Hobgoblins are between six and seven feet in height with a lean muscular build, and Greater Orcs tend to be between seven and eight feet in height with a heavier build and gait. Fausts, or grey stalkers, as they are often called, are silent, solitary hunters. They are bony humanoids with jet black skin and slightly demonic features.. A faust typically follows its prey carefully for a while from a distance, studying it, and waiting for the right moment to attack. Faust typically hunt alone, but may join parties acting as a spy or assassin. Faust find it easier to work with members of races other then faust. There is a deep rooted sense of competition among them, and they know better then to trust their own kind. Faust are evil and find it difficult to overcome their tendency to steal and kill, but if the flow of money and bloodshed is good in a group they will deny their tendency for theft and betrayal. Most races know not to trust the faust, but they are also sought as exceptional assassins and bounty hunters. All Orc kindred have skin of varying in color from dark grey to light green. Orcs tend to be motivated by greed and lust for power. Orcs tend to be more cautious and fearful when they are alone, but often become brave and foolhardy in great numbers. Hobgoblins and Greater Orcs do not tend to be afraid of traveling alone, but they do not frequent too many human settlements since they are usually not very welcome. Hobgoblins & Greater Orcs tend to be the military leaders of large groups of orcs or goblins. Orc kindred tend to avoid elven and dwarven settlements, and will attack them more often then not. Orc kindred avoid associating with most of the other races except when they target one of their camps or settlements for a raid. Orc kindred are working more with the others races in recent years since the Chaos creatures have multiplied and taken over their homelands in the wilderness and wasteland areas. Orcs tend to live about 60 years, Hobgoblins tend to live about 100 years, and Greater Orcs tend to live about 300 years. It is unknown how long fausts live, there are no known records of any dying of old age
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Races
Mar 19, 2009 9:06:33 GMT 8
Post by David Noles on Mar 19, 2009 9:06:33 GMT 8
VampyreGood Race*Note this Race needs admin Approval first and may not be made with out it as it is a stronger race than most. Only experienced RPrs and ones that have proven them selves can use this oneA Vampyre also know as a Night Walker, is a mortal who has been bitten and turned by the venom of another Vampyre or survived an attack by the evil Vamprytes. It takes three days for the venom to work through the body resulting in a terrible thirst which often leads to the death of the first victim. This allows for a reversal or healing of the virus if the victim is able to find a Healer (magical) with in those three days, though the transformation is quite painful and most cannot move during. The Vampyre can feed solely on animal blood though it takes great control and willpower; however, it is not as satisfying as mortal blood. Vampyres have weakness to fire, silver weapons, and daylight which are off-set by greater strength, speed and stamina. The virus transforms the mortal body, removing all mortal imperfections, resulting in marble-like skin impervious to all but fire, vampyre and werewolf assault and silver.
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Races
Mar 19, 2009 21:53:01 GMT 8
Post by David Noles on Mar 19, 2009 21:53:01 GMT 8
Were WolfGood Race*Note this Race needs admin Approval first and may not be made with out it as it is a stronger race than most. Only experienced RPrs and ones that have proven them selves can use this oneWere Wolf are a race of humanoid wolf-men that have been bitten by a wolf or another Were Wolf. Were Wolf range from 6 and a half to 8 feet in height and are covered with fur. The head looks identical to that of a wolf. Were Wolf have a history of slavery and warfare with northern human beings. This history has caused much bad blood between the two, and there is still frequent raiding that takes place between human and Were Wolf clans. Were Wolf clans exhibit the same traits as human clans and have built a fairly advanced civilization. From time to time Wolfen clans will splint and migrate to new areas. These areas will tend to be secluded woods or isolated wastelands where the Were Wolf can dwell undisturbed. In recent centuries they have migrated to temperate climates, but avoid staying in topical environments very long because of adverse effects of heat.
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Races
Mar 19, 2009 22:01:46 GMT 8
Post by David Noles on Mar 19, 2009 22:01:46 GMT 8
LycanOblivion Race*Note this Race needs admin Approval first and may not be made with out it as it is a stronger race than most. Only experienced RPrs and ones that have proven them selves can use this oneShapechangers are humans who have been born with lycanthropy. Unlike people who are bitten by were-creatures, Shapechangers have control over their ability to change into an animal form. Shapechangers dwell with humans and hold the same racial views as humans, however they tend to dislike humans since humans usually put known shapechangers to death. Shapechangers have the same life expectancy as humans. Shapechangers are automatically lunar aspected
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Races
Mar 22, 2009 11:23:18 GMT 8
Post by David Noles on Mar 22, 2009 11:23:18 GMT 8
Zoidain (Lizard Men)Oblivion RaceZoidians are a slender race of draconic humanoids that stand about four feet tall. They are brilliantly colored blue, copper and brass, and have a scaly hide that covers their entire body. Small, undersized wings spring form their back, unusable for true flight, but providing them with the ability to glide. They also have a spiked tail which they may use as a weapon. Some sages think that the chromithians were an experiment by desert dwelling dragons, but their actual origin is unknown. Zoidians dwell in desert areas building camps high in mesas. They make their living as either bandits or guards for desert travelers. The live a nomadic life and tend not to stay in one area for too long. Zoidains are not the best of neighbors, since they will tend to raid your camp for water, food and treasure. They have no interested in slaves, but don’t mind eating an occasional elf or members of other sylvan races. Zoidains live about 300 years.
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Races
Mar 22, 2009 11:37:56 GMT 8
Post by David Noles on Mar 22, 2009 11:37:56 GMT 8
UndeadUndead skeletons play a more active, and less symbolic, role in modern fantasy fiction. Skeletons might be given 'life' by a more powerful undead or necromancer. When raised by another, skeletons are a mindless set of animated bones, brutal and virtually immune to a piercing attack that would only harm the flesh they lack. In many stories, legions of undead skeletons are raised as perfectly obedient and expendable foot-soldiers or guards. Unlike zombies, skeletons are rarely portrayed as self-directing or independently mobile. Since most skeletons are controlled by another source, they cannot make their own intelligent decisions, and can easily be led into ambushes, traps, or hazardous terrain. Fairly weak individually, their strength lies in numbers, like zombies.
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Races
Mar 22, 2009 11:40:43 GMT 8
Post by David Noles on Mar 22, 2009 11:40:43 GMT 8
TrollsOblivion RaceIn the world of the films, mountain-trolls, including the cave-trolls of Moria, are about 18 feet (5 m) tall, with massive limbs, potbellies, and dark scales on its back and shoulders. They come in stony colours, with the most common being grey. They have 22 teeth, including two fangs on the lower canines. As in the book, their blood is black, and is so hot that when spilt, it sizzles on the floor. They are mainly carnivorous, but can digest plant matter if need be. The eyes are either grey or blue. They wear loincloths of leather that they find in the Mines or are given by the Goblins. They sometimes roar when in a battle rage, but are incapable of forming words or language. They often wield either a great club or a hammer. Cave-trolls are usually found with small groups of Orcs. They are too unintelligent to hunt food for themselves, often consuming whatever hapless creature they come across, so food is an advantage they get from working with the Orcs. Their fingernails extend to most of their fingers, and were allegedly used to dig holes into the rock itself. The Olog-hai differ from the other Trolls depicted in the New Line movies in that they have more forward-facing eyes as well as hair on their bodies, suggesting that they are a more advanced form of Troll. They are usually grey to black in colour. Mountain trolls and Olog-hai have much in common, they are both much larger and more intelligent than most trolls and more resistant to light. However Olog-hai are certainly far superior to Mountain trolls in all these aspects.The fallen Vala and first Dark Lord, Morgoth, created the first Trolls before the First Age. They were strong and vicious, but stupid creatures. The major weakness of at least some Trolls was that they turned to stone in sunlight. Nobody knows how he managed to breed them, though it is stated by Treebeard of the Ents that Trolls were "made in mockery of" them, as Orcs were of Elves, though not necessarily from Entish stock. However, they are likely a corrupted form of some other race of Middle-earth, as neither Morgoth nor Sauron have access to the Secret Fire, and cannot therefore create things; only corrupt that which already exists. There is reference that sunlight will return them to the stone from which they were made in The Hobbit and The Lord of the Rings. During the wars of Beleriand, Gothmog, the Lord of Balrogs, had a bodyguard of Trolls. While leading his men in a final stand to protect the retreat of Turgon and the continued secrecy of the Kingdom of Gondolin, the great warrior Húrin faced them, and due to Morgoth's emphatic orders to have Húrin captured alive, he managed to wipe them out. Their apparently caustic blood, however, melted his axe, allowing orcs to swarm over him and bind him, his capture ending the Nírnaeth Arnoediad, the Battle of Unnumbered Tears, where Morgoth seemingly triumphed over the united armies of Elves, Men and Dwarves. Many Trolls died in the War of Wrath, but some survived and joined the forces of Sauron, the greatest surviving servant of Morgoth. In the Second Age and Third Age, Trolls were among Sauron's most dangerous warriors.
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Races
Mar 22, 2009 11:51:53 GMT 8
Post by David Noles on Mar 22, 2009 11:51:53 GMT 8
Goblins[/img] Oblivion RaceA goblin is an imaginary evil, crabby, and mischievous creature described as a grotesquely disfigured or gnome-like phantom, that may range in height from that of a dwarf to that of a human. They are attributed with various (sometimes conflicting) abilities, temperaments and appearances depending on the story and country of origin. In some cases, goblins have been classified as constant annoying little creatures somewhat related with the brownie.
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