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Nov 9, 2014 7:26:06 GMT
Post by Mysteria on Nov 9, 2014 7:26:06 GMT
Here on Teair Nova we accept all sorts of races, including those that are made up by members! Below is a list of the common Native races that can be found wondering in or around Nova. However, Nova is a kingdom mostly inhabited by Humans; So the human race is the most common within the world. If you have a race in question; Ask one of the admin's for assistance. Most all races are acceptable as long as a description is given with the race. Fill out the 'RACE Form' for new races that are not already listed. ((NOTE: The Race section is NOT currently accepting submissions.))
( A list of Native races that are in Teair Nova. )
Common Races
- Human - The most common race within Teair.
- Demon - Unlike what most believe; Demon's in Teair look rather human with some added features like horns,tails,wings, etc. Most demons however can transform into a 'beast' or 'demonic' like state that makes them stronger than humans.
- Angel - Similar to the Demon Race; Angels are human looking for the most part, though most angels have wing's of some sort and the one's that are normally seen walking around Teair are those who have 'Fallen' or left the Glade.
- Dwarf -
- Anthro - Humanoid looking animals that range from different species of cats,dogs,birds,lizards, etc.
- High elf
- Wood Elf
- Moon Elf
- Half Elf
- Orks
- Half-Orks
Rare Races ( Rare Races are rare for a reason. You must always ask permission to play any of these Race's Listed Below; Once again these are Native to Teair and are not Fated over. We are only allowing a limited amount of these types of Races. )
- Fallen Angels - Fallen Angels were once servants of the gods. They have fallen from their god/goddess's grace.)
- Dova- Half-breeds or offspring of one of the Divine such as Mylee, Ai, Zepon, Vennessa, Saden, Caster, Helena, or Teleska. (5/6)
UN-Common Race A UN-common Race is one that is 'Member Made'. A Un-Common Race is submitted by members who want to be something different than the tiny list we have above. Which means, YES! you can make up your own race and be the first of your kind! To submit a UN-common Race; The first thing you need to do is send Mysteria , or any of the STAFF TEAM a PM with the Name and description of the race you want to create. Un-common Races will be listed below, Placed within the Wikia and will be open for other members to play if they so choose. NOTE: A remember if you have a question about someone's 'un-common race' please PM the author of that race. If the author is no longer with the site then ask a member of the STAFF TEAM to assist you. UN-COMMON RACE FORM
CURRENTLY CLOSED: NOT ACCEPTING SUBMISSIONS. [font size="6"]TITLE OF RACE[/font] [b]Member Made Race By[/b]: @username
[b]Native to Teair[/b]: Is the Race you are making Fated or Native? Yes or No?
[font size="5"][b]PHYSIOLOGY[/b][/font] Description of your Race; What do they look like? Skin Color? Horns? Tails? Tell me what they look like. Please be descriptive as best as you can. You don't need to write a novel, just what makes them different than a normal human.
[b][font size="5"]LifeSpan[/font][/b] Short description with a List from Newborn to Elder.
Infants: Toddler: Child: Pre-Teen: Young-Adult: Adult: Middle-Age: Elder:
[b][font size="4"]Diet[/font][/b]: What does this race mostly eat?
[b][font size="4"]Reproduction[/font][/b]: What is reproduction like for this race?
[font size="4"][b]HalfBreeds[/b][/font]: How are Halfbreeds treated? Are they un-common? What's it like to be a half-breed in this race?
[font size="5"][b]Habitat / Home Land[/b][/font] What kind of place does your Race dwell? Settlements? Where can they mostly be found?
[b][font size="5"]Society[/font][/b] What is their culture like?
[b][font size="4"]Religion[/font][/b] If your race has a Religion; If they have no religion just claim they are Atheist Or They believe in No deities.
[font size="5"]Magical Abilities[/font] Does this race have any magical abilities? Are they even magical?
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Jan 13, 2015 20:54:53 GMT
Post by Mysteria on Jan 13, 2015 20:54:53 GMT
Zarkhiri MEMBER MADE RACE BY: @kohemi
Native Race: No (Fated Race)
PHYSIOLOGY Like their dragon cousins, the Zarkhiri each sport a rack of horns and a reptilian tail. Horns can number between one and four and are brightly coloured, usually the same colours as their eyes. Colours range between dark browns, blues and greens to vibrant golds, oranges and pinks. Hair colours are usually less flamboyant, staying within normal human colour ranges, though are more often than not darker than the skin. Skin tones range from a light tan to onyx.
A characteristic unique to the Zarkhiri is that the vast majority of them are piebalds. Often the piebaldism will manifest during puberty with seemingly random patches lightening over their body until they reach maturity. Heterochromia is a common side effect.
It is unusual for an adult Zarkhiri to be any smaller than 6’0” (180cm) as they are naturally large and athletic, regardless of sex. Despite being mammals, they grow little hair besides on the head. Like many reptilian species, male Zarkhiri are endowed with two sexual organs.
LIFESPAN Females are more likely to live longer than males. Infants: 0-5 Toddler: 5-8 Child: 8-13 Pre-teen: 13-16 Teen: 16-23 Young Adult: 23-36 Adult: 36-65 Middle Aged: 65-90 Elder: 90-140
DIET Mostly meat-based with small amounts of grains and leafy vegetables.
HABITAT / HOMELAND The Fiery Mountains Along the western coast of Onsaro, north of the equatorial islands of Isatora, are the Fiery Mountains. After the exodus from the Azatine Empire, now lost, the Zarkhiri settled into the mountainous area mostly known for its volcanic activity. For the past thousand years or so, the Zarkhiri have made their home in the corpse of volcano, carving their city into the inside of the valcano’s walls. It was named ‘City of the Endless Sun’. The inside of the mountain had been hollowed out, leaving the inside empty for the city to spring up inside the space. Massive highways had been carved into the walls, each connecting a plateau of rock to another. On the ground are buildings made of granite and rock that had once been the guts of the mountain; houses, smithies, shops, livestock pens, stables. In the centre of it all is a massive lake. Farms had been built around it, each growing a different crop from the next. Providing them all with light is the hole in the top of the cavern, dowsing the lake and farms with light.
The area surrounding the city is spotted with villages, who mostly grow crops to support the vast population. One particular village of note, Iskhaar, produces a breed of wingless drake used in the mines beneath the City of the Endless Sun. Several large trade routes wind their way through the Fiery Mountains, linking them to neighbouring countries. The City of the Endless Sun produces large amounts of raw iron and copper, drake by-products (such as scales, eggs and bone), wheat and spices. They import a lot of silk and ivory, alcohol and freshwater fish.
SOCIETY The Zarkhiri are governed by a duel government; the Priesthood and the Warmongers. The Priesthood, a relatively small sect, is governed by the High Priest who determines the will of Daarmir in all things. The Warmongers are governed by the Warlord, the greatest warrior among them, who acts similar to a king. There are several classes below them, each dedicated to a particular function in society. The Craftsmen, Farmers and Drakemasters are to name a few. Among the upper classes, excellency is prized over variety. It’s seen better to specialize in one or two fields rather than become mediocre in a lot of fields.
Outcast Zharkhiri, those who live outside of the Warlord’s rule, are known collectively as ‘Thaeron’.
RELIGION Daarmiron In the beginning there were five High Dragons to whom the Earth was gifted. Each loved each other as much as the last for they were siblings in the eyes of Creation. Each having their own teachings of morality and life, their followers began to argue amongst each other and soon war broke out. Supporting their loyal followers, each of the High Dragons were forced into war against each other.
The Zarkhiri follow the teachings of Daarmir, the Father of Dragons. They believe that they were once dragons, just as their winged cousins until the fall of the Azatine Empire, several thousand years ago. Daarmir, locked away by the followers of his sister Elaahi, gave up his immortality during the fighting to save a select handful of his followers, who later became the Zarkhiri.
On the first day of every year, the Zarkhiri place flowers at the base of Daarmir’s statue in honour of his sacrifice. When night falls, the flowers are lit to symbolize the prison from which he broke free.
REPRODUCTION Unlike many sapient species, Zarkhiri are not monogamous. They practice polygamy, often marrying multiple partners at any one time. Generally, it is more common for a man to hold multiple wives, however it is not so uncommon for a woman to hold multiple husbands. Powerful members of society can even marry a Sekorhi, a member of the same sex, which acts as a proxy in marriage. For example, if a man was sent away to fight in a war and he had a Sekhori, then his Sekhori would take over his role in the family until he returned.
Children are born in groups of two or three and are often no bigger than an ostrich egg. It is common for at least one child to die before the age of three months and thus children are normally left without names until they reach one year of age. A female Zarkhiri can give birth to up to twelve children in her lifetime, though will often stop after six or seven.
Halfbreeds Zarkhiri are able to produce offspring with most mammalian species and other dragon-like species.
Magical Ability / Thoughts on Magic Magic is thought of as dirty and undesirable among the Zarkhiri and is often shunned and looked down upon. It is rare for one of the Zarkhiri to be born with magical ability and when they are, they are not encouraged to practice it. Earth and Air magic are most commonly prevalent in Zarkhiri mages.
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Jan 13, 2015 20:57:43 GMT
Post by Mysteria on Jan 13, 2015 20:57:43 GMT
DEERTAURS / FAUNS MEMBER MADE RACE BY: @jerboa
Native Race: Yes
DESCRIPTION Deertaurs (aka Fauns) are almost exactly like Centaurs in appearance; However, instead of the back of a Horse, they have the back of a Deer. They are visibly smaller than a Centaur would be.
Their colors vary in individuals. They usually range in browns and steel grays; Rarely, a piebald will appear, and even more rare are albinos. In more mountainous areas they turn to silvery grays or thistle colors, much like Reindeer or Caribou. In warmer climates they look similar to Whitetail, Red or Roe deer.
Males grow antlers that max out at 10 points, give or take a few. They are slightly bigger than their feminine counterparts; However, Fauns are still pretty weak, and rely on their colors for camoflauge, and tend to flee more than face the marauder.
Babies are born with spots in their hair and deer-bodies like normal Cervines. For a while they are kept hidden in their mother's home; Once their spots dissapear, between 3 and 6 months, they can start to wander with their mother. Once they turn one year old, their aging starts to slow and almost matches a human.
Fauns are, as a rule, extremely jumpy. Like deer, they usually despise unknown loud noises. Once they figure out what the noise is, they relax. They have really good memories when it comes to plants, as they are strictly vegitarian. Since they don't eat meat, they are extremely kind and talkative, and make good friends. They rarely get aggressive unless someone takes something (or someone) away from them. They only rarely raise their voice other than in warning; An enraged deertaur is rare in itself.
As for the lifestyle, they tend to be a bit more "feral" than the other Races. They are born wanderers and their wellbeing demands they move often; Being vegitarian, they need to travel southward for winter to ensure they live. If they are kept in one place, their internal instinct throws a fit and makes them more aggressive than usual. This can be detrimental if someone keeps them as a houseguest for too long in Winter, unless the individual has reached a spot where they feel comfortable. Even then they sometimes get restless.
They also have a tough time wrapping their head around things like Agriculture and homesteads, unless they were raised among it; This can get them into trouble with the owner of a crop, especially if they find the growth particularly delicious. However, even if they can learn to stay away from fenced-off fields, they will still have a tough time "getting" it. However, if a baby deertaur is raised around people of another race who grow food for a living, they will better understand than their adult feral counterparts.
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Jan 13, 2015 21:36:36 GMT
Post by Mysteria on Jan 13, 2015 21:36:36 GMT
Kray Member Made Race By: Mysteria Native to Teair: Native PHYSIOLOGYPhysically, they resemble most other fair-skinned humanoid species, like humans. All have pointed ears that share the same similarities of the Elven race, but theirs have, in recent generations been born with slightly smaller and easier to hide ears. Their skin have patches of scales; some times scales that are not noticeable at first glance. Their Hair colors are usually Purple, aqua, and blue; which are a quick distinguish between native humans within the world of Teair. Kray's can also have other hair colors and eye colors that are 'natural' to the world of Nova, however, there is no mistaking a kray scale like patches. Skin tones range from different shades from light to dark. Male Krays are more agile and physically stronger than their female counter parts. While female krays are more elegant and focus on spell casting, compared to male krays that are more combat prepared. A characteristic unique to the Kray is that the females seem to show more dragonic mannerisms than the males. Often inheriting more features such as a rack of horns, possibly even a tail or wings. However, those features do not seem to manifest until the female Kray reaches their full adult stage. Also if they haven't practiced hiding their dragonic characteristics. Given their dragon like nature, Kray males are also known to be fierce warriors. Which kray had helped during most any major battle as assassins, rangers, and berserkers. With their unique ability of having dragon like mannerisms; The Kray were seen as highly classified killers which the kingdoms hired from their clans... The Kray were remarkable when it came to being tactical warriors and rangers. Kray women have learned to practice the art of magic. Without having the bronze and power of their male counter parts, female Krays make up for it by manipulating magic and their bodies. Thus when two krays are paired up in battle, their form and techniques are almost unstoppable. Even though they had dragon's blood flowing through their veins, they were not immune to diseases and natural causes of death. However they have longer lives than most mortals and often live to be nearly eight-hundred. LifeSpanMale Kray's are known to live longer than Female Krays; however their life span does not go beyond 800. Children and Pre-teens are taught how to do basic dragon-like transformations such as growing horns, scales, wings, tails, claws... Once a kray learns how to handle their dragon-like transformation, they can eventually learn to transform their whole body to look like a dragon. There is a legend among the Kray, that elders never die, but transform into ancient dragons and live out their lives in the wild with no memory of their past life... Infants: 0 -3 Toddler: 4 - 6 Child: 7 - 12 Pre-Teen: 13 -21 Young-Adult: 21 - 74 Adult: 75 -200 Middle-Age: 201 - 480 Elder: 481 - 800 Diet: Omnivorous Reproduction: Kray's are very loyal and dedicated to their spouses; often mating for life. Like most humanoid species, Kray females once impregnated carry their offspring for seven months before giving birth. Reproduction time is sped up compared to normal humans and their cousins the Ku-Deyu. HalfBreeds: Very uncommon, but not unheard of. Most half breeds are treated indifferent in the clans, however, they are expected to be apart of the tribe and work twice as hard to be considered a valued member of a clan. Half breeds still have purple eyes. Habitat / Home LandThe kray have learned to be adaptive; residing all throughout the world of Teair. However, each kray has a clan that is based within the noru territory. The Dra'keen Clan is located to the south near Kanto, its habitat mostly forest which they have built their homes within the massive trees within the Forever Forest. The Tarra'scorn Clan is located in the desert of Teair to the south-east of Kanto. The Tarra'scorn clan's climate is a scorching hot one, harsh and unforgiving with their homes in the side of a plateau. Lastly there was the DragonsBane Clan which were located the north-west in the mountains. In the middle of the Heavens Pass. DragonsBane Clan was wiped off the map when Caster brought magic into the world, creating the manna gorge as the DragonsBane clans members final resting place... Mysteria revived the destroyed clan settlement and turned it into the fated settlement known as Gallows Bane. Mysteria has since then hidden the old kray settlement as a refuge for Fated. Society Krays have a clan based society. They have a chieftains, elders, warriors, healers, sages, hunters and different ranks in the clans to help it thrive and maintain outside the Noru kingdom's lording power. In the areas they reside in, there is no room for weakness as the harsh climates could easily take a weak or young kray's life if one wrong move was made. It is their strength, gumption and wit that has helped them survive. Including using magic as arcane tools or in their every day life. As a native race of Teair; The Kray are the closet thing to a living, breathing, humanoid dragon. That being said, they are kindred to the dragons that roam the land and sky's of Nova. Which is why Kray's can transform into their ancestors. While not particularly known for violence, it is known that, should one Kray be offended or threatened; The entire clan would likely take offense, which has, in the past led to many brutal inner-clan conflicts..In fact; In the past, The kray race had a much larger clan base. Though hundreds of years ago when Caster chose DragonsBane as the birthing place of Caster Sorrow and magic... The clans broke apart and a new race was formed, the Ku-Deyu. Since then, there are only two active clans. The Dra'Keen Clan and the Tarra'scorn Clan The DragonBane Clan was sacrificed by caster to bring magic to the world; rumor has it that a few of its clan members survived and are still among the living in Teair. Marriage
When it comes to finding a mate; The Kray are very devout and loyal to their spouse. A married male kray is dubbed a 'Tai'ho' which in their native tounge means 'guardian', while a married female Kray is dubbed a 'Kiri'an' which in the native language means 'partner'. Once krays are married, they stay faithful to each other. Their bonds enhancing their abilities and are able to share and connect with each other telepathically form a short distance. When a kray spouse dies; It takes a long time for the widowed partner to move on. Some times they don't even move on and live out their lives alone. ReligionMost krays are agnostic, but some do openly worship Caster and Saden. Magical Abilities
The kray embrace the gift of Caster, Or at least some do still embrace the Goddess's divine gift. Being the first race to embrace the power of Caster's Sorrow, The Kray have discovered a way to transform themselves. Along with provided resilience and longevity. Female krays practice magic casting more than males, though its not uncommon for a male to learn magic to help him survive. Racial abilities
Complete and partial Dragon formEvery Kray is taught at a young age to study a dragon type of their choice; The dragon type they choose is often what they study until finally the child understands the first basic steps of dragonic transformation. Children often only learning how to grow horns, sharp teeth, scales, claws and if they are really lucky wings and tails. It takes time and a lot of practice for a kray to fully learn how to transform into their 'chosen' dragon. An once they learn how to achieve the transformation, it is hard for beginners to remain... calm and not destroy something on accident. Also its hard for a kray to tell who is who when in dragon form. Extra Blood Lust This is more of a genetic disease that the Kray Elders had dubbed ' Dragons Rage' or now more commonly known to human's 'Blood lust', which will cause the Kray to go into a blind rage at the slightest ease. Once a Kray experiences 'Blood lust' it will be hard for them to control themselves. They will quickly become violent, going into berserk mode once the Blood Lust takes affect. It's hard to tell what will snap a Kray back to 'Reality' and to be calm again, but some times it involves restraint.
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Feb 14, 2015 16:40:56 GMT
Post by Mysteria on Feb 14, 2015 16:40:56 GMT
DROW Written by: @dylan
Native Race: Yes
Species: Elven
Physiology Being very closely related to the high-elves, the Drow take second place in height among the elf races. Females tend to be bigger and a little more muscular than the males. Where males grow to be about 175 cm (5’10”), females come in at about 180 (6’0”). Although their hair is mostly white or grey, Drow with the recessive black hair gene are occasionally seen. Their skin is usually purple, ranging from dark to light and sometimes transition into a more brown hue. Eyes differ between red, white and purple with the occasional black, which too is a recessive gene. It often comes that with black hair and black eyes, lips, palms, nipples, the inside of mouths and the bottom of feet are black as well. If this is not the case, they’re usually a light violet. Like all elves, they have long pointy ears that they often pierce. Drow see well both in darkness and in bright light, but don’t see colour very well.
Lifespan: Females have a longer lifespan than males. Males reach about 500 years of age where females reach about 600.
Infants: 0-4 Toddler: 4-7 Child: 7-15 Pre-teen: 15-25 Teen: 25-50 Young Adult: 50-75 Adult: 75-200 Middle Aged: 200-400 Elder: 400-600
Diet: A high protein diet that exists mostly of insects they keep for livestock, ash fruits and vegetables, and some fish. Drow are known for having very spicy diets.
Habitat / Homeland: The Shibar Desert An isolated people, the Drow live in the black deserts of their homeland. The Drow live both above- and underground. Where the wealthy tend to live under, the poor live above. Farming of livestock takes place above ground as well.
The rich made their homes in the underground cave system. Through this system runs a river that empties out into the ocean not far from where they live. The Drow have expanded this system, making it suitable to live in and created an entire city below ground out of the rock surrounding them.
Because the underground homes are in such high demand, the poor live in houses made mostly out of mud above ground. The sand above is black due to the volcanos that rise from the rocky coastal line. The farmers use this to full advantage, growing a large variety of food.
Society General society: The Drow society is a matriarchy in which the high priestess rules over the land alone. Females are the head of the family with the men having little to no say. Usually the men are the care-givers to the children of the women they serve. The Drow do practice polyandry in which a woman can have multiple male mates or husbands. The sons that aren’t given to other women will either stay at home and become house slaves to their mother and sisters or move out and live in what are known as bachelor homes. Bachelor homes are usually small homes above ground filled with men of both wealthy and poor backgrounds that decided to leave their homes. Though they are shunned and disowned, they are not hunted. More often than not, these men will end up back in the household of a woman as one of her slaves. It’s hard to make a decent living above ground as a male unless work is found in the farmlands.
Marriage: Trophy husbands are a very common thing among Drow ladies. Well educated men of wealthy families are very much welcomed as a husband and have more rights within the household than the male house slaves. Mothers that are wealthy enough will often try to marry off their excess sons to wealthy daughters. Dowries for trophy husbands are very much expected and the family of the son will often give jewellery, alcohol or gold. It can also happen that when in need of money, a mother will sell her son as a house slave to a wealthier family for a small amount of money. This is considered a thing for the poor and most rich women would rather marry their sons off.
Bridal showers are often held by male relatives for the young bridegroom. They will often celebrate, say goodbye and spend a good amount of time dressing the young man in traditional Drow clothing.
Marriage between a man and a woman are seen as lesser marriages, whereas marriage between two women is often seen as a greater marriage. Greater marriage is often used to improve relationships between two families. In the case of a lesbian relationship, two women don’t necessarily marry. A marriage between two men, however, is simply considered strange and has only rarely occurred. Most cases of a marriage between two men were interracial marriage.
Military forces: Existing mostly out of women, the military forces make special armour for spiders and beetles they use as mounts. Mostly based around stealth, they have rather impressive Special Forces and are known to breed fearsome assassins. Preferred weapons for the ground troupes that have mounts are long range weapons like bows, whereas foot soldiers will often use Katars or Scimitars.
Air forces are known to use fire magic, poisons and bombs, arming their wasps with disposable bombs that range from smoke to acids.
Women tend to do the fighting, while men will often be found at the camps as medics. Because men are often alchemists, they also make the poisons but will also restore broken armour and can be recruited to fight as a last resort.
The armour for foot soldiers is usually of medium weight and the Drow are known for making fast, devastating attacks. Alternatively, longer battles are fought with the mounts and centipedes.
Animals: The desert they live in is known for having a population of large insects. The Drow have learned over time to breed and train these insects for various usages.
The more aggressive spider and beetle breeds are armoured and used as mounts for the military ground forces. Wasps are used for aerial attacks and giant centipedes are used more as weapons rather than mounted.
The more docile, herbivorous beetles are used as livestock along with goats and wasp larvae, crickets and atlas beetle grubs.
Non-aggressive, non-venomous spiders are often found as pets or mounts for people that can afford them along with large moth caterpillars that are used for pulling carriages.
Export: Drow are known for alchemy and have special schools to teach this. Most of them are exclusively for ‘privileged’ boys, but like everything else in this society, are run by women. Teachers are both men and women. Alchemy is mostly used to make drugs, which is widely available to the people and not illegal. Because the ingredients for potions and drugs are in such high supply, most of their medicine and drugs are being exported to the rest of Nova. Alcohol is less available and mostly for the rich as it’s often seen as something very fancy.
Fashion: Drow women are known to wear thin and exposing clothing, mostly because Drow women are not ashamed to show their bodies as well as making the heat more bearable. Because they don’t see colour very well, they are often seen in very bright, mismatched colours when wealthy enough.
Men are usually a little more covered, but they too wear thin fabric to keep them from heat stroke.
Pierced ears are not uncommon and a lot of Drow, both rich and common, are often seen with rings through both ears. Overall they are very fond of gold in necklaces, bracelets, anklets and anywhere else they can pierce. They use real gold to show off wealth and fake gold to create the illusion of it. Brightly coloured gems are also in high demand.
Religion: Followers of Elenia
Elenia is known in the rest of Nova as Helena, the Goddess of the soul. The lore is a little different, but they are essentially the same god. They have built temples dedicated to this goddess and streets are littered with statues of Elenia. Male deities do not exist in their religion and rather than Zepon and Mylee, they have one goddess for both death and life called Tasapain. She is Elenia’s mother and has her own temples
Another goddess that is worshipped is Passie. Known in the rest of Nova as Vanessa, Passie is a mildly altered version, mainly that she too is a Drow, much like the rest of the gods they worship.
Reproduction: Drow are born singularly, or occasionally as twins. The men raise boys that might not even be theirs. There is no jealousy between the men because they often don’t know whether a child is theirs or not. Sex is more often than not, is not a sign of love.
Lesbian couples often have male mates and share them. Relationships among the men of the household are often encouraged to avoid conflicts.
Halfbreeds: Like all elves, breeding with orks, other elves and humans is possible, but because they tend to keep to themselves, it’s not very common.
Magical Abilities: Drow are known for their talents in the dark arts. Necromancy is completely legal and often seen as a legit form of magic. Often used in combat when at war, necromancy is used to keep foot soldiers at a certain number.
As they live in the desert, they are somewhat resistant to fire and heat. This is also one of the first things they learn to do with magic as children. Making and controlling fire is used to help them build up their magical abilities. When children get older, fire magic transitions into electricity magic, which they can advance if they want to make elemental magic their main denomination. Magic based around ice or water is only for those who decided to make elemental magic their main denomination and costs a lot of training and effort. It is highly praised within their society and a lot of mothers will often push daughters to advance in elemental magic.
Healing magic is, in and of itself, not very popular among women. The only women that learn it will later become doctors and advance in it. This too is more of a masculine thing to learn rather than a feminine thing. However, most men will only be taught the basics unless they’re either from a wealthy family or at war.
The last form of magic that is very popular among Drow is illusion magic. Illusion magic is used mostly for either entertainment or combat. As most boys that are born in a family with female siblings often don’t learn destructive magic beyond the basics, they often learn the entertaining side of illusion magic, using it to help out in the upbringing of the children. Most performers advance in illusion magic and it is thoroughly used by the military.
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May 27, 2015 2:38:25 GMT
Post by Mysteria on May 27, 2015 2:38:25 GMT
ARGONIANS MEMBER MADE RACE BY: @naproxen
Native Race: No (Fated)
PHYSIOLOGY
Argonians start out in life as eggs; when a clutch of Argonian eggs is laid, they are placed near Hist trees in areas known as hatching pools. After being born, Argonian hatchlings drink the sap of the Hist and continue doing this through their infancy. According to them, the sap of the hist tree, when drank, gives a hatchling its soul. When that Argonian dies, his soul travels back to its Hist tree and is stored until another hatchling drinks that Hist. Thus, the Hist is giving it a soul, and so the cycle repeats. It is unknown if a hatchling would really have a soul of its own without receiving one from the Hist.] Because of the birthing rituals in Black Marsh and the hatchlings' dependency on the Hist, it is considered rare for a hatchling to be born out of the region and away from the connection of the trees: but it is possible. Although able to function in other societies, those not born near a Hist tree are described as "disadvantaged" in Argonian society and unable to understand
Argonian social cues and body language; this of course is blamed on their lack of connection to the Hist.
How Argonians go through maturity is rather debated and poorly understood; sometimes it is stated that when an Argonian grows through infancy the Hist sap that it licks from the tree determines its gender and appearance. The Hist deprived case’s somewhat renders this mute: as they are born away from the trees and mature without the sap, becoming adults without the influence of the Hist.
Argonians have gills on their necks and are covered in scales. This gives Argonians the ability to breathe underwater, which has proven to be an advantage in combat with other races, especially in the swamps of their home. Argonians are trained in guerilla warfare and drown their enemies by dragging them to the water and holding them under. Soldiers walking alongside rivers, travelling on ships in the ocean or barges along the rivers have been attacked by Argonians that ambushed them from the water where they lay in wait. They then either kill them or they are forced to flee back into the water and vanish into the depths. Either way it is an effective strategy as they cannot be followed into the deeper oceans and rivers.
Argonians have very sharp reptilian teeth lining their mouths, which, if they are unarmed, can be used as an effective weapon. When swimming they use their tails to propel themselves as they glide through the water. An Argonians tail is also used for balance which gives them an extra advantage in certain situations. This is one of the many reasons Argonians are effective as thieves and assassins.
Argonians have a wide variety of cranial features such as fins, feathers, ridges, spines, spikes, or horns. Female Argonians have been known to pierce their cranial features.
When an Argonian dies, their soul travels into the Hist trees, thus they pass on their memories to each new generation. However, it was shown that the memories can be lost in the "river's current", the passage of time, but if the knowledge is vital it will be recovered by the Hist. However, it is unknown what happens if an Argonian dies while not in proximity to a Hist, if they still travel to the closest Hist, or if they simply cease to be, their memories lost forever.
LIFESPAN
Elders and hatchlings are rarely seen away from the safety of their home.
Hatchlings: 0-2 years before maturity
Young Scale: 3-8 years before maturity
Young Adult: 9-16
Adult: 17-29
Middle Aged: 30-59
Elder: 60- 80
DIET
Meat and fruits.
HABITAT / HOMELAND
The majority of Argonian settlements are made on swampy marshland, with some making their homes on collections of small islands interlocked by rivers and streams. Little is known about the actual homeland of the Argonians as many were born away from their point of origin and very few know of it’s location. Due to the preferred habitat of the Argonians it has proven highly difficult to search and explore any location that might hold clues to where they came from and why they spread out.
SOCIETY
Very little is known about the Argonian culture and society. The difficult terrain within the lands they call home, coupled with the apparent isolationist policies of the Argonians, renders this largely a mystery. It is known that great emphasis is placed upon the Hist, the strange trees that are abundant in some of the Marsh’s they dwell in. Even what little is known about the Hist is the subject of much rumour and speculation. It is believed that the Argonians are somehow codependent upon the trees, and that the Hist forms some sort of hive-mind yet the fact that so many live without creating a connection to one makes this slightly less believable.
Marital customs among the Argonians is one of the few widely-known aspects of Argonian life. It is customary to present a lover with an Argonian Wedding Band, which is crafted by the courting member. Each ring is unique and has personal meaning to the creator and the recipient. The actual ceremony of marriage is very long and complex, and involves unique rituals, spoken in the native language of the Argonians though these specific rituals have been lost over time.
The Argonians are a very insular people. This is due to the nature of their homeland, but also because most typically view them as little more than beasts. Their long history of conflict and aggression has made Argonians very distrustful of strangers, but when an Argonian has made a friend, they will fight to the death to defend that friend.
RELIGION
Not much specific information is known about the Argonian religion. However some knowledge about these unique beliefs are known to non-Argonians. The most important thing to understand about their religion is the close bond between the odd Hist tree and the Argonians. The Hist is a unique type of tree that grows in some marshes and is looked highly upon by the inhabitants. This tree, according to the Argonians, is intelligent and fully conscious. It produces a special sap that gives Argonians visions and enlightenment to their souls. In fact, Argonian hatchlings drink the sap of the Hist at birth and infancy. According to them, the sap of the hist tree, when drank, gives a hatchling its soul. When that Argonian dies, his soul travels back to its Hist tree and is stored until another hatchling drinks that Hist. Thus, the Hist is giving it a soul, and so the cycle repeats. The Hist tree can telepathically talk to the Argonian that has drank the sap.
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Aug 2, 2015 21:18:34 GMT
Post by Deleted on Aug 2, 2015 21:18:34 GMT
Anthromorphs as the more educated called them are also known as Phioric angels; they are guardians to the beasts they are attached to. The term Phioric Angel was changed to Anthromorph aka Anthro due to the confusion the name caused. Though most anthromorphs still refer to themselves as Phiorics.
PHIORICS These people were created by divine power in order to guide and protect the creatures created on Nova. Phioric’s are perhaps an older race then the angelic beings, for they came before many humanoid races, and much sooner than the race of man. The Phioric race while closely resembling the elves, are probably most known for their ability to communicate with a certain creatures of Nova. Their powers will be explained in more detail further down the page. The Phioric in general are often viewed as a fierce race, often feared for their more animal like traits and ability to call on their animal companion. Though because they are of a divine race, they are considered closer to the gods and thus more often then not they are very spiritual. Description: Phiorics, while young, resemble humans; as they grow older their human forms take on a more elf like appearance. Their height ranges just like that of a humans, as do their coloration. Once they reach the pre- adolescent stage they gain fairer elf like qualities. When they hit this stage their reflexes become much quicker, their senses sharper, and a slight increase in strength. A smaller leaner phioric could take on a large human and be matched. Life Span: The lifespan of a phioric is immortal, however they can be killed by a disease, or injury. But quite often than not most phiorics don’t live past their early years due to the nature of their abilities. They're are very few phioric whom make it into full adulthood. When they are born they look very much like a human, and like a human they age at an accelerated rate. Their aging slows once they reach their 18th year where they begin to develop a more elf like appearance. A Phioric, due to their long lifespan, look at their own with different views. While most would see a grown adult those of an immortal race may view the being as still a child. Ages: 0-18 Still considered in their developmental stages; they are not allowed to transform or even attempt to transform. A phoric of these ages are viewed by other phiorics much like how a human would view an infant or toddler. This is the age where a phioric is most vulnerable. Ages: 19- 200 these are a phiorics pre- adolescent stage. Often stubborn, and a bit bull headed. Phiorics in this stage tend to go through a rebellious phase. Often they will start to dabble in their powers, often it is during these experimentation's that a phioric is lost. Ages: 201-300 This is considered the adolescent stage, while still spirited these phiorics have experience under their belts and begging to take on a more mature attitude. They are expected to know how to take care of themselves at this age and separation from their family usually begins at this age. This is considered the marrying age for most Phiorics. Though those who live with humans often marry at a much younger age which is looked down on by most phiorics. Ages: 301-1000+ These are considered the adult stages, only a handful of phioric’s ever make it into their adult stages, however they are considered wise and knowledgeable. Once in the adult stages they are tasked for looking out for their race. Often these phiorics have mastered their own transformations. They are often the teachers for the younger generation. Ages: 5000+ The elders of the phioric race, they are the oldest, wisest, and often most powerful clan members. These Phioric have full range of their abilities of phiorics and the most feared and respected. Not only can they talk to their companion animal but they have also learned the speech of other animals as well. They also have gained at least three other forms because of it. They can switch forms with easy and call there companion’s from a very far distance. There is only two or three Elders known to be alive. They are considered the leaders of the race. (PM- @numaire if you wish to play) The Elders and the offspring of the elders are considered Royalty and nobility in this race. Powers: Most phiorics are born with the given ability to communicate with one animal species. These animals are called a companion type. Often the phiorics personality and habits match up with their companion type. They are able take on the attributes of that companion, such has a really strong sense of smell, feline grace, ect. Some phiorics even show physical attributes of their animals. The powerful phiorics can transform into the form of their companion animal completely. However very FEW make it past there first transformation. In order to learn the first transformation they must loose themselves in their companions mind. Often they forget who they are and become trapped in the form that they took, that or go mad from the first transformation. An Anthro can be a companion to any animal, be it mythic or common. The mythical animal Anthros are rare and prized. Especially among their own kind; normal beast Anthro’s however are as common as their companions. Usually the animal companion is determined by the animals that either parent was a companion of. Usually the same companion runs in the family. A phioric may also have other magical abilities; however they tend to be element based. A few are also gifted with foresight, some telepathy, and the ability to conjure images of the past. Life style: Phiorics were one of the first races to walk on Nova, they were created as guardians for the life that was to come. Phioric spread out to form small hierarchal societies; sometimes intermixing with other cultures and species. Most of the time they preferred to live alongside the elves due to the similarities between both cultures and species. Over the years these hierarchal societies diminished to just three. The exact locations are unknown to all but those invited, one located somewhere out at sea, one in the forest, and the other is said to be somewhere high above the clouds. Phiorics much like the elves tend to keep to themselves. So long as their borders are not breeched they are content to exist without seeking more. They are also neutral when it comes to other kingdoms, not caring for the wars among the mortal races. However in the past one or two of the Great Elders Phiorics have been convinced to aid a mortal race. However it has been centuries since that time, most mortals have long forgotten any of the great fights. While phiorics are often very much like their animal companions, and such companions vary in predatory and pray nature, they recognized they could not built a lasting society based on these instincts. So the phioric lifestyle is strict when it comes to dealing with other phiorics. Phiorics have an unspoken truce between each other. If a phioric is deemed unfit, they will be marked and shunned from the entire society. Since so very few live to adulthood, phiorics fiercely protect each other as if they were kin by blood. For a phioric to ignore another in trouble is considered a crime amongst their people. This goes double for young phiorics, an older phioric will treat any young one like one of their own. However that does not mean phioric do not quarrel amongst themselves, however most fights are settled without deaths. Often the Phioric who loses is forced to serve under the looser for a decade or two. Phiorics believe in gender equality, they don’t believe roles to be determined by ones genitalia. Woman are just as fierce as the men, more often than not woman tend to have more aggressive natures. However that often depends on the situation. Children are adored, not only their own, but for other races as well. They have a soft spot for the young of all creatures. The idea of an orphan with no claims to a family is horrific to them, in their culture if a young one was separated from their mother or father they would immediately be adopted by another; even if the companion animal differed. However they treat adults with suspicion; they are not as quick to warm to others. Phiorics enjoy the arts, it is one thing that they have admired about the things the race of man has developed. Often a phioric take up an art to perfect in their long life, and often work on perfecting it. However the elves outshine them easily when it comes to mastering such professions. Phiorics in other societies are often known for breeding the best animals, often highly intelligent. They are also known for animal training/handling. Also they are highly valued in armies, known for being fierce warriors. Religion & Beliefs: Phiorics are very spiritual, while Teleska is often called upon in prayers when a young one is approaching its first transformation, the phiorics pray to all the pantheon. Being an old race they hold the understanding of the balance that the entire pantheon represents. So they favor none of the gods above the other. Sub-type:
YEQUL Member Made Race By: SelkirisPHYSIOLOGY: The Yequl species are an insect like species. Instead of bones, they have a extremely durable chitinous exoskeleton that almost covers their entire body, having only the shoulders and center of the chest uncovered. Contrary to their insect like structure though, they have human like teeth that juts out, this actually give the Yequl an easier job when grasping their food as much of the native fauna of their homeland have hard plates with small cracks that only their strange mouths can properly get into. The rest of their head is extremely smooth, and one will quickly notice. Yequl have no eyes. They actually rely on a sensory organ at the top of their forehead to hear and small openings where it would look like their eyes were to smell. The Yequl also have rather large feet with only three actual 'toes' one large one and two smaller ones jutting outward. Now their backs and hands are actually decided by their 'caste' in which their born in. The only three castes of the Yequl species ever seen in Nova are the Workers , Seers, and Warriors . The workers are much like the description above. They have small nubish plates they strangely pile up in the back for no known reason through out their lifetime. Their hands consist of three extremely long talons that are almost as long as their legs. These talons can be used as weapons but really are only used to build. Warriors chitinous exoskeleton is a dark purple and they bear a small crest on the back of their head. Their backs are much more elegant, as their plates form wing like structures on their back. Their hands are much smaller than workers. They have four small talons, with one larger elongated one acting as the index finger. Seers are almost identical to workers, having the same grayish exoskeleton and everything. The only difference however is that they actually have the hands of warriors. Workers normal stand from 5'0" to 5'5", Seers stand from 5'7" to 5'8", and Warriors surprisingly stand at 7'2" to 7'7". LifeSpan Infants: 0-1 Toddler: 2-3 Child: 4-5 Pre-Teen: 6-7 Young-Adult: 8-10 Adult: 11-50 Middle-Age: 51-130 Elder: 131-200 Diet: The Yequl mostly eat two things, a large cockroachish bug they call the "Nomak" and an fat, heavily armored bug known as the "Ret". Nomak are often given uncooked to warriors before battle as Nomak blood is known to send any Yequl into a berserker rage that makes them seek to kill anyone before them. Reproduction: Reproduction relies solely on the Queen and her breeders. Yequl come from small nests laid by the queen and have very short childhoods even though they have long lifespans. This is because age is actually defined by two things with the Yequl, their back plates and how hard their exoskeleton is. Once they reach eight, the exoskeleton is hard enough to begin their castes work which is when they are deemed 'adults'. The eldest of the Yequl have exoskeletons comparable to steel and back plates almost the size of their bodies. HalfBreeds: The Yequl are incapable of properly breeding with other species due to their reproduction ha. Any halfbreed that has actually been born has died a day after birth. Habitat / Home Land The Yequl come from a string of islands in the south of Nova. These islands are covered in forests and signs of the Yequl civilization like statues and homes. In the farthest island to the west of this string is the royal temple. This temple takes up a large portion of the western island and acts both as a home for the queen, her breeders, and the seers, but also the center of religion for the Yequl. Society The Yequl are proud insectoid species and are actually normally reclusive around other species. If one were to visit the island string they would be welcomed with open arms, but it is a very rare occurrence for Yequl to leave their island home. The entire society of the Yequl is based on the caste system. However being the lowest caste is not a bad thing. Even though workers are considered the lowest, their peers still have much respect for them. It is because of the workers that anything thing really gets done and they are the backbone of society. The second lowest caste is surprisingly, the warriors. Warriors aren't really ever needed in their homeland. They are used more as hunters that anything as there are no opposing forces to fight against. The only time warriors have been used in an army is when foreigners try to invade or enslave the Yequl. Them still being free shows how....effective these warriors are. The deadliest are assigned 'Queen Honor Guard' and live to protect the queen. The third caste is the breeders. Pretty self-explanatory. The fourth caste are the Seers. Seers are like the scholars of the Yequl, the one thing that is most important to every caste (excluding warriors) is knowledge. Because of this the Seer's main job is to catalog every bit of information known by the Yequl into books, this often leads to them performing many experiments in their lifetime. Secondly they are pretty much the nobles of the Yequl. While the queen breeds and keeps the Yequl alive, Seers direct the people and are the messengers of the queen. Lastly is the highest Caste, the Queen. Queen's are picked randomly from the female Seer's group and given the title of queen. After the customary rituals, the soon to be queen develops a brood pouch for reproduction. Religion
Yequl believe there is a massive King Yequl in the center of Teair named Eostu. When a queen dies, she is reborn with Eostu and rule besides him for the rest of eternity. Because of this belief it is actually illegal for a Yequl to dig a certain length down in Teair and they must always give their respects to Eostu before doing anything important like architecture for a Worker or studying for a Seer or before battles for Warriors. Magical Abilities Yequls with magical abilities are extremely rare. Those born with magical abilities are always Seers and are thought to be some of the greatest Seers in the history of the Yequl.
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Sept 27, 2015 17:26:47 GMT
Post by Deleted on Sept 27, 2015 17:26:47 GMT
Made by: @lilith
Native: No (fated)
Satyr:
A satyr, from Greek mythology, is one of a troop of “ithyphallic” male companions of the Greek God, Dionysus, sometimes related to Centaurs, but not to be mistaken for one.
Satyress:
The female equivalent to the satyrs, generally depicted with bare breasts, as the males are. Once again, from the torso down they have the body of a horse or goat (Goat is more common). They are not the warrior types –generally- that the satyrs are, as they are not part of Dionysus’s troops.
Description: Horse/goat-like features, including a tail, ears, and legs. Essentially, the lower half of the body is horse, or goat-like, while the top half is still human, aside from horns, or ears on their heads. Their fur and hair colour can be any colour, like any human would, same with their eyes and skin colour. Generally they are more tan, as they migrate to warmer areas. They are not used to colder areas, as it is rare one is subject to living in anything close to a winter like season. Autumn is as close as they get. If subject to winter, they will adjust, but they will become slower, cranky, and confused. Their senses are particularly sharp, with near perfect eyesight and ears that can pick up small details from up to four miles away. Their physical abilities are also advanced in comparison to humans, running nearly triple the speed of the fastest human, and having a greater muscle span. They can endure more, though if they go past their limit they can be bedridden for up to two weeks at a time.
Their horns grow based on their power, and ability as well as age and experience. A satyr’s horns is a representation of their battle scars. Generally, a satyr’s goal is to protect the object, or person they are given charge of. Failing to do so means they are set back, ridiculed and trusted less. But succeeding leads to tougher missions, and bigger horns. Of course they do grow naturally over time, but they will not be as large as a satyr who fights. For example, generally a satyress’s horns would be more petit than a satyr’s. However there are of course satyress’s who willingly fight, or are gifted with power.
Lifespan: They age only slightly slower than the average human, their skin, bodies and personalities maturing sooner than humans, but living up to 100 years longer. By the time a satyr/satyress is 13 years of age, they are completely matured and grown as much as they will—aside from their horns.
By the time a regular human is 87 years old, they may die of old age. By the time a satyr or satyress is 85, they are mid age.
Satyr’s/Satyress’s generally live no more than 200 years.
Magical Abilities: It is not often, but some of their species are gifted with some powers having to do with elements. This is thanks to Pan, a God that the satyrs worship. Usually it is elemental, and the most common is earth magic, secondly fire, then water and the last is air. They do not hold any healing abilities, and heal no faster than humans do.
Diet: They mostly stick to what nature provides them, being berries and other fruit, and greens. They can enjoy human food, but non of them will eat meat, including fish.
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Nov 1, 2015 13:19:51 GMT
Post by Mysteria on Nov 1, 2015 13:19:51 GMT
Dracallan Player Made Race: @riarieledara
Dracallans sport white or red hair and almost mocha colored skin and look like humans to those who don’t know what to look for. Some of the small but not well known ways to tell them apart from the humans is the tattoo that will always be present on their body, either between their shoulder blades or over their heart. This tattoo is given to them once they reach adulthood to bind them to their clan or family. The second is the fact that their eyes have a diamond shaped pupil though the color of their eyes has as much if not more variety than a human’s. The last item is the fact that they have highly dense skeletons and muscles that make them much heavier than they appear to be.
Males and females at full grown will vary from 6 feet to 7 feet tall. Lifespan: 1-3,000 years
Dracallan Culture
Dracallans are nomadic by nature and have no “homeland” to speak of, even their lore keepers do not know of any place from which their kind may have originated. Due to this nomadic nature they tend to speak a wide variety of languages though they hardly ever teach anyone to speak their native tongue.
Dracallan clans/families are run by the strongest male and the most clever female, though rarely are these two mated. The shaman of the clan/family will perform a fate telling when a child becomes old enough to determine their role in the clan. Once this is done they are trained to fill this role, no protests are made by the child or the child’s family since the entire purpose is to ensure the strength of the clan.
Dracallan females are only able to produce two children in their entire lives and cannot become with child until they have lived for a full century.
At the coming of age ceremony Dracallan’s are branded(magically tattooed) with their clan/family’s mark. This mark actually tells a lot about the one it is placed on, their parents, siblings and even their role within the clan/family. On rare occasions when a clan/family member is exiled their tattoo is altered so that all other Dracallans will know them to be outcast and the crime for which they were exiled.
Dracallan Traits
Dracallans are very strong physically due to the dense nature of the physical build, this is paired with a rather potent magical affinity.
All Dracallans are trained in both physical combat as well as magical to at least a basic level. Only the clan/family’s warriors and scouts are given any advanced combat training.
Due to the dense muscle fiber and bones they look much weaker than they really are and have to learn a great deal of self control to ensure that they do not accidentally harm someone or break something.
Every Dracallan has one racial trait that they cannot be rid of though, they are afflicted or cursed with nightmares of their loved one’s death(s).
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Oct 27, 2016 20:31:15 GMT
Post by Deleted on Oct 27, 2016 20:31:15 GMT
Ku-Deyu Member Made Race By: @adrain
Native to Teair: Native
Note to Feyerlun players: The Ku-Deyu native race is a reimagining of the concept to better align with the period of the site and as such are not directly connected to Ku-Deyu of the timeline of Fey. Fated Ku-Deyu are handled on an individual basis.
PHYSIOLOGY Ku-Deyu on average have a more defined musculature than normal humans. Some have scales and horns in their normal appearance of varying amounts or sizes. At adult the height ranges from five to eight feet depending on clan and genetics. Hair colors come in a variety of colors including blues and greens related to the draconic qualities of the individual as well as eye color. The culture values strength and resilience so almost all members have physiques to represent as such. Living in the far north, the skin tone is on average light.
LifeSpan
Infants: 0-2 Toddler: 2-5 Child: 5-10 Pre-Teen: 10-19 Young-Adult: 20-75 Adult: 75-200 Middle-Age: 200-400 Elder: 401-750
Diet: Omnivorous
Reproduction: Typical of humanoids with male on female action resulting in nine months of anticipation.
HalfBreeds: Halfbreeds are very uncommon but accepted as members of the society as long as they pull their weight and prove their value as individuals. From time to time, half breeds of the clans can result in new and unique Mysu traits..
Habitat / Home Land
The Ku-Deyu reside in the far North in their realm of Zal Tyraiya. The climate is as expected frigid during winters and at best tolerable during the 'summer'. The territory they hold claim over is substantial, with the southernmost lands the primary location of magical augmented farming. A number of cities dot the territory but the capital city of Byasu is in the northern half of the center of their area. The architecture of the race has marble prominent as an external material with enchanted wood often on the interior to regulate the temperature inside, crystals often woven in to provide a conduit for magic. The cities of the Ku-Deyu tend to run multiple tiers in height, earth being shapen with spells to accommodate this design.
To reach the Novian territories from the southernmost edge would take several weeks by foot, many in the Noru kingdoms believe that the north is but a wasteland from which none can survive, the isolationist nature of the Ku-Deyu doing nothing to dissuade that assertion. On the southern edge of their territory, a tremendous illusion is set up appearing as though there was an ocean at the 'northern edge' of the continent.
Society
Ku-Deyu culture emphasizes resilience and fortitude as a part of their every day life. In the area they reside in, there is no room for weakness as the harsh winters can leave the weak to waste as frozen statues only to thaw out as corpses during the summer months. It is the strength, ingenuity, and resilience of this race that allows them to eschew most of the inhibitions that other races have to the arcane and using all available tools to survive and thrive.
In times past before the unification of the race under the Council of Fire, there were a number of distinct clans that each had their own abilities, often times at war with one another competing for resources. During the harshest winter, known as the Nifelein in history, the race as a whole was drastically weakened with food scarcity and natural disasters wreaking havoc on their kind. It was this year that caused the last believers of the Pantheon to give up their previous beliefs.
Elders from each clan came together after the Primal patriarch called for an end to violence, attention given due to the Primals having survived the Nifelein the best. They came together at a neutral land in the middle of all the tribes, and after much discussion and debate decided to come together as a race to use each other's strengths to benefit the whole instead of fighting over the limited resources. It was decided the race would be ruled by elected Council members, one representing each clan in the Council of Fire. It would be this council that decides the prerogative of the race. The council of Fire was decided as such to represent that together the race burns brighter and hotter than alone.
In the years since the race has developed their cities and their populations to recover from the Nifelein. Many new magics were developed to assist in food production, construction, combat, and essentially all other aspects of life. The extent to which magic became a dominant part of the society would stun even the Eldricth clan, having lost all inhibitions on the subject from the feeling of being forsaken from the rest of the world.
As the race began to share knowledge and secrets between the clans, it was discovered that a set of ancient relics reacted to one another when close. When all the relics came together, an energy surged through all of the race creating a unique energy that tied them all together in a sense and provided them with great strength in times of need. It was at this point the draconic qualities began to manifest much more prominently with some able to metamorph into a fully humanoid dragon. This energy would be known as Mysu, as indicated in the ancient texts translated from the combined efforts of the various scholars of the races.
Now the seers of the race have seen ominous glimpses related to the southern kingdoms, and have sent an envoy to observe and provide information as to whether there is cause for concern or any reason to establish contact and relations.
Religion The Ku-deyu recognize the gods and goddesses of the world in the sense that they exist, but they do not follow them having believed them to forsake their kind.
Magical Abilities
The Ku-Deyu embrace and openly accept magic in their society, using it to aid in their lives in meaningful ways. They aid with heating the home, maintaining the house, strengthening the guards and peacekeepers, as well as anything else that comes to mind. Being a magical society it can be said they have some distinct strengths over those who eschew it to any extent.
The key attribute of Ku-Deyu is Mysu. Mysu is an inherent energy that all Ku-Deyu share which emboldens their clan and draconic strengths as well as providing resilience and longevity. With Mysu, the race has a higher natural healing rate as well as resilience to toxins though this makes getting drunk more difficult. It is said that certain Elders have lived for over a thousand years through their use and mastery of Mysu.
Mysu can be used by people with strong will to create potent magical effects that rival powerful mana based magics, but without training this is at best able to augment one or two spells. Those who can use Mysu magic to a high level are called Eldritches. It is also the primary fuel of the healers of the race.
To outsiders, Mysu can feel unsettling to an extent, to the point that those strongly attuned to the divine feel a 'wrongness' of sorts in it. To the Ku-Deyu, it's another part of their being and something they embrace with pride, if it upsets the 'gods' so much the better to many.
In the time since the split of the Ku-Deyu from the primary Kray clan, the Ku-Deyu of the North for a time lost their magical abilities after the clans splintered and war broke loose since they lost their order and harmony with one another. This belies what Mysu's true nature is: It is an essence of pure magic, untouched by the Chaotic influence of Caster. Prior to Caster coming to the Kray clans and gifting mana which was seen as a quicker way to power than the rigorous training Mysu demanded, Mysu was the only way mortals could perform magic in the world.
Where Mana is magic tinged with the Chaotic nature of Caster and far more widespread, Mysu is magic of harmony and order. Mana and Mysu are almost exact opposite of one another, but because Mana is far more prevalent in the world Mysu is almost unheard of outside the Northern Clans. It is not impossible for a non Ku-Deyu who has strong control of magic and their inner self to learn how to tap into Mysu but it would be a challenging process to learn likely requiring an aid of a focus of some sort at least at first since the dominant energy of the Nova area is Mana and the Mana has to be converted and separated from the chaotic element to form a Mysu based spell safely.
There are a number of clans in the Ku-Deyu species each with some unique traits. Note that this is not a conclusive list as to make room for potential PC created races.
Primal: The Primal clan is one that is said to be closest to the beast within, specializing in the transformative abilities of Mysu as well as having the strongest dragon traits out of all the clans. They can control their changed state with minimal effort compared to those from other clans and can use it's strengths for longer. The clan also tends to be physically one of the strongest, though fewer mages and spellcasters originate from here.
Suvari: The Suvari clan are also known as the spell breakers to some. Their Mysu and abilities can lend themselves to disrupting the spells in the outside world as well as increasing their defense against spells against their mind and body. They aren't as physically imposing as the Primal clan, but choose to use ranged weaponry and subetlty as their primary tactics. Spies and agents of the council are often part of the Suvari clan.
Eidere: Also known as the Eldritch clan, this clan tends to be on whole weaker physically but has a high natural aptitude toward spellcasting and using Mysu magics. Some healers originate from this tribe, and the transformed state of an Eidere is often used as a conduit for using more powerful and dangerous magics instead of physical prowess or defense.
Keyial: The Keyial clan are known as the Thundercallers, able to fly with their mysu fields along with having an affinity for wind and lightning based spells. Many of the farmers of the race hail from this clan using their flight abilities to aid their work as well as herding. Warriors from this clan tend to use electricity to brutal effect, whether in their spears or using their bodies as lightning rods.
Mavera: The Mavera clan is a peaceful clan, healers of all sorts. The medicine of the Mavera is second to none, with both magical and mundane healing techniques emerging constantly. A female dominated clan, males born here are uncommon. Those who transform at times manifest some slight angelic tendencies in their changed form.
Asterin: The seawalkers, they are masters of the waters and the oceans, living in harmony with the coast and providing the sea based trade. It is also this clan that manipulates the wards around the cities that keeps them from freezing over as well as the ocean illusion at the southern tip of their land. Ice and water based magics come naturally to Asterin.
Behemin: The Behemin clan are a larger race in broadness and musculature even surpassing the Primal at times, embracing earth magic and serve as the builders of the cities and shapers of the Earth. Their transformed states tend to be unable to fly due to being much larger as Mysu expands but they make up for it in durability and size.
Imilis: The Imilis clan are at times distrusted for times past but have thus far shown loyalty to the Council of Fire. Specialists of Fire and Psychic abilities, they are infamously feared for their rumored ability to set minds on fire. The truth is only masters know such dangerous techniques but the Imilis don't hide it, embracing their black sheep tendencies as a way to garner favors at times. Their role in the society is to keep the cities heated as well as controlling fire and interrogating criminals and prisoners as needed.
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Feb 5, 2017 1:45:49 GMT
Post by Mysteria on Feb 5, 2017 1:45:49 GMT
Shifter/ChangelingMember Made Race By: SaiNative to Teair: Native PHYSIOLOGYShifters normally look very similar to humans but there are some key features that if someone looked close enough they would notice. First all shifters even those that are half-breeds they eye colour is a giveaway to they heritage. The eye colour are either heterochromia iridis (gradient like with a mix of three different colours) within both eyes or they have heterochromia iridum (two different eye colour) or a combination of both. Another common thing is they all have exponential hair growth which causes them they hair to normally reach they ankles or longer. They hair would normally grow during they sleep cycle no matter how short it is. If a shifter has short hair it means they take the time to maintain it at that length. All shifters the true reason they can shift is because they DNA is unstable in a sense allowing them to change as they please. Now there are downsides that all shifters face if they are to remind in a shifted form for more than 72 hours once they shift back to they biological form they will suffer major drawbacks of weak bones that can snap like a twig and would require them on bedrest for another 72 hours before they fully recover. Because of this most shifters change back when before they go back to sleep. Small note: All shifters when they assumed another form has a tell-tale sign of they heritage for people and animal shifters it is they eyes. For inanimate shifters, something on that object would be the same colour as they eyes. Eg if an inanimate shifter has pink and purple eyes and turns into a tree then the leaves would be pink and purple. LifeSpanInfants: 0-3 Toddler:3-7 Child:7-13 Pre-Teen:13-25 Young-Adult:25-45 Adult:45-80 Middle-Age:80-100 Elder:100+ (Most Shifters don’t live to beyond 100 years unless they are mixed with another race) Diet: Shifters have a high diet of food that contains iron and calcium. Mainly they would eat a mix of red meat, fish and dark green leafy vegetables. Reproduction: Since they are some shifters that can change gender to produce a shifter has to be in they birth given body. A male and female are needed to reproduce. Many times shifters are born as twins there are rare occasions when only one shifter is born or more than two. This race is polygynandry and then to live in a household that has two set of parents. There are some that practice monogamy which is accepted within they society since it was a mutual decision of the adults. Most the time the monogamy relationships take part when a shifter is with someone of a different race where monogamy is strong. HalfBreeds: Half-breeds are treated like any other valuable member of the race. Habitat / Home LandThey are found all over Teair and some have even gone over seas. Society There is only one community of shifters that has survived all the wars that had gone on within Teair is the one hidden just at the base of Heavens Pass but hidden deep within the Forever Forest. This is where all shifters return even the half-breeds for the yearly festival to praise Teleska and ask for another year of her blessing. Shifters try to be one with nature and build their homes high within the trees copying the elves that share the forest with them. There are no gender roles within they society men and women are equals. Now most Shifters within the community do work closer to the black markets and the sketchier job within the county. Including mercenaries, assassins, bounty hunters and any jobs that need to be done with discretion; most shifters from a young age are taught now to do use a weapon be it a dagger or a battle ax. For the shifters that don’t want to go into the sketchy jobs, some become hunters and trackers, blacksmiths and even farmers. ReligionMost shifters follow Teleska believing that they got they powers from her because of the tales that she can shift into monstrous creatures. Though in secret they do pray to Caster since she is the great mother of all magic. They still respect the other God but more favor Teleska and Caster. Magical AbilitiesShifter even the half-breed all are born with the ability to shift there are three different type of shifters and depending on the community they live in some are more prized above others. Most shifters don’t have any tell-tale sign on which of they type they are until they hit pre-teen. Late and Early bloomers are rare. Any shifter can only be one type in they whole life they can not be two types. There have been some who were born with the ability to do two types of shifting but they never made it beyond childhood since they DNA is super unstable and result in them dying. Race/Person: These shifters are born with the ability to shift into any other person of they choosing that they have met or seen (Includes pictures if it is full body) before. Within this class, they can also shift into younger and even the opposite gender of they own personal self. If the shifter has not met the person they would not be able to shift into that person since they have no marker on what they need to shift into. There are limits to when they shift into another race if that race has a tail, horns or wings a shifter can copy that since they body limits. Least common type Animal: These shifters are born with the ability to shift into any animal they have seen before. What makes them different from anthromorphs is that even if they shift into an animal they can not understand the speech of the animal. While shifted as the animal they will speak the same speech pattern and will be understood by anyone that speaks the same language as them. Most common type. Inanimate: These shifters are born with the ability to shift into inanimate object be it a table, chair, tree or even a flower. The thing with this type is that shift into the object staying within the range of 2 – 5 inches of they own personal height. Rare type Note no matter what type of shifter a person by they need to have studied that race, animal or object to properly turn into it. Shifters can teach others how to shift into something else they might not have seen before but only if they shifting ability lines up and it will take a longer time for them to perfect the shifting. Eg: An inanimate shifter can not teach a people shifter how to turn into a tree since they DNA marker don’t line up the same and via verser. Now given that shifter’s bones are always breaking, cracking and reshaping they do have nature ability to learn healing or light spells easier to counter act that. They do can learn other types of magic but it harder since it goes against they nature.
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Feb 20, 2017 6:47:15 GMT
Post by Mysteria on Feb 20, 2017 6:47:15 GMT
Hyundren
Member Made Race By: @alren
Native to Teair: Native
PHYSIOLOGY
At first glance (from afar at least), the Hyundren look almost exactly like an average human being. For the most part, they are somewhat taller, adult individuals under 6", male or female would be considered small. Their harsh lives in the mountains will often leave them with tanned skin which is often rough. The texture of their hands has often been compared to that of dried and cracked leather. They are generally broad shouldered and well-built, both men and women. Things such as eye and hair color vary between individuals however members of the same tribe will usually have certain physical similarities as they are almost always related. Adults will also bare tattoos on parts of their body (generally their chest and arms) these can be both simple or complex depending on the tribe and act as a form of identification, some tribes prefer scarification.
Ultimately, they are very similar to humans in terms of development with most differences originating from their superior resilience to the elements. A snowstorm which would cause a human to freeze to death a Hyundren can easily survive even when not properly dressed for the weather. Their physical strength and stamina is far greater than most, allowing them to go for days without eating or sleeping. A downside to this is that they will, unlike many creatures, inevitably sink if immersed in water and need to be constantly treading water or swimming if they want to avoid drowning. Their senses are typically greater than those of a human, allowing them to sniff out or hear things much like a dog would.
LifeSpan
Short description with a List from Newborn to Elder.
Infants: 0-1 : Infants are very much like human babies and are largely helpless without their mother or another individual to help them. Toddler: 2-5 : Infants are encouraged to walk as young as possible so as to reduce the strain on their family members but are still in need of almost constant supervision. Child: 6-9 : At this age, children start to become involved in the less dangerous parts of day to day life such as preparing food or making clothes. Pre-Teen: 9-16 : Children are truly brought into the tribe, they are exposed to the harshness of the weather and expected to go along with it without complaint. Young-Adult: 17-19: At this age, Hyundren are largely considered to be part of the tribe and are treated accordingly. They will partake in every part of their family's life no matter how dangerous. Adult: 20-40: At this point, they will have been given their tattoos. Young men and some young women will leave in search of either another tribe or will seek to put themselves into another's service heading towards civilization to make a living. Middle-Age: 40-60: They will still be involved in day to day life but at least in their homelands, at this point, individuals are considered to be getting on a bit. It's a dangerous life and one which could end for a multitude of reasons at any point. Elder: 60+ : From this age, they generally spend time back at their camp and are involved in caring for youths, pregnant family members;or the sick rather than risking their lives. They are well looked out for and venerated for their age and experience. It's extremely rare for members to live for more than 80 years, especially in the mountains although a few cases have been heard of.
Diet:
Anything they can find. They are hunters, gatherers and fishers. Some in the lower mountains might have some domesticated animals but it is rare.
Reproduction: Identical to humans
HalfBreeds: Halfbreeds aren't uncommon for Hyundren who have left their tribes and homeland and now live among the other races, they're even more common in these circumstances than purebreds. However, back in the mountains, halfbreeds are very rare and will be stigmatized and rejected from any other tribe other than their original one, usually condemning them to a life of celibacy.
Habitat / Home Land
The Hyundren hail (no pun intended) from Heaven's pass although their exact origins are a little hazy. They make their homes in the mountain ranges. A nomadic people, they will set up their camps in the forms of tents and move around the mountains and glaciers where they make their living by hunting, fishing and gathering what they need. Whilst their homes are primitive, made from animal hides, they serve to keep them warm and dry even in the harshest weather and are quick and easy to tidy away. In the winter, they will often come down to the valleys were it is somewhat warmer and more comfortable for them.
Society
As harsh and brutal as the wilderness they call home, the Hyundren are not known for refinement or good manners. They have little concept of art or music, seeing it as pointless. Some would question this when it comes to their tattoos and scarifications which many consider to be works of art in themselves. They aren't ones to waste time or effort meaning that everything they do must have a point and purpose. Energy is not something they can afford to waste. They have almost no sense of a shared history with their knowledge of the past ending largely when their ancestors died.
They are brutal warriors, battling each other as well as any intruders and the beasts which roam their lands. They have a ferocious reputation and few will willingly cross paths with them. They will often offer their services to the highest bidder. For all that, they are notoriously noble and loyal, their loyalty cannot be bought from their master so attempting to bribe them is pointless. They won't argue about orders and will willingly go to their own deaths if they are ordered to. That being said, they have a strict code of honor and won't turn their blades against unarmed civilians or those fleeing battle.
They live in small groups known as tribes, these tribes are formed by a man, his wife and their children under the age of 20 and adult daughters. When young men come of age, they would traditionally leave their tribes in search of a wife whom they would meet in another tribe. If they managed to impress her and her family, he would join her tribe until she had her first child. After that, the couple and their infant would leave to start a new tribe. Whilst this is an ancient tradition, some youths leave in favor of more civilized lands where they often find work as mercenaries.
Religion
Whilst the Hyundren are generally somewhat superstitious, they don't actively worship gods. They consider Mother Nature to be the governing force in the world and respect her.
Magical Abilities
It's not unheard of for some Hyundren to have some very limited magical abilities but it's certainly not something that they will have picked up from their tribe. If they weren't born with them, then they will have had to have been taught by another magic user and even then, they'll likely struggle to control their abilities to an extent that it would probably be safer for them not to use them at all.
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Feb 25, 2017 19:18:55 GMT
Post by Mysteria on Feb 25, 2017 19:18:55 GMT
Dwarfs Created by: Sakai Nagamasa Standard Height: 4' Life Expectancy: 350 Years Dwarven History | Culture and Lore. The dwarves are a sturdy, proud and stubborn race of people known for their short stature, their skill at craftsmanship, and for their long life spans. Due to their affinity with metal working, gem cutting, jewel crafting, and mining, the most common place to see a dwarf reside is within the mountains, nestled deeply into well constructed stronghold cities. With this said, it is not all too uncommon to see dwarves venture out of their mountain homes and live in other areas, such as hills. It is extremely rare to see a dwarf live in a human city, however, though they will trade with them, and they are very wary of being ripped off. In dwarven society, almost everyone plays a role or part. Most of the dwarves either become craftsman, miners, or warriors that serve the hold and their High King. A more rare occupation would be as a mage or as the highly valued and respected Runecrafter. This skill is valued highly among their people, as being born with an arcane gift is very rare. These skilled Rune mages are also the main reason that dwarven miners go after the most dangerous but extremely profitable resource of all; raw manna, from the earth itself. With special full bodied armor covered in runic wards for protection, they are able to safely extract manna in it's natural state, and with the help of Runecrafters, contain it into a solid or liquid form, such as in gems or special jugs. This is not the only way a Runecrafter works his magic; they are speciliasts in using magic to create magical weapons, armor, and trinkets using metal etchings transcribed with liquid manna. Items like these made by the dwarves are highly coveted, and sold at outrageous prices, usually by the dwarves themselves, as they take great pride in their work...and closely guard the trade secret. Dwarven warriors are among some of the toughest in Nova. Despite their small stature, they are sturdy and powerful fighters, hard to push back or move. They favor primarily one or two handed axes, hammers, and swords in combat, and give no quarter against anyone...nor do they fear anyone of a larger size, as the dwarf saying goes: "The taller the foe, the closer their kneecaps, timber ho!" They also tend to be heavily armored in either plate or chain-mail, and those with one handed axes or swords tend to carry large shields that they use for shield wall formations. Their short stubby arms make it difficult for them to use bows effectively, so they tend to favor crossbows, and even their crossbowmen are always armored, with one handed axes and shields should they need to fight. A common dwarven tactic is to hold a shield line or wall and flank with heavy weapon fighters while pelting the foe with crossbows from behind. They also occasionally employ battle mages, though most mages in dwarven society choose the path of the Runecrafter. That said, the dwarves do not have access to mounts, and do not tend to trust them, preferring to travel with their own two feet, meaning they employ no cavalry. Elite dwarven troops are also give runic weapons and armor to protect them from magic users, and tends to be personlized to the specific dwarf. These special troops are known as the Runeguard, and usually serve as royal guards and elite front-line troops in more serious engagements. Dwarves are also extremely long lived, and rarely see any degradation in their physicality as they age. Not all dwarves reach their ripe old age, however; their long lives tend to mean that they get involved in several major wars and conflicts that occur even after centuries pass. As such, elders are extremely respected in their society for their longevity, as it usually means they are experienced and seasoned veterans of their fields. A dwarven elder can usually be spotted by whiter hair and a much longer beard then most of the other dwarves, as a dwarven beard never stops until it reaches their feet in their twilight years. The dwarven saying is "The worth of a dwarf can be measured by his beard's length." They are naturally attuned to dark tunnels, and as such have dark vision, making it easier for them to work in little or no lighting. They are also highly resistant to many different types of poison and have incredible stamina from working in toxic environments, living in a high altitude, and performing grueling work. Because they live long and have long memories, dwarves are also prone to hold grudges. These grudges are taken very seriously, from the smallest money transaction to the gravest blood feud, with many dwarves going to great lengths to resolve a grudge. They have been known to resolve grudges in an amicable way if the other party proves worthy of friendship or forgiveness, but more serious grudges will see acts of violence or even war taken as retribution. Many among them still remember The Great Dividing War, in which many dwarven strongholds were overrun and lost to them. Most of the older dwarves who remember the incident have not forgiven the Novians for the war, which dwindled more then half of the dwarven population, and reduced their once great civilization to one major stronghold and a few minor settlements. They have also been slow to repopulate, as there are much more dwarven men then there are dwarven women. Dwarven fashion is focused heavily on jewelry and gemstones. While they do value well made cloth, such as tunics, pants, and belts, jewlery often not only shows the status of the individual wearing such items, but is also a common resource sold or traded by dwarves for the beauty and detail of craftsmanship. These vary from gold necklaces, rings with gemstones, and bracelets, but the most common and expressive jewelry among the dwarves are beard rings. Dwarves take their beards very seriously, and it is not uncommon to see wealthy dwarves or dwarves of good standing wear very well crafted beard rings in very intricate, unique patterns. Even without these accessories, dwarves tend to braid their beards in a variety of ways to show their individuality, and some styles are actually used to display what a dwarf's profession is. Currently, their main stronghold city is in Morgg Mountain, the great stronghold city of Morgg Khazlud-Volmar (Morgg, Home of Volmar in Dwarven) though many crave to reclaim several lost stronghold's in Heaven's Pass. Their current High King is a proud dwarf named Grom Graniteshield, an older Dwarf of almost 300 years, and a survivor and soldier of The Great Dividing War. He is popular among his people for being a prime example of their race; healthy and stout in old age, and passionate about restoring his people to their former glory. He has raised a small uproar in his court recently by stating an interest in opening negotiations with King Noku of Nova, with one side supporting him, and the other side clamoring for retribution for lost territory and dwarven lives caused by The Great Dividing War....even if it means declaring a new war. The Dwarven Pantheon of Gods is one seperate from the gods worshipped by the humans of Nova. Often called The First Ancestors, these dwarven gods are revered among their kind for setting in stone many of the traditions of the their people, essentially defining their way of life. Volmar Forgefather: Said to have not only been the father of Runecrafting, but also the god to have made the very dwarves themselves, shaping them from metal and stone on his anvil to ensure their hardy and enduring nature, adding magma from the mountains to ensure a fiery and passionate nature. All dwarves pay respect to Vomlar in some shape or form, and is primarily the patron god of blacksmiths, craftsman, and Runecrafters especially. Camilla Everstrider: The third child of Volmar, she is the dwarven goddess of the free spirited, the wanderers, and commerce, Camilla is, in legends, the first dwarf to venture out and interact with the other races. Said to be cheerful and kind, it was thanks to her that the dwarves not only become a powerful nation of commerce, but were also able to expand as she lead several expeditions that lead to the founding of other mountain strongholds, many of which now lay in ruins or are inhabited by creatures hated and reviled by the dwarves after the conclusion of The Great Dividing War. She is the patron goddess of adventurers, merchants, brewmasters, and architects. Rognir Bloodbeard: Being the second child of Volmar, he was made with extra magma and as such became a passionate and spirited individual. Known as both a warrior and a poet, his skill in battle was so legendary that he ascended as a war god. Aside from his skill with a variety of weapons, he was also an accomplished poet and singer, and was a patron of the arts. "Art" and "war" are almost synonymous within dwarveb society, as they take both very seriously. He is the patron god of war, poetry, and songwriters, and many a war chant was inspired by or even penned by him personally. Aldur Brightson: The first child of Volmar, he was gifted with a sense of righteousness and wisdom that made him an excellent leader, becoming the very first High King of the Dwarves. He set in place many of the laws that the dwarves uphold and follow to this day. He was known to be harsh but fair in his rulings, always believing that a grudge should never be left unsettled, nor a debt left unpaid. He is the patron god of wisdom, grudges, and justice, and is often looked up to by dwarven courtiers, clerics, and paladins of his order, and it is on his throne that every High King since has sat and ruled, forged by Volmar Forgefather himself.
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Mar 15, 2017 20:48:13 GMT
Post by Mysteria on Mar 15, 2017 20:48:13 GMT
ELEMENTAL
Member Made Race By: @aubreelewana (Aubree) Native to Teair: Yes PHYSIOLOGYThere are six types of Elementals: Earth, Air, Fire, Water, Ice, and Mist. Like Humans, Elementals come in all shapes, sizes, and colors. However, they do not simply come in pale to near black. Elementals can be anywhere from a light blue to orange to black to green. They are several shades of all kinds of colors. Almost every Elemental is tattooed at an early age. These tattoos are magically enhanced to help them control the element they are born to. The more tattoos they have, the better control they have of their element. Their eyes and hair come in many colors but generally matches the element they control and will change appearance, becoming less human-like as they are working with their element. For example: a water Elemental's eyes will always be a blue shade and will loose the pupil and become almost water-like, appearing to swirl and flow within the eye socket as s/he works with water, her/his hair following suit and becoming either actual water or water-like. They are one of the shorter races in Teair, males reaching approximately 168 cm (5'6") and females reaching 157 cm (5'2"). LifeSpanThe average lifespan of an Elemental is around 700 years, regardless of gender. Infants: 0-3 Toddler: 3-10 Child: 10-20 Pre-Teen: 20-75 Young-Adult: 75-125 Adult: 125-250 Middle-Age: 250-400 Elder: 400-700
Diet:
Most Elementals eat according to their element (Earth Elementals eat land animals, Water Elementals eat fish and seafood, Air Elementals eat fowl). Fire Elementals eat mostly protein to keep the high level of energy required. Mist Elementals are Vegan. Ice Elementals eat a more balanced diet, similar to Humans.
Reproduction: It is extremely rare for multiples (twins, triplets, etc) to be born at a time. Most often those who do have twin siblings are half-breeds of an Elemental and non-Elemental and then, only one of the offspring shows elemental control.
HalfBreeds: Half-breeds are common to Elementals. When two different types of Elementals breed, the child can take on one of four traits - they can become an Elemental of either one of the two parents, a combination of the two, or show no elemental control at all. For example: If Water and Fire Elementals have a child, that child will become either Water, Fire, Mist, or non-Elemental. Ice and Fire Elementals can produce a Water Elemental. Air and Fire Elementals can produce a Mist Elemental. An Elemental and non-Elemental pairing will produce either an Elemental (who controls the element the Elemental parent can) or a non-Elemental. All children who show elemental control are accepted into the Elemental society. Any children who do not show elemental control are shunned.
Habitat / Home Land
Most Elementals live in areas friendly to their element - Ice Elementals high in the mountains, Fire Elementals around Morgg Mountain, Earth Elementals in the forests, Air Elementals in the plains and deserts, and Water Elementals near the coast and rivers. Mist Elementals tend to be wanderers, settling in forests, plains, deserts, coasts and rivers. However, some elementals stray from their homes in search of adventure, friendships, or something else entirely.
Society
The majority of Elementals stick close to their own kind, supporting each other and even support other types of Elementals. They are a family oriented race for the most part. Family pride and unity runs through this race and anyone who threatens an Elemental tends to become a target for all Elementals. All adults in this society help each other with familial responsibilities. They truly believe in "It takes a village to raise a child." They believe that the more adult influences a child has, the more well behaved and balanced the child becomes and the better control they have over their element.
Religion
As a whole, Elementals are not religious; however, some do pray to certain gods depending on their need. The most common gods prayed to by those few religious Elementals are Mylee and Saden.
Magical Abilities
Elementals are so in tune with their element that parts of their bodies (at higher level abilities) can turn into that element. Some can even turn into their elements entirely, but most of them are elders at Master level. Elementals are also resistant to their key element.
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Races
Jun 13, 2017 3:07:46 GMT
Post by Deleted on Jun 13, 2017 3:07:46 GMT
Forsaken Elves Member Made Race By: lucifina Native to Teair: Native PHYSIOLOGY Fairly tall average adult height is about 6’8. They have generally pale skin due to the location they're in. The hair color are usually White, Brown, or Black depending on their parents though most of them including females keep their hair short to not get in the way of combat. Usually body is covered in tattoos to show their achievements in combat. The Forsaken’s eye colour turns blood-red every time their wings are out [because blood would flow into the white of their eyes]as they (literally) bleed from their eyes. Those that see their back would see that the large scarring from their shoulders to their ribs where the wings appear, has a parasitic curse which causes all of their race - including half breeds - to show scarring on their back where the wings would be located. The parasite causes the colour of the wings to vary person to person, but all wings will show an underlying red tone - from the blood taken from their host. The longer the life of the host, the longer and larger their wings are - which is highly respected.
Parasite: A cursed parasite grows off the back of their host, prolonging their lives though it causes extreme pain and discomfort when not used. When used, the parasite increases blood loss, which can cause death. As the host lives, the parasite will continue to grow. The host will have full control of its wings. Once the host dies, the parasite has a week to morph into an almost moth-like creature. During this week a protective barrier envelops the parasite to guard it from others. Though the size and strength of the barrier and the parasite is based on the length of the lifetime and strength of its original host. LifeSpan Males typically outlive females, starting from a pre-teen age they would be trained in their specific magical element - one that they are blessed with from birth - alongside being trained in a few different weapons - until they find one they prefer. Their life spans will never pass 900 years ue to the parasite's evolution and growth. At the end of their pre-teen age, the parasite will form wings - though the color and shape can vary and change throughout their lifetime - they will look similar to moth wings. From their young-adult life and onwards, the Elf would learn to cope with the pain and face the decision of life and death, as well as find a way to release the tribe from the curse.[Once the pain begins it will intensify as they age, but as they pass the milestones in their life the pain would significantly increase.] Infants: 0-4 Toddler: 5-7 Child:8-13 Pre-Teen:13-30 Young-Adult:31-100 Adult:101-390 Middle-Age:391-490 Elder:491-900 Diet: They are Omnivores and can survive eating a diet of their choosing. Though a normal diet consists usually of a high protein diet - based on various birds and livestock - as well as a fair amount of fruits so long as it's grown from a tree or tall vines. Reproduction: Though they can reproduce once they hit the young adult stage, though they will try to wait to reproduce until it is truly necessary - as the constant reminder of their curse puts a mental block on having offspring. though they prefer to find a partner for life, if they cannot and know their death is soon, they would breed with another out of a sense of duty to keep the race alive. It is rare for them to breed more than once, though it is completely possible. Half Breeds: They are treated the same as pure bloods, some maybe even better as some elves believe it may be possible to have Half Breeds bare an uncursed child, thus sometimes treating half-breeds better than the pure bloods. Half-breeds are usually the creation of an elf in denial or believing that they could breed with another species to nullify the curse their child will inevitably face. They are uncommon though not an extremely rare occurrence. There are no prejudices against them as even the half-breeds would bare the full effect of the curse. Habitat / Home Land High elevations, usually mountain ranges to allow them free reign for flight when necessary. The peaks of heaven pass are ideal to prevent others from knowing of their existence. Most of them try to live in a tribe for a sense of unity, though there are a few that ventured outside to see the world. Society General: They live in a large Nomadic tribe traveling around Most of them stay on the peaks of Heaven's Pass to avoid detection by the world as they watch it in pain. Those that have a beneficial connection to them are shown extreme kindness to a point it could seem strange though not many outsiders know of them and even less have a good history with them. Those who are unknown to them would be dealt with in some of the most violent ways. To the normal person they are extremely hostile, but within their own race, they are social creatures. The Chain of Command in the tribe are the Elders, then the warriors from the strongest to weakest. The reason why the Elders are the highest in command is due to the length of time they had to deal with the curse which is shown as a sign of strength in their community. They also have the wings to prove it as the wings grow the longer they're host is live. Those too weak to survive in the tribe were put down to end their suffering. Relationships: Is usually is between two elves though a small group of 4-5 elves are common as well. In groups usually it would be one male or female and a number of the other gender (polygamy/polyandry). Though they live in a large tribe it is not uncommon for some to care more about a select few over the rest. Once a relationship is formed, all sides would prioritize their own group over the entirety of the tribe and cannot be subjected to a trial by combat to break the relationship. Most relationships though come from a necessity of being comforted during their pains over finding those they truly love. As they can find various ways to ease the pain mentally. Combat: The forsaken are trained in magic, and armed combat from an early age in combat so they can defend themselves. In the tribe if there is any dispute it will almost always be resolved through a trial by combat. In their society, everything is solved through ranks and fighting, those who cannot live with the results are disposed of. Limited members of the tribe will ever defy the results of combat. Death: Death for the elves is both wished, feared, dreaded, but inevitable. After the death of a member the collection of the body takes the utmost priority and is brought to an isolated location where it would be properly disposed of. Once an elf has died the parasite will mutate, a process which takes a full week, that time is used to dispose of the body and hopefully kill the parasite during its change. The death of a member of their tribe is seen as a gift in most cases and is treated with the utmost respect. It is feared as well since the parasite truly comes alive when the host dies and if it fully evolves, it brings forth an extremely difficult fight. Religion Unlike other races the elves worship spirits, and follow rituals to appease the earth itself instead of the gods. The elves believed that the world was what gave them life and that the gods and primordial beasts that wished to rewrite that. The forsaken partake in barbaric rituals in which bodies and sometimes villages were sacrificed to appease the spirits. They believe they know the true history of the world, and believe the world is Teair’s guardian. After the curse was inflicted not only do they wish for the death of all the primordial beasts but have a deep seated hatred for the Gods who they believed just watched. Magical Abilities The elves all have one elemental manna flowing through their body. They cannot use any other element besides their own, alongside that they are generally taught spiritual magic, using mediums they would call spirits to do their bidding, causing they're spells to have a long cast time but higher potency. Their manna is limited to either earth, air, fire, or water manna - what is regarded as the more natural manna. Physical abilities: The forsaken are trained from young to trust their instincts in combat. They are extremely deadly to fight, though it is possible for others to hold their own against one. They usually fight in groups with near perfect coordination. Racial Abilities
Ability Name: Bloodlust Description: A boon from the parasite which allows a significant boost in power and speed for an extremely short period of time. Range: Self cast Times Per Day: Once per 3 days. Extra: When moving in high speed in this state a blood red glare could be seen due to the drops of blood. Drawbacks: Wings must be out to use, Increases the blood consumption of the parasite and prolonged use can cause death. Due to bleeding eyes they will see only red during the time which can last up to a day after. During the time, they are more instinctive over logical. they can also quickly mistake allies for enemies.
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