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Author Topic: People: The Races of Entar  (Read 16459 times)
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« on: November 17, 2007, 12:54:01 AM »

Humans


The most common race, Humans are the dominant people in the East of the continent. The energetic will and potent drive of Humans has compelled them to be capable of doing anything to which they set their minds and hearts, and no other race has proven to accept change as well as Humanity.

Physical Appearance: Mature Humans generally stand between 5' to 6'5", although there are some Humans as short as 4'5" and others that tower over 8'. Their skins range from pale through to rich dark browns, almost black. Eyes are usually a variant of brown but greens, blues, and grays are not uncommon. Hair ranges from white, blonde, red, brown, to black, though those with a hint of mixed blood can develop outrageous blues or other odd shades. Most humans weigh around 80 - 220lbs and can carry about half their own weight generally, and can lift more with training.

Relations: Humans are so varied that it is hard to encompass their general stature, but more often than not they are accepting and accepted by other races. They show an ambition and a drive that the other races rarely can keep up with, most likely due to their relatively short life spans. Most other races accuse humans of having no care for history or the natural world, but this may not be true at all. If there is any conflict with humans, it is among themselves.

Lands: Due to their resiliant adaptability, Humans are known to inhabit just about any and every region. The former empire Andúnë is thought to be founded by the first Humans from the Western Lands a thousand years ago

Behavior: In addition to adaptability and resourcefulness, Humans are also fairly charismatic, capable warriors, skilled negotiators, shrewd politicians, and revel in facing challenges. Humans can individually specialize and focus on particular professions or callings. This creates a general balance between all humans, in that finding one human that is an expert at a certain craft, one will surely find another human is equally inept at it, but proportionally skilled elsewhere.

Language: Humans speak what has become known as Common, the evolved form of the "Old Tongue". It has become the universal language among all races, and most people are now taught Common along with their native tongue.

Morality: Humans tend towards no particular moral view as a race. The worst and the best are found amongst human kind.

Deities: Humans revere no particular deity. Most pay at least lip service to all the gods at some point in their lives or another. However, humans can become among the most devout of priests.

Innate Attributes: None. Humans are considered average in every pursuit, as they are neither blessed nor cursed in any specific trait or attribute. They set the standards by which all other races are measured. Humans are the only race capable of successfully interbreeding with most other races thus producing half-breeds with diminished strengths and moderated weaknesses more approximating the average proficiencies of humans, the most common of which is the Half Elf.



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« Reply #1 on: November 17, 2007, 12:54:15 AM »

High Elves


High Elves share the title of oldest of the mortal races with their "less-civilized" Woodland brothers. Despite this (though some claim it is because of this) they are the least mortal-like. High Elves are long-lived, regal and dignified, and normally go about their business with a sense of higher purpose. Often this is mistaken for arrogance, but they are invariably respected among all.

Physical Appearance: High Elves, by and large, are slightly taller than humans, but weighing usually between 85 to 135 pounds. Lithe and slender, they are often identified as frail and delicate, however they are anything but weak. Blonde and silver are the most common hair colors among High Elves, while darker hair is usually an indicator of Wood Elf blood. Elves in general are well-known for their fair, chisled complexions and pointed ears.

Relations: High Elves are popularly viewed as egotists because their reserved, aristrocratic aloofness toward the shorter-lived races, namely Humans. They otherwise have maintained a history of good relations with civilized, free nations.

Lands:? With the destruction of Loriath in the north at the end of the First Age, the High Elves that survived withdrew into their last remaining territory, Elentári, which was then largely populated by Wood Elves. High Elves manipulate nature, building cities out of marble, crystal, gems and stone, while the Wood Elves embrace nature, building their homes directly into their natural surroundings, utop and inside the trees. Their differences were a point of contention, and the dispute nearly escalated to bloodshed, but abruptly they found amity.

Behavior: High Elves, as a rule, are perceptive and quick-thinking; honourable, fair, and loyal, yet devious when called for; they value beauty and calm, as well as overall balance and harmony; and they believe that everyone (except maybe dwarves) deserves a chance -- but often only one! Their tendency to magic, together with their longevity and respect for tradition, make the Elves magnificent perpetuators of ancient lore and knowledge. This knowledge, though, might be hard to pry from a High Elf. They always plan a long time ahead, and they appreciate that knowledge is power. A wise elf will only trade useful information, for other information.

Language: High Elves speak the flowing, beautiful language of Elvish.

Morality: Because of their belief in balance, High Elves tend toward Neutral Good, but by no means does this imply compromise (the Elvish word for compromise is more precisely translated as "mutually unsatisfactory mixture").

Deities: All elves revere their patron deity, the Lady of the Forest, Livana. Though an Elf is generally free to worship any of the gods, elven society does not tolerate the worship of the evil gods.

Innate Attributes: All Elves are endowed with the gift of longevity and apparent agelessness, dexterity, and acute hearing and vision. They have a great affinitiy for nature and the outdoors, though High Elves tend to manipulate it. Yet, despite their apparent eternalness, it is known that Elves who stray from their commune with nature will begin to lose its beneficial grace, and age into decay and death with no reverse. Elves are closer to the arcane than most mortals, and have power with all manner of magical and enchanted things.



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« Reply #2 on: November 17, 2007, 12:54:29 AM »

Wood Elves


Wood elves are amongst the oldest creatures living on Entar.  Rivaled only by their High Elf cousins, Wood Elves tend to live for hundreds of years, aging slowly as the world around them does.  Acknowledged as the guardians of nature and the forests, wood elves make their havens deep within the hearts of forests and other such locations.  Their general willingness to help others is a trait often sought after more then their High Elf cousins, but to those who abuse nature, they are a bitter race to encounter.

Physical Appearance: The sleek and slender build of wood elves is an easily distinguishable mark to their race.  Ranging anywhere from five to six feet, these tall and graceful humanoids are as slender as can be.  They weigh anywhere from 85-160 pounds depending on which region they hail from and, obviously, what they eat.  Despite the lanky physical features, wood elves are very graceful and extremely deliberate in their actions, as they can glide through the forest without making a sound.  If you manage to spot a wood elf, chances are the elf WANTED you to spot him.  Wood elves are distinguishable by their dark colored hair (dark being brown or black) and their soft colored eyes which range from green to blue.  They also have the elven trademarks; pointed ears and slender faces.

Relations: As with most elves, wood elves tend to seclude themselves from the rest of humanity and as such their relations with other races are minimal.  However, when they have had encounters with others, they tend to be friendly with any race except for the Dwarfs and Orcs, mainly because of the chaotic tendencies of both.  Humans, Katta, and other Elves have the strongest bonds with wood elves, particularly if they enjoy the forest.  The best way to befriend a wood elf, is to also befriend the home in which he dwells.

Lands: Most wood elves hail from the Elentári area and the city of Highwood which is found at the heart of Elentári.  However, upon further searching, elvish villages have been found throughout Anfalas and southeast of the city of Narim.  Due to the struggle between the wood elves and the high elves after the destruction of the elven nation in the Northernlands, both species of elves were almost cast into a civil war.  Some of the more peaceful wood elves withdrew to the nations of Narim and Anfalas to avoid the eminent bloodshed that was bound to ensue.  As things cooled down between the fueding elves, those who left were soon forgotten.

Behavior: Wood elves are caring and compassionate and often humble, but not always.  Many people have entered into a forest and run into an elf that was more than happy to either show them a way out or take them to their city.  Either way, wood elves are very friendly as well as courteous to everyone they encounter.  Often times this benevolent nature is taken advantage of and abused.  Wood elves' hearts truly lie within the forest.  In a sense they can feel what the forest feels, be it pain, joy, sorrow, etc.  They are bound to nature and all living things within it, so if you harm the forest beware the wrath of an angry wood elf; they are often merciless when pertaining to destruction or abuse of nature.

Language: Wood elves speak both Common tongue and Elvish fluently.

Morality: The morality of Wood elves is generally good due to their hospitality and benevolent nature.  However, because of their seclusion they tend to be severed from the rest of the world and prefer to remain neutral.  If they are forced to take a side, they will generally fight for the cause of good, but only if the situation demands their interference. Neutral-Good

Deities: Most wood elves worship Livana with the utmost devotion being as she is the keeper of the forest.  It is also not uncommon for elves to worship Faelyn in conjunction with Livana, believing that worshiping both gods will provide them not only attunement with the forest, but that worship of Faelyn will instill their compassionate nature.  Any elf caught worshiping an evil deity is immediately banished from all elven strongholds with punishment of death should they return.

Innate Abilities: All Elves are endowed with the gift of longevity and apparent agelessness, dexterity, and acute hearing and vision. They have a great affinity for nature and the outdoors, and wood elves are extremely adept at traversing it. Yet, despite their apparent eternalness, it is known that Elves who stray from their commune with nature will begin to lose its beneficial grace, and age into decay and death with no reverse. Elves are closer to the arcane than most mortals, and have power with all manner of magical and enchanted things.



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« Reply #3 on: November 17, 2007, 12:54:48 AM »

Dark Elves


Dark Elves (also known as 'Drow') are the least encountered breed of elf. Their history is tragic, for they are a cursed race. Damned to wear their treachery on their skin, dark elf is a term used to describe those elves and their decendants whom pledged themselves to Maedhros in order to avoid the destruction of the First Age.

Physical Appearance: Dark Elves share the same lean build of their cousins, though with ebony black skin of varying shades. They can have several different hair colors, though the color is almost always muted into a strong shade of white. Their eyes can be many different colors, but black, gray, red, and purple are the most prevailing.

Relations: Dark Elves' history of treachery, coupled with rumour of their sinister nature and appearance makes them feared and hated among those not of their kind. They are rarely equipped to deal with this vicious mistrust except with violence or flight.

Lands: The majority of Dark Elves live beneath the surface in subterranean caverns. However, a small percentage manages to live among the surface-dwelling population, more often than not out of the way and only encountered in the night. They have formed small communities all over the world, though their 'greatest' achievement has been the creation of the subterranean city of Shar'oloth, in the midst of the Wastelands. The city holds practices bordering on xenophobia, and little is known about it.

Behavior: Drow retain the aloof and graceful tendancies of all elves, but their temperment is a stark contrast to their cousins; strongly cynical and malevolent, and fiercely competitive.

Language: Dark Elves speak a harsher dialect of Elven.

Morality: Dark Elves tend towards neutrality, having choosen to exile themselves to live amongst their own kind and not caring about anyone other than those they know personally. They are more likely to be evil, having grown embittered by a life of hate, but a few try to repair the damage done to their race and walk a life of good. The best and the worst exist among the Drow.

Deities: Dark Elves normally worship gods between the neutral and evil spectrum. Most honor the Dark One, Maedhros, either because they see themselves as 'blessed', or they hope for a way to lift their curse.

Innate Attributes: Along with dexterity and acute hearing and vision, the Drow have the ability to see in the dark perfectly, but this comes with its own penalty. Because their eyes are ideally suited to the underground, exposure to bright light can be painful and exposure to full sunlight is devastating. They also have a notable natural appitude to stalk in the shadows.



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« Reply #4 on: November 17, 2007, 12:55:01 AM »

Dwarves

One of the eldest races of Eldanar, Dwarves are known for their strength, craftsmanship, and skill in battle. Mysteries of the underground, the Dwarves hold many secrets to that of the land. And as the rumble escapes the breath of the ground, remember a Dwarf’s domain…

Physical Appearance: Standing in the four foot to four and a half foot range, Dwarves are not very tall. Do not be fooled, however, as their bulk and strength is more than enough to make them large. Broad in the shoulders and strong in the chest, Dwarves possess an amazing physique, that is a bitter looking blessing. Dwarves tend to weigh quite a lot, despite their short height, and it normally tends towards a muscular form. Male Dwarves are, in fact, very muscular, and if looking at them isn’t enough, the grip of one is quite shocking. Dwarves mainly have their height, the little that they have, in their torso, as their legs are very short, perhaps 1/3 of their stature. In order to hold their massive bodies up, though, they must have thick and strong legs, along with broad feet. Their skin varies quite a bit, normally depending on the residence of the Dwarf, they are believed to be highly tanned and almost brownish in color, but that is just one kind. They are thought to be this because those are the ones that are most commonly seen. Very few dare to venture into an underground dweller’s mine, thus rarely see the majority of them. Those who remain in mines and large caves tend to have a paler appearance, as the sun lacks to fall upon their skin. Thus, skin color varies. Most Dwarves possess many wrinkles, no matter what labor they have endured, and thus, they normally lack beauty to their presence.

  Hair is something very important to a Dwarf, but not how some may think. Beards are the most important thing to a Dwarf, and they are, unlike every other part of a Dwarf, very well groomed. Dwarves are very often seen with their beards braided, as to add more pizazz to them. Younger Dwarves who are barely in their adulthood tend to have reddish or brownish beards, while some may have black, but the most honored of Dwarves are those with a grey beard. When a Dwarf has a grey beard, he is thought to be in his prime, able to fight to the max of his ability, and able to endure more than he ever will in his lifetime. This is true, but only to a point. It isn’t a known fact, but the Dwarves believe it so strongly, it makes those with grey beards fight better, just because they believe they can. Head hair, depends. Many do not have it, while others have too much of it, having hair that goes down to their backs. Dwarves are rarely seen with straight head hair, and so, it is most often messy. Clothing is another aspect that tends to show the roughness of Dwarves. Normally wearing leather or rough cloth, Dwarves tend to stay away from the more beautiful of clothing such as silk, as it would never last. Layers of clothes are not uncommon for many, especially the miners who get dirt and grime in their clothing. Overall, Dwarves are quite interesting to look at.

  One topic that always has those who are not Dwarves puzzled is that of their women. Many believe that Dwarf women do not exist, while others believe that they just look like the men. Perhaps this is because the women are not as adventurous as the men, and do not tend to leave their underground Dwarven homes, nor are they found in battles. So, be not deceived, Dwarves have women just like everyone else, and they do not look like the men. In fact, Dwarves think that Elven men look more like their women, instead of vice versa. They do not have beards, they do not have amazingly big muscles, though they may be a bit stocky, nor do they have near the deep voices of the men. Sure, they don’t have long flowing golden hair and blue eyes, but they don’t look like the men! Dwarf women are very simple looking, normally having brown, curly hair along with a more slender figure, but only compared to the men. It is very easy to tell the difference, as the women also tend to be a little shorter than the men, too. They do possess a little deeper voice than most other women of different races, but no where near as deep and gruff as Dwarf men. They still have the same feminine physicality’s as others, which probably does not need to be discussed. And, as with all other Dwarves, they claim very dark eyes. Dwarf women may not be very attractive to males of other races, as are the male Dwarves to females of other races. Therefore it is not likely for Dwarves to intermingle with other races.


Relations: Well liked by many races, Dwarves have strong bonds with other armies. Known for their loyalty and keepers of their word, Dwarves are great allies. Very few wish to get on a Dwarf’s bad side, as if they have an enemy, they are always an enemy. If played false, Dwarves never offer any sign of forgiveness, as people only get one chance, for the most part, with a Dwarf. They have been known to hold a grudge for years and not even remember what they were mad about, only knowing that their parents were mad, so they are mad now too. Evil doers tend to hate most Dwarves, mainly because they are big obstacles to fight against. However, there is one very interesting relation that Dwarves share. That is of the Elves, the beautiful, the fair, and the graceful. Dwarves do not generally get along with Elves, as very few individuals ever do like Elves. There is a very strong distrust between Dwarves and Elves, as they are quite opposites. Dwarves believe that Elves are a stuck up and haughty race who believe that they are the greatest. Dwarves, if you didn’t know, don’t like people who think they are better than everyone else, even if this is somewhat hypocritical. Though they don’t like each other, it hasn’t ever really gotten out of hand, or started a war. Some skirmishes may exist, but really, what else is different with others? It seems as though Dwarves dislike Elves more than Elves dislike Dwarves, seeing as how the Elves are a bit more mature about social matters.


Lands: The ants of mountains, Dwarves are known for their massive cities underground, in the hills, or in the mountains. Normally wishing to live deep under ground, Dwarves are dwellers of the underground. The ancient city of Khur, below the snow covered mountains of Khalar is perhaps the largest city of the Dwarves. But despite their living underground, some may decide to live in actually cities. These are the most commonly seen, as very few wish to join them in their underground domain. However their craftsmanship does not stop in their own homes, as they have built some core defences for cities such as Míriel and Tarsis.


Behavior: Livers for honor and glory, riches and wealth the Dwarves are a one of a kind. Their quickness to help and their eagerness for battle have earned them the respect due from others of various races. Very few can understand Dwarves, as despite their average gruff nature, they have many different sides. Much like barbarians, Dwarves aren’t really sociable, not that they cannot be, but normally because they like remaining among themselves. This has risen to the belief that they care not for others, as much of society has forgotten all the wonderful deeds done by the Dwarves, such as the formation of the famous Dragon Riders, or peace keepers. Dwarves tend to act gruff and serious, even if it is comical to others, but despite their sturdy personalities, they are, in fact, very clever. Dwarves are wonderful craftsmen, and it shows in their work. Seeing the works of Dwarves, such as their cities, many would never believe that they did it, because of how they act. Dwarves are very generous to those whom they like, but they can seem very greedy to those they do not know. Lovers of gems and jewels, Dwarves have a strong passion for riches, along with craftsmanship, but very few are actually downright greedy, going around stealing it like Goblins. Their craftsmanship of weapons and armor demand a very high price, as it is some of, if not the, best you can find.

  It is quite uncommon to find a cowardly Dwarf. Dwarves maintain an animistic attribute as to try and turn fear to fury. Dwarves can be afraid, but they tend to handling it a little better, and are fairly good at hiding it  in their sturdy minds. Many believe they lack the ability to fear, but of course, it is just their nature to pretend like nothing scares them. When it comes to fighting, Dwarves are extremely stubborn, and very few ever quit, unless they have won. Even then, though, they will try to act like nothing happened, just to rub it in. Very few Dwarves will back down from a challenge or even let someone tease them, just because they don’t wish to do something. This, perhaps, may be why few ever seem to make fun of their height, anymore, as many know what will happen next. Overall, Dwarves are strong hearted, strong willed and just plain strong. Very few, after making a decision, will change their minds, even if they realize that they were wrong, that is just their nature. Overall, Dwarves are either very likeable, or much hated.


Language: Dwarves are known for speaking the ancient language of Dwarven. It is quite easy to tell when one is speaking such a tongue, as it has no relation to any other language. Much of the language is spoken in a coughing-like sound, which make seem like just grumbles. Those who are not Dwarves, yet speak the language, though, tend to enunciate much better than Dwarves themselves. It is a very hard speaking language, as half of it is spoken in yells. You can always tell when a Dwarf is cursing, even if you don’t know what it means. Dwarves, however, do not curse like those of common tongue. They do not use words that are bad to others, but rather are horrid thoughts to them! Beardless, Elf-kisser, and Coward are perhaps the worst things that Dwarves can say, yet in their own language.

  Those who venture out to the surface, easily pick up on common tongue, as it comes to them quite easily. However, they still may not enunciate very well, much like they don’t in their own language. If not listened to carefully, a Dwarf can be hard to understand, even when speaking the same language. Even if a Dwarf is speaking a different language, he will always carry the same speech as his native tongue, much like an accent. Dwarven weapons are always scripted with the language, whether it is the maker’s name or an old Dwarven proverb. This is to show that a Dwarf made it, as so no one else could ever take credit for such fine craftsmanship.

Morality: Dwarves are very honorable and very few are ever deceitful. They are very honest, especially in trade, thus, very few ever try to ‘con’ people. Dwarves hate liars or deceivers, thus, it is very unlikely to find one who is himself. Though they do not have many laws, those which they have a very strict, as many Dwarves are not lenient in the least. The laws of others, however, such as Men and Elves, well, Dwarves don’t give a care in the world. This had led to some troubles with those who live in other lands, as they feel wherever they go; the same rules apply, like back in their Dwarven land. However, Dwarves are good natured, and would never try to harm someone, unless they were mad. There are very few evil Dwarves, as the more evil ones are more on the Neutral side.


Innate Attributes: Dwarves are known for several aspects about them that many do not possess or many do, yet Dwarves don’t. For one, Dwarves are known for endurance. Very few can take the beatings Dwarves can, though they tend to give beatings more than receive. Dwarves are the kind when punched in the stomach all they do is punch back, yet harder. Because of this endurance, Dwarves are less likely to react to small wounds, as though they bleed just as much, they are less hindered by a wound. This also means that they are slightly magic resistant. A spell will still deal its damage, however because Dwarves are more enduring, one spell isn't going to render them helpless, unlike others. This has sometimes discouraged Mages and Wizards, as a Dwarf will most likely get at them physically before a spell will stop them.

  Dwarves also possess great strength. They are one of the strongest races known, and thus, tend to wield heavier weapons. Axes, Mauls, Maces, and some large swords are in a Dwarf’s normal interested of weaponry. They tend to refuse the use of daggers, bows, and lighter weapons, as even their larger weapons are much more suitable. Dwarves are made for dealing damage, and thus, are most likely best at fighting larger opponents. Overall, Dwarves are strong, durable, and downright hard hitters.

  On the other hand, some traits about Dwarves do not add to their lives very well, and often hinder Dwarves at times. For one, their short legs and heavy bodies discourage swimming, as there are very few who can, actually, swim. Thus it is rare to see a Dwarf in the water. Another small issue with Dwarves, though it highly depends on the individual, it that they are not known for their intellect. Dwarves are very stubborn, and tend to act very irrationally, which may make some despise them. But, this also highly depends on the individual.

  Another distinct aspect in a Dwarf's life, in the way of combat, is that they have no ability at the use of sorcery. Spell casting is just not something Dwarves do, or are good at, for that matter, and it is practically unheard of, for a Dwarf to be a sorcerer. They may, in a sense, use certain magic, yet that is even limited in affects, as it always comes back to physical weapons one way or another. Their weapons may, at times, be enchanted, and thus giving them the ability to use a small portion of magic through them, but sorcery is out of the question. This may hinder a Dwarf, often, as for the most part, physical weapons can only do so much, while sorcery, can always become stronger, depending on the user. However, Dwarves can use magic, such as psiconics and faith magic, though magic isn't always a first choice for battle.



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« Reply #5 on: November 17, 2007, 12:55:28 AM »

Gnomes


Average Height: 2 1/2 to 3 1/2 feet tall

Average weight: 70-100 lbs

Physical Appearance: Gnomes are small creatures, even smaller than dwarves. Gnomes have a less "stocky" build than dwarves and usually are not very muscular, thus their appearance is not intimidating. Their faces are usually chiseled with a pronounced nose and clear facial features. Gnomes are usually fair skinned but they usually also have red in their cheeks. This varies from gnome to gnome and depending on the conditions, i.e. sun, this could change.

There is also a different "type" of gnomes commonly called Under Gnomes (also known as Deep Gnomes or Dark Gnomes). These live deeper in the ground and skin color is rather darker to grey. Other than the trade monopoly and a tendency toward evil alignments, the Under Gnomes are the same.

Alignment: Gnomes are generally lawful good with the step down here and there common. Since they are usually in a civilized setting the need for order is evident. They are also kindly because they find it the best way to be with others. Being good does not mean they cannot be sly, cunning, or crafty when it comes to business. In fact, most gnomes are crafty and smart businessmen if they choose that path.? Under Gnomes tend toward neutral and/or evil.

Relations: Gnomes are rather friendly and they have had few problems with the other sociable and good races. They are able to get along well with dwarves and have little problem with Humans. Elves are very tall so the height gap can cause problems. They also have a monopoly on alchemy trade and magical ?tricks? which can be found all over Entar. These tricks can be like practical jokes or even more dangerous things light bright flashes or scary phantoms. They are illusion so nothing materialistic.

Lands: The gnomes live all over Entar as their nature makes them explore. They live with the dwarves, where they fit in the best, and families of them can be found in major cities. There is also a rather large city where they live in the hills and underground out near the northern border of the Andune country side. This town is populated by at least 235 gnomes and is rich in the gnome?s trade of alchemy and magical tricks. The Under Gnomes populate a city far underground not too far from Khur. It has many more and it's population would be in the 2000s

Behavior: Gnomes are very civil people. They respect the laws and keep order when around each other nicely. Gnomes are usually curious and like to go exploring. They can sometimes be a little mischievous but it is almost always in good fun. This constant curiosity can lead to obnoxious behavior and some people rather avoid gnomes due to this fact. Gnomes can be eccentric and the ones who have been into the two main gnome crafts usually are. Gnomes can be cool and calculating with their family always first. Those who view gnomes as frolicking folk would be sadly mistaking because they hold a kinship bond and family bond and are not the silly things legends have told. It always turned out that only the silly extremely eccentric gnomes have been written down in history so the wildly accepted stereotype is not true. Very few gnomes are extremely eccentric to the point of silliness.
 
Gnomes do not like to fight and usually are not very belligerent. Their explorative nature and yearn for knowledge keeps them on the track of learning about magic and alchemy. They usually go for one of those trades but there are always those who go looking for other forms of work. Some of the skinnier gnomes and those without the morals so common to the race use their diminutive size and skill with moving silently to become thieves and even assassins. Gnomes are very good at these profession but few travel this path.
 
Gnome Tics: Every single gnome has a 'tic' that they perform when they meet a certain condition. Whether it be itching toes when nervous or sneezing when excited they all have one. Some can predict the weather by pains in their hand while others can sense if a slug is coming by a noise in their head. It can range from useful to outright silly but they all do have one.

Family: The gnome family is a very important and structured thing. Everything reverts back to the family and to bring a shame upon the family is horrible. All families have one family name that reflects the patron plant of that family. 'Huin Applecret' would be an example gnome name. The family is structured in a way that the most knowledgeable is the family head and everyone falls in-line behind. Everyone recognizes the head and he identifies himself to other gnomes by wearing the family crest (usually their patron plant)
 
Family behavior is a special thing for gnomes and manners are very important. Simply speaking wrong to another family member can bring a shame upon your family. They have special rules as in no offering help or anything. Gnome families know that they can trust one another so all that is needed is to ask for something and offering is considered rude. Gnomes are very helpful people and helping out other gnomes families come naturally. If you see a woman struggling with parcels a gnome is assured to be coming to help her. If a gnome is stuck in a battle no plea for assistance is needed, a friendly gnome is already on his way. Asking for helps is an insult because it implies you are too self absorbed or you are mean enough to not help a gnome in need.
 
Bringing great shame upon your family is simply unforgivable and will cause immediate removal from the family. Gnomes will not kill their brethren unless they are attacked first. This causes many outcasts to join a special clan that calls itself the Locasts.  This is a rebel clan that has come together as outcasts in an attempt to survive, even if that survival depends on thievery and other less than honorable actions. Some examples of a great shame would be killing another gnome un-provoked or siring the child of a married gnome.
 
Family loyalty is also a big issue. If a gnome has even been disloyal to his/her family then they are cast away in the greatest shame and are sent for 'Judgment' at the hands of the great sea. They refuse to kill their own race but the punishment of death must be used to keep order so this drowning is commonly used as a humane way. Other such crimes would be killing the head of a house, burning the plant of an enemy in the open, and betrayal.
 
All gnomes have a coming of age test which is given at about 30 years of life. It is a traditional test of finding an item. They must use all their smarts and craftiness to go out into the selected area and retrieve said item. This test is usually set up by the heads of the houses and is considered a sport. Every year there is usually a few gnomes who come of age and testing must be done. It changes per gnome and each gnome gets 3 tries at the test. 3 failures brings minor shame and get the lowest position in their house. They must wait 5 years before trying it again and if they fail the 2nd 3 sets they are cast into shame and removed from their family.
 
Innate Abilities:? Gnomes have the innate ability to search out and acquire knowledge. They are quick learners and have a natural affinity for illusion magic. This illusion magic is used in the aforementioned ?tricks? and serves many other purposes. They can be proficient in other types of magic but for reasons unknown they seem to be the best at only illusion magic
 
Gnomes also have the ability to be rather stealthy and quiet when they need to be. They are naturally dexterous and can move fairly rapidly while running.
 
All gnomes have one illusionary magic spell or trick they can perform that they are born with. It can be mild to powerful and is usually an interesting spell that is unique. It is almost like a defining characteristic with no two spells the same. It could range from turning a key to looking like a snake or making food look very distasteful. There could also be conjuring ones as in making a pixie come into being (illusory) and cause a ruckus. Those who do not have this ability, which is few and far between, are cast away from their family in shame.



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« Reply #6 on: November 17, 2007, 12:55:50 AM »

Halflings


Physical Appearance: Halflings are small creatures who are more comparable to humans in body build than to dwarfs as their bodies are of slim to average build. At adulthood, their height can range from just over 2 feet to around 3 feet. Men tend to be taller than women, but each is equal in terms of average muscular development. They can have a variety of hair colours, though they tend to be on the darker side of the hair spectrum and are often somewhere between wavy and very curly. Halflings tend to wear their hair longer than their human counterparts and is often seen as messy or scruffy by comparison.

They have large eyes comparative to the rest of their face and their eye colour can be a wide range of colours, but tend to be on the lighter range of grey, blues, and greens and occasionally hazel. Their ears tend to be slightly large in proportion to their heads, but they are often hidden on their hair. Their other facial features tend to be more delicate than that of dwarfs or gnomes, allowing humans to compare them to human children.

Relations: Halfling send to not be taken seriously by most other races. They are seen as child-like and mischievous by the taller races and are not hired or allowed to work with many of them as they are seen, inappropriately so, as either to naive or to tricksy to be trusted with serious work.

Due to this, Halflings tend to stay to themselves deep in the thickets of the forests and hills, and work well with the Fae-folk that resides in those areas. They are quite social with each other though, as the thriving halfling community in the rustic sity of Anorien in Andúnë shows.

Many of the younger halflings are trying to interact more with the other races, but this has yet to change majorly the workings between Halflings and the rest of the world. Most younger halflings enjoy socializing with the outside world.

Lands: Halflings tend to live in fertile, wet forest areas. They have no distinct land in Eldanar, which they would claim as 'theirs', but though they would travel along most of Eldanar, it would be rare to find one in the Wastes or the underground areas of the Dwarfs and Gnomes.

Alignment and Behavior: Most Halflings tend to be divided among Lawful Good and Neutral Evil. Halfings are raised among the laws of nature and laws of code among their own kind and this is an engrained attribute that the laws are there for a reason and they need to fit into their place among them.

Lawful Good Halflings try to benefit as many people and harm as few within the laws of nature, their own community, and of the land. They tend to be the homebody types, though can be pushed to adventure if needed for the greater good. They are often the farmers and gatherers of the land and the halflings who work to a trade or skill such as wood craftsman, and town herbalists. They tend to be older or among many older halflings.

Neutral Evil Halflings tend to see the laws as something placed before them as a puzzle to unlock, a need to keep society happy, but can be managed around to get what they want. They tend to be the performers, using slight of hand and knowledge of the loopholes of the laws to keep them out of trouble.

Some go Halflings go against this grain of laws and forage out on their own. Some halflings, mostly the young adults, go out on their own without the 'constraint of their parents' to do good and to prove they can help the outer reaches of society even as halflings and these halflings tend to be Chaotic Good. Chaotic Good halflings see no need to incorporate themselves in the laws or traditions of their parents and just want to help. These are the adventurers, the writers, many herbalists and homeopaths and they tend to be on the younger side of the age spectrum.

Halflings tend to get most, if not all, of their food needs from plant sources. Their size makes hunting and any sort of dairy gathering quite difficult and they have over the years come up with ways to grow enough (or trade routes to move around needed foods) such as grains and beans to meet all of their needs.

Language: Halflings speak what has become known as Common, the evolved form of the "Old Tongue". It has become the universal language among all races, and most halflings are now taught Common along with any family language. There are some older books written in the 'pure hobbit language' but this is only known to the very old among this race as it has been forgotten other than for some ritualistic needs as the Halflings integrated with the other races for needs.

Deities: There is no set of deities that halflings pray to. Most halflings prefer to believe that there is a power in the Universe that will listen to them without calling on a particular name.

Other Important Facts: Halflings are a race of traditions. Skills, knowledge, and trades are often passed down family lines in the depths of the forest. Halfling families tend to interact with the same human family or town for generation to get their needs met and to trade their wears. Trade routes are generations old, and make the possibility of getting a variety of foods in several parts of Eldanar making the need for hunting - a very difficult thing for such small a people - a non-necessity.

Halflings are very small and weak at birth. They tend to be carried in woven slings by their mothers for the first months, and then around by various family and clan members until they are able to walk. The young are well guarded by the adults as the woods have claimed too many a young halfling?s life. Important moments are celebrated such as weaning parties around the age of 3 and a large celebration is often held when the halfling comes of maturity. Burrowing and the building homes are celebrated. More males than females are born and some males remain bachelors their whole lives. Unlike in humans, males normally live longer than females, meaning most males will be bachelors at the end of their lives. The passing down of traditions and tasks along the male line is considered very important. Females tend to be in the shadows of halfling history and have yet to become as important in the halfling way of running things. Many female halflings are now leaving home at a younger age and seeking lives with other races where females are seen as equal. This has yet to produce any successful offspring though.



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« Reply #7 on: November 17, 2007, 12:56:26 AM »

Katta


The Katta can be considered the next step in feline evolution. As the wild cat is more advanced in strength, instinct, and cunning than the house cat, so is the Katta far more advanced in intelligence and cunning than their wilder feline cousins.

Physical Appearance: Katta carry many features over from their feline ancestry. They have the faces and ears of cats with all the fur and eye colors of cats, both domesticated and wild, depending on the individual Katta's ancestry. The Katta retain the calm grace and beauty of cats, as well as the balance and dexterity.

Relations: These feline creature have developed over time in the Haldarac Desert, there remained neutral for many years until the second coming arrived, this battle was inevitable and any race whether they be good, evil, or neutral were pulled into the chaos. The Katta joined the followers of Maedhros, and when their time came they did not show up to assist their new allies. Aggression and hate eventually built up against the Katta, it was because of them that Maedhros' followers fell into ruin.

Lands: They roam the deserts, many are known to live in groups and families though some often wonder off on their own. Xak Tsirioth, the hidden city of the Haldarac desert, is the ancient dwelling of the Katta on Entar.

Behavior: Katta come in one of two types normally: those who stay in groups together (often called prides), and those who have a desire to strike it off on their own.  They can be very playful, but only when they feel like it.  All in all, a Katta's behavior can be described by simply looking at a cat.  They possess the same natural haughtiness (which drives High Elves mad), and they have all, down to the smallest cub (child) mastered the ability to look right through you as though you don't exist.  However, some Katta are tender and playful, and all Katta have a natural curiousity that can easily get them into trouble.

Language: Speaking in a mixture of growls and, well, for a lack of a better word for it, meows, these felines have a very unique language.  They find it easy to communicate with full felines of any kind (not that it means the feline would be likely to help them).  When they speak Common, they have an odd way of drawing out the R's and the S's. (Ex: "Purrrrrfect." "How sssso?")

Morality: Most Katta are neutral due to their isolated life style in the desert; not many other races favor the Katta for their history but their alignment can sway both ways.

Deities: As for a general deity, there is none although Talos is popular among the Katta.

Fighting Style: Their fighting skill is unique (usually involving much jumping), as well as their weapons (which are light and curved). In the past, to destroy invaders of their homeland, they learned to take advantage of the recent sandstorms. Their armor is light and usually has some sort of head garment to shield their face from intruding sand. The characteristic of the Katta that is so remarkable is their awesome sense of balance and their ability to jump high and always land on their feet.

Innate Attributes:? Katta have an uncanny ability to produce terrific works of art, and that they are excellent in the marketplace as traders and merchants. Some Katta have chosen to make their careers in diplomacy, and were discovered to be excellent at it.



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« Reply #8 on: November 17, 2007, 12:58:04 AM »

Dracons


Winged beasts created for evil, Dracons are now a hunted race across Entar.  All the other races remember the purpose of their creation, and all of them are viciously cruel to the Dracons for being what they are.  However, the Dracons shook off the pure evil influence decades ago, and now they struggle to survive despite what everyone else thinks.

Physical Appearance:  Tall and lean, similar to elves but not to that extremity, Dracons have no hair anywhere upon their bodies.  They are covered in scales of almost any color, although there seems to be no pattern as to how the colors are passed down.  They are apparently not hereditary.  An elongated snout protrudes from between their eyes, which are set on either side of their head.  Fan-like ears sit a bit further back on the head than the eyes, and often, these ears are no larger than a normal human's.
   
Wings, the same length as their owner's height, fold back behind them, although some of the Dracons have learned to fold them over their shoulders, similar to a cloak.  It is rumored that some Dracons know how to fly, but this gift must come with a terrible cost, since not all Dracons can do it.  It is said to take decades of work, and many Dracons die in the process of learning.  Talons extend from all of their fingers and toes, and their tails vary in thickness and shape.

Relations:  Not much is known about how the Dracons feel about other races but often, this is overlooked and all that really matters (to everyone else) is how they feel about the Dracons.  No race is truly comfortable around them, due to the memories that linger in the subconscious. Also, knowing that these people were born solely to destroy tends to put a damper on relations, no matter whether or not the individual Dracon is good or bad.

Lands:  Wanderers, due to the fact that no race wants them nearby, the Dracons roam all over Entar.  However, they have a particular fondness for the Haldarac region and the heat from the sand. At the same time, they also like the Khalar mountains very much.

Behavior:  Dracons work very diligently and try very hard to appease other races.  However, all this serves to do is make them more vulnerable. Many Dracons turn to thievery, but their appearance is impossible to hide well enough to be very good at it.  They also have a tendency to run away from people when things get too difficult.  At the same time though, some Dracons have taken to learning to defend themselves, and they will fight to the death for rights that people deem them too low for, such as staying in an inn or eating in a restaurant with other races.

Language:  An odd sounding blend of whistles, clicks, and 'barking' noises greets any who gets to hear a Dracon communicating in their natural language.  Dragons find them amusing because they speak in the same language that young Dragons speak in.  However, the Dracon who wishes to learn Common has a difficult time ahead of them, learning to make their mouths move in ways that they normally don't have to.  Often, Dracons have an odd slur when speaking Common.

Morality:  Having been created to destroy, this race shuns all forms of extreme devotion.  Attempting to gain some sort of balance and understanding of what they're capable of, the Dracons dislike both good and evil, and they work constantly to walk the line of neutrality.

Deities: Dracons shy from the evil deities, due to the remembrance of how they were created and why.  Many Dracons have broken away from the "normal" society, which stresses neutrality to go on their own to be either good or evil, however, most stay within the believe that balance is necessary.

Innate Attributes: Every Dracon has the potential to fly, although very few ever manage the feat.  They tend to be more intelligent than they are given credit for, and they are all very skilled in getting away from other races when necessary.



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« Reply #9 on: November 17, 2007, 12:58:25 AM »

Orcs


The lifestyle of the orc is highly sophisticated, complex, and more civil than others give them credit for.  The common notion of their famous brutality is most definitely true, but it doesn’t end at that as many tend to believe.  The social and ethical characteristics of orcs are surprising to many given what they believe to know.

Physical Appearance:

All orcs are of the same build.  Males are usually taller than the average human and much larger and muscular.  This muscular build is inherent in all the lives of young orcs.  Even if the profession or class of the orc is something that requires no muscles or is typically a lean class the orc defies that notion.  It is not uncommon to see orc shamans, rangers, clerics, or druids who are all of a large build.  Their skin tones range from a dark grey (almost black) to all shades or green and even a slight blue, to a pale white.  Orcs usually have tusks but they are something that is inherited and passed down along bloodlines.  The size or color of the tusks can be intimidating and even seem like a criteria of social status, but contrary to popular believe, the size of the tusks have no weight in an orc’s social standing.  Usually, men have larger tusks than women and sometimes the women don’t even have tusks.  Orc hair is another characteristic that varies greatly.  Usually, orcs have long dark hair, the most common is black, but it is not unnatural to have grey, white, or even blue or green hair.  As orcs get older their hair does not change color like humans.  Eye color is something else that varies greatly and orcs have all color eyes.

Culturally, it is very important to have tribal tattoos, jewelry, clothing, and to some degree, a very unique form of fighting or magic.  It is common practice to be marked by your particular tribe in all forms.  Orcs are very loyal to their clan and make it very evident.  To an outsider it may seem that orcs simply wear whatever they feel like but it goes so much deeper than that and other orcs are immediately pick out friend or foe among strangers depending on the alliances of their native tribe.  Orcs are true artists when it comes to tattoos, clothing/weapons designs, and jewelry despite the fact that they don’t usually use lavish materials and gems like dwarves.

The differences between orc Lords and normal orcs is usually apparent though their appearance.  Their dress and jewelry are much different in a more subtle way.  However, their tattoos usually all stay the same if they’re an orc Lord or not.  Lords tend to have some sort of sash across their chest adjourned with different and rarer metals than normal orcs as well as traditional designs that signify that they are a Lord.  They also may have some more of head garment.  It is traditional for the orc leader to be marked by a piece of jewelry or cloth on their head.  Normal orcs never wear any sort of object on their head because that is reserved for their leader.

Relations:

This is a very touchy subject for orcs.  The complexity and intensity of their inter-tribal politics is personal for almost every orc.  They take their tribal loyalty very seriously and it is something that sticks with them through their entire life.  It is extremely uncommon for an orc to switch loyalties or even abandon their tribe altogether and be a wanderer.  There are hundreds of tribes some that are huge consisting of hundreds of orcs and some that are relatively small consisting of a mere thirty or fifty orcs.  The history of these tribes goes way back to before the humans migrated to Entar.  Orcs used to control a majority of Entar, but were pushed back by the foreigners after hundreds or wars, thousands of battles, and millions of deaths.  If the orcs ever united their tribes then they could very easily wipe the face of Entar and dominate the land once again, but these conflicts and grudges go back so far historically that is it impossible to ever have a united orc front.  Orcs hold grudges forever and they find it absolutely necessary to uphold the honor of their ancestors or tribal leaders.  Even now, the orcs are in a constant state of war with each other as well as other races, and it seems impossible that peace or even a glimmer of harmony would ever be possible.

Their placement among the dark forces of Maedhros has given them a bad name among the other races of Entar and now their relations with almost every other race is on bad terms.  Above all, the Dwarves and Katta are the ultimate enemy of the orcs for both historical and current reasons.  The Katta and the Orcs are in a raging war in the depths of the Quegan Jungle, the Dwarves and the Orcs are in a raging war in the heights of the Khalar Mountains.  Orcs, on the other hand, are on good terms with Minotaur, Goblins, the Drow, and a variety of other races.  Their relation to humans and elves are interesting.  Elves seem to be disgusted by orcs and are too arrogant to look into their culture to see that they are as civilized, if not more, than the elves; they simply take their appearance and brutality for granted, but those characteristics are just part of a complex culture.  Humans are a very different issue.  Orcs are able to live with humans who can accept their culture in specific places orcs and humans (as well as other races) live in peace, but in a majority of areas the orcs and humans are on no necessarily bad terms, but are both stereotyped.

Lands:

Orcs have many developed cities across Entar as well as sacred and holy grounds.  In a larger civilization like Aeluin, orcs get along with each other rather well despite their tribal grudges against other tribes.  This tension is always present, but the intensity of the tension varies greatly. In places like Möglish K’ahn if two orcs of rival tribes encounter each other it would most likely result in the death of one of the two.  In a city like Aeluin it would simply be a dirty look or in worst cases a brawl.  This behavior is traditional and is considered normal; their concept of honor is more complex than any other type.  Here are brief descriptions of all the major orc lands:

Möglish K’ahn: Möglish K’ahn is the most sacred area for the orcs.  It is essentially their holy grounds.  Unfortunately, in orc culture the tribe who controls the holy ground is the most powerful and leader of all orcs.  This is probably the reason for the constant warfare occurring there all the time.  Tribes versus tribes for the control of territory, this is where the greatest orc war generals are born and where the most tension between tribes exists.  It is considered impossible for any other race to survive in this area due to the unimaginable brutality that occurs.  The Zur’Gurtar Tower that sits on the edge of this land oversees the battles and is usually controlled by the strongest tribe of the time.  Another strategic landmark is the Zal’Udon Docks which are controlled by another (usually different) tribe.  Both of these are key territories that are well defended and have been controlled by the same tribe for a long time.  However, the most holy of areas in Möglish K’ahn is the center, were a temple exists, that is built into a mountain.  This area is never controlled by one tribe longer than a few weeks and in the crux of the conflict.  Raids are commonly sent by the stronger tribes to disperse the current holder of the temple.

Aeluin: Aeluin is a city dedicated to the dark God Maedhros and its inhabitants are mostly orcs, Drow, goblins, Minotaur, and other people who find themselves drawn to the dark city.  It is an oasis for the many people who have been shunned by the rest of society.  It is a highly developed, mysterious, and magical city.  It is built on the bank of an unnamed lake which was created when it flooded the great Draknur Necropolis. The city is practically built half on the water and half on land.  All the inhabitants worship Maedhros at the Draknur Sanctuary which hovers over the lake.  The city is highly fortified and its influence spreads in all directions, especially into the Impregnable Forest and a small portion of the Sparkling Coast.

The city is controlled by the clergy and this is the largest orc settlement on the face of Entar even though it is not strictly orcs.  This area, among orcs, has a highly distinctive type of magic that is completely unique to the orcs residing in Aeluin.  These orcs usually roam the outskirts of the Impregnable Forest, but are unable to penetrate too far into the forest due to the protections put in place by the Fae.  They also control the southern part of the Sparkling Coast and the Zal’Taanar Docks.  The Aeluin Dam is also a key strategic holding of the orcs and it is highly fortified and is part of a main trading route.

Rurag’tar: Rurag’tar is a large port-based city in the Desolate Dunes of the Haldarac Desert.  The Zal’Qragd Docks is one of four docks along the western border of the Azrae Ocean.  These are very strategic for the orcs because the true geography of Entar is unknown to most of the people who live on the eastern coast.  They know nothing of the western coast and even that the orcs dominate it with a high degree of trade.  Rurag’tar is a very large trading city; it links the orcs with all of the other civilizations because the route through the desert is the quickest land route to a major trading city of the north, Xak Tsirioth.  Orc good are common there and are demanded to a certain degree, but as one moves outward the quantity of orc goods begin to dwindle until one reaches Míriel where orc good and jewelry are practically unheard of.

Rurag’tar specifically is a large city that is full of merchants, mercenaries, and the most diverse group of orcs around.  It is a primarily orc city, but it isn’t rare to see the occasional Minotaur or Drow wondering the streets.  Many orcs who leave their tribe or are native to this area come to Rurag’tar to sell their services either as a tradesman to carry goods to Xak Tsirioth or to join the crew of a merchant or pirate ship.  There is an increasing need for hired guards to help protect precious goods from foul creatures and bandits as they make the journey across the desert with their goods.  Overall, it’s an interesting city that is truly unique.

Orgaatar Camp: Orgaatar Camp is an Orc settlement and the largest of its kind in the Quegan Jungle.  It is a manmade outcropping in the jungle filled with hundreds of huts, tents, and building then surrounded by an enormous wooden wall that is patrolled by guards regularly.  Smoke always rises from the camp and it is the base for the many raids that are sent through the jungle and out into the Bay of Daltina.  It is this camp that is the center of the orc-katta conflict in the jungle.  Due to the history of Entar, the orcs and the katta have never had good relations and that sparked something even more troublesome in the Quegan Jungle.  The katta control the area of the jungle that is known as the thicket and that consists of the entire west and southern portions of the jungle making the katta territory the largest of the three factions in the jungle.  The orcs control the north including the cape and the Yurgata Temple.  The goblins control the smallest portion, the east.  Orgaatar Camp is rather notorious when it comes to discovering the source of raids; it is the home of all the raids that are sent across the Bay of Daltina into Andúnë, and into the jungle.

Desolate Dunes: The Desolate Dunes is filled with much smaller orc tribes than Möglish K’ahn.  Here they have a much different lifestyle that doesn’t involve a permanent living area, but instead they constantly move around depending on their food source.  It is a very poor region in the eyes of the orcs and there has been a growing concern with the number of bandits there.  The trade route from Rurag’tar to Xak Tsirioth goes straight through the Desolate Dunes and this isolates the merchant from help and makes him a perfect target for robbery.  The bandits then proceed to Xak Tsirioth to sell the good for their own profit.  Merchants have found an expensive solution to the problem, and that is to hire mercenaries to protect them during their trade journey.

The Dunes are known to be deadly and filled with unknown horrors.  It is common practice to not travel at night, but to put many fortifications in place to protect one’s self from whatever lurks in the darkness.

Khalar Mountains/Westwood:  It is of common understanding that Dwarves and orcs retain a mutual hatred for each other.  This area is highly populated by orcs who are mainly hunting and raiding tribes.  There are few actual camps or villages, but young orcs come here to raid dwarven mines and elvish cities.  They make their camps on the border and fight the Elvish Royal Guard back further into the woodland while they constantly expand their territory.  The dark ravines and the deadly cliffs of the Khalar Mountains are the dwelling areas of the orcs who come to kill dwarves to gain revenge for their ancestors or simply for sport.

The Wastes: The orcs tend to spit the wastes with the Drow.  Since the Drow dominate their rule under the ground in their massive cities and their brilliant Underdark, the orcs and several human tribes rule the surface roaming from all places in the Wastes including: Ered Lithral, Vanwar Barrows, Eighiryr Plains, and the Desolace.   Orcs roam the entire land, but that breed of orc is dramatically different from the southerners.  They have been isolated for so many years that they have developed differently and have created their own history that doesn’t involve Möglish K’ahn or even a focus around a deity.  They are more barbaric and irrational than their southern cousins.  Here is where the typical notion of orc is derived from and they have branded the entire race with a bad name.  But they are by no means stupid; it is just that their culture revolves more around survival than other orcs.  They are simply more primitive.

Here the relations between Drow and orcs are somewhat limited due to the fact that even the Drow find their culture too brutal for them.  This mindset is different as one moves southward toward Rurag’tar and Aeluin.

Western Azrae Ocean:  The orcs dominate and have a monopoly of the western coast of the Azrae Ocean.  They are highly adept traders, sailors, and merchants.  Their ships sometimes venture to the other side of the continent but are never accepted into any ports, so they stay strictly in the west unless they are interested in piracy.  The four main docks are all located at major cities or lands and are always full of people trading and buying supplies.  The orcish means of trade is far more developed than the easterners realize.

Behavior:

Honor is of greatest importance in the orc culture.  It is measured by many things but the main ones among them are battles won, feats of strength that have brought great wealth or possessions to the individual, and upholding the honor of your ancestors.  To gain social superiority, one must prove themselves better than the other competitive males in the tribe.  The ideal behind this system is to force the society to constantly strive to be better and stronger; to not stagnant and die out.  Discord and strife are viewed as the cleansing fire that will bring out the higher self and to bring respect to those it is due, it encourages great quests as well as greater and more vicious acts of brutality.  The concept of honor is deeply imbedded in orcish culture and the practices tend to differ from tribe to tribe, but there are the few things that remain the same globally.  Because of the variety of situations in which one can increase or hinder their honor, orcs are almost impossible to look at as a whole, and they tend to prefer it that way.

One characteristic that is always prevalent among orc tribes is their inherent need for a leader.  Every tribe has a leader and even then they all look to someone else, that being their deity.  It is rare to see an independent orc that has separated themselves from a tribe and a deity.  It is their nature to follow and for a leader among them to rise up to lead them.  These leaders are called Lords in a common sense, but their title changes from tribe to tribe.  There are always Lords in a tribe, and a unique thing is that women are not shunned against if they are Lords.  Every tribe usually has a Warchief and a Chieftain.  Tribes do many activities together, but then in Möglish K’ahn, tribes can be killed off or spit up very easily and then orcs then wonder to the tribes of their allies to reap revenge for destroying their tribe.  The cycle of honor is never-ending.

Orc women is an interesting topic, they are usually at the bottom or the top, but rarely in the middle.  Some tribes have female Chieftains and sometimes a female Warchief, but that is extremely rare.  If they hold one of these positions the tribe does not refute them because it is known that they must have earned the position to be there.  If they are not at the top they are at the bottom living in the camp making and raising children, getting the food, and tending to the wounded.  They are treated as property if they are married and if they are not then they usually get married quickly to secure self-protection or they learn to protect themselves and choose a different path.

The typical alignment of orcs is of the neutral and evil tendencies.  A majority of orcs are neutral because they don’t care about anything outside of their tribes and the inter-tribal conflicts and mainly worship Talos.  In other areas outside Möglish K’ahn and the Quegan Jungle, orcs are primarily of an evil alignment worshiping Maedhros, Jherad, Valdriel, or Gormion.  It is rare and usually socially unacceptable for orcs to be of a good alignment, they wouldn’t get very far in their practices unless they did that independently, and that is something that orcs tend not to do.

As stated before, orcs are very subjective to intense forms of envy, jealousy, and the desire for vengeance.  They hold grudges forever, or at least until they have gotten vengeance, but then the other side must ‘get them back.’  It is another never-ending cycle of conflict and tension.

Language:  Orcs speak orcish which is a complex language which uses an excessive amount of apostrophes and letters that are harsh in the common language of Entar.  It sounds dim witted, but in all actuality it is more complex than elvish by far.

Morality: The morality of orcs is highly culturally biased.  Killing, rape, lying, and deception are nothing but common in orc society and is not frowned upon by any means.  Their moral judgment lies solely in their religion or tribal traditions.

Innate Attributes: Orcs are brought up by their parents to be strong warriors and they are skilled in all types of warfare and weapons.  Typically, all orcs are skilled at archery and the axe.  They are creative when it comes to inventing new types of weapons that do gruesome and terrible things to their victims.  As stated above, orcs are great craftsmen when it comes to designing tattoos or traditional/religious designs or even jewelry.

Their brute strength is the greatest among all the races of Entar and even the magic used by orcs is different and powerful.  Even though the magic of the orcs is powerful it is literally uncontrollable, but that doesn’t bother them, as long as it does damage to their enemies.  They can take the recoil of their own magic, and they even tend to brand or punish themselves when they fail at a task or for religious purposes.



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« Reply #10 on: November 17, 2007, 12:58:41 AM »

Goblins


Physical Appearance: Goblins are much smaller than their brutish Orc cousins, standing roughly four feet tall, give or take a few inches.  Their twisted willowy bodies are covered in tiny scales with a small tail protruding from their rear.  As such, Goblins have no hair on their reptilian bodies and generally tend to have a more acrobatic physique. A Goblin's scale color tends to change between vibrant reds to various earthier tones.  This seemingly varies based on habitat; however, rare cases have occurred where a yellow goblin was born into a green skinned family. 

Their faces seem to change as much as your normal humans, but it is typical for Goblins to have large brows, much more like an ape, and rather large noses; however, their snout can appear flat or long based on heritage.  A Goblin's nose is generally considered their best feature, as the nose is an extension to determine one's wealth and status in a society.  Their ears are pointy much like their Orcish cousins; however, are generally too big for their small humanoid heads.  Generally, a Goblin's eyes are  fairly small, appearing in deeper crevices that are parallel to their earlobes.  Seemingly all Goblins have extraordinarily large mouths, while their lips tend to be rather slender.

Relations: Goblins generally do not engage with civilized society as their superstitions and love of gold causes tribulations; however, they aren't all completely evil like their Orcish cousins.  Goblins generally have mixed feelings about other races, as they do not often encounter them within their own little societies.  Occasionally, they may journey to outlying regions, but rarely travel more than a few days time.

Their isolation life style is a means to drive out evil spirits in their society, as many superstitions control their daily lives.  It is this reason that other races are never to be brought to the breeding grounds, as it would endanger entire clans; however, their love in shiny metals and jewels often serves as a crusade in their travels.  Such things have their value in wealth as well as serving as the protection against ghouls other such superstitions.

Lands:  Goblins have been known to populate two main areas, one being scattered in the Republic of Valguard's mountains where they tend to say away from the civilizations while completely avoiding the Dragon Vale.  Here the scaly creatures are generally neutral in life, not wanting to harm or help the other races.  They prefer the traditional methods of isolation by avoiding travel to larger cities, often pedaling their wares along the river's coast to travelers and merchant vessels.. 

The other location being north west of Narim living inside crevices made on the cliff's edge; however, it isn't strange to find these Goblins emerging in the local societies more than their northern brethren.  The harsh environment combined with the unsavory crowd to the south has hardened these particular Goblins.  They have been subject to unjust treatment and ridicule upon their travels, often having to defend their homeland.  It is this reason that these clans have become malevolent to threaten those who wish to do them harm.  As a side note, many Goblins near Narim have started populating it's southern quarters with their brutish Orc cousins.

Goblins as a whole tend to eat the fish they catch in the rivers, lakes, and oceans, as they require a lot of protein to curb their high metabolism.  Finding seaweed and other plant life in the murky waters is considered a delicacy.  While they travel on occasion, they generally prefer to keep within their select societies.  On rare occasions, Goblins have been known to occassionally leave their homelands out of banishment or hopes at a better life.

Behavior: Goblins are typically strict to their isolation having fallen victim to their own superstitions; however, they are capable of interaction with the outside races.  They spend a lot of time praying to their specific deities to ward evil spirits and keep outsiders at bay.  It is through their faith that they generally gain magical powers, becoming capable of wielding moderately powerful magic; however, are generally fearful in using their magic as it might anger the spirits watching over their people. 

It is their strange warped view of their deities that often brings about their unique rituals.  Whether it is a blood sacrifice, mating ritual, or one involving both song and dance, the Goblins take their believes very seriously.  The largest cave in their mountainous dwellings is often one altered into a shrine where such festivities take place.  Every Goblin possesses some form of shiny trinket that can be used to both appease their deity and keep spirits from possessing their souls.  Typically, this comes as gold, but has also been formed using gems or obsidian.

Being a civilization that survives on aquatic life, they often reside along riverbeds and open lakes.  The ocean is often a possibility to maintain their diets too; however, they're untrustworthy of the races residing below waters.  While meat makes up the main source of their diet, under water plant life is considered a delicacy.  Those given the honor in collecting fish and plants are typically higher ranking members in the clan; however, everyone is under the Tribal Shaman.

The Tribal Shaman serves as the spiritual leader to the people.? It is the Goblin?s belief that this figure talks directly to the gods; however, less irrational races know otherwise.  The Tribal Shaman is the one who blesses each child born into the earth and is the last one to wish it department back to the soil upon death.  Diseased ancestors are never to be mourned, are buried outside their societies, and are to be forgotten after death.  It is their ancestors that they fear most considering their spirits are most likely the ones that will attempt to return to their caves.

Language: Goblins tend to hold the same speech as their Orcish cousins, speaking in a dialect that combines both a rougher form in Elvish tongue combined with the common language of Entar; however, one whom understands Elvish would have an easier time translating their words into sentences.

Morality: There are both Neutral and Evil Goblins, but it is very rare for one to be in Good faction. Their isolated lifestyles generally run too far to coheres themselves with the benevolent races often; however, there has been a rare occasion when one makes a life altering decision to follow such a deity.  Yet, because they?re straying from the society they are accustomed to living, these Goblins are generally rather chaotic in nature.

Deities: Goblins are strongly influenced by nature, as such; they typically follow Livana or Jherad in their beliefs.  Those living in the Valguard's mountain regions generally follow Livana, while those living north west of Narim give their faith to Jherad the Destroyer; however, it is possible to live in one region while following the other's deity.

Innate Abilities: Goblins make natural rogues through their acrobatic bodies and energetic nature.  Through their life styles, they keep themselves fitter than most races, able to swim accost rapid rivers and large bodies of water.  Goblins are also capable of wielding moderately damaging magic as their faith strengthens their powers.  Many Goblins turn to magic to defend themselves from evil spirits and outsiders attempting to 'invade' their lands.  It is important to remember that Goblins have an extremely high metabolism, requiring them to eat lots of protein quiet often.  Because of their affinity towards fish, it is generally their decision to live near large bodies of water or an abundance of flowing rivers.  Their superstitions generally keep them on edge while dealing with outsiders and have been rumored to go crazy upon entering larger civilizations.



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« Reply #11 on: November 17, 2007, 01:00:38 AM »

Who are the Fae-Folk?


There is magic in the world. It is all around us and flows through everything and everyone. It is the glamour of the world and the source of our dreams and, even, our nightmares. It permeates nature and binds the mundane world together in perfect unity. The Fae-folk (also known as Faeries, The Fey, The Old Ones) are wondrous beings that are born of that magic and of the dreams, and even nightmares, of all those who live upon the face of the world.

The Fae-folk are creatures of magic and more closely tied to the true nature of the world than the mundane mortals with which they share the land. They are an integral part of nature and yet, are not bound solely to the physical world. Their realm is that of dreams and imagination, of magic and nightmares. Their kingdom is nature in all its splendor and glory.

History tells us that the Fae-folk were the first to settle the Lands of Entar, even before the coming of the races of man, but the truth may be lost to all but the Fae-folk themselves. Some believe, and it may very well be so, that the Fae have always been here, that they are the original inhabitants of the land… perhaps, even the world itself. Suffice it to say that the Fae-folk and their origins are, and will always remain, a mystery.

There are many different Fae races (known as Kith, or Kithain in the plural) and each of them is unique, mysterious and magical in their own way. The Fae-folk as a whole are rarely encountered, though there are more of them in existence than anyone probably realizes, as they tend to keep themselves hidden from the eyes of the mortal world.

Fae-Folk Lifespans and Agin

Many Fae Kithain can only be described as ageless. One will never see a Fae child or an elderly Fae of these particular Kithain, nor will these Fae ever attribute an actual age to themselves. Some Kithain, however, reproduce and grow up much like the races of man, though these Fae tend to stop aging once they reach adulthood, so guessing at their actual age is difficult, if not impossible. Fae are immortal, though they can certainly be killed or die from the loss of too much Glamour (see below).

Cold Iron

When a Fae creature makes physical contact with any Cold Iron item, whether it is a weapon or a simple tool, it causes their skin to burn and blister quite painfully – not unlike the effects of sunlight upon a vampire. Any wounds that a Fae receives from a Cold Iron weapon are excruciatingly painful and aggravated. These wounds fester, burn, and will never heal without the aid of magic.

Cold iron is the bane of the Fae. There are many theories as to why this may be, but the most logical explanation is really quite simple. Cold Iron is the most mundane substance in the world, crafted into mundane objects, via the most mundane method possible – the total antithesis to creatures that owe their entire existence to magic.

Glamour (Fae Magic)

The Fae-folk have a strong link to the mysterious and unpredictable magical energies that course through nature. They call these mysterious forces “Glamour” and it is the source of all their magic and, indeed, their very existence. Glamour is more than simply the energy that powers their spells, it also serves as their very life force. How the Fae-folk use Glamour to create spells varies from Kith to Kith. Casting spells is different for the Fae than it is for those mortals that have learned to utilize the forces of magic the Fae know as Glamour. A Fae need simply wish the spell effect to take place, and the Glamour does the Fae-folk’s bidding almost at once with no need for cumbersome incantations or fancy hand motions.

It may be that they cannot or it may be that they will not, but either way, Fae-folk do not learn or use the magics of sorcery or faith. Those forms of magic are purely the domain of the mortal-kind. Some Fae-Folk may possess psionic (or mentalism) abilities and, if so, they will be listed in that specific Kith’s information. Fae-Folk do not use any magic beyond the Glamour abilities common to their specific Kithain.

Prolonged exposure to banality and the mundane, as well as using it to cast spells, actually lowers the levels of Glamour in the Fae-folk and they must replenish it. They naturally absorb Glamour from nature at a very slow rate just enough to sustain them so long as they avoid contact with banality, but when the levels become too low, the Fae-folk must resort to other methods.

Reverie: Reverie is considered the most noble method of harvesting Glamour. The Fae spends time cultivating creative inspiration in the target mortal and taps the excess Glamour that is produced as a result. This is sometimes referred to as Musing and often leads to the creation of masterpieces. It is thusly beneficial to both mortal and Fae. This type of Epiphany is often achieved by inspiring wonderful dreams, providing positive reinforcement, or fostering a sense of hope, love, trust or contentment.

Ravaging:  Ravaging is the act of tearing, wresting, or ripping Glamour from a mortal which causes mental anguish and emotional pain in the victim.  The Epiphany is often brought on by inspiring nightmares or a sense of loss, terror, remorse or the desire for vengeance.  Ravaging is very hard on its victims, leaving them feeling drained and listless for days.  The victim also finds that they have no creativity whatsoever while they recover.  Being Ravaged repeatedly can eventually extinguish the victim permanently.

The Fae Realm

The Fae Realm (also known as the Otherworld, Arcadia, and the Dreaming) is a plane of existence that lies parallel to the mortal world. It is the world of dreams and imagination. It is the very source of the natural magic of the world. It is, quite literally, the homeland of the Fae. More Fae-folk inhabit the Fae realm, in fact, than inhabit the world of the mundane. When traveling in the Fae Realm, the Fae-folk must travel the same distance that they would have to in the Mundane World, one being a reflection of the other.

While within the Fae Realm, the Fae-folk find their Glamour levels replenished much faster than they do in the mortal world. Fae that have allowed their Glamour to drop to dangerous levels, normally convalesce within the Fae Realm. There are certain Fae Kithain that even use the Fae Realm to access the dreams of mortals and bring them nightmares or dreams of hope, depending on the individual Fae.

From a roleplaying standpoint, the Fae Realm need never be described and is better left mysterious and unknown by mortal man, even in their capacity as a reader of RP posts. All RP in Entar should be from the perspective of Entar. When a Fae enters the Fae Realm, he is no longer visible to the mortal eyes of Entar and will not be again until the Fae exits the Fae Realm once more. As an RPer, it suffices to simply say the Fae character has vanished from sight and is traveling through the Fae Realm. Describing the Fae Realm itself is not recommended. No RP should actually take place within the Fae Realm.


The Kithain

Playable Fae-Folk




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« Reply #12 on: November 17, 2007, 01:01:01 AM »

Pixies


Fae Kith:  Pixie.  Available to all players.

Alignment:  Generally Neutral Good or Chaotic Good.  Never Evil.

Frequency:  Fae-folk in general are rarely encountered, but pixies are amongst the most commonly seen, due to their very sociable natures.  Because of this, pixies are often simply called “Faeries” by those that do not realize how many different Kithain that term actually applies to.

Appearance:  Pixies are always female.  In their natural form they appear as small (6” to 12” tall, for an average of 9”), naked elves with butterfly wings.  The wings can be any of a myriad of possible colors and shapes, but they always resemble the wings of a butterfly.  When in elven form, the pixie will be slightly shorter and slighter of build than an average elf.  As the pixie transforms into elven form, the butterfly wings magically transform into a silken dress the same color as the wings.

Lifespan and Aging:  Pixies are, quite literally, ageless.  No one has ever seen a pixie child, nor an elderly pixie.  All pixies appear to be young elven women with no indications as to their actual age.  How the pixie population is increased is a mystery that no pixie will discuss.   The same goes for the age of any particular pixie.  She will never tell.  Like all of the Fae-folk, pixies are immortal.

Location:  Most pixies live in the forest and can frequently be found frolicking in fields of wild flowers or trading jokes with various woodland creatures.  They are not overly hesitant about venturing into populated areas, such as villages and cities, but prefer to spend their time with nature.

Personality:  Pixies are about the silliest, most fun-loving creatures to ever grace the face of Eldanar.  They are playfully mischievous, but never in a malicious way.  Their pranks are purely for the laughs, but can be extremely annoying to the victim.  Pixies are highly intelligent and wise and can be serious when the situation calls for it, but prefer to be having fun whenever possible.  They are nice, friendly, caring, sociable and very talkative.  They tend to have short attention spans and are easily distracted.  Pixies rarely choose to fight and really have no way to fight.  They either flee the area or remain out of reach and distract the enemy so someone else can defeat them.

Culture:  Pixies tend to be loners for the most part, spending their time with the creatures of the woodlands.  They do quite enjoy each other’s company as well and can often be seen gathering in fields of wildflowers and cavorting with the abandon only their kind can achieve.  Pixies are diametrically opposed to Sprites and prefer to avoid their darker cousins whenever possible.

Abilities:

  • Pixies have the innate ability to change their size.  They can go from their normal height (9” on average) to any size below that in the blink of an eye.  At the smallest, they appear as nothing more than a spark of light the same color as the pixie’s wings.
  • Pixies can also become larger, but they have only one size larger than their actual height; that of an elf (but not every size in between).  In elven form, the pixie is of a slightly smaller stature than the average elf.  During the transformation, the pixie’s wings wrap around her body and become a silken dress the same color as the wings.
  • Pixies can emit illusory showers of sparks at will.  These sparks can be of any and all colors and even several colors at once.  Pixies only use this ability to add dramatic visual flair to their other abilities.  These sparks are sometimes known as “Pixie Dust”, but contrary to popular belief, it does not have any magical powers of its own.  It is purely illusory and theatrical and pixies are nothing, if not theatrical.
  • Pixies can fly and though it appears that they use their butterfly wings to accomplish this, it is actually magical flight.  Since it is magic that keeps them aloft, and not the beating of their wings, pixies can pull off impressive aerial acrobatics that an actual butterfly could only dream of doing.  The flight ability is not available while the pixie is in elven form.
  • Pixies can converse with any and all woodland creatures.  It will look and sound as if the pixie is having a verbal conversation with the animal, but the actual communication is done telepathically.  The animal will respond in its own language, but pixies can understand them perfectly.
  • Pixies can seemingly vanish into thin air and reappear in another place.  What the pixie is actually doing is slipping into the Fae Realm, traveling parallel to the mundane world, and exiting the Fae Realm at their destination.  The fact that the pixie must travel an equal distance means that the pixie cannot be in one place one second, and another the next.  It is not teleportation, granting instantaneous travel, but it does serve as a good way of avoiding dangerous situations.

Magic:  Pixies can spend their Glamour to cast illusion spells.  They can cause illusory sights, sounds and smells that seem quite real, though they have no physical effect upon the world.  These illusions come in handy for pranks and entertainment, as well as for frightening off an enemy.  Pixies also have the ability to cast a variety of small cantrips, such as miniature lightning bolts, gusts of wind, etc.  None of these cantrips is capable of causing much, if any, physical damage.

Racial Strengths:  Other than her abilities, a pixie’s greatest strength is her size and speed.  It is nearly impossible to catch a pixie that does not want to be caught.

Another pixie strength is their charming personalities.  It would take a cold person, indeed, to speak to a pixie and dislike her.

Racial Weaknesses:  Pixies are almost completely ineffectual in combat and usually choose to flee rather than fight.

Pixies cannot help taking the opportunity to play a prank or have some fun, which often irritates those they travel with.


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« Reply #13 on: November 17, 2007, 01:03:08 AM »

Sprites


Fae Kith:  Sprite.  Available to all players.

Alignment:  Generally Neutral Evil.  Never Good.

Frequency:  Sprites are not seen nearly as often as pixies.  One reason for this is that they do not find themselves welcome amongst most other folk.  Spending time in the company of a sprite is not a pleasant experience for most people.

Appearance:  Sprites are always male.  They stand approximately 12” tall, give or take an inch or two.  They have blue, or green, or purple, or (you get the idea) skin and wear nothing but a tiny loincloth.  They have large, oversized eyes, the same basic color as their skin and a wide mouth filled with pointy teeth.  They have milky white, translucent dragonfly wings and their arms and legs seem long, thin and spindly.  Many people mistakenly call sprites “Dark Pixies”.

Lifespan and Aging:  Sprites are, quite literally, ageless.  No one has ever seen a sprite child, nor an elderly sprite.  Sprites do not discuss how the race increases its population or how old any individual sprite might be.  Like all of the Fae-folk, sprites are immortal.

Location:  Most sprites live in dark forests, swamps, and bogs.  They enjoy heading into towns and villages for a little mischief, but prefer to spend their time in nature.

Personality:  Sprites are nasty little acerbic creatures.  Like their pixie counterparts, sprites love to have fun and laugh, but unlike their pixie counterparts, sprite humor is cruel, taunting and malicious.  Sprites seem to live only to pull pranks and cause mischief to all they encounter.  Sprite pranks can be cruel, malicious, painful, and even life threatening… much to the enjoyment of the sprite.  Sprites can be serious when the situation calls for it and might even travel somewhat amicably with people who share their attitudes and sensibilities.

Culture:  Sprites are typically loners and spend most of their time with the insects and vermin of the woodlands.  They do quite enjoy each other’s company and are known to gather in swamps and marshes, cavorting with wild abandon and fighting amongst themselves simply for fun.  Sprites are diametrically opposed to Pixies and tend to terrorize their benevolent cousins at every opportunity.

Abilities:

  • Sprites have the innate ability to change their size.  They can go from their normal height (12” on average) to any size below that in the blink of an eye.  At the smallest, they appear as nothing more than a spark of light the same color as the sprite’s skin.  (Note: Sprites do not possess a larger form the way pixies do)
  • Sprites can fly and though it appears that they use their dragonfly wings to accomplish this, it is actually magical flight.  Since it is magic that keeps them aloft, and not the beating of their wings, sprites can pull off impressive aerial acrobatics that an actual dragonfly could only dream of doing.
  • Sprites can converse with any and all insects and vermin.  It will look and sound as if the sprite is having a verbal conversation with the creature, but the actual communication is done telepathically.  The creature will respond in its own language, but sprites can understand them perfectly.
  • Sprites can seemingly vanish into thin air and reappear in another place.  What the sprite is actually doing is slipping into the Fae Realm, traveling parallel to the mundane world, and exiting the Fae Realm at their destination.  The fact that the sprite must travel an equal distance means that the sprite cannot be in one place one second, and another the next.  It is not teleportation, granting instantaneous travel, but it does serve as a good way of avoiding dangerous situations.

Magic:  Sprites can spend their Glamour to cast illusion spells.  They can cause illusory sights, sounds that seem quite real, though they have no physical effect upon the world.  A sprite’s illusion magic can even include phantom smells, tastes and sensations, unlike a pixie’s.  These illusions come in handy for pranks and mischief, as well as for frightening innocent victims.  Sprites also have the ability to cast a variety of small cantrips, such as miniature lightning bolts, gusts of wind, etc.  None of these cantrips is capable of causing much, if any, physical damage.

Racial Strengths:  Other than his abilities, a sprite’s greatest strength is his size and speed.  It is nearly impossible to catch a sprite that does not want to be caught.

Another sprite strength is their frightening looks and irascible personalities.  People tend to leave them alone unless the sprite gives them no other choice.

Racial Weaknesses:  Sprites are almost completely ineffectual in combat and usually choose to taunt and hinder from a distance, rather than fight.

Sprites cannot help taking the opportunity to play a prank or cause malicious mischief, which often irritates those they travel with and makes them rather unpopular in general.


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« Reply #14 on: November 17, 2007, 01:03:40 AM »

Nymphs


Fae Kith:  Nymph.  Available to all players.

Alignment:  Usually Neutral.  Often Good.  Rarely Evil.

Frequency:  Fae-folk in general are rarely encountered, but Nymphs are among the rarest of all.  A Nymph is always bound to a specific area and is always the only Nymph in that area.

Appearance:  Nymphs are almost always female (90%).  Male Nymphs exist, but they are exceedingly rare.  They appear as young, extremely beautiful women (or men) with ears even longer than those of elves.  They are scantily clothed only in the flora of their natural habitat and their hair and eye color reflects the area in which they live.  Their hair is extremely long and usually has leaves, flowers, twigs, etc. tangled within it.

Lifespan and Aging:  Nymphs are, quite literally, ageless.  No one has ever seen a Nymph child, nor an elderly Nymph.  All Nymphs appear to be young elven women (or men) with no indications as to their actual age.  How the Nymph population is increased is a mystery that no Nymph will discuss.   The same goes for the age of any particular Nymph.  She will never tell.  Like all of the Fae-folk, Nymphs are immortal.

Location:  There are several types of Nymphs.  Each type lives in, and is bound to, a specific area in nature.  Many people mistakenly believe that Nymphs are actually the very spirit of their particular habitat, but the truth is that they are actually the Fae-Folk protectors of the area of nature they are tied to.  The most common types of Nymphs (and the only ones available as player characters) are as follows.  For example pictures of each kind of Nymph, click Here.

  • Dryads:  Dryads are ‘Tree Nymphs’ and are bound to a specific tree in the forest.
  • Alseids:  Alseids are ‘Grove Nymphs’ and are bound to a specific grove within the forest.
  • Oreads:  Oreads are ‘Mountain Nymphs’ and are bound to a specific mountain or rock outcropping.
  • Naiads:  Naiads are ‘Fresh Water Nymphs’ and are bound to a specific fresh water river, stream, pond or lake.
  • Nereids:  Nereids are ‘Salt Water Nymphs’ and are bound to a specific area of ocean, harbors and gulfs.

Personality:  Nymphs are caring and loving beings for the most part.  They enjoy dancing and frolicking with Pixies and Satyrs and love to bask in the glory of nature.  They will usually try to help those that find themselves lost or injured in their area, though they will normally keep themselves hidden from travelers unless there is a need or the Nymph is in a mischievous mood.

Nymphs are flirtatious and seductive.  They practically ooze sexuality and, combined with their stunning beauty, their wanton coquettishness tends to elicit feelings of lust in all who encounter them.

Nymphs can also be fierce protectors of nature and anyone that threatens a Nymph’s area will see an entirely different side to the Nymph.  Their anger and retribution can be great and terrible.

Culture:  Nymphs do not have culture, so to speak.  Each Nymph will be the only one of of its kind in the area they are bound to.  That is not to say that Nymphs do not encounter or even know each other, just that they do not live together in any sort of “Nymph Society”.  Nymphs tend to spend their time communing with nature and wildlife.  Most of their social interactions are with Pixies and Satyrs, though they seem to enjoy teasing travelers on occasion, as well.

Abilities:

  • Nymphs have access to a great variety of healing magic.  Short of bringing the dead back to life, a Nymph can heal nearly any injury sustained by another, as well as reverse the effects of any natural poisons.
  • Nymphs can assume the appearance of any natural feature in the specific area they are bound to, determined by the type of Nymph they happen to be.  That includes, trees, rocks, shrubs, etc.  This effectively gives a Nymph the ability to remain unseen and undetected in their natural habitat.
  • Nymphs have the ability to control many aspects of their natural habitat and bend them to their will.  For example, a Dryad has the ability to cause vines and tree limbs to entangle their enemies or make an area of the forest impassable.
  • Nymphs have the ability to speak fluently with the creatures of their particular habitat.  For example, Dryads and Alseids can speak to woodland animals, while Nereids and Naiads can speak with fish.
  • Nymphs have access to the full spectrum of elemental magic.  They are stronger in certain elements than others based on the type of Nymph they are.  For example, a Nereid is stronger with water and air based magic, while an Oread would be stronger with earth and fire based magic.
  • Nymphs have the ability take on an aspect of such incredible beauty that any non-Fae looking upon them will go blind.  This blindness may be permanent or temporary depending on the Nymph’s intention.  This ability can be summoned at will and is usually in retribution for a perceived crime against the nature.

Racial Strengths:  Being Fae-Folk is a strength in and of itself, but beyond that, Nymphs are quite adept at the use of magic and more attuned to nature than any other beings on the face of Eldanar.  Their beauty and alluring personalities can lull even the most resistant foe into a sense that the Nymph offers no threat whatsoever, but that foe is in for quite a surprise if they threaten the Nymph’s natural habitat.

Racial Weaknesses:  Nymphs have no skill at all with actual combat and rely entirely upon their magic abilities to defend their homes.  Nymphs are bound to their natural habitats and rarely ever venture far from them.  They -can- venture from them, but they cannot remain away for extended periods of time without losing their abilities and growing weary and sickly.  For example, A Dryad must commune with her (or his) particular tree at least once every month; a Naiad must immerse herself (or himself) in the river or lake she(or he) is bound to at least once per month; etc.


Credit to Jarucas
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