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 Species of Tel Anar
Dungeon Master
 Posted: Dec 17 2012, 04:14 PM
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Trolls

Trolls are big hulks of muscle mass with very few brain cells, which makes them perfect soldiers for the Orc army, when needed. An average Troll is around 13-15 feet in height, with a hefty 9000 lbs (4500kg) in weight, though there have certainly been bigger and heavier ones...just not smaller ones, generally. They are bipedal, with light grey hide that's tough as hardened leather, though a bit of good steel can usually cut through it. A Troll has three enormous toes on each foot which look rather like yellow boulders, and five fingers that they use to grip their weapons, usually clubs in the wild. Their faces look somewhat like a Human's if you broke it a few times, but leading investigations have found that trolls are not attracted by each other's faces. One has to wonder where this information came from, or who exactly researches Trolls, though.

When left to their own devices, Trolls tend to work on a pack mentality, in a way. Packs of Trolls are headed by the strongest and heaviest Troll among them, who dictates all their actions while in the seat of power, be they male or female. Being of rather low intelligence, most commands come out as "hit that" or "don't eat that", but there exists an element of leadership nonetheless. Despite this 'strength is better' mentality, Trolls are subservient when it comes to Orcs, though no one's entirely sure why. Some have suggested that it might be something to do with an Orc's rancid scent, but such claims have never been fully proven.

Just remember; if you can possibly help it, don't make a Troll angry.
It's not pretty.

Species Ability:

Thick Skin - To compensate for not being able to wear most Armour, a Troll's skin is very tough, somewhere between steel and leather.

Intimidating Size - Due to their rather large size, trolls are often considered quite intimidating naturally. As such most smaller folk run in fear or just don't like to look at you.

Basic Facts:

Homelands:
*The Badlands.

Age to Maturity:
*10 years.

Lifespan:
*40 years.

Mating Habits:
*Trolls just mate with whoever they want, whenever they want, with the alpha male getting the first pick.
*...That is, if they can figure the whole mating thing out.

Diet:
*Trolls will eat anything they can put their mouth on. They have very strong stomach acid in order to deal with the more questionable things they eat.

Notable Friendly Race Relations:
*Orcs
*Goblins

Notable Hostile Race Relations:
*Centaurs
*Humans
*Dwarves
*High Elves

Other Miscellaneous Facts:
*On average, Trolls have an I.Q. of about 50. Tel Anar's equivalents to Dumb Blonde jokes are Troll jokes.
*Despite being so dumb, Trolls have created a kind of music known as Rock. The name comes from a Troll having a hard time coming up with a name for his creation, and just naming it after the first thing he could think of.
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Dungeon Master
 Posted: Dec 17 2012, 04:35 PM
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Spidren

Not recommended for the arachnophobic. True to the name, the bottom half of their monstrous body is a spider, jet black and spindly, coated in little hairs. However, the top half of the beast is what appears to be a Dark Elf, leading to some suggesting that the Spidren were formed from some failed magic experiment. Whatever the case, these arachnids are certainly nothing to be trifled with. Four arms sprout from the dark elven body, each appendage sporting menacing looking pincers on the ends. The head area looks much the same as a Dark Elf's, but two razor sharp fangs sprout from the lips, ready to inject poison into the unwary. Male Spidren are very small and scrawny, coming at around 2ft tall and 5ft wide, while the females are much larger, towering at roughly 5-6ft and 12-14 ft wide. Despite this, female Spidren have been known to fit into surprisingly tight spaces, though the details of this remain somewhat mysterious.

Given the size difference, it is probably no surprise that a Spidren nest is a matriarchal society. All leadership and organisation duties go to the females; the males are sent out to gather food and be eaten, for the most part. Spidren nests are often close knit groups, rarely splintering off unless there is no room for more children, but it is not unknown to see one of this species adventuring about just as a human or an elf would. They have only recently been accepted into modern society, having been known for devouring children and other such horror stories in the past...though it should be noted that these aren't necessarily untrue tales, and one should certainly exercise caution if one enters a Spidren nest without permission. The most likely result is getting eaten alive, and I doubt many people want that.

It should be noted that Spidren have an intense rivalry with another insect species native to Tumma Eeva...the Fairies. 'Wild' Fairies and Spidren often see each other as prey, although they are forced to put aside their differences when they enter the cities. Also, fun fact? Spidren silk is this arachnid race's main export, being both rather rare and somewhat expensive in most of the major cities. Garments made of this fantastic material are incredibly lightweight and breathable, making them ideal for particularly audacious dresses, but certain types of silk can be used to make light armour due to its rather surprising toughness. There is also a rumour that a kind of 'dark silk' exists, capable of making armour that is tough as steel yet light as a cotton shirt, yet most instances of this material are considered myths.

Species Abilitiy:

Poisonous Bite - Any non-Spidren bitten by one become woozy for around half an hour, making it more difficult to attack, defend and dodge.

Sticky Web - Spidren, over the period of ten minutes, may produce a web which will keep anyone encountering it stuck to that spot until someone cuts them out unless they are simply too strong (such as a Troll) to be held in.

Leather Skin - While not as tough as a Troll's, Spidren skin is still enough to warrant the comparison to leather armour in toughness.

Basic Facts:

Homelands:
*Whispering Cave.

Age to Maturity:
* Spidren mature over the course of a few months.

Lifespan:
*About 80 years.

Mating Habits:
*Spidren mate once every year. The huge females have to catch the tiny, skittish males in their webs, restrain them, and extract sperm from them. The fertilized eggs are then wrapped up in an egg sac and left to mature.

Diet:
*Favorite prey sources include insects, lizards, and whatever else gets caught in their webs.

Notable Friendly Race Relations:
*None. Spidren are often ostracized by the other races, aside from the Vampires, who are at least somewhat tolerant towards them due to living in close proximity with them for years.

Notable Hostile Race Relations:
*All of the other races in Tel Anar

Other Miscellaneous Facts:
*'The Isty-Bitsy Spidren' is a children's rhyme that has its basis in fact. Male Spidren are small enough to crawl into waterspouts, and often do due to the Spidren instinct to hide in dark places.
*Wild Spidren don't talk very often. They usually make creepy breathing noises.
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Dungeon Master
 Posted: Dec 17 2012, 04:52 PM
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Centaurs

Sporting the upper half of a human and the lower half of the equine, you can think of them as the slightly less creepy alternative to the Spidren. There's nothing particularly noteworthy in terms of appearance; think of a horse and stick a human torso on it and you've just about got a Centaur. It is worth mentioning that they have two very sharp horns that spiral out from the top of their head, as they're rather heavily involved in mating rituals. Males battle their rivals to gain the favour of females using their horns...in theory. However, female Centaurs are somewhat whimsical creatures, so it's not uncommon for them to deny their suitor time after time. They like playing hard to get.

When not fighting for mating rights, Centaurs are stoic creatures who prefer to keep to themselves, though it would be a mistake to consider them unintelligent. It has been theorized that, in fact, Centaurs are one of the most intelligent races in Tel Anar, but they prefer to keep to themselves and avoid society, so it doesn't crop up much. They are so shy, in fact, that it's very rare to actually see a Centaur unless they want you to see them, being quite clever when it comes to hiding. Still, if you do manage to gain the trust of these equine beasts, you will find them stalwart and unwavering friends, able to come to your aid at a moments notice. Getting that far though is...tricky.

Species Abilities:

Ram - The Centaur uses their horns to attack, knocking the foe backwards or knocking them out altogether.

Equine Speed - Centaurs are the fastest races in Tel Anar, and as such, can use their powerful legs to reach impressive speeds in short order.


Basic Facts:

Homelands:
*The Everplains.

Age to Maturity:
*20 years.

Lifespan:
*100 years, sometimes more.

Mating Habits:
*Centaurs are a polygamist society, and one male will have several mates at one time.
*Male Centaurs have horns, which they use to fight other males for mating rights.

Diet:
*Centaurs prefer a vegetarian diet. Any fruits or vegetables they can grow or find, they will eat. Corn appears to be a staple of their diet, as it is a crop that grows very well in the Everplains.

Notable Friendly Race Relations:
*Elves (Wood, High, Dark)
*Note: Centaurs often keep to themselves, but are friendly to anyone who happens to come across their lands. Except for Trolls.

Notable Hostile Race Relations:
*Trolls, possibly Orcs and Goblins as well.

Other Miscellaneous Facts:
*Male Centaurs have goat-like horns. Females either lack them, or have very short horns.
*Centaurs are known for hosting some of the rowdiest feasts in Tel Anar, despite being thought of as a very serious, scholarly race. These feasts are often held during the days of the year when the females are in heat.
*Centaurs do not call the gods by their traditional names. To them, Luminara is the Earth Mother.
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Dungeon Master
 Posted: Dec 18 2012, 10:11 AM
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Vampires ( Head of House is Admin Approval Only )

Making their home in the illusive Vampire Manor, Vampires are not to be taken lightly. The tale goes that Vampires were once Humans, touched by the hand of Kronis, the God of Death. His malicious embrace turned their skin bone white, their eyes blood red, and their hair a pale shadow of its former self. It isn't all appearance, however, as Vampires were blessed with powers to go with their new look. Half of them became illusory shape-shifters, capable of turning into a bat or a cat, some even seducing the foolish. The other half gained strength and speed beyond that of an ordinary Human, making them ideal soldiers. To pass the vampiric condition on, a Vampire must suck every last drop of blood from an Elf or a Human; no other races appear to be affected by the disease.

Contrary to popular belief, Vampires do not burn in the light, nor do they suffer when facing a holy object; you might offend their religious tendencies with the latter, though. Having no blood to spill, Vampires can be rather tough to take down, but slicing off their head or stabbing them through the heart usually does the trick. It's worth bearing in mind that they still feel pain, so even if you can't get their heart or their head, they will still be hurt by normal blows to other areas.

Vampire society, such as it is, is ruled over by four Vampire lords and ladies residing in the four corners of the manor. Vampires are immortal so successors are usually unneeded, but if a lord or lady dies in battle, a new Vampire is chosen to ascend to leadership, although the ritual to accomplish this is kept top secret. Should you find yourself as a Vampire lord or lady, it is said that they can transform into a nigh unstoppable gargoyle like creature...a sighting such as this hasn't been heard of for many years, however, so it may be a false rumour.

Should you be in the likely position of not being a Vampire lord or lady, don't worry; Vampire society is somewhat democratic. If any major decisions need to be made that govern the manor, the Vampires currently in the residence gather in the great hall to discuss the issue. Ultimately the decision comes to down to what the leaders want, but you are allowed to propose ideas and back whichever lord or lady represents them best. Whoever has the most Vampires backing them gets to implement their decision. There have been times when a fight has broken out over the decision, but this is rare, and the rebellious ones are swiftly crushed by the majority or forced to leave.

Species Abilities:


Either Superhumanity - The Vampire has roughly twice the strength and movement speed of a Human being.

Or Shapeshifting - The Vampire is able to morph themselves into a bat or a cat for however long they wish.

Gargoyle Transformation - An ability available only to Vampire Lords, this allows them to turn
into an incredibly gargoyle like creature for around a minute, capable of dishing out and taking extreme amounts of damage. However, after the minute is up, the Vampire will drop into unconsciousness for at least a day and at most a week.


Basic Facts:

Homelands:
*The Vampire Manor.

Age to Maturity:
*None, unless they come down with Vampirism at a young age. Then, they just mature at the same rate as they did when they were an Elf or Human.

Lifespan:
*They're already dead, technically. Whenever they are stabbed in the chest or decapitated is when they are gone for good.

Mating Habits:
*Vampires do not reproduce by mating, but by infecting non-Vampires with Vampirism. However, some Vampires still find sex to be enjoyable.

Diet:
*Blood.

Notable Friendly Race Relations:
*None. Nobody really seems to like Vampires all that much.

Notable Hostile Race Relations:
*Humans
*Werewolves

Other Miscellaneous Facts:
*Some people think garlic kills vampires, and hang strings of it on their doors in efforts to keep the Vampires out. It doesn't work.
*Vampires are technically forbidden in most cities on paper, but due to their shape-shifting abilities, they sneak in quite well. This pisses many kings and queens off, and the Vampires who do have a sense of humor find this hilarious.
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Dungeon Master
 Posted: Dec 18 2012, 11:05 AM
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Dragons ( Admin Approval Only )

The Human Dictionary tells us that these are "essentially, winged lizards who breathe stuff", but don't listen to that foolish tome, it's a load of Dragon dung. It's true that Dragons are scaly creatures who can breathe a variety of elements, but that's oversimplifying things a wee bit. First of all, let's get one thing clear; Dragons don't just spew fire. Some of the more famous dragons are Fire Dragons, due to their impressive size and destructive nature, but there are certainly other types to consider.

There are the Lightning Dragons of Blesk, known for their good sense of humour and love of scaring travellers. Gelum is home to the Ice Dragons, somewhat greedy creatures who typically are not big fans of strangers. Light Dragons hail from Lux, insufferable self proclaimed genius' who take delight in giving travellers incredibly difficult riddles. Of course, let's not forget the *ahem* lovable Poison Dragons who are known for their voracious appetites and height envy. The last group of Dragons are the Crystal Dragons, a very small portion populated only by the royal family. These Dragons can grow to be the largest of the species, and are (theoretically) capable of breathing all the elements, though each Dragon usually has a preference of one element regardless.

In terms of height, the average Dragon comes to about the size of a two storied house, but the Crystal Dragons may grow to roughly double, or perhaps even triple that height. The next largest are the Fire Dragons, then the Ice Dragons, Lightning Dragons, Light Dragons, with the Poison Dragons coming in at last place on the height chart. This doesn't necessarily make any one species more powerful than another apart from in claw-to-claw combat, but Dragons rarely engage in this anyway. I mean, why would you need to if you could spew fire and ice about?

In terms of toughness versus other species, killing a Dragon is a daunting task to say the least. Their scales are hard as steel in most places save for the neck and the underbelly, and you'd be hard pressed getting to those areas if battling a Dragon anyway. Luckily, due to their great intelligence, Dragons rarely attack other species unless provoked or commanded to by the King...and really, if you've managed to ire the King of Dragons, you may as well sign your will anyway.

Speaking of kings, it is perhaps unsurprising that the Dragon society is a monarchy, though the system by which this is judged is a little odd. Instead of having the 'royal blood', as is often the case with other races, the only thing you need to be is a Crystal Dragon to qualify for monarchy (although that usually only runs in the royal bloodline anyway). In cases of a conflict of monarchs (i.e, the current monarch is abusing his/her power and another royal wants to overthrow them), this is decided through a good old fashioned fight. Whoever wins gets to be the new monarch, and whoever loses is normally killed...though there have been times when the survivor has been left to live. While most Dragons are proud beasts, all but the most corrupted Dragons are incredibly loyal to their monarch. If they say fly, they say how far.

Species Abilities:

Elemental Resistance - A Dragon has a very high resistance to their own element, with Crystal Dragons having a resistance to all elements, albeit a slightly lower one.

Deadly Claws - A Dragon's claws are sharp as any sword, capable to tearing through light to medium armour with ease.

Elemental Breath - A Dragon may breathe their element (either Fire, Ice, Lightning, Light or Poison), though they may only breathe it for around a half a minute to a minute before having to stop (this also applies to Drakes and Wyverns).

Mortal Form - Dragons, should they choose to learn how, can take a humanoid shape and size. This "Mortal" Form allows for easier access to buildings and other such things like social gatherings. Unfortunately in mortal form dragons cannot use their breath weapons and can die just as easily as everything else.


Basic Facts:

Homelands:
*The Helvetti Isles.

Age to Maturity:
*50 years.

Lifespan:
*Dragons have been known to live over a thousand years! Wow!

Mating Habits:
*Dragons mate for life. Courtship lasts for a few hours, and consists of the male offering the best items in his hoard to the female. If the female is impressed, she lets the male mate with her. If the female is unimpressed, she may even get angry enough that she devours the male. After mating, the female lays eggs, which she and the male take turns tending to. When the eggs hatch, the male and female Dragons work as a team to care for the chicks. Unlike Wyverns, who mostly leave their children alone aside from feeding time, or Drakes, who abandon their eggs soon after laying, Dragons take child care very seriously.

Diet:
*Deer, buffalo, bears, elephants, people, other Dragons...If it has enough meat, it's fit for consumption.

Notable Friendly Race Relations:
*None. Tel Anar tends to view the dragons neutrally at best, begging for them to just go extinct at worst.

Notable Hostile Race Relations:
*Everyone.

Other Miscellaneous Facts:
*Dragons have a very high sense of honor. Instead of chucking siege artillery at them like the Orcs did in the past, why not send a noble knight to fight the best fighter on the Dragons' side? Ooh, ominous...
*One subspecies of Dragon, the Light Dragons, are known for their really hard riddles. When someone solves their riddles on the first try, however...Major depression on the Dragon's part may ensue.
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Dungeon Master
 Posted: Dec 18 2012, 12:41 PM
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Dark Elves

A long time ago, back when the Elves first came to be on Tel Anar, the Dark Elves were slaves to the High Elves. They remained unwillingly servants for around an age until they and the Wood Elves joined together and won their freedom from the High Elves. That was a very long time ago, with non but the High Elves still remembering those times...but the memory still creates tension in the Elven races to this very day. Nevertheless, when a conflict crops up involving Elves, the Dark Elves almost always side with the High Elves, if only because they have large amounts of gold to pay them with.

Unlike a few other species who currently reside in Tumma Eeva, the Dark Elves were not driven out into the forest, they merely embraced it as their home as soon as the Wood Elves recommended it. To strangers, Tumma Eeva looks bleak and unwelcoming, but a Dark Elf would argue that it is the most homely place imaginable. The hostile appearance keeps out many troublemakers who might otherwise adventure into the woods, but there resides great beauty amongst the seemingly deathly environment...if you know where to look.

Explorers by nature, Dark Elves do not like staying in one place for long, one of the many reasons for having a moving camp rather than a stationary building. Woe betide a Dark Elf who doesn't learn all the knots by five years old, because a rope is a friend indeed to these forest dwelling campers. If you bring a Dark Elf along in an adventuring party, ask them to make the camp. It's nigh impossible that anything will go wrong with the equipment or anything else really; Dark Elves are quite meticulous that way.

Unlike their High Elf brethren, Dark Elves are not immortal, though they do live for around three hundred years in normal circumstances. For this reason, they decided against an eternal monarchy. Instead, the camp is ruled over by the 'Camp Mother' and the 'Camp Father'. This the oldest and wisest couple of the encampment, deciding all the major decisions and making sure the young ones clean themselves up right. It's a simple system, one that many outsiders don't seem to understand, but the camp has survived for many ages, so there must be some merit to it.

Appearance wise, Dark Elves are actually closer to Humans than High Elves, minus the charcoal skin and pointy ears. They are not renowned spellcasters like the High Elves, nor are they particularly excellent archers as the Wood Elves are. Instead, a typical Dark Elf (at least, to an outsider) is an adept mercenary, capable with a bow and magic, not as excellent at either as their brethren, but their jack of all trades nature is useful in the military trade. Any Dark Elves that do not become adventurers in their own right do in fact become mercenaries, fighting for whoever pays them the most gold, no matter who they might be. This has caused a certain amount of distrust amongst certain races, mostly Humans, but Dark Elves have learned to just shrug it off and carry on...they're pretty good at that.

Species Abilities:

Camp Setup - Dark Elves have a great familiarity with camp making, so camps made by this race will be more effective. Also, they will be much more skilled in any instances involving rope.

Multiple Weapon Specializations - Dark Elves find it easier to be good at using more than one weapon equally, although this means that they can't be as good with just one most of the time.


Basic Facts:

Homelands:
*The Dark Elf Encampment.

Age to Maturity:
*18, just like Humans and other Elves.

Lifespan:
*Not immortal like the other Elves, but a whopping 300 years is still quite a long time!

Mating Habits:
*Dark Elves have one partner they choose for life, and that's final. If you don't like your husband or wife your parents choose for you, that's just too bad. If you're a Dark Elf who doesn't live at the encampment, there's a bit more freedom.

Diet:
*Whatever they can find in the woods.

Notable Friendly Race Relations:
*Dark Elves tend to be accepting of whoever visits their Encampment. They don't have any particularly strong allies or enemies, preferring a neutral political stance. They are often put in the role of the peacekeepers in the turbulent Dark Forest.

Notable Hostile Race Relations:
*None, but due to their somewhat friendly relations with the High Elves, the Dark Elves are often hired to help the High Elves fight their enemies.

Other Miscellaneous Facts:
*The Dark Elves are trying, with the help of Halflings and Goblins, to make a tent that sets itself.
*Dark Elves train their children through a Scouts-like program, with badges that can be earned through learning how to perform certain survival skills.
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Dungeon Master
 Posted: Dec 18 2012, 01:15 PM
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High Elves

The High Elves are clearly the most superior race of them all, darling...any High Elf will tell you that. They have rather prominent cheekbones that compliment clean, angular faces, looking very different than most humans do. Along with that, High Elves sport some stylish looking pointy ears, although the trend with elven children recently seems to be towards a more rounded, human-like look. No one's quite sure why, and to be honest, it's kind of a sore subject; probably best not to ask too many questions.

When it comes to magic, High Elves are nigh unparalleled with their wizards being famous throughout the land, as much as the other races don't like it. Any spell, big or small, as long as you have an experienced enough High Elven wizard, they can probably cast it...though you're going to have to pay them for it. High Elves love their gold almost as much as they love themselves, and wizards in particular are renowned for being rather stingy in their trade deals. Still, High Elves always honour their promises, be that in trade or other circumstances, and the High Elf Queen will often order her wizards to help in situations free of charge, should the need be great enough.

Yes, surprise surprise, the High Elven society is a monarchy, ruled over by a single Queen who has ruled since the Elves first landed in Tel Anar. They're immortal, you see, incapable of dying from age alone, though a sword through the ribs has always proven rather effective. The High Elf Queen has a council of the eldest Elves of the race, who advise her on all matters of state, though their opinion tends to carry little weight. Handily, the Queen is a shrewd politican and negotiator, so it is very rare for any to question her leadership.

Kylmä Talvi is their home, a massive city built into the side of a peninsula, and like any Elven home other than the Wood Elves', it is not the most hospitable to non-Elves. There is a district around the outside of the city called the Midi District, a place that would be nice enough if one were to ignore the opulance the High Elves live in. It would be unfair to say that the Queen neglects the district; it is kept clean and major conflicts are resolved as quickly as possible, but for the most part, the residents of the Midi District are left to their own devices. Due to the unwelcoming nature of the High Elves, the District is somewhat barren, with a few token shops and inns here and there, but it's a reasonable place to stay if there is nowhere else to go.

Just don't go into the Elven district, Utopia, without permission. It's possible you will be returned in giblets, if at all. High Elves are very strict with their laws.

Species Abilities:

Innate Magic Ability - High Elves find learning Magical abilities comes naturally. As such, even if they don't study they can use Tier 1 Magic relatively easily

Small Elemental Magic Resistance - High Elves have small resistance to all elemental spells.


Basic Facts:

Homelands:
*Kylma Talvi, the High Elf capital.

Age to Maturity:
*18 years.

Lifespan:
*Unable to die from natural causes, but can die if killed or murdered.

Mating Habits:
*Arranged marriages, for the most part.

Diet:
*Mostly vegetables, but occasionally white meats. Red meat is viewed as a barbaric, taboo food.

Notable Friendly Race Relations:
*Centaurs
*Dark Elves, due to paying them gold.

Notable Hostile Race Relations:
*Humans
*Orcs, Goblins, Trolls
*Anything that isn't a High Elf, really. The other races are just so immature and barbaric.

Other Miscellaneous Facts:
*Recently, the High Elves were not happy when they found out the Humans had beaten them at something. The thing in question? Monarch popularity polls. The Human King's exact response? "You mad, High Elves?"
*The royal families of the High Elves and Wood Elves occasionally marry into each other.
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Dungeon Master
 Posted: Dec 18 2012, 01:58 PM
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Wood Elves

Unlike their other Elven cousins, Wood Elves are well liked across pretty much all of Tel Anar, for good reason. Their home in the Elvish Woods, including the capital of Eladari, is open to anyone and everyone, regardless of race. Technically this is true of Dark Elves and High Elves due to the treaty they signed with the Humans long ago, but they certainly do a good job pretending that piece of paper didn't exist. By contrast, Wood Elves are notoriously bubbly and bouncy, eager to welcome newcomers into their home, as long as they don't cause any trouble while they're there.

Like Dark Elves, Wood Elves look a lot more like Humans than High Elves, with only their pointy ears and highly rounded faces giving away their Elven nature. If you go beyond appearance, however, you will find that their society is somewhat unlike that of both the Humans and the other Elven races. They have a Queen, technically, but the role of the Queen is very different from that of other monarchs. The Queen of the Wood Elves (or King, though that is exceptionally rare) is more of an everyday problem solver than anything else, and then system goes like this:

A piece of parchment is passed around the villages for everyone to write their problems on. Perhaps they are struggling with the weather, or the winter is harsher than they had anticipated? No worries, for the Queen is on the job! She goes around as many villages as she can for the week, trying to solve the problems that they have to maintain happiness in the populace. It's currently unknown how she manages to get around the kingdom so fast, but some have speculated that she has an amulet gifted by Luminara that lets her go at blinding speed. Whatever the case, she is much beloved by the people, and causes much confusion for other kingdoms when they ask for the Queen.

She does deal with politics occasionally, but usually only for incredibly important matters; the rest is left up to eight advisers who are very carefully hand picked by the Queen herself. So far, there has never been an evil advisor in the kingdom...perhaps it has to do with the Queen's actions? No one's quite sure.

Other things to note about Wood Elves is that they are well known throughout the world for two things; weapons and marksmanship. A sword made from Wood Elf steel is only weaker than a Dwarven blade, and they are the sole producers and inventors of the 'dual bladed swords'. These fantastic contraptions seem to be a single, long staff like blade at first, but at a push of a button, it splits into two equal pieces. Pretty nifty, huh?

As for marksmanship, with great bows comes great responsibility, and Wood Elves take their bowmanship seriously indeed. Drunks in pubs often say that Wood Elves can shoot a Wyvern out of the sky blindfolded, and while this is perhaps exaggeration, they are certainly nothing to be trifled with when it comes to archery. This makes them excellent assassins and trackers, though there isn't all that many of the former, surprisingly.. What little there are, however, are treated as more precious than gold by most communities, even by the High Elves (and you know how much they like their gold). Despite this slightly grizzly undercurrent, Wood Elves are normally very spiritual and peaceful, keeping in harmony with nature and worshipping Luminara more than any other race. However, that does not mean they are not capable fighters. Many have made that mistake in the past, and few still live to this day.

Species Abilities:

One with Nature - Not only are Wood Elves more skilled at growing plants and taking care of animals, but they also ascend Druid Tiers slightly faster.

Resistance to Natural Poisons - Any plant based poisons will have a lessened effect on Wood Elves.

Exceptional Archers - This Elven race are renowned archers, making it easier to make more difficult shots.

Basic Facts:

Homelands:
*The Elvish Woods.

Age to Maturity:
*18 years.

Lifespan:
*Unable to die from natural causes, but can die if killed or murdered.

Mating Habits:
*Wood Elf royalty goes through with traditional arranged marriages. Otherwise, the Wood Elves have a much more liberated view on sexual matters than the other Elf species, in fact, more so than most of the other races. If you live for so long, why not try out all of the possibilities?

Diet:
*Vegetables, fruits, basically salads. This is why Dwarves and Orcs tend to not stay at the Eladari for long periods of time. Most Wood Elves feel that a vegetarian diet is better looked upon by Luminara, as well as healthier for them.

Notable Friendly Race Relations:
*Orcs, believe it or not.
*Relations with the Humans are getting more friendly as of late. Not best friends or anything, but better than they have been in former years.

Notable Hostile Race Relations:
*Vampires

Other Miscellaneous Facts:
*The Wood Elf royal family is rather dysfunctional. Queen Astranza has even mentioned hating her brother, Prince Artullian, in public! Artullian probably deserves it, though.
*Wood Elves ranked highest on the 'Sexiest Races of Tel Anar' survey results. The High Elves were not happy, once again.
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Dungeon Master
 Posted: Dec 18 2012, 02:39 PM
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Werewolves

A blight on the land, given to some humans due to their gross misuse of Luminara's power...or at least, that's what the legends would have you believe. In reality, the Werewolf 'curse' was in fact a blessing given to some of Luminara's human warriors, since they were a little miffed about the whole Vampire thing. The blessing would allow them to, as long as the moon was in the sky, become huge bipedal wolf-men, which wasn't quite what they were expecting, to be honest. At first they were feared greatly by the men who had once been their friends, cast out of the city to live within the Tumma Eeva, or the Dark Forest.

This might have sent other warriors down the path of vengeance, but Luminara's chosen were focused and true to their cause, so they proved themselves in the eyes of regular humans by fighting against the Vampires. Back then, Vampires were a much bigger problem, threatening to invade the lands of humanity due to their growing numbers...but the Werewolves put a stop to that. They hid well during the day so the Vampires could not find them, and during the night, when the moon was high in the sky, the forest would ring with the screams of Vampires and the growls of creatures that were no longer truly men.

Before long, the Vampire threat had been curtailed, and the fanged humanoids enchanted their manor in fear of the Werewolves. The King of the Humans decreed that Werewolves be given the same rights to roam the cities as any normal Human, but the Werewolves declined. Instead, they proposed that one Werewolf would always stay at the side of the monarch, acting as a bodyguard in case the Vampires decided to come again. This has remained true to this day, while the rest of the Werewolf order remains in a monastery deep within Tumma Eeva.

Much like the Vampires, Werewolves do not die from old age...not normally, anyway. When a Werewolf of the order decides that their time has come to pass on, they will search for a replacement in the Human cities to take their place amongst the Werewolves. It is considered a great honour to be chosen, though they are always warned of the price they pay. When one is affected by the Werewolf blessing, then you become completely impotent. In other words, it is absolutely impossible to have a child. This is one of the reasons that it is uncommon to see female Werewolves; the order believes it is far too high a price to pay for the majority of them, even if the person themselves doesn't think so.

For many ages, things were looking up for the Werewolves...until the fateful day that the Vampires discovered Hellforged weapons. These instruments of death had been crafted by the Orcs for many years, but it was only recently that they discovered a very interesting fact; the weapons interrupt Werewolf transformation. If struck with these weapons enough times, the Werewolves would start to change, become rabid...Feral. This was the name for the new breed of Werewolves, though calling them that is a great disservice to the name. They are essentially just very large, very hungry, very angry wolves. It is a sad fate, yet sometimes an unavoidable one.

Suddenly, the fight against the Werewolves became active once again, and this time, the casualties were much more even. So it remains to this day; a stalemate. Neither side is willing to forget all the years of hate, and neither will stop until the other is destroyed. Ever.

Species Abilities:

Werewolf Form - As long as one of Tel Anar's moons remains in the sky, a Werewolf may take this half man half wolf form.

Canine Speed - In Werewolf Form, their speed is brought to just under that of a galloping Centaur.

Intimidating Howl - While only available in Werewolf Form, this puts your opponents on edge and makes them more likely to feel the effects of fear, especially if they happen to be Vampires.

Basic Facts:

Homelands:
*Elon.

Age to Maturity:
*None, as Werewolves start out as humans.

Lifespan:
*Werewolves cannot die of natural causes, but can be killed by Vampires.

Mating Habits:
*Werewolves can't have children or mate. They have to bite non-Werewolf humans to make more Werewolves.

Diet:
*Whatever they ate as a human.

Notable Friendly Race Relations:
*Humans

Notable Hostile Race Relations:
*Vampires

Other Miscellaneous Facts:
*Lycanthropy can cause Humans to behave like dogs occasionally, even when not in Werewolf form. Desiring to play fetch, thinking dog food looks, smells, and tastes really good, and butt-sniffing are common symptoms of being a Werewolf.

*When not in Werewolf form, Werewolves can still be pointed out, as they are often hairier and shaggier than regular Humans after becoming a Werewolf.

*When Werewolves become Ferals, their bite loses the ability to transfer Lycanthropy. Instead, it most likely just kills you dead or gives you rabies.
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Dungeon Master
 Posted: Dec 19 2012, 01:03 PM
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Halflings

A note on Halflings...no no, on second thought, it will take more than a note to explain these creatures. Halflings are rumoured to be one of the oldest races on Tel Anar, if only because no one is quite sure when they arrived. When the Dwarves dug deep to establish their underground cities, they were very surprised to bump into these small, Human-like creatures who had already taken up residence. In return for letting them live in the Dwarven cities, the Halflings offered their services as master inventors and thinkers. One might imagine the great Dwarven invention of the airship, but when you dig a little deeper, you may find that it was a team of Halflings that invented this new method of transport.

Like the Dwarves, Halflings are of a short stature, often the butt of many Human jokes when it comes to height. The rest of a Halfling's biology, however, is drastically different to that of a Dwarf. A Halfling eye is a very odd contraption indeed, for it doesn't adjust to light very well. This is both a blessing and a curse, as Halflings can work in very dark places with the same ease that we see in the light, but when confronted with bright light, they become somewhat disorientated. To combat this development, a clever Halfling by the name of Spectos invented accessories known as 'spectacles'. They can't be worn for long periods of time, but while they are equipped, they help reduce a Halfling's issue with the light.

Other than being short, Halflings share more than a passing resemblance to Wood Elves, though their ears are slightly more rounded than an Elf's would be, more akin to a Human's but for a slight point to them. While their upper body strength is poor to say the least, Halfling legs are actually rather muscular, lending them a stamina that gives a Centaur a run for its money. Not only that, but a lot of dexterity in the fingers gives them a lot of control over daggers and lockpicks, meaning that Halfling thieves are not an uncommon sight above ground. They cannot take advantage of this in terms of bows as their arms are too short, but recently a team of Halflings has been working on some sort of weapon loosely based on the Human crossbow that a Halfling could equip...it could certainly have interesting consequences.

On the psychological side, Halflings are highly creative, often solitary creatures, even amongst their own kind. A Halfling couple raising a child or three may leave them to their own devices quite often, not because they especially trust them, but because some of the greatest Halfling inventions were actually made by children. After all, when you don't know what shouldn't be logically possible, who's to say what you can't make? Still, a Halfling evening meal is an exception to this rule; it's a time when family and friends should join together and discuss the days events, and it is considered to be very rude to miss it.

Halfling politics are interesting only in the fact that they're virtually non-existent. Perhaps they had their own system prior to the Dwarves discovering them, but after that, the Halflings were content to go along with whatever the Dwarves thought was best. If it came to fighting, the Halflings would assist them, and if it was time to move out in a hurry, the Halflings had already packed their bags. Each family could be considered a micro-government in and of itself, but the only sway they seem to hold is in what the current big project should be. Barring that, Halflings just tend to go with the flow, keeping things as organised as possible.

Species Abilities:

Inventor's Ingenuity - Halflings find it easier to come up with new inventions faster, though there's no guarantee that they'll work exactly as planned.

Smallest Species - Being the smallest of the races, Halflings can fit into small gaps that even Goblins struggle with, making them excellent thieves and allowing them to make Halfling only hidey holes.

Basic Facts:

Homelands:
*None in particular, but they often reside in the Dwarven cities.

Age to Maturity:
*16 years.

Lifespan:
*70 years.

Mating Habits:
*Well, a male Halfling decides he likes a female Halfling and asks her out on a date. They date for a while, and if all goes well, they get married. Basically, their approach to love is the same as that of Humans.

Diet:
*Omnivorous, they'll eat whatever is available.

Notable Friendly Race Relations:
*Dwarves

Notable Hostile Race Relations:
*Not anything too major, but they do have a bit of rivalry with the Goblins, due to the Goblins being able to plagiarize and copy their inventions and such.

Other Miscellaneous Facts:
*Halflings are often mistaken for Human children. This can lead to some rather unfortunate incidents involving kidnappers...
*A favorite weapon of the Halflings is the wrench. They actually make weaponized wrenches.
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Dungeon Master
 Posted: Dec 19 2012, 01:53 PM
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Dwarves

Dwarves...they're, uh, short? Okay, okay, fine, there's a fair bit more to say about this race than that. Dwarves live in the mountains for the most part, primarily Vuori and Undarian ranges. Despite what popular belief might tell you, bearded Dwarves aren't actually that common, or at least, not the absolutely massive beards most think of. A dwarf is only allowed to grow a lengthy, full on beard if they are in a position of power or are a master craftsmen, so a proper beard is considered something of a status symbol of Dwarves in their own cities. The Dwarves that have left the cities also tend to grow long beards, but this is more to show that they have outgrown the need for the city and are ready to traverse the wide open world.

And yes...they're short. Get over it already, sheesh!

In terms of behaviour, Dwarves are very similar when it comes to two things; drinking and mining. While Dwarven beverages are considered a little too strong for most other races (some of the rougher ones are said to knock you off your very feet!) it is still considered a national pastime of the highest degree. A Dwarf who can't knock out the average Human in a drinking contest would be laughed out of Undarhammer, though their mammoth livers usually prevent this from happening. Unlike Humans, who think that praying to Luminara is serious business, Dwarves often involve liquor and merriment in their religious duties. Perhaps this is why Dwarven chapel is considered a lot more interesting than a Human's.

Mining is the other thing Dwarves all partake in, though unlike drinking, it's not so much a pastime as a compulsion. Dwarves have an in-built 'Stone Sense', that is, they can feel shifts in the rock around them. When the shifts indicate there is something valuable hidden in the ground, their fingers start to itch in a rather irritating fashion until the pocket is fully mined out. While pickaxes are the usual tools of the trade, there have been a few cases where Dwarves have used their bare hands to dig through to a particularly marvelous jewel or mineral deposit; the itch can really be that strong. Most 'true Dwarves' embrace their nature, usually organising mini expeditions with close friends to go have a good dig. For those who hate it, as long as they stay inside the parts of the cities that have properly been dug out, the compulsion is not quite as dramatic, though it never truly goes away.

Dwarves are not known for their brain power (that's what the Halflings are there for) but they are really quite adept at metalworking, with Dwarven-made weapons or armour being considered the best, and most expensive, on Tel Anar. Yes, Dwarves are a rich race as a whole, thanks to their sly trading and Stone Sense, which is probably one of the reasons that their capital, Vuori Kruunu, is made completely out of mithril. That's right, you heard me correctly; the whole goddamn thing. The Dwarves of Undarhammar wanted to top this by making their city completely out of gold, but the Halfling architects shook their head, so they just had to settle for a lot of golden accessories. For this reason (and possibly a few others), High Elves are not permitted access to Undarhammar, though relations with the Elven races are otherwise rather cordial. Indeed, Dwarves are rather tolerant as a whole, getting along especially well with Humans, but they have a deep suspicion of Dragons that is rooted in the not so distant past. Definitely a sore subject, to say the least.

Yet, despite their dislike of Dragons, their monarchies are really quite similar. A Dwarven king is only allowed to rule as long as he makes the right decisions; if he makes the wrong ones, he will be presented with more and more challengers. As long as you are a Dwarf, you may challenge the current king for the throne in a trial by combat. You must first make a contribution to the royal treasury, however, which prevents random idiots off the street from vying for the throne. If you win, then hey, you've just given yourself the money anyway, but if you lose...well, you'll be losing a lot more than money. Luckily however, Dwarves don't do formal executions, so the king will probably just kill you with whatever weapon he was using in the fight. It is considered highly dishonourable to not kill your opponent, and it is likewise dishonourable to run away from the fight in defeat. If either of these occurs, the offending Dwarf is ejected from all Dwarven settlements. Those are the rules, and while Dwarves are usually quite jolly chaps, they take their laws very seriously...especially ones concerning honour. Kind of like the High Elves, oddly enough.

Species Abilities:

Stone Sense
- Dwarves find it easy to discover gems and valuable metals, although this is also an irritating compulsion to dig that one must deal with.

Superior Smithing - Dwarven made items are the best in Tel Anar, with their forges being the only ones hot enough to smelt and use the legendary metal mithril in weapons and armour.

Basic Facts:

Homelands:
*Vuori Kruunu and Undarhammar.

Age to Maturity:
* Thirty years for males, twenty for females.

Lifespan:
* Around ninety for males, eighty for females.

Mating Habits:
* The age gap in sexual maturity between sexes is a stumbling block for Dwarves, but one they have overcome.
* Upon a Dwarf female's twentieth birthday, they will have a 'Presentation Week' in which males from around the city will attempt to coerce them into marriage.
* This is usually achieved by financial force, as a "marry me and you'll never have to go hungry" kind of thing, but occasionally there is a contract made that the male must upkeep, else the female may file for divorce.
* Occasionally this goes the other way around, with females giving Presentation Days for males, but it is far more uncommon and is seen as a taboo by the merchant class.

Diet:
* Dwarves are carnivores, so eating any more than a small amount of vegetation will often cause vomiting, but they also need a 'vitamin supplement' in the form of gemstones, usually one per week.
* They can last without gems for a month or so without too much trouble, but will become very ill soon after that time has passed.

Notable Friendly Race Relations:
* Humans and Dwarves have gotten on famously for a long time indeed.

Notable Hostile Race Relations:
* High Elves, due to their vicious business deals that try to take all of the Dwarves' gold.
* Dragons, because Nazaguul managed to rip open one of their cities like an egg and steal a sizeable amount of gold and they never really got over it.

Other Miscellaneous Facts:
* Many of the world's wealthiest merchants have been Dwarves, perhaps thanks to the Guild in Undarhammar created to train them.
* If regular gems are unavailable, Dwarves can eat 'quasi-gems', developed as an artificial replacement by the Halflings. However, these do not have the same aesthetic value as normal stones and, according to most Dwarves, do not taste nearly as good.
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Dungeon Master
 Posted: Dec 19 2012, 03:01 PM
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Humans

A great man once said something. Unfortunately, that was a long time ago, and you know how things just get in the way sometimes...so basically all that anyone remembers is "something something, infinite stupidity, something something". I'm sure it would have had a deep, philosophical insight into the Human mind in it too...ah well.

Humans are regarded as one of the younger races by almost all of the others, especially the Elves, and it's no wonder that, ever since then, humanity has been trying to overcome this label that carries so much disdain. They built great cities of wood and stone, waged war against some of the other races...yet they still don't get much respect from anyone but the Dwarves. They are not as skilled in craftsmanship as the Dwarves, not as shrewd as the Elves, nor as intelligent as the Halflings...they are truly the jack of all trades, masters of none. There are certainly two things that humanity has going for it, though; rugged determination and stupidity, which go hand in hand quite nicely.

Let's talk about the latter first, because it's always quite amusing to talk about in non-human bars. Firstly, their former capital city? Made completely out of wood! Hilarious, I know. It's hard to believe that they were surprised that it burnt to the ground when Nazaguul attacked, along with all of their records, lamentably. To be fair to them, they built the next one out of stone, but they went on to call it the same name as the last one! Tell me that isn't asking for trouble...

Of course, this is where the determination comes in. While quite stupid, as noted before, they do try and learn from their mistakes, which is presumably why they rebuilt Frieden out of stone. Their persistence doesn't just extend to architecture, however, as Humans are noted to breed only slightly slower than Goblins do. This is probably how they managed to match the Elves when they had not yet discovered magic properly...they simply overwhelmed them with numbers. Lots and lots of exceptionally average troops. Boy was that embarrassing for the High Elves!

Politics wise, Humans took a leaf out of the Dwarven school of monarchy, minus the whole duelling aspect. Astonishingly, the current Human king is directly descended from the very first Human king...there have been no deviations in the bloodline. Though the records were destroyed in the Nazagul incident, Humans think this descendent thing is very important; something that most other races don't really understand too well. Humans don't mind too much though, since they don't really get the systems of the other races either. It's a lovely mutual ignorance that's almost exclusive to Humans.

Interesting creatures.

Species Abilities:

Tenacity - Humans find it easier to pull through injuries that would incapacitate other races, simply because they're that damned determined.

Adaptability: Life for a Human can be difficult. Often one fraught with danger. Despite their rather short lift span, this race is incredibly adaptable. They can live just about anywhere given enough time.

Basic Facts:

Homelands:
*Elon.

Age to Maturity:
*18 years.

Lifespan:
*80 years, on average.

Mating Habits:
*The noble families often have arranged marriages. Aside from that, though, a boy meets a girl, the boy and girl like each other and start dating, and if all goes well, they get married.

Diet:
*Humans are omnivorous and eat whatever is available to them. However, they often prefer junk food over healthy food. It's kind of a Human thing.

Notable Friendly Race Relations:
*Dwarves
*Werewolves
*Improving relations with the Wood Elves

Notable Hostile Race Relations:
*Orcs, Goblins, Trolls
*Dragons
*General dislike of the High Elves' uppity attitudes

Other Miscellaneous Facts:
*Frieden, one of the largest cities of Tel Anar, is the capital of Elon, the land of the Humans. It's also the home of the Adventurer's institute and is a huge attraction to up-and-coming adventurers and tourists alike.
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Dungeon Master
 Posted: Dec 19 2012, 04:48 PM
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Orcs

Big, buff and bold, Orcs aren't the most subtle of races, and that's exactly how they like it. All Orcs are around 7ft tall in height, towering over many Humans in this regard, with grey, green or red skin that seems ever sickly, no matter the colour. Unlike most of the humanoid races, who's skin is roughly the same thickness, an Orc's skin is almost an armour by itself, though this also means that they overheat quite quickly if they aren't careful. A row of sharp teeth call back to the days when an Orc's diet was all meat...still is, for some Orcs.

Perhaps the origin of the Orcs should be given special attention, as it is rather different than that of any other race, save the Goblins. The tale goes that there was a Dark Elf warlock long ago who sought to summon a grand army to take over Tel Anar and make Kronis the main god of the region. So he toiled tirelessly day after day, preparing the rituals, until he finally crafted the spell that would summon an army of demons from Kronis' realm to wipe the slate of Tel Anar clean. Kronis, not known for his benevolent acts, gave the Dark Elf what he craved in an unexpected form; Skullshatter. This creature was an unholy mix of a Goblin and an Orc; all the strength of an Orc, but the tactical mind of a Goblin. Skullshatter (true to his name) promptly crushed the Dark Elf's skull, using the same spell to truly raise an army of what we know today as Orcs and Goblins. They indeed surged through the lands, killing and destroying all they came across, but that story is for another time.

At present, the old times of war remain ever hot in the minds of Orcs, and the memories of the atrocities committed by them remain with the rest of Tel Anar's races. Technically the races have been at peace for a long time indeed, but there are still obvious hostilities remaining between the Orcs and...well, pretty much everyone except the Wood Elves. Their drive to fight pretty much constantly gets on the nerves of everyone else, and if an Orc would wish to live in the more common societies, they would need some way of exercising their combat itch; it's similar to a Dwarf's Stone Sense, in a way. This should make them ideal mercenaries, but the distrust for Orcs in the other races means that this practice is somewhat uncommon.

The Orcs are ruled over by Skullshatter (yes, the very same one), though perhaps that is too lose a term. He breaks up the infighting if it gets a little too much, and decides whether or not a war is going on, but other than that, he mostly just hangs around in bars kicking ass in drunken brawls. He's rather notorious for his boisterous and confident attitude, which a lot of the other leaders don't understand, but he seems to get on very well with the Wood Elf queen, for some reason. Perhaps it is due to their unorthodox approaches to monarchy? Either way, though his grip on his society is loose, he is a frightful tactician in war, and his subjects are loyal to a fault in his command.

There are a few other things to note about Orc society. Firstly, Orc women do not normally do any fighting; instead, they are set to work the forges for the Orc and Goblin army. Orc forges, sometimes called Hellforges, are blessed by Kronis himself, set so that any scrap metal can be made into decent blades and armour for the combined Orc forces. They're not great, and certainly not as good as anything a Dwarf would produce, but the Vampires recently discovered that Hellforge weapons cause transformation disruption in Werewolves, so the use of such weapons has become more common outside Orc culture. They're still somewhat shoddy otherwise, though.

Second, though Orcs are theoretically immortal, they usually only live for
two hundred years before they go out fighting. This is because an Orc's fighting itch becomes absolutely uncontrollable after that point, and while that is useful in battle, it could lead to some undesirable situations in the long run. Only Skullshatter has been able to control his battle itch all these years, though this may in part be to his half goblin biology. Getting oneself killed after the two hundred years is not a formal ceremony, but more of a tradition ingrained in the Orcs by their leader. If you happen across an Orc who has lived for longer than his due, be very wary...especially if his name is Skullshatter.

Species Abilities:


Hellforge Weaponry - Orcs have ready access to Hellforge weaponry, which is rather effective against Werewolves and Paladins.

Beserker Rage - For a minute, the Orc goes into a blood-rage, increasing their damage input and pain threshold significantly. However, they will be more likely to leave their defense open due to the state making complicated cognitive functions next to impossible.

Basic Facts:

Homelands:
*The Badlands.

Age to Maturity:
*18, approximately that of a Human.

Lifespan:
*Typically around 200 years.

Mating Habits:
*Orcs mate for life, however, courtship does not exist. Usually the male just bends the female over, mates with her, and that's about it.
*An Orc's idea of love is basically perverted lust.

Diet:
*Meat, meat, and more meat! Especially raw meat.
*When desperate, an Orc may eat fruits and vegetables, but don't expect them to be happy about doing so.

Notable Friendly Race Relations:
*Wood Elves.

Notable Hostile Race Relations:
*Pretty much everyone else.

Other Miscellaneous Facts:
*Orcs are big fans of music, but their idea of music is loud, blaring, and ear-destroying. Trolls like Rock. Orcs like Metal, which is harder than Rock.
*Orcs also claim to have invented surfing, as well as the pizza. A more dangerous alternative to surfing known as Grokkboarding exists, but the rules to it are a well-kept secret by the Orcs.
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Dungeon Master
 Posted: Dec 20 2012, 12:28 PM
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Goblins

Ah, Goblins, one of the most beloved races on Tel Anar...you know, if beloved meant the complete opposite of what it actually does. Like the Orcs, Goblins were summoned into the world by Skullshatter, who serves as a joint chieftain only because he horribly murdered the former Goblin leader. Unlike Orcs, who most resemble Humans, Goblins are kind of like Dwarves if they had hit every branch on the ugly tree on the way down. They're short, only slightly taller than Halflings but about half as intelligent. However, it should be noted that Goblins make up for lack of intellect by being clever; while they don't know a lot of things, they are highly skilled at applying what they do have to new situations. This may make the Orc decision to use them as average footsoldiers pretty foolhardy, but bare in mind that Orcs are a lot bigger, and Goblins breed a lot quicker. Therefore, they make excellent cannon fodder, so to speak.

Being 'ruled over' by Skullshatter, the two things Goblins love most are fighting and oddly excellent poetry. The first one shouldn't be much of a surprise given their close relationship with the Orcs, but few would consider Goblins a poetic race at all. In actual fact, this is possibly where the biggest difference between clever and intelligent become obvious, so it may be wise to elaborate. Goblins are often big fans of monosyllabic speech, not knowing a great breadth of words in their lifetime, but due to this limitation, they are masters of very obscure poetry representation. Haikus, Iambic Pentameter, Sonnets...all invented and exercised by the Goblins, though Humans like to pretend that they made them instead, the greedy bastards that they are.

Still, in modern times, Goblin poetry isn't as appreciated abroad as it should be, so the Orcs put them to work in making luxury goods, like Human and Elf toys that the children like playing with. They hate this almost as much as they hate the Orcs, which is possibly the reason why most Goblin made goods are so shoddy. However. they continue to be bought by the other nations so the exporting doesn't seem to be stopping any time soon, to their chagrin.

In combat, Goblins are often misused by the Orc commanders, as they are more suited to sneaking around than up front fighting. They can manage short bows and small weapons, but anything else will completely overwhelm your average Goblin. They don't have the invention talent that Halflings are renowned for, but they are fairly talented at copying the ideas of others, as long as they are given a decent copy of it. As an airship has never been captured by the combined Orc forces, they have never had the chance to produce any of these odd flying vehicles, though some doubt that they would be able to manage it do to its complicated nature. Whatever the case, Goblins are unlikely to be taking to the skies any time soon.

Species Abilities:

Invention Copying - If given a working item, the Goblin will be able to reverse engineer it and produce a replica within a day, if given the right resources. However, the copy will not be as high quality as the original, so that's something to keep in mind.

Fury of the small
- When in danger a goblin can call upon his or her demonic heritage and unleash their fury. Being small may mean you are under estimated but that means you are dangerous!

Basic Facts:

Homelands:
*The Badlands.

Age to Maturity:
*12 to 15 months. Goblins are quick to mature, and breed like rabbits.

Lifespan:
*60 years, on average.

Mating Habits:
*Female Goblins go into heat, male Goblins mate with them. They do not mate for life, as many of the other races do. Baby Goblins are born in litters of five to twelve.

Diet:
*Meat, insects, and eggs, for the most part. However, Goblins can and will eat what is available to them.

Notable Friendly Race Relations:
*Not necessarily friendly, but they are unified with the Orcs and Trolls under Skullshatter.

Notable Hostile Race Relations:
*Rivalry with Halflings
*Humans
*Dwarves

Other Miscellaneous Facts:
*Many believe goblins to be "ugly" When in fact they can be depending on what race they come from. In recent years more human looking goblins have come into existence as the acceptance of races all over the realm me more chances and the like.

*Goblins have a monopoly on the goods they produce. This has left many countries struggling to compete with them, economically.
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 Posted: Apr 30 2013, 02:45 PM
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Guest Submission: Aaron Caluya
Race Example:
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Nychterida hail from the outer continent housing the Province of Shadow, which is their primary land of origin. The Nychterida are often lithe in stature, and average japanese human hieght (as per gender as well), and are similar to fruit bats in appearance, although they are often earthy colors including greens. They are capable of short spans of flight when unencumbered, including gliding. They have vividly colored eyes and hair, and prefer decorative clothing. The Nychterida are a religious people, worshipping the Goddess Vaexra, who stands at the gates to paradise to welcome the souls of warriors, and those who died bravely. This said, they are often found in nobility or other such honorbound positions. However it is not impossible to see them in positions of poverty.

The Nychterida are light on their feet due to thier small frames, but do not always use this in their chosen occupations. They are often time versed in a weapon of their choice, and pursue fitting roles in society. The other side of them being the more peaceful and spiritual, taking on the duties of upholding their religeous practices, staying and living in their assigned churches. They are able to use magics but do not prefer it, and scarcely ever practice it.

In an unfortunate turn of events they are a damaged people, as the Province is war-torn, and destroyed. Trying to recover from defeat and massacre, they have fled from the land. Happening upon Tel Anar in their travels, they have become refugees in small clusters across the land, still trying to uphold their past lives, although often to no success, becoming little more than wanderers, or mercenaries. Gatherings of them are often accompanied by at least one Priest or Priestess to keep faith alive.

Nychteridan priests are always seen wearing masks bearing the Eye of Vaexra -- the commonly seen symbol on most any Nychterida's belongings. It is said that the goddess can see through the eyes given to her by her followers to peer into the mortal realm. The Nychterida incorperate these eyes in most anything; clothing, weapons, and objects of value so that the righteous and brave are rewarded, and the wicked punished as Vaexra witnesses all through the eyes. Priests bear many eyes, and are vigilants for the goddess Vaexra, they are supposedly her greatest asset in seeing the affairs of her mortal followers and the world around them.

Species Ability:

Flight (limited) - Allows the Nychterida to take flight, although it is difficult for them to continue in this state for more than a few minutes.

Goddess' Grace - A period of high pain threshold, in a mind-over-matter state. Lasts for around a minute, after which the Nychterida will feel the full extent of any damage received during the period of Grace.
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