Parem'Zel Admin
Posts : 116 Points : 3928 Reputation : 2 Join date : 2014-07-08 Age : 30 Location : Colorado, USA
Character Profile Name: Parem'Zel Race: Angelkin Class: Warrior
| Subject: PLAYABLE RACES Wed Jul 16, 2014 11:44 pm | |
| Keep in mind, hybrids of any two of the races listed below are aloud but they are extremely rare. So make sure you have a creative backstory for them.
- HUMAN:
Main trait: Adaptable Life span: 70-80 years Average Height: 5'0"-6'0" Average Weight: 100-200 lbs
Humans in Aerth are widespread and by far the dominant race in the world. They can be found in most regions and in general, are fierce and disagreeable, which can sometimes lead certain other races to view them with contempt. They are renowned for their diversity and ambition, and although they lack specialization, they can excel in many areas. Regardless of their precise origins, humans have been undeniably successful. Certainly one of the more dominant races in Aerth. In spite of this strength, or perhaps because of it, humanity is an eternally fractured and divided race, broken up into over a dozen ethnic offshoots. It is believed that this is in part because humanity, unlike most other races, did not emerge as a whole but rather in several places at once, thereby resulting in its diversity. The average human isn't as hardy as the average Dwarf or as nimble as the average Vampire. The average Shade has a greater knack for arcane magic, and the average Gargoyle is certainly stronger. But human adaptability and energy makes the concept of an "average" human pretty nebulous. Individually, humans are vastly different from one another. Two humans chosen at random have less in common with each other than two elves and if the two humans come from different cultures, they might have less in common with each other than an Elf and a Dwarf. The Human mind is a strange amalgam of nostalgia and futurism, being enamored of past glories and wistfully remembered “golden ages,” yet at the same time quick to discard tradition and history and strike off into new ventures. Relics of the past are kept as prized antiques and museum pieces, as humans love to collect things—not only inanimate relics but also living creatures—to display for their amusement or to serve by their side. Other races suggest this behavior is due to a deep-rooted urge to dominate and assert power in the human psyche, an urge to take, till, or tame the wild things and places of the world. Those with a more charitable view believe humans are simply collectors of experiences, and the things they take and keep, whether living, dead, or never alive, are just tokens to remind themselves of the places they have gone, the things they have seen, and the deeds they have accomplished. Humans are fecund, and their drive and numbers often spur them into contact with other races during bouts of territorial expansion and colonization. In many cases, this tendency leads to violence and war, yet humans are also swift to forgive and forge alliances with races who do not try to match or exceed them in violence. Proud, sometimes to the point of arrogance, humans might look upon Greyfolk as miserly drunkards, Shade as flighty fops, etc. But the race's diversity among its own members also makes many humans quite adept at accepting others for what they are. Human society throughout Aerth's history seems to be in a state of constant flux as empires fragment and new kingdoms subsume the old. In general, humans are known for their flexibility, ingenuity, and ambition. Other races sometimes envy humans their seemingly limitless adaptability, not so much biologically speaking but in their willingness to step beyond the known and press on to whatever might await them. While many or even most humans as individuals are content to stay within their comfortable routine, there is a dauntless spirit of discovery endemic to humans as a species that drives them in striving toward possibilities beyond every horizon.
- DWARF:
Main Trait: Durable Life Span: 220-240 years Average Height: 4'0"-4'6" Average Weight: 90-180 lbs The Six Greyfolk Clans:-GREYHAMMER -AMBERSLAG -SALTFIRE -STONEARK -DARKFOOT -IRONBEARD -COPPERFIST
Underlords of Aerth and conquerors of the deep. That is their reputation among surface dwellers. The greyfolk are an old race, as old as the earth itself, if one goes by their histories. They are stubborn and set in their ways, but only because their ways have historically worked well for them. Under most circumstances, each clan has remained equal to the others, with no clan or individual ruling over any other. Hard lessons have led to the greyfolks aversion to kings, because injudicious monarchies, in their experience, frequently lead to wars. Some might justifiably counter that a well-time king can end wars as well, but greyfolk know their histories. There have been dozens of great kings in their history, all charismatic monarchs who united the bickering clans against a common threat. Greyfolk are short and stocky, but as heavy as a human. They are broad and stable creatures, perfectly suited to working close to the earth. Their thick fingers are capable of surprisingly fine manipulations, while their strength allows them to dig through all but the hardest stone. The men grow beards as a matter of pride, only trimming them enough to keep them tidy, and they enjoy braiding and ornamenting them, especially for special occasions. Traditionally, clan allegiance and caste placement meant everything among the greyfolk, but as their civilization has declined from constant war with the monsterous hordes of the aerth, the six greyfolk clans have become more and more divided. Although bloodline is still a mark of pride for them, from a particularly strong clan, personal accomplishments also have great importance. Greyfolk are a stoic but stern race, they live solitary lives or in small family groups. Fiercely determined to repel the depredations of savage monsters which dwell within the tunnels and caverns of Sheol. More than any other race, greyfolk have acquired a reputation as having an unjustifiable greed for wealth, beauty and being highly militaristic and disciplined. Greyfolk are also lovers of history and tradition. Thrifty as a rule, they are loath to discard anything unless it is truly ruined and unable to be fixed. At the same time, the dwarves meticulous, near-obsessive attention to detail and durability in their craftsmanship makes that a rare occurrence, as the things they make are built to last. As a result, buildings, artwork, tools, housewares, garments, weapons, and virtually everything else made by them still sees regular use at an age when such items would be relegated to museum pieces, dusty antique shelves, or junkyard fodder by other races. Taken together, these traits create the impression that the greyfolk are a race frozen in time. These traits have led the greyfolk to explore and settle in extreme environments that would cause other races to quail and retreat. From the darkest depths of the underworld to the highest mountain peaks, from rusting iron citadels along desolate rocky coasts to squat jungle ziggurats, greyfolk have established their enclaves and redoubts, holding them against all comers or perishing to the last and leaving only their enduring monuments. The Dwarves have had numerous kingdoms throughout their history all across the world. Many of the greatest dwarf cities located in the central mountains. A glorious testimate to their legacy.
- ELF (High, Wood & Sun):
Main Trait: Graceful Lifespan: 600-700 years Average Height: 5'0"-5'6" Average Weight: 90-180 lbs
Elves gather small tribes in sylvan forests, windswept plains, remote mountain vales.. split into three separate sub-species, the High Elves of the plains, Wood Elves of the forests & Sun Elves of the deserts. These secluded people prefer the natural world over the trappings of civilization and live in harmony with the wilderness. Elves are cautious warriors who fight constantly against the abominations stalking their lands. Expert archers and cunning warriors, they use guile and tactical cunning to secure their homelands. They are slim, and even the strongest look simply athletic rather than muscular. They have the same range of complexions as humans, though they are more often fair than dark. Their straight fine hair is often white, silver, or pale gold and they wear it long and loose. Their ears are long and pointed and their eyes are pearly and opalescent orbs of vibrant blue, violet, or green, lacking pupils. Elves can't grow facial hair and have little body hair. Elven children grow much as human children do, but their aging process slows to a crawl when they reach maturity. They enjoy youth and health for most of their lives and don't begin to feel the effects of age until the middle of their third century. Most live for over 600 years, and even then they suffer few of the infirmities of old age. In addition to this, the Elves do not sleep but find their rest in a meditative state called “reverie” which is as restful as true sleep but leaves them aware of their surroundings. They commonly possess strong but swiftly passing passions, moved easily to laughter, anger, or misery and as quickly calmed. They are known for their impulsive behavior and as a result many races see them as flighty or impetuous. However, Elves are not as flaky as others may interpret them to be, and are typically responsible in spite of their almost whimsical nature. Partially due to their long lifespan (though not entirely since many long-lived races act differently). Elves have difficulty taking some matters as seriously as other races, but when threats they recognize do arise, they are strong friends and allies to those whom they feel loyalty towards. Elves make strong and uplifting friends. Most Elves love simple joys such as dancing, singing, footraces, or contests of skill. They find a natural aversion to that which they see as uninteresting tasks and are fun-loving by nature. However, despite how unpleasant some things such as war can be, Elves can become grimly serious if a threat to their friends, family, or livelihood makes such actions necessary. Elven architecture, while undeniably beautiful in most cases, is often flashier than what other races commonly build, a quality in part due to the fact that most Elves will accept nothing short of perfection regarding their own art, working tireless in their art to constantly raise the aesthetic bar. Their art, poetry, music - all of these demonstrate a regal attitude that has come to be closely associated with their tastes. To an Elf, the grander a piece the better, with heroic ballads or tragic epics the preferred form of literature. They love and enjoy learning, perhaps even to a point that others might find surprising. Nearly all have access to a private store of knowledge and no self-respecting Elf lacks the capacity to read or write.
- GNOME:
Main Trait: Creative Life span: 180-200 years Average Height: 3'0"- 3'6" Average Weight: 80-180 lbs
The surface dwelling cousins of the deep dwelling Greyfolk. Some may even go so far as to say that Gnomes are the result of Human/Greyfolk hybrids in the ancient past. Although it seems Greyfolk features seem to win out. Gnomes are welcome everywhere as technicians, alchemists, and inventors. Despite the demand for their skills, most gnomes prefer to remain among their own kind, living in comfortable burrows beneath rolling, wooded hills where animals abound. They have no kingdoms or lands to call their own, instead living at the feet of Human civilization. nomes adore animals, beautiful gems, and jokes of all kinds. Members of this race have a great sense of humor, and while they love puns, jokes, and games, they relish tricks, the more intricate the better. They apply the same dedication to more practical arts, such as engineering, as they do to their pranks. Gnomes are inquisitive. They love to find things out by personal experience. At times they're even reckless. Their curiosity makes them skilled engineers, since they are always trying new ways to build things. Sometimes a gnome pulls a prank just to see how the people involved will react. Gnomes get along well with Greyfolk who share their love of precious objects, their curiosity about mechanical devices, as well as their mutual hatred of goblins and giants. They enjoy the company of Dryads and Satyrs, especially those who are easygoing enough to put up with pranks and jests. Most gnomes are a little suspicious of the much taller Humans, but they are rarely hostile or malicious. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or consultants. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious. Evil gnomes are as rare as they are frightening. Gnomes love names, and most have half a dozen or so. As a gnome grows up, his mother gives him a name, his father gives him a name, his clan elder gives him a name, his aunts and uncles give him names, and he gains nicknames from just about anyone. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are rather "stuffy" about names, a gnome learns to act as if he has no more than three names: a personal name, a clan name, and a nickname. When deciding which of his several names to use among humans, a gnome generally chooses the one that's the most fun to say. Although they have no society of their own, most Gnome clans are decided by family bloodline. The larger, more powerful, wealthy, etc a Gnome family is, the greater their reputation as an official Gnome Clan.
- BRUTE:
Main Trait: Ruthless Lifespan: 40-50 years Average Height: 6'6"-7'0" Average Weight: 180-230 lbs
Most Brute tribes worship the primordial gods, although they have lost their seats as rulers of the universe the primordials constantly seek a way of upsurping the Eternals. Thus they create the Brute, a savage race, bloodthirsty, and violent. They are known to roam the land, ripping apart civilizations. The Brute are a very violent race, often waging war between large clans and battle groups. They love close combat, the taste and feel that a battle provides, and tend to eschew ranged weapons like the longbow or sling for a good warhammer or axe.
Most Brute in the tribe follow their leaders into battle, following the strongest and most powerful in their tribe. They rarely retreat or surrender, and would rather die in battle, pursuing the kill. As in most primitive societies, Brute civilization utilizes hereditary classes, and certain members of the society are born into warrior, servant, and leader classes. However, this society is far more "egalitarian" than others, favoring strength and allowing worthy lower-class orcs to move up in the system.
The Brute believe that they were created from Gore, the primordial god of beasts who asks his followers to multiply, raid, kill, and conquer. Gore created the Brute in his image, placing them on all parts of the world to maximize the carnage that ensued. Often, to thank Gore, a superbly strong orc will sacrifice him/her self as a tribute to the mighty primordial. Most Brute are surprisingly honorable when it comes to defeating an enemy, never resorting to underhanded trickery in their battle "tactics". They work off an ideology that every person they kill gives them strength and some tribes even consume enemies, or sacrifice them to Gore or one of the other primodials that they believe assisted them in their fight.
Overall, the Brute were created for one thing, war. For this reason, and the fact that many Brute don't speak Common, it is very rare to see an Brute in the civilized world, let alone adventuring. However, sometimes a Brute is born with an unusually intelligent brain and cast out of its' tribe, or a Brute child is captured by a raiding party and spared. They are predisposed to evil, and chaotic evil at that, but if raised in the civilized world can be good, or even a law abiding citizen with a creative backstory.
- MINOTAUR:
Main Trait: Traditional Lifespan: 120-130 years Average Height: 7'0"-8'0" Average Weight: 200-250 lbs
The majority of the worlds Minotaur population are located in the north-eastern isles. A proud and industrious island empire. Their navy is considered the most sophisticated of all nations and a great power to contend with. Both in form and culture the Minotaur are not unlike the races of elves and men, though their sheer scale and idolatrous bovine features have often assigned them in history the label of monsters. They grow to an immense height, the presence of long and curving horns oft adding to their stature. There is no division between the sexes among them, though social hierarchy is of great import; most Minotaur bearing a ring through their nose which tells the tale of their standing through its material and craft. A golden ring is a sign of royalty or high nobility for example, whereas silver rings demonstrate those of wealthier families and members of the merchant class. A simple steel ring through the nose shows that the Minotaur in question is a commoner or possibly a slave. Minotaur are treated with understandable deference among the other races who not long ago quite actively avoided them, wars of the distant past having never ended well for those who challenged their kind. Minotaurs posses a stamina and endurance that matches their physical prowess. A minotaur can run for miles without rest and be barely winded, can endure all but the most extreme temperatures without ill effect and can suffer grievous injury and yet keep on moving. It is lucky for the other races that minotaur are not as plentiful or as procreative as humans are or they would likely be the most powerful force in the world. Despite their size, Minotaurs are not the type to usually rush into battle with a hot-headed temper, instead they are surprisingly stalwart and practical when it comes to disputes. However, once they have gotten their horns into something, its almost impossible to pull them off the path they've set themselves on; whether that is an opinion, a grudge or a manner of thinking. Equally impressive is the fact that, while slow to anger, once a Minotaur has been riled and made to boil over, very little with the exception of victory will bring them back down to earth. In culture and entertainment Minotaur are much the same as humans, reveling particularly in mass social gatherings around grand spectacles of martial might or artistic prowess. Most all Minotaur love a good fight, but their kingdoms would never have held themselves together for as long as they have if they didn't also understand good fights could go bad quickly, and so their culture is largely built around turning their primal penchant to violence into a positive element in their society, a constant source of sport and merriment, not a Tavern in the the central isles without a fighting cage. Class is also at the core of their culture, and cemented in their ethos by the age old tradition of their nose-rings. The meanings of each ring vary from Kingdom to Kingdom, but always came down to the same core principle: the more precious the metal, the greater your worth in all facets of life. To not wear ones ring is a harshly punishable crime, rarely forgiven even it had been forcibly removed, doing so also a grave offense. To wear a ring of craft and quality above your standing is punishable by death. Its not unheard of for wandering Minotaur to dismiss the caste system of home and wear what they well please, but that opens them to great peril from their own kind.
- FROSTLING(Frost Elf):
Main Trait: Suspicious Lifespan: 520-540 years Average Height: 4'6"-5'0" Average Weight: 90-180 lbs
Frostlings are an enigmatic race. Originating as elves who came unto the northern icelands. Upon their exploration they encountered a women named Wintreim who called herself the goddess of winter. The elves surrendured their lives to her and in turn she transformed them into the first of the Frostlings. These creatures despise outsiders, and are content to live in peace in their native homes. Having very light hair, with varying colors of blue and an azure skin this race shows their homeland in every action. Their breath is frost, their heart cold and hard to warm to any outside their race. Their blood oozes a cold, viscous substance, which crystallizes and vaporizes away slowly. Their eyes are diamond-like, clear and piercing. They tend to be slightly taller then a dwarf but still shorter then the average human. Frostlings experience life in phases tied directly to their climate, though there are exceptions to this, they never stray far from home due to their reliance on it. During abnormally long heat periods, Frostlings take to hibernation deep in ice caverns beneath the island. Stirring to wake during colder periods Frostlings go out and hunt. Usually slaughtering any intruders to the island and establishing a quick dominion before becoming stagnant again and withdrawing to the ice caverns. Due to the Frostling Anatomy, frostlings cannot stand any amount of fire, and recoil immediately from it. They avoid torches and try their best to put out any lit flame. Those who "raid", are known as the Vikingur. Though it is rare for these to actually attack settlements or other races, they focus on protecting the homeland by attacking those who would do harm to it. Female counterparts to Vikingur are known as Valkyria. Those who protect are called Huskarl. "House Guards." These uphold the rules made by Progenitors and laws made by the Jarl. Those who cast magic are known as Issvif-Visier/Frjosa-Visier respectively female/male. They tend to the magical needs of the community, as well as serve as scribes to the Jarl and Progenitor Those who Practice shamanism in all it's forms, are known as Huldra/Skogsfra Forester/Shapeshifter respectively for Female, and Halr/Segger respectively for male. And the craftsmen: Isslaegr. Those who work with ice and other materials who provide a living standard for the Frostlings.
- DRAKE:
Main Trait: Honorable Lifespan: 420-450 years Average Height: 5'6"-6'6" Average Weight: 120-210 lbs
Drake, (also known as half-dragons) are heirs to an ancient, dragonic bloodline. Living off the backbone of human civilization. Although exceedingly rare to find, Half Dragons are the result of the union of shape shifting dragons and the mortals they mate with. Drake are fierce hunters strongly influenced by their dragonic bloodline. Though they can’t fully change shape as their ancestors can, they do become more dragonic during the heat of battle, calling on the power of the dragon within. They can be found almost anywhere, wandering as outcasts and gypsies, or living as nobles and kings among the greatest of society. They could be a great fighter with predator tendencies, a plucky ranger who hunts for a living, or a secluded envoker who wears a hood to hide their dragonic appearance. In broad strokes, drake resemble humans with dragonic features, however these features show in a variety of ways. Their bodies are lithe and strong, and they often move in a crouched posture, springing and leaping along the ground to attack. Their appearance testifies to their dragonic bloodline. They sometimes have horns; claws; a thick, non-prehensile tail that ranges in length from 4 to 5 feet; sharply pointed teeth; and slitted eyes. Occasionally you may find a drake that has wings, but it is rare. Their skin covers the whole human range, and also extends to chromatic and metallic colors. Their hair, cascading down from behind their horns, is likely to be chromatic, metallic or more common human colors. Drake are strongly influenced by their dragonic bloodline. They think and act like predators, conceiving of most activities in terms of hunting and prey. Half-dragons are drawn to a pack of companions, whether it's a family group or an adventuring party. They work well as part of a team in combat, coordinating attacks with their allies and coming to the aid of beleaguered friends. They’re drawn to the leader and defender roles in society.
- ANGELKIN:
Main Trait: Intimidating Lifespan: 170-200 Average Height: 5'0"-6'0" Average Weight: 100-200 lbs
An Angel's skin tones, eye color, and overall physical appearance often appear to be holy and divine. They are taller than humans however their essence is somewhat lighter. It is not uncommon for Angels to radiate a powerful aura of colored light depending on their mood and seem to be more real than anything around them. Some Angels' auras are so powerful that they convey emotions and so most will learn how to control their aura as children so that they can be more persuasive speakers or stealthier thieves. Most Angels are considered unnatural their entire lives because of their hardly changing appearance after twenty years of age. Most Angels find no comfort in their host societies, with few ever truly feeling at home. It is because of this Angels tend to travel, following whatever path they wish, so that can find their place in the world. Some are drawn to divine paths, such as that of the paladin or clerics, while others wish to commune with nature, becoming sages and shamans; though more commonly an Angel will seek to prove themselves in battle and are well represented among the martial classes. Angels are often intimidating to be around and anyone stuck in conversation with an Angel often finds themselves either on the edge of fright or hanging on the edge of the Angel's every word. Angels are rarely found in groups as it is common for them to seek solitude however those who are more extroverted seek out their fellow angels looking for some form of kinship that they never had. Due to the power and rarity of the race, many are kept as personal agents to nobles and kings, and are frequently used as elite guards. It is not uncommon for a king to hire an Angel as a personal bodyguard, trainer and teacher of the heir to the throne, however the great attractiveness of some Angels results in kings sending them away for fear of losing their queen. The race of Angelkin come in two different sub-species. Cherubs (two wings) and Seraphs (four wings), they originate as the creations of Celestials. Born as the offspring of two human parents. When a human infant is ascended to angelhood by a Celestial, they gain all the benefits of having heavenly powers. All angels have power to command a specific element. Although dark angels are extremely rare, they do appear from time to time. Angelkin also have the ability to enter a trance-like state whereby they can directly communicate telepathically with the Celestial individual that ascended them. Having the innate ability to speak the divine language.
- DEMONKIN:
Main trait: Rebellious Life span: 170-200 years Average Height: 6'0"-7'0" Average Weight: 115-150 lbs
The first demonkin were those whose parents were under demonic sway when they were conceived. A demonkin child born of humans or elves is indistinguishable from a normal child of their race. After a few months, signs of dark power will manifest in the child. One such sign is the desire to consume the flesh of neighbors, or an obsession with burning things. Others are born with crippled limbs or other flaws. In some societies, such a child would be quickly killed, but a parent's love knows no bounds. They will search far and wide for ways to suppress the overt signs in their child and allow him or her to live among the greater community. A newborn demonkin generally appears as a human but with certain physical traits similar to that of their demonic parents. Demonkin born of other demonkin and not possessed humans, generally show more of their diabolic heritage through the color of their eyes and ever-pulsing veins, as well as their ability to innately know all dark languages. Those who manage to achieve adulthood alive find the world an unforgiving place. The demonic touch in their souls strengthen them, however, and they make hardy survivors. Many become loners, wandering the world without any thought of hearth or home. This way of life appeals to those who embrace their nature, which they become aware of gradually. Those who cling to normalcy generally get into more trouble than the others, as they constantly clash with non-demonkin. A demonkin will inexplicably trigger unease in others, and will similarly feel suspicious for no apparent reason. This effect is known as the daimon effect. Along with this, they possess a longer lifespan and a natural increased proficiency in dark magic which usually manifests itself during maturity. A byproduct of their demonic heritage.
- PHOENIX:
Main Trait: Unpredictable Life span: Immortal (reborn from their own ashes every 100 years) Average Height: 5'0"-6'0" Average Weight: 100-200 lbs
Spirits of fire, capable of shifting between their Human and Avian form at will. Born in Human form, they can, with perseverance and training, unlock their ancestral powers. Phoenix can easily fit into normal society, usually as mercenaries or combat types. They always have red or orange hair and naturally tanned skin, as well as bright yellow, gold, orange or red eyes. As long as they don't flare up, they are safe from pursuit. Once they are discovered, they may be tracked and captured by Humans that fear them. Although due to their natural ability to transform into a fiery man-sized bird at will, they typically have an easy escape route. A phoenix might appear as the protector of a small town, or as a wandering mercenary, but they all have the same desire, to establish a home. They are wanderers and therefore never have a place of their own. Sometimes a phoenix may find a small town or a village that they protect from harm, but they could move on as quickly as they came, with no warning. They answer to know one, they are free spirited individuals who go wherever their hearts lead them. When a Phoenix nears the end of their life cycle (about every hundred years or so), they go out in a blaze of glory, literally. They burst into flame, disintegrating into ashes. Out of these ashes they are reborn as a small child, but their memories of their life before are completely erased.
- SPHINX:
Main Trait: Prideful Lifespan: 1100-1200 Average Height: 6'0"-7'0" Average Weight: 170-230 lbs
Agile warriors of the sands, a very old, nearly extinct race that once held an empire which spanned the whole of the southern desert. Sphinxes command respect from all as if they were royalty. Despite an attraction to luxuries, sphinxes are quick and sure-footed in battle when battle is deemed necessary. The upper half of a sphinx is vaguely human in appearance with cat-like features. Below the sphinx's waist, however, is that of a cat or other feline. Sphinxes have tails but they are usually not strong enough to lift objects. Sphinx tails are typical just for show but can be used to knock over small objects. Sphinxes are often seen with rings or gold bands on their tails but this makes it difficult to lift. because of their lower feline half they have hips that are slightly wider than is proportional to a human of their size. The eyes of a sphinx a feline and typically yellow or some brighter shade of another color. Sphinxes reach maturity around the age of forty and have a lifespan that has yet to be definitively recorded but many scholars believe average sphinxes live well past a thousand years. Sphinxes believe themselves to be direct descendants of the gods and kings of ancient times. They have no kingdom of their own, but live in villages that are typically located in deserts, near oases or some sort of water source. Sphinxes are very persuasive but can be angered if someone attempts to discredit their divine and royal bloodline. Sphinxes natural ability to lead often makes people wonder if there is some truth to their claims about being the heirs to the gods.
- CENTAUR:
Main Trait: Protective Lifespan: 50-60 years Average Height: 6'6"-7'6" Average Weight: 300-350 lbs
Legendary hunters and skilled warriors, centaurs are part man and part horse. Typically found on the fringes of wood elven civilization in scattered tribes. These stoic people vary widely in appearance, their skin tones typically appearing deeply tanned but similar to the humans who occupy nearby regions, while their lower bodies borrow the coloration's of local equines. Centaur hair and eyes trend toward darker colors and their features tend to be broad, while the overall bulk of their bodies is influenced by the size of the horses their lower quarters resemble. Thus, while an average centaur stands over 7 feet tall and , there are vast regional variations—from lean plains-runners to burly mountain hunters. Centaurs typically live to be about 60 years old. Aloof with other races and at odds even with their own kind, the centaurs are an old race only slowly coming to accept the modern world. While the majority of centaurs still live in tribes roaming vast plains or the forests, many have abandoned the isolationist ways of their ancestors to walk among the more cosmopolitan cities of the world. Often such free-spirited centaurs are considered outcasts and are shunned by their own tribes, making the decision to leave a heavy one. In some rare cases, however, whole tribes under progressive leaders have come to trade or make alliances with other humanoid communities—typically elves, but sometimes gnomes, and rarely humans or dwarves. Many races remain wary of centaurs, though, largely due to legends of territorial beastmen and the regular, violent encounters the centaurs have with stubborn settlers and expansionist countries. Noble centaurs are a half-horse, half-humanoid people whose ancestors came from the feywild. Several isolated tribes have since integrated into the civilizations of mankind. Over time became embroiled in the higher strata of feudal society, as they are highly valued as knights on the battlefield. They love battle, and are fiercely protective of their clan and territory.
- VAMPIRE:
Main Trait: Secretive Life span: Immortal (Doesn't age past 30) Average Height: 5'0"-6'0" Average Weight: 100-200 lbs
Vampires are pale-skinned humanoids that are infected with the vampiric curse. Their hair can range from a mottled jet black to a ravenous snow white-- some may even have deep gray hair. Most vampires either have golden or red eyes-- suggesting their otherwise abnormal behavior and their undying thirst for mortal blood. Most vampires prefer to kill their victims before engorging themselves, while others take advantage and take a good bite to repair physical or mental damage caused by their adversaries. Once quenched, it is only a matter of time before they want more once again. Usually they are born as Humans, but other humanoid races have been known to be infected with the curse such as Shade and Graveborn. They are gifted with immortality, enhanced senses, speed and agility, immunity to disease and a voracious hunger for blood. Like liches, they often embrace finery and decadence and may assume the guise of nobility. Despite their human appearance, vampires can be easily recognized, for they cast no shadows and throw no reflections in mirrors. Vampires are never accepted by civilized races because of their hunger for blood which usually gets the best of them. However some Vampires have the will power to restrain themselves. The one thing vampires hate more then anything is sunlight. If they are caught out in the sun for more then a couple hours at a time then they will slowly disintegrate into ashes in a matter of minutes. They are powerful dark magic users and are very stealthy. Some Vampires are found in the criminal underworld of most cities. As that is one of the few places were they are accepted and can still remain with in civilization. Vampires can die from battle just like any other races but they are immune to the affects of age. They stop ageing at about thirty years old in human terms. Typical vampires are normally found in abandoned caves or deep within dungeons away from the damaging rays of the sun. Sometimes even venturing into the Aerth, living on the outskirts of civilization. Sunlight is the one thing many vampires fear the most, but some have grown accustomed to travelling above their dark prisons and explore the world above. Eventually gaining resistances to the sun's harmful effects over time. Capable of surviving in sunlight for a matter of hours instead of just a few minutes. Soon, they develop tactics similar to other natural species with the concept of settlements and exploration. These few vampires are prime examples of the evolution of time. Many of their still have radical behaviors reflected from their dungeon-dwelling relatives, such as their thirst for blood, but generally vampires above ground develop a deeper meaning of whom or what to choose of themselves and what they ought to do. It is a separation of two worlds, one of civilization, and one of complete savagery. Many vampires tend to gather in groups called covens. There are several powerful covens spread throughout the dark places of the world.
- LYCAN:
Main trait: Cautious Life span: 140-150 years Average Height: 5'0"-6-0" Average Weight: 100-200 lbs
Lycans can be any human individual that is infected with the Lycanthrope curse. Capable of transforming into their werewolf form at will during the night. However they have no control over their actions during a full moon. In their natural form, a Lycan looks like any other member of its kind, though natural Lycans who are born with the curse and those who have been afflicted for a long time tend to have or acquire features reminiscent of their animal form. Along with this, Lycans when in their human form have enhanced animalistic senses, increased strength and durability far greater then that of an ordinary human or vampire (although vampires still possess better speed/agility/reflexes). In general, Lycans are prudent and cautious, preferring to take risks only when they feel that their chances are good or the payoff is worth it. They appreciate the finer things in life and take great pleasure in the comforts of a wealthy lifestyle when they can obtain it. They avoid direct confrontation, preferring stealthy strikes and hasty retreats whenever possible. In conversation, they are soft-spoken but have a gift for drawing out more information than the other party usually plans to reveal. The vast majority of Lycans are cast out of their original home once they are found to be infected. Although they are quite capable of keeping a low profile in a civilized society, they must remain ever wary. Putting on the mask of the Human race while hiding the lycanthrope curse within them. Also known by another name, werewolf, they are found in all climates, both in the wild and hidden in civilization. Lycan packs are organized similar to wolf packs, with a powerful alpha in command of the entire group. The moral and ethical outlook of the pack tends to follow that of the alpha. In their animal form they are similar to the wolves in appearance, yet they still tend to walk on two legs with powerful clawed hands and their wild/aggressive nature is more overwhelming.
- SHADE(Dark Elf):
Main Trait: Secretive Average Lifespan: 340-360 years Average Height: 5'0"-5'6" Average Weight: 90-180 lbs
The Shade are a race of beings similar to Elves who have mastered the art of psionic magic. Psychic by nature, they use these abilities on a daily basis. Having been corrupted by dark magic, they have become outcasts on the surface. Inhabiting the cold darkness of the Felworld, the underground realm. It is believed that Shade originated as Elves who willingly surrendered to the primordial darkness. In turn they became a twisted form of life. They have obsidian colored skin and black hair. This hair is carefully groomed and cared for by most Shade and worn long with jewelry and other accessories decorating it. They are incapable of growing beards, though many males are fond of long sideburns. Their eyes are usually bright red, but some are known to have different colored, commonly much paler, eyes such as blue, lilac, pink or silver. Sometimes their eyes are even green which would implicate that this particular Shade has some surface Human blood in their veins. Shade are more agile and alluring than most humanoid races and also have many other special abilities that differentiate them from other races, they require no sleep but instead enter a meditative trance throughout which they retain full awareness of their surroundings. They are taught from an early age to trust no one, forging alliances only when they are confident that they can outmatch their ally if he/she decides to turn on them. The inherent pride in their own abilities quite often leads to such alliances being forged, though they almost always end badly when one party decides said alliance is no longer convenient. From birth, they are taught they are superior to other races and should crush those beneath them. Children who resist and show kindness or love are brutally punished, so as to drive the instinct of cruelty into them. They value advancement over their peers more than anything else, pulling down their superiors and crushing their inferiors. This doesn't mean they treat all of their peers with disdain, however. They are not barbaric and appreciate a sense of subtlety and thus they are typically courteous and urbane, even to their most hated rivals. Not all Shade become a part of the violent mainstream culture that most of the race are forced to endure. Those few who escape the life of Shade society might break away entirely from their dark past, while some fortunate Shade are actually born and raised outside of Sheol. Some finding a hint of virtue within themselves in spite of all the terrors they witnessed, or perhaps because of it. Others have only recently turned to better ways, either out of guilt or out of the simple fact they're no longer obliged to do so. Yet others are dangerously insane, broken by the horrors that shook their psyche.
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