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Old 11-29-04, 20:09   #1
Volraths_bane
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[Guide] RACES

RACES

For ease of editing, the races will no longer be listed alphabetically but primarily grouped by which WM is the decision maker and expert on them.


Ananke
Determined and enigmatic, the Ananke are a subterranean race from the Adrasteia Archipelagos, a chain of small uninhabited islands in the northern region of the Eastern Sea. Slightly taller than normal humans, they are distinctive with their smooth, thick, rubbery, and paper white skin. They are naturally bald with thin lips and deepset eyes. Their lifestyle breeds in them above average strength and balance, great swimming ability, and an amazing lung capacity.

The history of the Ananke is unknown as they are somewhat reclusive and seldom leave their native caves. They are believed to an offshoot of humans, barbarians from the Alogeans. The reasons for the move to the underground caves of the Adrasteias is a mystery to outsiders and closely guarded by the Ananke themselves.

The Ananke kept their barbarian traits. The caves beneath the Adrasteias are 90% below sea level, but the volcanic origins of the caves caused most of them to be act as air pockets interconnected by lakes and water filled tunnels which the Ananke use for travel. Their air is recycled by the crimson algae that lines the walls of the caves. They live in small tribes, called packs, which are constantly at odds with each other over control of sections of the caves. Never reaching full-fledged warfare, these skirmishes are a way of life for the Ananke, which explains for the high number of warriors among those that leave the islands for the outside world.


Garr
Savage and determined, the Garr are a Barbarian Race from the Lutharin Mountains. Standing over 6 feet tall, the garr are heavily muscled humanoid beings made of living stone. They have long porous black hair and tend to have small hornlike skin spurs on either side of their chin and forehead. They possess great strength and stamina and their stone flesh makes them incredibly tough and resistant to cuts/fire.

The exact origins of the garr are unknown. Some think they came from across the southern wastes across some unknown sea, other believe they were humans gradually turned to stone by natural magics in the Lutharins. Whatever their origins it is agreed upon that they are powerful and often ruthless warriors. They are known for their aggressive instincts and territorialism. They believe that might makes right and have little care for that which does not directly concern battle or their own well-being. As such they are born conquerors and tend to avoid servile labor, instead adopting to use Greel to that end.

The garr travel live together in separate tribes, called Leens, or brotherhoods. These Leens are nomadic, traveling across rocky lands of the Lutharins with little connection to each other. There was once a central seat of government, a tribunal of 4 tribes, Graw-leen, the Pgha-leen, the Kor-leen and the Chisor-leen. (A fifth tribe, the Eghris-leen, was exiled from their kind for behavior too inappropriate, savage and cruel even for the garr.). This Tribunal was very loosely organized and is basically a public face to other governments or incase the full force of their people needs to be directed, which was seldom. Unfortunately during the build up to the pentagon wars, these leading tribes, among many others, were almost wiped out by surprise attacks that first drove them to their ancient mountain strongholds, and then trapped them there for a final assault. Ironically this all came about thanks to a large faction Greel, who, tired of being slaves to the garr, betrayed them. The remains of those tribes wiped out and few intact tribes are now left to their own devices.

Not all garrs however are bloodthirsty or cruel though, but those tribes tend to stick to their own lands and so are not the public face of their kind. The most well known of these are Linhor-leen, a tribe known for having a ranger heavy membership and acting often as a buffer between outside races and their own. Sadly they have not been seen in a decade, having been driven west after being overrun by the Eghris-leen.

Here are the most notable Garr Tribes

Chisor-leen - Brotherhood of Knowledge, former tribal leaders. Devastated by Pentagons.
Chrahas-leen - Brotherhood of Reprisal. Due to several skirmishes with Light Church members in the past, this tribe has a rather inordinate number of initiate members.
Eghris-leen - Brotherhood of Slaughter, former tribal leaders. Most vicious of all garr, sided with Isuldar against Eastern World. All but wiped out by first clerics and then pentagons.
Notable Members: Benista, Gelkurr.
Farel-leen - Brotherhood of Rage. Perpetrators of the Garr Invasion of Epic City and Elexia.
Graw-leen - Brotherhood of Steel, former tribal leaders, started modern machinism and machinist societies. Devastated By Pentagons.
Harn-leen - Brotherhood of Borders. Tend to settle villages near important landmarks as watchers. One of their villages was slaughtered and burned during Cordayle?s hunt for the pentagon temple
Jisar-leen - Brotherhood of Unity. A growing tribe composed of those shunned by regular garr society.
Kor-leen - Brother-hood of Might, former tribal leaders. Founded original fighter?s guild. Devastated by Pentagons.
Notable Members: Norosil Dragonbane
Linhor-leen - Brotherhood of Justice. Known for having a ranger heavy membership and acting often as a buffer between outside races and theirown. Were driven west by the Eghris-leen a decade ago.
Logharn-leen - Brotherhood of Journeys. Notably nomadic garr tribe, sister tribe to the Harn-leen. Notably one of their villages was captured by the pentagons as the sister village was wiped out.
Pgha-leen - Brother of Eternity, former tribal leaders. Founded modern magic arts and were members of the original Mage's Guild. Devastated by the pentagons.
Ryach-leen - Brotherhood of Wealth. Offshoot of the Graw-leen, obsessed with gold and treasure. Believed to have been wiped out after an attempt to take out the Graw-leen and replace them in the tribal counsel.
Tok-leen - Brotherhood of Life. One of few tribes who been known to grow crops. Major exporters of Garrish Whiskey and Fire-whiskey.
Notable Members: Tenchlas Stormmage
Torga-leen - Brotherhood of Mountains. Noted for a higher than normal percentage of abnormally large members.
Notable Members: General Kergharlin.



Garrs PCs usually require something to compensate for their extreme power and toughness.


Greel
Simple and mischievous, the Greel are a labor race from the Lutharin Mountains. They are on average 4 feet tall with skinny, gangly limbs and sharp facial features. Their skin is mottled and varies in color from gray to green to red. Their noses and ears are elongated and their hair is fine and wiry but scarce on top of their head, though their eyebrows are very bushy. Their faces are well lined and their nails are thin an brittle. Around 60% of them have some trace of small vestigial wings on their backs, most just small bone nubs.

The exact origins of the Greel is believed to be that they are the offspring of the bizarre intermingling between migrating imps and the goblin armies of Lord Elgrin centuries ago. Though not muscular, they are surprising strong for their size, with great speed and superior balance, which makes them a very able, if not graceful, workforce.

Because of this, for countless years the Greel have been used by as the main labor force by the Garr. Though not technically slaves, most Greel were usually not treated kindly by the stone barbarians they work for. They work for the protection afforded by the garr and the right to live in their lands which the garr have claimed as their domain. Fear of retribution kept most of the greel from ceasing their work for the garr, until a number of them eventually betrayed their masters to the pentagons. Those that did so then fled deeper south into the borderlands to set up their own society.

The remaining Greel have a monarchy, their kings elected by the people but more realistically by the garr, as the garr backed candidate invariably wins. They live in small villages, tribes divided by birth-dates, carved within the Lutharin Mountains which once were Garr strongholds. Their society's main trait is subservience to the strong, causing chaos in alpha-less situations and hence a rather severe lack of social skills.



Nadrasks

Disreputable and avaricious, the Nadrasks are society of human mercenaries from the eastern islands. Thought to have started out as a society of paid thieves and killers, they evolved over the years into their own distinct tribe, with its own traits, beliefs and customs.

Most male Nadrasks bare totally or partially shaved heads, while the women wear theirs short. On average larger and more muscular than most humans, the Nadrasks have excellent night vision and are almost always found to be in remarkably good shape, both as a result of selective heredity and their way of life. For these same reasons they have a slightly elongated lifespan, though few of them die of natural causes. More remarkable is the fact that they stay in their physical and mental prime well into old age.

Though originally a secular group, over the centuries a strong religious backbone took over., a mishmash of gods, monsters, rites and myths taken from several sources. Though they are by nature a free-roaming and self-determined people, while on their home island a board of Elders are the highest authority, overseeing marriages, inter-village business dealings, and all religious services. Though outside of the island most Nadrasks dismiss their faith, while home they show a surprising acquiescence to it, especially towards their tattoos.

As noted, their most distinguishing traits though are the tattoos that each and every Nadrask bares on his or her throat and the back of their hands. Each Nadrasks is different, and are called the “Gataras” or Gods’s Fingers. It is said that it is my these marks the gods know them, and will pass their judgement, given to them by the Elders during a secretive week long ritual when their turn one, a ritual so mysterious none but the Elders themselves know its details. Stories say that those who defined the gods and the tribal elders have been known to drop dead without ever being touched, their Gataras vanished.

Their home island is Nadra, a small one northeast of the Adrasteia Archipelago. It is a heavy wooded island with four large villages along the coast, simplistically called Northtown, Easttown, etc.. In the center of the island is the home of the Elders, surrounding the crossroads of the inland trade roads. Not ones for trade, the coast off Nadra has been artificially reefed with the remains of pirated and sunken ships. Boats to and from the island must dock at floating piers off coast, passengers and be ferried between them and the island on flat bottom barges.

The Nadrasks are a patriarchal society, the family of the bride assimilating the brides family upon marriage, having not only the bride take their surname, but her entire immediate family does as well, unless they pay a tithe. Nadrask names are formed by a proper name and then a surname, such as Ephlak’gul of Gul family. Money and power are at the heart of secular Nadrask life, for even over the centuries, they have maintained their mercenary lifestyle, to the point where every single member of their race is involved in the work in one manner or another, father and son, mother and daughter. As much they have gained a reputation among the eastern islands and northern coast.

Only recently did the Nadrasks start appearing in the central eastern world, though they were quickly convinced to avoid it against thanks to the negative attention drawn by Ephlak’gul, or Gaul, whose vicious exploits not only drew extremely unwanted attention but also drew over-eager vigilantes to their home island.. As a result all members of the Gul family were exiled from Nadra.


Oscaran Barbarians
Reclusive and severe, the Oscarans and a barbarian race from the Northeastern Alogean Mountains. They average around 7 to eight feel tall, with bronze skin and abnormally long and thin limbs. These, along with their larger than average eyes give them a somewhat insect-like look, but their lineage is definitely human. They have amazing tendon strength, giving making them deceptively stronger then they look, which is good as they have unusually thin limbs for barbarians. Their hair is dark brown, black or red, and shaved save for a ponytail in the back.

Recently, a number of theories have emerged about these strange people. It appears that unlike what was previously believed, the Oscarans have been in the area for far longer than a mere century. One can only guess that they were not previously noticed due to stronger distrust of other races before then (conversely it might also be attributed to a large increase in number shunned members of the race, making it harder for them to keep these people from leaving their villages. More on shunning below).

There were several brief clashes with the Kindir over territory before they finally settled in the northwest, leaving the humans and kindir be. Their lack of contact with other races, secrecy and battle-friendly demeanor leads some to speculate a come ancestry in the subterranean Ananke. This supposed link it supported by the fact that both races show signs of a long ago abandoned of animal totemism. Some found etchings, along with the carapase forged armors of the Oscaran, and their scythe-like shape of their ceremonial blades, suggest their people might have worshipped the Scorpion.

The Oscaran have no patience for outside races, seeing them as either weak, stupid, or wild beasts. They strictly do not intermix with other races. Doing so often ends in shunning, but never exile as these abominable half-breed cannot be allowed to ruin their name by being seen by the outside world. The Oscarans can be extremely cruel to their societal rejects, often leading to a welcome suicide.

The Oscara make their homes in connected caves that honeycomb the mountains they inhabit. The chain of command is strict among them, insubordination being met with death and the only means of advancement being impressing the superiors of those you wish to replace. Demotion often leads to suicide. In such, only the Kikari, or king, of the Oscara is untouchable in hierarchy, and is only replaced in death by his Kikaru, chosen successor. Kikariship is not passed down by heredity but by respect. This strict, life and death look at social position might be one reason the Oscara seldom leave their home mountains.
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Old 11-29-04, 21:36   #2
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Greevan Elves
Ancient and mythical, the Greevan elves are oldest of the races in the Eastern World, second only to the Vampyr. Their domain is what is left of Auréassë, the ancient forest that once covered the Eastern World. As time moved, and climates changed, parts of the forest fell away to the grassy meadows of the Western Plains. The forest thinned to the north, losing much of its exotic trees. What was left there was the Sekora Forest. Far south stands the Greevan forest.

Greevan elves stand tall as their cousins, the Kindir; averaging just over six feet tall. The tradition of the elves favor it long, though those in practices where it is ill favored (smithing, warfare, etc) wear their hair short, or bound. Hair amongst the elves is commonly golden blonds or deep browns, though it ranges between the two. Red hair almost never happens, for it was a trait in the blood of the southern tribes of eras past. Elven eyes can be any color. Physical strength is limited in Elves, though they do have a greater penchent for speed, grace, and agility. Also, their vision and hearing is twice that of Men at least.

The true heritage of elves is known to few and recorded in fewer places. At one time, before the Alogeans stood, the forest spread across much of the Eastern World, alive with culture and music. The Elves as one people were at their height, although it would not last. Before an event known as the "Sundering", a climate changed wrought havoc on the northern parts of the forest. The tribes migrating, joining together in the surviving parts of the forest. Then the "Sundering" came, which destroyed the three Elves for centuries. The southern tribe migrated north; they now reside in the Alogean mountains. The middle tribe stood their ground. And the nothern tribe was lost to the darkness of the underground; they are now the Drow. In the many millenium past, the southern forest (Greevan) has grown old, wearied by its long years. Yet in it, the Elves endure, carrying on the ancient traditions.

The majority of the Elves inhabit Greevan (Common; taken from the Garrish word "Gree" and "Van", South and Wood respectively), where their village is built at the base of the last Yáratar tree in the Eastern World. To outsiders, it is the "Great Tree". To the Elves, it is a symbolic of their longevity over the millenium that they, and this tree, have stood. The terrain in the forest is rough; countless centuries of eroding creeks have dug furrows and gulleys through the forest soil, leaving the land broken and uneven. Rather than tame the forest and level it off, as Men would, the elves have built around it. Their homes and buildings, all works of art, fill in and around the landscape. Walkways and bridges help connect rare patches of flat, solid ground. While a great majority of the Elven people live within the greater village, there are smaller gatherings of a few families deeper in the woods. There is also the house of Cirdan Tinehtelë, in the Lutharin Woodlands. By virtue of his single pure-blood son, Estané, this house has a partial alliance with Greevan.

In ancient times, an Elven tribe was led by an elder who held great respect. Now, in days more recent, a council of Elders (or Aran'rinde), and a single Lord (or Arantaar), keep word over the village. Seldom are they called upon to gather, for the Elven philosophy is one of agreement and peace. Disputes rarely fall to violence, rather; compromise is found between the quarreling parties, with the aid of an elder if need be. However, due to the increasing presence of Men and other offlanders, as well as the Drow's occupation and the Pentagon War, more instances of violent solutions being sought have occured.

At birth, an Elf bears three titles. The formost is a formal name, used only by the elf when he is of age (around thirty). The second is a given name, one used in all cases. The final his the name of parent's tribe who is closest to one of the first seven houses. So, with Rayathe Imaso Annaré, Rayathe is his adult name, Imaso is his given name, and Annaré is the most pure tribe name of his parents. Elves may gain titles for great work they have done over their lifetime, though few except the true masters will use these.

If you have any questions about Greevan elves, culture, etc., PM Yantor

Drow
Enigmatic and forgotten, the Drow are the survivors of a plague that swept through the Sekoran forest near the time of the sundering. As centuries evolved they became a people to their own, connected by blood to the Elves as the Kindir are, but seperated by culture.

Drow are slightly shorter than most elves, and a bit more stocky as well. Their skin is less pale and somewhat lacking color, giving it a faint gray shade. Their eyes are almost all amber or pale green, and have flecks around the iris edges, usually black or silver. Seldom are exceptions found. Their clothes are almost always geared towards visual concealment and protection from the sun, in which they are slightly weaker due to their almost constant underground living. Their weakness to sunlight carries with it a weakness to Light spells. Unsurprisingly, there are no Drow lightmages nor Clerics.

The Drow who remain live in clans, and this determines a part of their three names. Their first name is given, and joined by an apostrophe to their clan name. Their last name is a chosen one, taken by the Drow upon maturity. Usually, the meaning holds to something the individual believes about themself, and is usually in the archiac tounge of older days.

Amongst the Drow, like the elves, the older are the tribal leaders, settling disputes, etc. Most Drow view the Greevan elves as a better way of life, as they have prospered slightly better than their subterranian cousins.


Oscaran Barbarians
Reclusive and severe, the Oscarans and a barbarian race from the Northeastern Alogean Mountains. They average around 7 to eight feel tall, with bronze skin and abnormally long and thin limbs. These, along with their larger than average eyes give them a somewhat insect-like look, but their lineage is definitely human. They have amazing tendon strength, giving making them deceptively stronger then they look, which is good as they have unusually thin limbs for barbarians. Their hair is dark brown, black or red, and shaved save for a ponytail in the back.

Recently, a number of theories have emerged about these strange people. It appears that unlike what was previously believed, the Oscarans have been in the area for far longer than a mere century. One can only guess that they were not previously noticed due to stronger distrust of other races before then (conversely it might also be attributed to a large increase in number shunned members of the race, making it harder for them to keep these people from leaving their villages. More on shunning below).

There were several brief clashes with the Kindir over territory before they finally settled in the northwest, leaving the humans and kindir be. Their lack of contact with other races, secrecy and battle-friendly demeanor leads some to speculate a come ancestry in the subterranean Ananke. This supposed link it supported by the fact that both races show signs of a long ago abandoned of animal totemism. Some found etchings, along with the carapase forged armors of the Oscaran, and their scythe-like shape of their ceremonial blades, suggest their people might have worshipped the Scorpion.

The Oscaran have no patience for outside races, seeing them as either weak, stupid, or wild beasts. They strictly do not intermix with other races. Doing so often ends in shunning, but never exile as these abominable half-breed cannot be allowed to ruin their name by being seen by the outside world. The Oscarans can be extremely cruel to their societal rejects, often leading to a welcome suicide.

The Oscara make their homes in connected caves that honeycomb the mountains they inhabit. The chain of command is strict among them, insubordination being met with death and the only means of advancement being impressing the superiors of those you wish to replace. Demotion often leads to suicide. In such, only the Kikari, or king, of the Oscara is untouchable in hierarchy, and is only replaced in death by his Kikaru, chosen successor. Kikariship is not passed down by heredity but by respect. This strict, life and death look at social position might be one reason the Oscara seldom leave their home mountains.
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Last edited by Yantor; 12-27-06 at 21:48..
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Old 12-05-04, 03:30   #3
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Aesinians

Artistic and steadfast, the Aesinians long ago wandered away from the rest of Bakara's human tribes. As a result of seclusion and a strong environment shift, Aesinians are blessed with an inherent resistance to the cold. With the resistancy came a simple skill, to absorb great heat to heal themselves, at least, to a small extent. Their height also improved as they went on, with the breeding of the strong.

Aesinians, in the Great Migration, were a great tribe that grew tired of the society that shunned their art. As they continued to migrate, they reached the frozen tundra of the north, and the massive Velkom Glacier. In time, they carved into the Glacier, leaving behind little more than a massive dome of the Nevermelt Ice. Sooner or later, they explored the tundra, little by little, expanding the population and the land that the people controlled.

Even as the people expanded, they remained centered around the doméd city, Vinterheim. As time went on, the people of Bakara reached them and they expanded their knowledge and began to teach others of their trades and skills. Aesinians also even granted them access to their entrance to the Uno underground city. Their tolerance of other races is amongst the greatest, for they respect the admirable qualities in each race. They also like to learn histories and styles of art.

They are generally skilled battle-magi and look to achieve balance in all things. This way of thinking allows them equality in the guild wars and general positions on things. Their government, is headed by a triumvirate which always includes a member from the ancient nobility. The reliance on the ancient noblity leads the Aesini people to a worship of the old heroes of the past, and is thus shown in the great Klokskap Angripe.

Technical Bonuses: Resistance to Ice, Half Den-Day Effect in Heat
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Old 12-05-04, 13:39   #4
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Higher
Powerful and wise, the Highers are a scholar race from the Western Plains. Highers are on average 5 and a half feet tall, with the form of a cat warrior them the feet down and above that the form of avens. Their foreheads are small and birdlike, but their skulls are elongated from front to back for a large brain pan. Their claws and talons are sharp but seldom used and they range in color from white to black and dark brown. The Highers are an evolutionary offshoot of griffins, whose ancestors developed a sentience and used it to magically advance themselves rapidly over the centuries into their current form.

Inhabiting the hills of the Western Plains, the Highers devote their lives to study of sciences, history, and magics. They are ruled by a counsel of the oldest and hence, by their belief system, wisest of their kind. Age is a status symbol among the Higher, it denotes both time in which to have learned much, and the skill of survival. They are scholars, but that does not mean the Higher are physically weak. By nature they are a strong race with superior muscular structures from the waist down and shoulders up. Until recently they tended to keep to themselves due to the often barbaric state of affairs in the mountains and midlands.

The Higher divide themselves into five classes.

Eldred - The most respected of their people. These are those that have passed 100 years in age, but have also gone out into the "lowlands", as are called non-Higher controlled areas. These are the house patriarchs/matriarchs, archivists and Counsel Members.
Zephyr - The upper members of Higher society. These are those who those eligible to be Eldred but not old enough and those old enough but not having spent time in the ?lowlands?. These are the teachers and masters.
Fairplume - The middle and most common of the Highers. Those that have grown and learned out of Glassbeak Class but are not ready for the Zephyr or Eldred Classes. They fill in the center of the Higher people. Those not skilled enough are workers and laborers, while the more intelligent are scholars and scientists.
Glassbeak - The youngest and least revered of the accepted Highers. Considered unlearned and impulsive they are mostly students, apprentices, and, when old enough, part of the reserve guard.
Hinds - The outcasts who have turned their backs on the fundamental beliefs of the Higher or have betrayed them. They are relegated mostly to western most reaches of the Higher Society, near the Northwestern Wastes.

The Highers have pulled back a bit from the low-lands, after suffering bad losses during the pentagon wars, they decided to remove themselves from the Coalition, feeling war was too foul an enterprise to vow into.

Higher PCs usually require something to compensate for their power and flight.

Sekoran Dryads
The Sekoran Dryads are the tree spirits of the old growth woods of Sekora. They have green tinted skin and dark green hair which they wear long, between shoulder and waist length, male and female. They usually rather thin and lithe, though some examples of large thickly built redwood dryads have been seen. Though it is a rare gift for a handful of them to have the actual ability to possess plant-life, the lives of each dryad is linked an individual tree deep within the heart of the Sekora.

Their descent is unclear but its is rumoured that their heritage is linked in some way to all of the ancient races. What is known is that the first true dryads were a very noble and honourable group, who became bound to a a small cluster of trees they grew themselves, each a different species. These trees were amongst the first from which the Sekora's as they are today grew. None can be sure whether these trees still stand today, but its is certain that at least some of them do, as the dryads have been known to speak of their "Elders" in a way that guarantees they are alive. The dryads are all equal in their social structure, however the Elders, despite not being a ruling force are the most wise and respected of the dryads.

They are typical for their kind and tend to not interact with outside forces unless they catch their eyes or endanger the forest. They have been known to intermingle with some other races, and did their best as unseen saboteurs when the dark elves driven from Greevan sought refuge in Sekora while planning their attack on Elexia.
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Old 12-06-04, 22:54   #5
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Demons
Not native to the Eastern World, the exact origins of these creatures is a mystery.

Abyssil Demon
Appearance: Scaley skin with wiry fur over the legs, spine and in a mane around its reptilian head. Huge bat wings, ram horns, long talons and boney arrowhead tipped tail.
Powers: Flies, breathes hellfire.
Note: Type of demon summoned by the level ten dual spell.

Capo Demon
Appearance: Bulky and muscular. Tough red skin. Solid black eyes. A large, cone-shaped horn protruding from the center of the forehead. Completely hairless.
Power: Able to summon around a dozen Gan-har like copies of itself, which flicker out of existance when hit. Possesses supernatural strength, endurance, and agility. As long as its head is not destroyed, a simple ritual may be done to ressurect it from death.
Note: In Sylvan, a powerful Capo Demon is the second-in-command of the vampire gang controlled by Cyvus.

Carnyss Demon
Appearance: Slender and long-faced. Sickly gray skin. Solid crimson eyes that seem to always have black smoke pouring out from them. Two small crimson horns on either side of their foreheads with curve upward. Hairless besides long white goatees.
Powers: Able to vomit or summon their goo-like black blood out of their own bodies and then form it into creatures or objects.
Note: Notoriously hostile to humans. Known to work with gangs of Phage at times.

Fenette Demon
Appearance: Supernaturally beautiful, exclusively female. Light and supple, with perfect curves and excessively soft luminous white skin. Long silver hair. Icy blue eyes. Oval-shaped, opaline faces. Pale gray lips. Dressed in white gowns that are made of such fine, silky material that they look like they were woven with fabric from another world. Never wear jewelry, which tarnishes when they touch it.
Powers: Natural mind-magic like powers, allowing them to control people's emotions and use limited telekinesis. Feed off of strong emotional activity, which in turn influences their own moods. Dresses seem to be natural extentions of their spirits.
Note: Some Fenettes are able to hide most of their supernatural appearance except in the presence of moonlight.

Fyarl Demon
Appearance: Shambling and eternally slouched over. Dirty, matted brown fur. Large, solid black eyes. Noses that are ape-like. Large mouths with sharp teeth. Giant-sized hands. Muscular bodies.
Powers: Supernaturally strong, have limited affinity with Earth and Force magic.
Note: Enjoy feasting upon the flesh of the dead. Some are rumored to be employed by the Order in Sylvan as "waste management".

Skilosh Demon
Appearance: Around 7' tall brawny demon. Muscular, hunch-backed body and large arms and legs. Looks like an ape with dark-green fur and yellow stripes, but with a curved and snake-like head, with slitted yellow eyes, no nose or ears, and a long forked tongue. Large human-like hands with webbing between didgits. Odd crease in its chest from neck to ribs in center of torso.
Powers: Exceptionally good senses. Strong, can use its sharp forked tongue as a medium-ranged weapon, can create one miniature copy of itself from its chest that is identical to it except for having a serpent's body instead of human legs.


Most Demons are not PC approvable.


Fey

Mischievous and playful, the Fey are a mystical race of tricksters from a plane that is technically only loosely connected to our own. The word Fey in of itself is a rather misleading term, as it may be used to refer to two different things: a race of tiny winged humanoids that reside in the mystical realm of Caerigor, and the myriad individual creatures and minor races that are associated with them. It is unknown whether or not the common form the Fey present to non-Fey is truly their physical appearance or just what they want to be seen as, however, nor is it known whether or not they have a specific physical appearance in the first place.

In their traditional form, the Fey appear to be six-inch tall humans with glowing eyes, hair and skin of almost any color you could imagine (and some that you can't), and the wings of moths or butterflies. Their apparel varies widely, but many seem to subscribe to the motto "less is more". Most Fey possess the ability to use glamour, a type of magic that allows them to alter their appearance at will. Some may even grow to normal human size or transform into other races.

The origin of the Fey is shrouded in mystery, but most agree that they were not originally of our world. Some even claim that their realm, the magical land of Caerigor, is a sort of nexus between all the worlds of the universe. This idea has not yet been proven, as most who enter faerie forget their earthly concerns and choose to remain there. Entrances to Caerigor are all over the Eastern World, but the "official" one is currently in a hill a few miles north of Sylvan called Feyn Lookout. The only concrete fact about the history of the Fey is that they have been toying with humans for centuries, and they have historically preferred the lands south of the Alogeans as a playground.

Caerigor is ruled by a High King or Queen, who presides over the manifold smaller kingdoms that the realm is made up of. Although parts of Caerigor sometimes appear to be an indoor palace, doors can inexplicably lead to sunny meadows, turbulant oceans, lush forests with multiple moons in the night sky above, or even voids of black nothingness--the realm is ever-changing, and seems to disregard the physics of our world. Even saying "doors" is rather inaccurate, as the Fey get around through magical portraits that act as portals to other parts of the kingdom.

Fey society is quite unlike any Eastern World society simply because it completely lacks the moral system that most of those societies cling to so dependantly. While this may sometimes cause the Fey to be declaimed as being evil, they really are not--amoral would be a much more accurate term. Enjoying merry-making and debaucery of all sorts is one of the Fey's only universal characteristics.

The current ruler of Caerigor is King Finvarra, though his reign has suffered from some trouble as of late--he has been accused of caring more for his own interests than the interests of his kingdom, and some even speculate that he is responsible for the death of the former Queen, Titania, who was poisoned just over a year ago. As few outsiders enter the realm these days and the Fey themselves seem content to live under King Finvarra's ineptitutudes, change might not come for quite some time.


Some Notable Fey Races
Brownies: Small, hairy creatures with large almond eyes but no noses, Brownies are the most common non-Pixie race outside of Caerigor and tend to attach themselves to country homes or farms, providing beneficient help to the families living there. They are skilled at planting, growing crops, and fixing broken appliances around the house.
Leanan Sidhe: Also known as banshees, the Leanan Sidhe are sometimes confused with Vampires as they live off of ingesting the blood of other beings. They usually appear to be old hags dressed in ragged black garments, and sometimes give off a horrible shriek when approached by non-Fey.
Nightflyers: Creatures with the heads and wings of bats, the upper bodies of human males, and lower bodies consisting of a mass of tentacles, Nightflyers are among Caerigor's most terrifying creatures. They heal quickly and easily and possess supernatural strength, making them mighty warriors.
Will o' the Wisps: The infamous Will o' the Wisps appear to be tiny balls of glowing light, and can sometimes be seen floating about in the fog of the wilderness near faraway forests or plains. Most possess the natural ability to cast light magic, but this is only used when they are feeling threatened. Some believe that Will o' the Wisps are the spirits of the deceased.

Not all Fey are PC approvable (talk to me about it first)


Jakari
Agile and clever, the Jakari are an eccentric race of catfolk originating from the Chakosa Forest on the southeast coast. Ranging from looking like human-sized cats standing on their hind legs to normal humans with cat ears and tails, the Jakari only share a few common attributes: they are quicker and more agile than a human would be and can see relatively well in the dark. Otherwise, members of the race have widely varying appearances.

According to Jakari tradition, the race was originally a tribe of primitive humans who were constantly at war with the other tribes inhabiting their forest. Jakua, the Great Creator, eventually came to favor the Jakari's tribe and destroyed all of their enemies. Afterwards, it transformed its chosen tribe's forms: they were now like great cats standing on their hind legs, accentuating their speed and agility.

Following their creation, the history of the Jakari's native homeland is marred by periods of isolation, human conquerors, repressive empires, and chaotic rebellions. This is the main reason why Jakari society is so diverse. Although there is a large, technologically-advanced city located on the coast between the forest and the sea named Yugeis (known as Kanakasu in the traditional Jakari language), many Jakari still live in isolated forest villages. Those that do survive in essentially the same way as their ancestors have for centuries, revering the nature around them and carefully studying the myths about their Great Creator. However, Jakari from Yugeis live very differently and in a much more advanced setting, especially talented as machinists or artisans.

The differences between the city-dwellers and the forest-dwellers goes even further. Most of the Jakari living in Yugeis lack the cat-like features of their forest cousins due to excessive mixing with the humans that had founded their city, the most human-looking ones retaining only cat ears and tails. These Jakari have taken to calling themselves "High Jakari" to further distance themselves from the others. Kurana, a complex caste system based on seemingly random or tiny differences between the Jakari's appearances, has since developed from this, forcing the more cat-like ones to be stuck in the lower classes just because of their appearance. Also, the city-dwellers follow more human-like customs and traditions, abandoning the old ways that the forest villages still follow. They even sound different, Yugeis Jakari speaking with a distinct accent (think British) due to the time they spent under human domination. However, almost all Jakari consider their forest and their race to be the central or most important race in the world, a belief that stems from their isolationism and convoluted history.

Just recently, Yugeis was torn apart by a large rebellion started by members of its lower class. Most Jakari loyal to the old monarchy were either executed or exiled. The trouble did not end with the revolution itself, however. Without a unified government or leader, the Jakari continue to battle over who will be the next group to take power over Yugeis to this day.


Note: the traditional jakari language sounds like a mixture of Hawaiian and Japanese. Cat-like jakari should have Hawaiian-sounding names while human-like should have English ones.


Strigoy
Superstitious and old-fashioned, the Strigoy are a tribe of human gypsies that wander the lands west of the Scionic Mountains in small, wagon-based groups. Slighter in build than eastern humans, the Strigoy have tanned complexions and exotically-featured faces, with hair that is usually black or varying shades of brown. Patterned tattoos and antiquated trinkets are common among them, with pieces of jewelry and other heirlooms passed down from generation to generation. Their apparel is usually a mixture of eastern and western styles, with a good number of ribbons, tassels, scarves and sashes thrown in for good measure. As they are skilled at the use of various natural dyes and herbs, these garments tend to be colored rich earth tones such as browns or reds.

The Strigoy were originally among the humans who witnessed the demonic invasion of the west. Instead of fleeing to the Eastern World like the other tribes, they were somehow convinced to stay by the Ghul, whom they now live in fear of. Traveling the lands in a multitude of small clans, the Strigoy are a rather fearful and paranoid people, preferring to stay on the move instead of settling in one place. Even the clans are only loosely affiliated to one another, as each tends to have its own distinct characteristics after years of wandering. Many of them are united by a few common practices and customs, however.

The most important thing to any Strigoy is age and the wisdom that comes with it. Each clan has an elder called a Bulibasha, always the oldest of the group, who is in charge of settling disputes and making major decisions for his or her people. Age is also important to the naming schemes of the Strigoy, which are rather convoluted. Following a first name, Strigoy have either the surname of their partner (if they are younger than them) or the surname of their mother or father (whichever is older). If they are only betrothed to their partner, the family name comes first; once they are married their partner's name moves up in rank. Following these names, the name of the gypsy's overall clan is given. Strigoy marriage-bonds, which may be between either opposite-sex or same-sex pairs, are called Abiav.

Janna Kovachi Machvaya Chergari, for example, works as follows: Janna is the gypsy's first name, Kovachi is the surname of Janna's mother (who is older than her father), Machvaya is the surname of the man she is betrothed to (who is older than her), and Chergari is the name of her clan. When asked for her surname she would currently give Kovachi, but once she is married she would give Machvaya.

Another essential aspect of Strigoy society is their wagons. Each family has their own, and the wagons act as both transportation and the family's hearth. Strigoy spend most of their lives around their wagons, so they are obviously considered more important than simple inanimate objects. Wagons that last for generations are even considered blessed or sacred by some Strigoy. Ceremonies such as births and marriages are always held nearby a family's wagon, usually augmented by a dancer performing the clan's ritual dances.

Strigoy tend to act as merchants, craftsmen and performers, though a select few are skilled in a unique form of magic. Called Chovexani in their native language, Strigoy magicians alter the natural magics of the land around them, twisting them into forms that are more useful to their current situations. These techniques may also be used to manipulate the magic of other spellcasters, causing Chovexani to be very useful as support mages.

In addition to the magic of the Chovexani, Strigoy are also said to excel at fortune-telling or trinket-making, though one must be wary of thieving frauds who enjoy praying on the ignorant. Many Strigoy are able to read a mystical deck of cards called the Tarot or create protection charms for friends and loved ones (a rock with a rounded hole in the center is a common one), but not all are able to do so with any real magical success.

The Strigoy are currently living the same way as they have for centuries, without much in the way of change with regards to their culture and traditions. As rumblings from both the west and east have begun to change the climate of the land, however, more and more Strigoy are traveling to the Eastern World in search of either answers or adventure.

Last edited by Tabby; 01-20-06 at 19:51..
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Old 12-06-04, 22:56   #6
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Vampires
Misunderstood and xenophobic, the Vampires are an ancient pseudo-race of the Scion Mountains and surrounding northwestern wastes. Not being a true race, but a group of those converted from others, the vampires have few universal physical traits. The turning red of their eyes around the time of feeding and elongated canine teeth are the only thing common among all vampires, and even those vary by original form and the type of vampire.

Little is known about their origins. The original Vampires started centuries ago, when they were a nomadic tribe of spirit mages, scholars and warriors who roamed the western lands, striving to reach their highest potential. At some point an powerful entity they call "The Eternal Spirit" revealed itself to them. Some believe it was a powerful mage, others an otherworldly spirit, many a malevolent demon. Whichever is true, this entity apparently promised to grant them immortality and great power as long as they followed they followed the "path of the spirit". They, of course, accepted. From this they gained incredible strength, speed, reflexes, senses, and supernatural instincts. They also gained and incredible force of will, allowing them to manipulate the weaker minded with sufficient focus. The nature of their religious life is even more closely guarded than the rest of their secrets, though it is believed that some sects are awaiting a reckoning when the Eternal Spirit will call on them as an army to fight its ancient foes.

All vampires are endowed with a basic set of powers, though the strength of these abilities vary between the types. They all bear supernatural strength, speed, agility, leaping power, senses, and willpower. They also possess some level of a natural dazing ability. They tend to excel at mind and force magics. They have accelerated healing, develop the innate power to find north, and have a limited form of immortality. As long as they drink blood, they will never die of old age or disease, only murder.

What marks a vampire is of course the bloodletting. The main reason for it is nourishment. The innate spirit magics which fill the Vampires' bodies down to the smallest level come at a price; their powers leech the life force from them at an accelerated rate, and the only way they can revitalize themselves and their powers is the ingestion of others' blood. When a Vampire doesn't get enough blood, its body feeds off itself, and they become weak, skeletal and eventually insane. This rarely happens, however, as before they reach this point they automatically slip into a feral state called "Bloodlust," feeding off of anything they can; their own thoughts and consciousness wiped away in a red fog.

There is also another reason for the sucking of blood. Some Vampires feed to take part in "The Kiss of Souls," the blood ritual used by vampires to propagate their kind most often. It is the opening of the major vein and the sucking of the resulting blood by both parties. It is said that the power of the Eternal Spirit is in the blood. Some wish for this, to taste the power of the vampire. Others have it thrust upon them.

This brings us to the four types of vampires.

Scions: Also known as the "Purebloods," The Scions are the rarest of vampires, those whose power comes directly from the Eternal Spirit. These are those original members of the nomadic tribe who have survived all these centuries, and their direct offspring. Unlike the other types of vampires, the Scions are not really sterile, but a child among them is a rare thing. The Scions do not prey on innocents; they either feed on each other to revitalize their blood or on a group of thralls who volunteer a small amount of their blood in exchange for the protection and aid of the Vampires. They look completely human save for eyes that tend to glow red after drinking and a slight elongation of the canines. They are the strongest of all the Vampires. Sunlight weakens them but does not kill. Silver hurts them but crosses and stakes through the heart do not. The only way to kill a Scion is decapitation.

Bloodborn: These are the Vampires who have been given the Kiss of Souls, or "sired" by the Scions. They are a more diluted form of the vampire. They were rarely seen until recently, because the Scions are very selective about who they turn. They are a bit easier to pick out than Scions, as their skin tends to be pale, their eyes usually a shade of red, and their nails and canines elongated. They are weaker than Scions, though their leaping abilities and sense of smell are more pronounced. Sunlight tends to cause burns on them, as does silver. Garlic makes them ill. Burning from these or fire, as well as decapitation, kills them.

Phage: The Phage are those turned by Bloodborn, which is strictly forbidden by the Scions, or other Phage. The feeling of power that comes with siring is too strong for some, leading to this plague. The power of the Eternal Spirit moves on, but the purity is diluted. The power overwhelms the Phage and their bloodlust overtakes them, turning them into heartless predators. This also causes their weaknesses to become more prominent. Stakes through the heart kill; sunlight, silver and crosses all burn even worse. Their bodies are so ravaged by the power that upon death they immediately turn to dust. They can't go out in daylight, they are as white as ghosts, they possess long fangs and claws, and they tend to develop bumpy facial deformities around the brow. They have the strongest dazing abilities of all three, and tend to have bursts of bloodlust-driven frenzy. They can act intelligently with forethought, but this largely depends on the person before the change. Unfortunately, the Phage are the most common type of vampire, those whom most of the old rumors and stories are about.

Demihomme: The rarest and most specialized of all Vampires, Demihomme are a relatively recent addition to the race (on this world, anyway). Unlike other Vampires, whose abilities are rooted in physical and mental prowess, the skills of the Demihomme are derived from a more spiritual source. All Demihomme can assume a hidden form in which their vampiric characteristics are largely concealed, though changing from their normal form to that one is very painful.

The Demihomme were introduced to the Eastern World when Gamble Highgrove, a previously unimportant man of questionable intelligence, was "cursed" by a strange vampiric spirit after a botched, drunken attempt at a spiritual binding. Suddenly finding himself a new type of Vampire, Highgrove eventually went on to sire the Spiritborn Therese Kati, the Demiphage Talen, and the fellow Dreamlords Diablis Delskara, Nessim al'Quisar, and Arabella Lévi. After their travels in a strange, Warp-corrupted dimension called Venuti, the Demihomme have begun to suspect that their "curse" may be more than just an arbitrary accident: somehow, the Demihomme are connected to the struggle between the forces of the Warp and the Eastern World.

There are currently four subtypes of Demihomme Vampires:

Dreamlords - The purest Demihomme, Dreamlords are non-Vampires who have been turned by other Dreamlords into Demihomme. They are able to use both Spiritual Mastery and a strange form of quasi-magic called Dream Magic, which allows them to alter the very fabric of reality. Physically, they share the elongated canines of the more common Vampires, but also tend to have extraordinarily long, white-streaked hair, swirling amber eyes, and long, sharp black nails. In hidden form they resemble ordinary humans (or whatever race they were originally turned from).

Spiritborn - Usually created when Dreamlords sire Bloodborn, Spiritborn share most of the characteristics of the Dreamlords, but lack the ability to use Dream Magic. In hidden from they resemble Scion Vampires, but without their usual strengths and weaknesses.

Demiphage - Usually created when a Phage is sired by a Demihomme, Demiphage share most of the characteristics of the other Demihomme but largely lack the ability to use Dream Magic and the more powerful aspects of Spiritual Mastery. In hidden form they resemble Bloodborn Vampires, and actually retain some of their previous Phagic strength and physical prowess. In their revealed form their foreheads gain the bumpy deformities that normal Phage possess.

Nightmare Kings - Essentially the polar opposite of a Dreamlord, the Nightmare King is a hellish Warp-corrupted version of the race. They are able to use Soul Entropy, which allows them to dilute and pollute the souls of their victims; and a strange form of quasi-magic called Nightmare Magic, which allows them to create freakish disruptions in the very fabric of reality. In their revealed form they usually appear to be a horrible combination of a snake and a Dreamlord, with blackened blades protruding from their forearms, sickly grey skin, and slitted green eyes among their more vile features. The original Nightmare King, Legato, was created when the being known as Ratet brought his inner spirit to the surface to reward him for a string of assassinations.


The heart of Vampire civilization once lived in the Scion's Keep, a city built into the very side of a mountain, the largest in a small chain once called the Geolans but now better known as the Scions or Scionics. The Scions and Bloodborn seldom left this area, being highly xenophobic. This is the main reason why the Phage were their public face. Radiating out from the Keep were a series of small vampire clans who preferred living in the wide open, and the Thrall City, where volunteers came to live and donate blood in exchange for protection, free food, and free board. The entire area was cloaked in perpetual night by an ancient spell.

The Vampires of the Scion's Keep formerly met in a Council of Lords called Belle Éternité, which contained the leaders of each clan as well as dignitaries from the city. The Council was presided upon by a Lord or Lady Chancellor, who ruled until the majority of the clans wished to vote him or her out of office. The new Chancellor was then elected in a Council-wide vote. While each Vampire clan or sect tended to have its own system of government and organization, they all had one Lord or Lady to represent them in the Council.

The following is a list of three important vampire clans and their beliefs with regards to a few major issues.

The Chemin
Origin: The Chemin are the most orthedox of the vampire clans, consisting of the Vampires that have continued to follow the tenets laid down by the Eternal Spirit at the time of the Vampires' birth.
Eternal Spirit: As the most influential and common Vampire clan, the Chemin's approach to the worship of the Eternal Spirit is a simple one: the Spirit created the Vampires and gave them their great powers in return for their piety and their practice of the Spirit's rituals. They believe the Eternal Spirit still watches over them to this day, and that their rites call upon it directly for their power.
Thralls: The Chemin tend to lack personal thralls, instead relying upon a general pool of volunteers.
Outsiders: The Chemin practice isolationism, and are the main reason why Vampire culture was so xenophobic preceding the Pentagon Wars. In recent times they have taken to wandering the Western Plains in small groups.

The Order of Morena
Origin: The Order was created by a Scion named Morena soon after the creation of the first scions. A secretive and complex group, the Order functions more like a secret society than a clan or religious sect.
Eternal Spirit: The Order believes the Eternal Spirit created the scions and then disappeared. The rituals and rites that they practice are said to draw upon the collective powers of the Vampires rather than any higher being. It is also rumored that the highest secret of the Order was the Eternal Spirit's true motive behind why it created the Vampires, but it is likely that that knowledge was lost with their founder Morena's unexpected death many centuries ago.
Thralls: While the Order does have a general pool of volunteers like the Chemin, many Order members choose to take on personal thralls, which are usually close friends or lovers.
Outsiders: Following the Pentagon Wars the Order settled in a small city called Sylvan, where they rule as the city's official government. This city contains Vampires, humans, and other beings of a myriad of different races.

The Ankou
Origin: A sect of the vampires who believe their kind were created as warriors and sentinels against an omnipresent evil called Dranya.
Eternal Spirit: Call it Leana. See it as an opposing force to Dranya.
Place: Exiled from their kind for their radical belief and the rumored practice of an ancient and forbidden rite which is said to undo vampirism. Said to use this on those unworthy and those who seek it.
Thralls: Do to nomad nature, hard to establish permanent donors but do have some former vampires volunteer out of gratitude.
Outsiders: Do to their being chased from their home by their own kind, the Ankou are highly secretive from everyone.

Recently, the Vampires' society faced radical upheaval. A small group of Bloodborn allied themselves with the Pentagon armies in a coup to take control from the Scions. Almost all these ancient ones were wiped out in the silent rebellion, and many of the other Bloodborn who supported them were either killed as well or forced to flee the Vampire Lands. In the end this all went horribly wrong for the mutinous Bloodborn, as the Pentagons were plotting to wipe them out afterwards anyway, removing a future threat and taking over their stronghold. This plot was accelerated by the raid of a small band of humans from the outlying villages and Epic City, lead by a pair of Bloodborn on a Pentagon Null Breeding Chamber in the Keep. The ensuing clash between the Pentagons and their Scion allies ended quickly as the Vampires set off ancient charges which caused the city to collapse in on itself while the vampires fled through ancient escape tunnels.

Now the Vampires are spread across the Eastern World, hoping to eventually rebuild their civilization. At last word, a number of them have coalesced in Sylvan, a village with the same eternal night enchantment as the Scion Mountains which was destroyed during the Pentagon Wars, rebuilding it and making it a new home. And now that the Vampire Lands have been largely abandoned, the Vampire Council is more symbolic in nature than physical, with the current Chancellor wandering between the widespread Vampire settlements to solve disputes, grant assistance, or--more often than not--cause trouble.



Vampires are not PC approvable.
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Last edited by Unit_01; 08-16-05 at 08:34..
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Old 12-08-04, 00:14   #7
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Saaur

Resiliant and cunning, the Saaur are a breed of lizard people inhabiting the eastern jungle of long past My'Kurr. They stand on average at 6-7 feet tall, pladded in a skin of scale varying from a rough orange to a sickly green. Their tails measure three to four feet, and don’t possess the requirement for either prehensile or superior movement. Some of the breed bear a sort of crown on their head, either a flap of skin or a series of skeletal spikes emerging in a pattern. Saaur tend to hunch over at their shoulders, bending their necks forward at a 45 degree angle.

It is not known on which exact island the Saaur originated and when, but the worship of the moon, common to all Saaur tribes, indicates that the different tribes have once been united on a single strip of land. The saaur have enjoyed their quite life in the islands of the Eastern Sea until the mainlanders began to expand into their territory, making the land their own and converting saaur from their traditional way of life to the advanced life of the main land. This "invasion" of their space has split the saaur into three groups:

City saaur: These are the saaur taken by the newcomers and taught the life methods normal to the common Eastern Worlder. City saaur travel across the lands, both on the main continent and the islands, as their homes.

Rouges: After the arrival of the unscaled races, some groups of saaur left their tribe life to strike back at the invaders for taking their land and brothers. Some such groups, among which are the infamous Whitepatches, have adopted to some aspects of the advanced life in order to attack and ravage the newcomers, though in time they have simply took on crime as their path of survival, forgetting about their cause.

Traditionals: The traditional saaur are the many tribes which have not let the newcomers alter their lifestyles. Different isles see home to different tribes, each of which is identified by a different constellation.

A saaur's life is mostly influenced by the moon, and most so at his or her birth. This can be seen by the common saaur naming conventions: Saaur born during a waxing moon have their names end in "'tok". Waning moon- "'len". Full moon- "'kurr". New moon- "'ees".

The kurrs and eesses are raised to be a tribe's priests. The most elderly of these saaur in a tribe is its Grand Chieftain, and he is accompanied by three priests of his choice, the tribe's shaman. The rest of the priests are left to guide their home in religious manners. During times of ceremony and ritual, these saaur dress in cloths of bird skin and flowers.

Toks and lens are raised in the manner of warriors and hunters. They are trained and mastered in spear combat, the saaur weapon of choice. Warriors tend to dress in light leathers and some hides, and all are marked by a dress of feathers on their clothes. Honored warriors are given leopard and jaguar skins to dress in.

Last edited by Volraths_bane; 12-13-05 at 10:53..
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