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The Legend of Hiannon (closed/not accepting)

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Nightwind-Dragon
Vice Captain

Feral Dragon

24,000 Points
  • Bookworm 100
  • The Wolf Within 100
  • Spirit of the Smackdown! 100
PostPosted: Sat Jan 15, 2011 6:16 am


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When you first begin to grow a mature mind, you begin to wonder, why were you born? What was there to life other then, school, work and going home just to sleep or eat? Many questions would race through your mind thinking and always wondering what the meaning of life was. No one knows what the meaning of life is, there is no meaning, you just live it, and it gives the illusion of your life before you perish. What else is there to life other then living, doing what you must, then dying? How the hell did your world come to be? And how did your race first begin to breathe the air of life? What other strange mysteries can life unlock for you? And how do people come up with creatures and other things for their stories, without seeing them for themselves? There is always many answers to questions, many believe it is just your imagination suddenly seeing this new and magical creature, creatures like dragons and unicorns. Have they even existed before, so that people knew of them, and just put them into stories? Life is a strange thing, and there are still many mysteries we have not yet unlocked.

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PostPosted: Sat Jan 15, 2011 6:17 am


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• Created January 15, 2011.
• CLOSED
• I don't take reservations.
• If you have any questions you must PM me, don't post them.
• Posts should be in third person all the time, no switching between first and third person.
• This role play belongs to Aisu Enzeru, I just moved it here since it died in the last guild it was in.
• You may now have a max of two characters each.
• No more than two of each character classes will be accepted for each gender. IE: There will be only four theives or four mages. Only two will be female and two will be males


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Nightwind-Dragon
Vice Captain

Feral Dragon

24,000 Points
  • Bookworm 100
  • The Wolf Within 100
  • Spirit of the Smackdown! 100

Nightwind-Dragon
Vice Captain

Feral Dragon

24,000 Points
  • Bookworm 100
  • The Wolf Within 100
  • Spirit of the Smackdown! 100
PostPosted: Sat Jan 15, 2011 6:22 am


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• No Cybering.
• No Spamming.
• No Godmodding/Super Characters/Power Playing.
• Romance is encouraged.
• Keep this role-play PG-13. That is Gaia TOS and you have to stick to them.
• Be Literate or at least Semi-Literate so people understand you.
• Do not use these ::**-- for role-playing at all.
• Do not post unless you have been accepted and told you could.
• Do not use anything other then these {}[]||() for out of character chat.
• Respect all your fellow role-players, It doesn't matter how much you hate them you still must respect them.
• Make sure that you involve everyone in the role-play. Just leaving someone out and role-playing with a single person is unacceptable.
• Use italics for thoughts only and "" for speech.
• Make sure you PM me your profiles, and also make sure you read every single thing in this role-play on this first page properly. I will not accept profiles if I notice you didn't read the rules properly.
• Make sure you have "Let the flower bloom" as the title of the PM with your profiles. Also make sure you include a " ninja " at the bottom in the center of your profiles.
• Only use small anime pictures, descriptions, or urls as your appearance. Do not use large anime or real life pictures, avatars, signatures or profile pictures as your appearance.
• If you join do not just disappear after one post. If you do this your profile will be deleted and your spot for the role-play will be taken by someone who will be active.
• If you have any questions about the role-play or reason about why you are unable to post for a certain period of time, PM me. If you do not do this your profile will be deleted and your spot taken by someone else.
• There will be a limit as to how many people I will accept into this role-play. (it will very depending on how many join)
• If you break any rules at all, you will be put on the blacklist and removed from the role-play completely. If you go by all the rules and do something good for the role-play you will be put on the whitelist. There will be a three strike system, two warnings then your out. (doubt that I'll have to worry about this one)
• I know people hate rules but without them things wouldn't run smoothly. I will add more rules if I really have to, which I hope I don't need to do.


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PostPosted: Sat Jan 15, 2011 6:23 am


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In the world of Hiannon, a great evil lurks in the darkest pits of hell. It is a strange evil, and has many followers. Many of this evils followers fear their master. If they fail, they will be killed without mercy. If they succeed in what they were asked to do however, they are rewarded a higher rank, and power from their master himself. The world of Hiannon is going through a dark time. There are evil creatures living anywhere you turn, there is no way to be completely safe. Even the great kingdoms of the different races are threatened by this evil.

The human king, has began to recruit people to try and defeat this enemy. So far none have succeeded, and the king has kept his weight in gold. No one that ever went on the quest returned, and they never will, for the darkness has already devoured them, making them servants in body and soul, or killing them without mercy to forever taunt their spirits, even after death. These tormented souls become the creatures that serve the great evil master. Some will become the servants of this evil, or never rest until the evil is defeated. But can this evil ever be defeated? Who can defeat this evil at all? Thus our story begins.


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Nightwind-Dragon
Vice Captain

Feral Dragon

24,000 Points
  • Bookworm 100
  • The Wolf Within 100
  • Spirit of the Smackdown! 100

Nightwind-Dragon
Vice Captain

Feral Dragon

24,000 Points
  • Bookworm 100
  • The Wolf Within 100
  • Spirit of the Smackdown! 100
PostPosted: Sat Jan 15, 2011 6:25 am


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This is set in the medieval world of Hiannon. There are evil creatures lurking everywhere and the people forever live in fear of being consumed by the darkness, and changed into servants of the great evil that plagues the lands. This world is in a very chaotic time, the only way to travel is by land or sea, both of which are full of dangers. Supplies for trading between the kingdoms are running low, and becoming more expansive because of how dangerous both land and sea are. There is no peace, and all is in chaos.

There are dense forests, glittering seas and lakes, large mountain ranges, and sandy deserts. Dotted here and there are towns, villages, and cities of all the different races. There are trade routes that connect them, though they are riddled with bandits and thieves or worse, servants of the great evil. Now the only ones who travels those roads are trade caravans that are heavily guarded or those confident in their skills.


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PostPosted: Sat Jan 15, 2011 6:29 am


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• You must stick to this code completely.

[b]Username:[/b] [Your name]
[b]Name:[/b] [First and last name required]
[b]Nick Name:[/b] [A short name your character is called, or simply just a strange nickname such as, Nosebleed Peter]
[b]Age:[/b] [No unknown, but you can appear to be a certain age]
[b]Race:[/b] [Your choice, but you can't be any more then half of two different races]
[b]Gender:[/b] [Male or Female, don't just have M or F]
[b]Pets:[/b] [If any]
[b]Class:[/b] [Warrior, Magician, Rogue, Archer, etc.]
[b]Personality:[/b] [Be descriptive, have at least four sentences]
[b]Likes:[/b] [The things your character likes]
[b]Dislikes:[/b] [The things your character hates]
[b]History:[/b] [Please make sure that this has a nice description so people understand what your character went through and what your character wants to achieve]
[b]Special Skills:[/b] [You can have a skill to speed yourself up or power yourself up, and also a special attacking combo. You can also have special protection spells. But don't be god like about it at all because that is Godmodding]
[b]Powers:[/b] [All classes can have a max of 4 powers each, no more then that]
[b]Elements:[/b] [All classes can have a max of 2 elements each, no more then that]
[b]Weapons:[/b] [The weapons your characters use such as, sword and shield, spear, bow, daggers or a staff]
[b]Strengths:[/b] [Everyone has their strengths and you have to have at least two]
[b]Weaknesses:[/b] [Everyone also has their weaknesses and you have to have at least two]
[b]Armor:[/b] [You need to explain the armor that your character wears. Some armor is chain mail, plate mail and leather]
[b]Other:[/b] [If there is anything else you would like to add, like that your character has a special pendant or something that they were given]
[b]Posting Color:[/b] [Try and mix it up for each character]
[b]Appearance:[/b]
[img][Only use small anime pictures, descriptions or urls as your appearance. Nothing else is accepted. If you use a description you must have it in detail completely so we can get a picture of your character in our heads][/img]


Navigation
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Nightwind-Dragon
Vice Captain

Feral Dragon

24,000 Points
  • Bookworm 100
  • The Wolf Within 100
  • Spirit of the Smackdown! 100

Nightwind-Dragon
Vice Captain

Feral Dragon

24,000 Points
  • Bookworm 100
  • The Wolf Within 100
  • Spirit of the Smackdown! 100
PostPosted: Sat Jan 15, 2011 6:34 am


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Females Profiles

1.
Username: Nightwind-Dragon.
Name: Ashe Windsong.
Nick Name: Windsong.
Age: 180.
Race: Dragon.
Gender: Female.
Pets: None.
Class: Thief.
Personality: Ashe is normally a silent person, she'd rather watch and listen than talk. This comes from being very curiouse about everything. She will sit for hours watching a blacksmith or leathersmith if they will allow her. She also loves to read and it is strange to see her without a book or scroll on her person. On the otherside of the coin, she is independent and freespirited to the point of stubberness. And she can be sarcastic.
Likes: Reading, flying, learning new tricks.
Dislikes: Anyone who talks to her while she's reading and those who try to tell her what to do.
History: Ashe was born to Adrock and Arlene Windsong as one of seven children. Her parents where powerful dragons who tried to teach their children how a proper dragon should act. Ashe on the other hand never listed, she was always sneeking out to play or read. One day her father found out that she was playing with some of the local human children and tossed her out of the house. She didn't really care, she now had the freedom to go where she wanted, when she wanted, and do what she waneted.
Special Skills: Her speed, the ability to move as silent as the wind, and a keen sence of smell.
Powers: Shapeshifting, elemental breath.
Elements: Wind/Air.
Weapons: Two short swords and unarmed.
Strengths: Nimble and Inteligent.
Weaknesses: Her stubberness and major curiosity has caused some problems.
Armor: In her dragon form: scales; other forms: light leather armor.
Other: Always seen with a book on her, in her hand or her pack.
Posting Color: Cyan
Appearance:
Dragon Form
Human Form


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Males Profiles

1.
Username: Nightwind-Dragon
Name: Shiango Vethinger.
Nick Name: Shiango.
Title: Death Lord Shiango Vethinger of the Shadow Realm.
Age: Appears to be 26, but is really 2000 years old.
Race: Demon.
Gender: Male.
Pets: He thinks of his followers as no more then disposable pets.
Class: Dark Knight.
Personality: Shiango is cold hearted, he hates everyone and everything. He thinks of only himself, and what he wants. He has never had friends, and never wants any either. His followers to him are nothing but servants, or pets which he can dispose of any way he pleases. His temper is horrible, when he gets angry, his world trembles with his rage. He stops at nothing to get what he wants, and never gives up. If he has to, he will stand and fight with anyone he wants. He gets easily annoyed, and is never satisfied with his servants, or followers.
Likes: He loves power, death, blood, watching others suffer, and treating anyone in anyway he wants to. He loves darkness.
Dislikes: He hates it when his followers fail him, he hates anything living that won't bow to him. He hates light.
History: Shiango has always been evil, his parents were evil, and so were the rest of his ancestors. Many of his ancestors before him have tried to take over Hiannon, but have only managed to make plans, before failing miserably. Before they tried to do this however, they would always create offspring, since you never know if you will fail or not. At a young age, Shiango watched the downfall of his father, and has sworn to one day take revenge on those who did it. This means, he wants to kill anything living that refuses to join his side. Unlike his ancestors however, Shiango is a lot more powerful, because of his lust for revenge, and his constant practice in his skills. He won't accept failure or death, he only wishes to win, and finally succeed in what his ancestors before him could not.
Special Skills: Like his ancestors, Shiango has a special skill in summoning up power from the deepest pits of Hiannon. Some of this power is extremely ancient, and full of evil. The evil power is not just that of Shiango's ancestors, there are also powers from greater evil, evil that if combined could destroy Hiannon, and everything on it. This power is very hard to harvest, even with the special skill Shiango has of his ancestors.
Powers: The Dead Mists [The power to summon mist from the lands of the dead. This mist slowly covers an entire area, bringing all things dead to life, and along with it, a plague that could kill whole villages], The Dark Vortex [The power to summon forth a vortex that links to the lands of shadows. This allows all sorts of evil creatures to come into the world of the people, and cause all sorts of conflicts, and battles], The Shadow Flames [The power to summon up black flames which strengthen allies, and kills enemies with extreme heat. It may also wound them permanently, as well as cursing them in the process], The Summoning [The power to summon creatures of evil, and darkness to do his bidding without him having to do anything. This allows him to retreat without any trouble by keeping the enemy occupied].
Elements: Darkness.
Weapons: The Shadow Blade [A powerful two handed sword, passed down through his ancestors. The Shadow Flames can be put into the sword so that it is covered in the flame, and does more damage to an enemy], The Staff Of Death [A staff which makes his summoning of The Dead Mists faster, and more powerful without tiring him out too easily. It is the only staff of its kind, and is an ancient relic of evil], The Bow Of Impurity [Once shot, the arrows become covered in a dark shadowy power, it can be used to make holy places cripple under the hands of evil. It also allows him to call forth The Dark Vortex, without getting interrupted], The Dagger Of Doom [Usually used to sacrifice innocents in order to give himself more power, and to take control of that persons soul, or torment it until it can never rest in peace, or finally decides to join his dark army]
Strengths: His strength is his element, and his powers. He is fast, and smart, plus more powerful then all his ancestors before him put together.
Weaknesses: His weakness is the element that goes against his, which is light. He is weaker against the faster type of enemies, since all his weapons, except for his dagger, are slower to use then the lighter weapons.
Armor: He wears demonic armor made out of a strange metal. This metal can only be found in the shadow realm, and is very strong. The armor is black, and usually has blood flowing through the metal, of the enemies that were slain. The blood appears to be like some sort of magic that glows among the black of the armor. Under the armor he wears his casual clothing, which is shown in his appearance. His boots, gauntlets, and helmet are also made of the same metal, along with his shield, and weapons. His weapons however have a few extra qualities.
Other: He has a special demonic pendant. This pendant was passed down through the generations of his blood line, and he is the only one that knows how to use it properly. Not even his ancestors before him could unlock the pendant's secrets. He has the upper hand, because he has always been smart, and has learnt a lot from the mistakes that his ancestors before him made.
Posting Color: Dark Red
Appearance:
Will appear later in the RP


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PostPosted: Sat Jan 15, 2011 6:41 am


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• You may ask why there are doubles. Well it is as simple as this, there are different ways to describe things and it is easier to double them then join them together and make things more confusing.

Archer: Excellent eye sight and pinpointing capabilities. They are able to leap high and far to reach sufficient altitude for long range attacks. They are good acrobatics and have good speed. They are extremely vulnerable in close quarters combat since they are not trained as such. They use light armor. A small resistance to magic.

Druid: A nature-oriented class capable of fulfilling the role of damage-dealer, tank, or healer. The druid can shape-shift into many forms to increase its combat or movement abilities, such as a bear (for tanking), a "moon kin" (for ranged magical damage), and a seal (for water travel).

Hunter: A combination of a marksman/archer and animal specialist, the hunter specializes in ranged damage dealt by means of a bow, crossbow, or gun with the help of an animal pet. The hunter also employs a series of traps for damaging or disabling enemies.

Mage: Uses the elements, hindrances, and life as their tool. They can heal others as well as harm those using paranormal powers. They are not physically strong, they lack defense against physical attacks, and endurance is low. They have average speed and little agility. They use light armor. Weapons would include wands, staffs, and daggers.

Monk/Martial Artist: Physically strong and excels in hand-to-hand combat. They have good agility, speed, and endurance, but they lack sufficient defense against magic and weapons since they do not wear heavy armor nor use magic other than basic restorative types. Weapons would be like gloves and claws and possibly poles if versatile.

Ninja/Thief/Assassin: Excellent speed, agility, and overall maneuverability. They are not physically strong, but nor are they weak. They are designed for quick and easy kills and thefts without leaving a trace. A full throttle battle leaves them at a disadvantage. They use light armor and small weapons such as daggers, knives, and mid-range weapons. A small resistance to magic.

Paladin: A heavily-armored holy warrior. Like druids, paladins can specialize to fulfill each of the three major roles.

Priest: A lightly-armored class that can protect and heal allies (With "Holy" spells) or bring harm to enemies (with "Shadow" spells).

Rogue: A shadowy assassin that can "stealth" to avoid being seen by enemies (providing near-invisibility). The rogue deals damage by dual-wielding small melee weapons, and also provide traditional thief skills like lock picking, picking pockets, and poison use.

Shaman: Unlike other hybrid classes (paladins and druids), the totem-wielding shaman's tanking abilities are quite limited. However, they can specialize to become effective healers, or damage dealers using either melee weapons or spells.

Thief: Thieves are usually stealthy and dexterous characters able to disarm traps, pick locks, and perform backstabs from hiding. Thieves are usually capable of melee or ranged combat, and tend to be focused on dodging attacks rather than withstanding damage. They often attack by dual-wielding daggers or other small one-handed weapons, relying on speed and number of strikes rather than sheer damage output. Thieves usually have stealth ability, allowing them to disappear from sight; often this is combined with attacking an unaware opponent to inflict high damage. Thieves are usually restricted to the lighter armors, leather and the like. While thieves typically cannot practice magic, they might use scrolls or magic items sometimes. In most fantasy settings, smaller and more agile fantasy races like elves, gnomes and hobbits are particularly suited for the thief class.

Warlock: Essentially a sinister combination of the mage and the hunter, the warlock deals magical damage like a mage but also has demonic "pets" (called minions) like hunters. Depending on their specialization, the warlock's damaging spells can come chiefly in the form of "damage over time" spells that, after being placed on an enemy, slowly deal their damage, or in the form of direct damage spells that deal damage all at once, as those of a mage or shaman do.

Warrior/Knight: They have the highest physical strength. They have great endurance and defense. They can wear the heaviest of armor and use the largest of weapons. They are not agile nor fast however. They do not have an affinity for magic.

Paladin/Ranger: They boast both magic and weapon skill. They can equip mid-weight armor and use medium sized weapons such as small swords, axes, and maces. They can combine their magical power with their weapons to give them an elemental boost. They however are not masters of magic, so only the elements are available to them and some healing spells. They can use mid-level magic. They do not boast the best physical offense and defense or magical offense and defense; they rather stay just a little over the middle.

Versatile Rogue: Rogues are able to use every type of armor and weapon. They can use magic and hand-to-hand combat. They cannot master any one class however. They can reach just below mid-level magic at best. Their strength comes from their unpredictability, not any one ability. They have average strength, speed, agility, magic resistance, magical attack, defense, and endurance. It is possible to better their stats, but not enough to rival any particular class depending on what that class's best attributes are.


Navigation
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Nightwind-Dragon
Vice Captain

Feral Dragon

24,000 Points
  • Bookworm 100
  • The Wolf Within 100
  • Spirit of the Smackdown! 100

Nightwind-Dragon
Vice Captain

Feral Dragon

24,000 Points
  • Bookworm 100
  • The Wolf Within 100
  • Spirit of the Smackdown! 100
PostPosted: Sat Jan 15, 2011 6:52 am


Nightwind-Dragon
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• If you have any more races then please PM me with them fully described.

Angel: Angels are the peaceful creatures that live to see all races coexist in harmony. They watch over others with their sparkling eyes and their duty is to protect them from the evils that lurk below the surface and that may sneak into the lives of their unwilling victims. They enjoy flowers, playing music, and dancing. They are also known for being able to see the light and kindness in one's soul.

Arasai: The Arasai are a twisted and malicious evil version of the Fae. They were corrupted by Dark Elf Queen Cristanos through torture and dark magic after the theft of spirit blossoms which allow Fae to be reborn. This is very similar to Innoruuk's original corruption of Tunare's previous creations resulting in their own state. The Arasai treat Queen Cristanos as though she were a goddess. They take great pleasure in defiling and torturing the lesser races of Norrath.

Barbarians: Barbarians are a race of tall humanoids created by Mithaniel and Erollisi Marr. This hardy race originally settled in the cold lands of the north, building their city of Halas within the frozen tundra of Ever frost. Their buildings are somewhat primitive by Human standards, making use of raw materials and simple architecture. Interiors are often decorated with trophies from battle as well as skins and hides used as tapestries for recording their culture's history and lore.

The arrival of the barbarians on Norrath ushered in the Age of Blood. Barbarians moved outward from their northern home, initiating brutal battles with whatever races they encountered. Tribes would war with anyone, including other barbarians, as a means to grow in strength and power. Eventually the Marr twins sparked more insightful thinking among the barbarians, and these wiser folk became the fathers and mothers of the Human race. Barbarians are known for wearing their emotions on their sleeves, and have no problem with telling you exactly what they think of you. They will gladly back up their boasts with a show of force.

Brownie: Magical in nature the Brownie is a very elusive race. There have been only a few reported sightings of a group of Brownies in excess of 3. Even Elves are amazed to catch more than a glimpse of 2 or 3 in their long lifetimes. The exact nature of their lifestyles is a mystery even to this ancient text but many elder sages believe the Brownie to be a young pupa stage of the flying Pixie. When asked about such things, most Brownies simply turn invisible never to appear to that individual again.

Cathoon: Lithe and quick, the Cathoon are a strange race indeed. In physical appearance they seem almost a cross between a cat and a bat. Though they have no wings or retractable claws they do have incredible hearing, night site and a speed and dexterity unmatched by anything on two legs. Normally solitary in nature later in life, they have an innate curiosity when young. Often it is this curiosity that causes an untimely demise.

It's said that a Cathoon must be extremely lucky to live to a ripe old age. The old proverb "Curiosity killed the cat" was originally coined by a Cathoon philosopher who stated "Curiosity killed the Cathoon." When they reach their 30th birthday they perform a solitary ceremony known as "The Ritual of Nine Lives." Upon the completion of the ceremony they give thanks for surviving their youth and settle down with a mate to lead a dull and uneventful life.

Centaurs: Centaurs are a race of creatures that are part horse and part human. They have the torso of a human connected to where the neck of a horse would normally be. Their nature is one that is stuck between two worlds, the world of horses and the world of humans. They have an unruly, untamable nature but still many join armies in pursuit of gain. They make better cavalry than humans riding on a horses ever will. One mind is better than two.

Demons: Demons are not native to the plane of Realms but are often stranded here. Demons are brought to the Realms through rituals performed by sorcerers and enchanters. This is almost always done against the Demon's will. When arriving in the Realms, they often engage in a battle of mental power with the summoning Mage. If they are victorious they often kill the Mage and thus end any chance they have of returning to their native plane. If the Demon is out on a task for the Mage and the Mage meets his doom, a similar fate befalls the demon.

In their native world Demons are brutal and untrustworthy. However, they are not altogether stupid and realize their fate when stranded in the Realms. They realize it's in their own best interest to get along with those of this world as they are often isolated and have nowhere to turn to for aid if they should encounter hard times. They often accept room and board along with a moderate amount of wealth to act as guards to wealthy merchants. Even rogue vampires and large orcish tribes will shy away from a merchant train that boasts a Demon among its ranks.

Dragon: These mighty creatures are long-lived, powerful, elementally aligned (usually) beings that are rumored to be evil fire-breathing monsters. In all actuality, Dragons are highly intelligent beings and often enjoy hobbies such as collecting shiny things. Evil dragons tend to be destructive while good dragons don't usually meddle, at least not in ways that would get them discovered. Dragons are almost always aligned with a certain element: Fire, Ice, Water, Wind, ect. which determine their breath (ex. Fire breathing). Those without an element, though rare, breathe a cone of force, similar to a blast of pure energy from their mouth.

All dragons have a shape-shifting ability, so they may take on the appearance of any of the above races, excluding those races natural abilities. Even in these forms the dragons maintain their massive strength, with the loss of flight and powerful breath weapon. All are highly attuned to magical based classes, common or uncommon. They are often good at their chosen profession because of their long, though not immortal, natural life span, which allows them to take their time and master everything to do with the class.

Drow: Spawning from the vast underground caverns to the southeast of Midgaard, these 'dark elves' are one of the most evil of the races to inhabit Kallisti.

The drow are an ancient race, similar in appearance to the elves or perhaps the mysterious elder. Generally shorter and lighter in weight than the human norm, they possess the same grace and slenderness as their distant cousins. Little else of the elven race can be seen in them, however, and discussions of similarity between the races are best left alone at this point. Drow tend to have dark skin (ranging from a dusky grayish-brown to nearly ebony), white hair and pale eyes.

Most drow have a fantastic ability to work magic and an incredible resistance to the same. Adventuring members of this race, however, cut themselves off from the source of their racial magic (unless they have chosen the path of the mage or the necromancer) and their magic resistance is noticeably lower.

Dryad: Elusive, mischievous, and beautiful, these small forest creatures are born of the elements, and live just to enjoy life. Dryads roam the forest creating various types of forest art.
Their handsome green skin and high cheek bones make humans look twice when viewing these beautiful creatures. But look quickly at these swift little forest dwellers, for if you look a second time, you will undoubtedly find them long gone.

Dryads are creatures that have an amazing control over the elements. Because of this uncanny link to nature, dryads can not follow any real alignment. They are amazingly wise, and almost unbelievably intelligent. It is because of this intelligence that they have no need for being physically strong.

Duergar: Engaged with the drow in an everlasting struggle for dominance over the vast underground realms, the Duerger are a vile race of beings.

On the whole, Duergar resemble their distant cousins, the dwarves. Ancient legend tells of a time when the two races lived together as one, and of a cataclysmic battle that forever separated the two peoples. Short and stocky, Duergar tend to make up for lack of height with increased breadth and body mass. Indeed, an average sized member of the race tends to outweigh a similarly average member of the human race by several stone. Features vary, but most of the race has dark skin, usually either grayish or reddish in hue, and hair and eyes as pale as those of any creature that spends a large amount of time in the deep caverns.

Duergar seem to have a mild resistance toward arcane [mage or necromancer] magic, a feature that serves them well against their drow enemies. Adventuring members of this race do not seem to have any inhibition in this area, however, and some of the most feared mages and necromancers have hailed from the caverns of the dark dwarvenkin.

Dwarf: Defenders of the mountain passes, the dwarves are a tough breed of folk with a love of fine brew and a fondness for 'bashin' the heads o' evildoers.'

Distantly related to the vile duergar, the dwarves are shorter than the average human but decidedly broader and stronger. As an example, dwarven folk who want to make an impact on their human companions will not hesitate to lift small livestock over their heads and proceed to bench press the poor beast. The females are only slightly less fierce in this regard. Their features vary from clan to clan, but reddish-tinged hair seems to be the norm, with a human-range of colours in the eyes and skin.

It should be noted that, with nearly no exceptions, dwarves on the whole are fanatically protective and proud of their beard. A male dwarf does not shave his facial hair from puberty onward and at best will clip it to give it some semblance of order. Many dwarves braid or otherwise decorate their beards as marks of status or honor. This practice varies from clan to clan.

Elder: Very little is known about the background of the elder, save that they are [according to legend] the eldest of the races on Kallisti.

Physically they bear resemblance to both the elves and the drow, though their ears, while pointed, are not nearly as upswept and have lobes. In addition, they are not small, but rather human-sized, or even taller. Their height is not balanced out by larger body mass, though, and descriptions of elder range from lanky to ascetic to downright wispy. Their colouring tends to be pale; white-blond hair and sky blue eyes are frequently seen, with skin the colour of new ivory. A recent rumor has surfaced of very old elder with hair and eyes the colour of silver or gold - and to the last, the sources insist that it is real metal.

Elder have long been suspected of being the favored race of one or more of the Creator gods and it is believed that the power of flight that is inherent to members of that race comes from a divine source. There is very little to back up this postulation, save a few vague references in the holy books of several religions that seem to indicate the elder have somewhat less than mundane origin. It is one more mystery about them that may never be solved.

Elf: Rumored to be one of the first races to be created by the gods, Elves are creatures of the forests and the wild lands.

Their history stretches back into the dawn of time, but their earliest recorded history is of their split with their dark cousins - the drow. Despite the millennium that has passed since this event, the hatred between the two races is as strong as it has ever been. Elven communities are generally far from most of the 'civilized' world and can be found in nearly every wilderness area that has any sort of tree coverage. One of the primary elven communities is to the west of the city-state of Midgaard, deep in the forest of Hoan-Dor. There, the Elven King and Queen hold court, in a magnificent city in the trees.

Elves tend to be roughly the same height as humans, although they have a much more slender physique and are usually frailer. The best-known trait they possess is their sharply pointed upswept ears. These and the slightly canted eyes make for a strange sight to the first-time viewer. Colouring ranges from deep russets to stark white for the hair and eyes

Erudite: Though descended from normal Humans, Erudites eschew all ties to their less intellectual ancestry. Disciples of the great mage Erud, they long ago left the shores of Antonica and headed west to the barren coast of Odus. It was here that the city of Erudin was founded as a bastion of intelligence and culture. With high towers built of white marble, Erudin possesses a lofty beauty unsurpassed by any other work of man. Some years after the founding of the City of High Men, a sect of Erudites began practicing the art of necromancy after obtaining the knowledge from the dark elves.

Labeled Heretics, these outcasts rebelled against their own people, and a terrible civil war broke out upon Odus. Magical forces took a horrible toll on all involved, and in a final epic battle a great hole was torn into the ground that touched the fringe of the Underfoot itself. Erudites consider all other races to be inferior, and have no qualms about saying so - especially regarding the kerra, who the Erudites see as little more than animals.

Fae: The Fae were added with Echoes of Faydwer and Kelethin is their home, which they occupied after the Elves left. Fae are small and have wings resembling butterflies or other winged insects. The fae evolved from faeries and nature spirits to become larger and interested in worldly affairs, probably due to Tunare's Bloom. They are skilled with magic and prone to simple superstitions and belief systems. Many are prone to playing tricks on the unsuspecting.

Traditional stories about the Fae or faeries have depicted them as spirits of wildness and mystery, some of which were beneficial and helpful and others dangerous, mischievous or deadly. Modern writers have drawn from these tales and added their own changes.

Fallen Angel: Fallen Angels can live forever. Their physical appearance is as differing as humans and it is said that they once lived on a higher plain. However, they have been banished from that land for whatever reason and now they live in the north of this world. The Youle Forest, as it is closest to what their old world was like. Fallen Angels often work towards redemption or they might want to stay in Lilan. Fallen Angels can only be part of the Fallen Angel allegiance.

Furfoot: Furfoots are odd folk indeed. They are well liked by most races and yet they tend to shun contact with all but their own. They resemble Elves in build but are much shorter, growing to only three feet in height. Elves are quick of body but appear sluggish when compared to Furfoots who amaze other races with demonstrations of speed and agility. They dwell in pleasant remote areas and seldom leave home to adventure. As with all races, there are always those that have a taste to see the Realms and the Furfoots are no exception.

Giant: These massively large creatures stand anywhere from fifteen to twenty feet tall, and have enough strength to move a horse buggy with one hand. These creatures look almost identical to humans except for the fact that they are much larger, and a couple other points. Giants are known to live in the highest mountains, in large tribes. The average home of a giant is carved out of a peak of a mountain. This is where the giant’s family lives. A giant spends most of his time moving large rocks around in order to organize their ritual areas.

The one thing that is well known about giants is their immense appetite and extreme inability to grow food. As a result, they choose to feed off of the other races, literally. Giants have no real need for the intellectual side of life. Giants are unnatural beings, so they have no natural magical skills. Due to their extreme distaste for other races, giants tend to be shunned by the good aligned deities.

Gnome: A tiny race of inventers and mechanics, the gnomes are far and away the most curious of the races to inhabit the realms.

Gnomes are a small race, averaging around two feet tall and looking for the most part like miniature dwarves [a contradiction in terms?]. It has been postulated that the gnomes and the dwarves are related, and both sides seem to object just a little too strongly to this 'accusation.' Gnomes possess quick minds and nimble bodies and their insatiable curiosity pushes many of them into careers as mechanics, inventors, and engineers - though it should be noted that said inventions [while elaborate, detailed and well thought-out] rarely, if ever, work. It is, therefore, quite dangerous to be working around a gnome that displays the twin signs of curiosity and eagerness.

Their size, of course, precludes most of the race from choosing an adventuring life as warriors or even thieves and most take up the path of clerics and mages instead, their keen minds very well suited for the intricate knowledge of the arcane or divine. There are stories about feral, barbaric gnomes that live to the far north, but it should be noted that these are mere rumors and must, of course, be taken with a grain of salt.

Goblin: A small, vile race with utterly evil intentions, the Goblins are a blight to the cities and settled areas which they have raided since time out of mind.

Their history stretches back for eons and goblins have been at war with the city-states of Kallisti for nearly their entire existence. Living on the outskirts of society, goblins generally settle in the quasi-wilderness south of the great city of Rommena or in the forest of Hoan-Dor. These tribes tend to make their encampments in dank, dismal caves and caverns and the occasional moss-covered ruin. A marginally more civilized tribe has settled in the rubble of a forgotten Elven city east of Midgaard and a limited amount of trade exists between the two settlements.

Small and dark-complected, goblins have broad, flat noses and sharply pointed fangs. They are very agile and strong [despite their size] and are quite at home both in the wilderness and in the large towns and cities across the continent.

Half-Elf Elves and Humans have been interbreeding for centuries, spawning the only mortally created race that inhabits Kallisti - the Half-Elf.

No one is quite sure when the first Human-Elf relationship bore fruit, but half-elves have been spread throughout the lands as though carried on the wind. They are found in all walks of life, from remote Druid enclaves to the bustling town centers of Rommena and Evermore. Despite this, most half-elves lead a somewhat difficult life - though they are the children of both races, neither one is willing to assume responsibility for this. As a result, most of them tend to gravitate toward the life of an adventurer and never stay in one place for very long.

Adult half-elves tend to be about the size of a smaller-than-average human. Their elven blood gives them keen eyesight [indeed, allowing them to even see in the dark], but other than their slighter frame, many could pass easily for human. All half-elves have slightly-pointed ears, one last holdover from their Fae ancestors.

Half-Orc: Half-Orcs are about as low on the social scale as one can get. Lower than full blooded Orcs. They are a cross of Orc and almost anything else. Orcs are not known for being picky about what they breed with. Most Half-Orcs die shortly after birth but a few survive. Many are quite intelligent for they seem to receive a fit body from the Orc line and the Knowledge from the other blood line. Since almost anything (save Goblins) are more intelligent than Orcs it would be a plus save for the fact of their low social standing.

Halfling: Small and agile, and gifted with social skills as well, most halflings can be found in the enclaves which they tend to make within large cities.

No scholar knows what beginnings the halfling race has had, but all agree that halflings [for some odd reason] don't make settlements of their own. Indeed, all known halflings tend to hail from one of the neighborhoods in the great city-states of Kallisti. These 'halfling ghettos', as it were, tend to be fairly open and welcoming toward members of that race but decidedly closed off, even secluded, from others.

Halflings resemble humans [in fact, they are distant relatives] but are only one-half as tall - hence the name. Other than the size difference, halflings may be found with all the physical traits as their larger cousins. Halflings are extremely dexterous, even more than pixies, and it is not unusual to see one or more of them in a carnival show or other form of entertainment.

Harpy: These interesting characters resemble a cross between a human and a large bird. They have large, colorful wings and talon-like hands and feet. Harpies are often very violent and greedy, possessing great stealth-like qualities despite their large size, and tend to stay in flocks of three or four. They answer to no one besides their queen, who believes herself a goddess almost and continues to wage war with many other races.

High Elf: High Elves, or Koada'Dal, are the fair-skinned children of Tunare, Goddess of Growth. Tall and slender, high elves embody elegance and culture, having long made their home within the pristine stone walls of Felwithe. The Koada'Dal appreciates art and design, surrounding themselves with examples of their artistic and intellectual superiority. Above all else, high elves are an orderly and disciplined people. Though benevolent in nature, they look down on other races as being less pure than themselves. Their wood elf cousins exist chiefly to do their bidding, and most other good races are merely tolerated. Evil races, especially their mortal enemies the dark elves, are worthy only of a quick and efficient death. High elves see themselves as the chosen Elves of Tunare, a perspective that has caused the development of their well-known egos.

Human: As numerous as grains of sand, the human race makes up the largest segment of the population and is in control throughout most of the known world.

Originally conceived as a compromise between the gods, humans are [with the exceptions of Halflings and Half-Elves] the youngest of the races on Kallisti. Despite this, they have gone on to be come the most populous and can be found in every corner of the lands and across the seas as well. They are adept at nearly everything they try and it doesn't take long for humans to pick up new skills at all.

Physically, humans range from tall to small, from grossly overweight to very thin. Their hair colours cover the spectrum from black to white and their eyes may be any colour from midnight black to the palest blue. Furthermore, these variations may be found in all places that the human race has penetrated.

Hobgoblin: Cousins to the more numerous Goblins, Hobgoblins grow much larger. With an avid appetite for violence and destruction, it's a wonder the race has survived at all. As it is, they are not very numerous as most other races will attack Hobgoblins at the first opportunity. Over the past decades the most violent tribes have been wiped out and those that remain show some sign of civility. For that reason many of the other races avoid outright warfare on Hobgoblins but still tend to shun them.

Ice Men: The Ice Men live at the very peaks of mountains where the weather is much cooler and no one dares to go. Before the times of peace the Ice Men had began attacking the people of other kingdoms. They were great fighters and now remain in the mountains never venturing down. Their hair is of a pale blue and their skin is pale like snow. They are usually wearing simple rags even in cold weather.

Iksar The iksar are a tall reptilian race created by Cazic-Thule. Their major sphere of influence has always been on the continent of Kunark, where they have long been one of the primary cultures. The iksar have a rich but painful heritage. At one time, their Sebilisan Empire controlled Kunark with a fierceness and utter dominance comparable to that of the original Rallosian Empire on Antonica. Though they ruled Kunark with a might challenged only by the dragons themselves, the iksar have also undergone long periods of enslavement and humiliation. This history has caused the race to despise outsiders and depend only on each other for strength.

The architecture and design of the iksar is exemplified in Sebilis, Cabilis and the City of Mist, revealing a penchant for dojo-like structures and minimalist design. As a race, the iksar exemplify perhaps the purest form of evil on Norrath. Rather than wallowing in pettiness and corruption, iksar embody orderly, direct wickedness. They do not hide their intentions or practice subterfuge; they hate everyone openly and equally. The iksar are a very strong race, well suited for the physical combat styles of the fighter classes. Their keen intellect allows them to be powerful mages, with a definite emphasis on dark forms of magic. Their cunning nature allows them to be excellent scouts.

Kender: Ah, the Kender; that unusual race that you either want to love or throttle.

These curious creatures are not native to the realms. Legend has it that centuries ago several of these mysterious creatures 'tumbled from a hole in the sky and [as onlookers claimed] fell right into the fountain' of Midgaard's market plaza. Regardless, most of the Kender of Kallisti lives in or around the central city-state of Midgaard or in the heavily populated areas around Rommena or Evermore. There is a rather persistent rumor of a kender settlement to the southeast, but it hardly seems likely, as these creatures tend toward a parasitic relationship with other races. In combat, they favour a unique weapon called the hoopak, which is somewhat similar to a sling-staff.

Kender share many similar physical attributes with halflings, but tend to be a bit larger, about the size of a pre-adolescent human. Every last one of them has very long hair, which is tied up into a topknot to cascade down their back.

Kobold: Small reptilian creatures, the Kobold always travels in large packs. The typical Kobold tends to lean towards the evil side of things but it's not uncommon to find one of a gentler and forgiving nature; those individuals are almost always outcast from their tribe. Though somewhat brutal by nature, Kobold society will not harm these outcasts and in fact will lend aid to the isolated individual down on their luck. The small, thin frame of the Kobold does not give due credit to their actual physical strength, but their speed and quickness are their real assets.

Leprechaun: Mischievous by nature, the Leprechaun loves to poke fun at others in a harmless sort of way. They frequent forested areas but are also known to dwell in the attics of larger mansions of humans and the cellars of Dwarven and Gnomish strongholds. Most other races find their antics enjoyable when not directed at them personally and tend to take a liking to them as a whole. It's believed by most races that the presence of a Leprechaun to be good luck as they are very sensitive to the probabilities of luck and shun those they find to be unlucky. Leprechauns and Brownies do not seem to get along well. This is a real mystery as both races are goodly and fun loving in nature.

Lizard Man: Strong and brutish Lizard Men travel in small bands. They tend to live near aquatic swamps but are capable of life even in the dry desert. Unlike most reptiles they are warm blooded. They are excellent warriors as they coordinate well with their fellows to strike at a victim as a group.

Mermaid(man): Merpeople are aquatic creatures with the head and torso of a human and the tail of a fish, shark or dolphin. Merpeople often sing to people on the shore or in ships and cause them to be distracted by their work and many walk off decks to their doom or cause shipwrecks. Other merpeople are more human loving and rescue them from shipwrecks. Merpeople remember forever and if they are scorned by a human, or by a creature from any other race they will not stop until they are drowned. It is not unheard of for a human and mermaid to fall in love, but it is a love that can never truly work and it always ends in disaster. Merpeople often foretell of rough storms ahead.

Minotaur: Huge and strong, the Minotaur are one of the more reclusive races in the world and very little is known about them.

It was only recently that the great city-state of Mahn-Tor normalized relations with the rest of the civilized world. Before then, the thought of an entire community of Minotaurs was deemed ridiculous in most parts. Difficult as it may seem, Minotaurs are basically a good-natured folk [although more than a little abrupt with certain people] who make fine adventuring companions. Due to the disputes Mahn-Tor has had with outsiders over the ages, most of the populace is under arms as warriors and militia. A fair number of them are mages, too - one of the first legendary mages was a Minotaur who rose above the stereotypes of the race.

Minotaurs are huge; even the smallest of the race tend would make a fairly intimidating human being. Even more fantastic is that Minotaurs having a bull-like head and are covered head to toe with a dark brown to black fur. Both male and female members of the race are graced with two massive horns on the sides of their head and learn how to use them in combat at a very young age.

Mountain Folk: Like the Ice Men, the Mountain Folk live in the mountains, they are lower down however and are usually built for war, they have no real rulers and all work as a large kingdom together to harvest crops. The Royals of the Mountain Folk help the common folk in everything. Their crafts are very beautiful and the designs are always kept within the mountains. The Mountain Folk don't wear much in the way of jewellery, not even the royals do. Every one of them wears simple gowns and few to no pieces of jewellery.

Nymph: These little tikes are often mistaken for elves because of their appearance, but in reality, Nymphs are quite different. Much smaller in height and darker in skin color, these creatures are most well known for their peacefulness. They are guardians of the woodlands areas. Most of their magic is used for healing the little creatures, but it is said that one sip of their blood can sustain even a human for at least another fifty years. This rumor keeps them on the run, forcing them out of the woods and into villages to hide.

Ogre: Brutish savage, Fearsome warriors, Terrifying magi. All these phrases have been used by other races to describe the ferocious Ogre.

Ogres have a very complex culture based on the worship of spirits and the afterlife. This is the basis of the most vulgar aspect of their society: they are the only 'civilized' race known to eat other humanoids! In truth, however, ogres have not only a highly advanced digestive tract [indeed, reports from the northern settlements have told of large areas of trees being devoured by ogres unable to find other game] but the eating of their enemies is considered [for them] to be a way to take that opponent's abilities into themselves. Whether or not this is true, it certainly makes for a frightening story to tell oneself around the campfire on those dark evenings when something is howling in the distance.

Ogres are massive creatures, easily the largest of the civilized races on Kallisti. They are possessed of thick hide and large muscle structures, with general colouring covering the human range. As a race, they are considered by most to be slow-witted and, frankly, grossly inept. However, once in a great while, a blue-skinned ogre emerges from the rest with a keen intelligence and takes up the power of the feared Ogre-Magi of old. Most seasoned adventurers shiver at the prospect of facing an Ogre-Mage in combat and steer clear of areas in which they have been sighted.

Orc: Aggressive in nature and brutal to outsiders, the Orc is one of the most hated races in the land and seeks to usurp the Human position as the dominant species.

Orcs society is based around the tribe, with the leader of the tribe holding onto his position by a show of strength. In times past, tribes have been known to join together to form a great nation [usually with the goal of swarming another society under and pillaging their lands] that would operate in a nomadic fashion, moving from area to area and plundering as they went. The last Orc Confederacy was crushed by the King of Evermore nearly 500 years ago with the aid of the Arch-Magi Valarian, who aids in the defense of that city-state to this day. Most recently, however, the tribes are more or less solitary and it's no surprise that reports of intertribal warfare have reached the more civilized areas of the continent. These lone tribes tend to settle in the wilderness areas in all regions and are well-known for raiding any and everyone who settles around them. There are vague rumors of an army of Orcs having moved into the ill-fated Mines of Moria, but as they are merely rumors, we won't go into further speculation.

Orcs strongly resemble the human race, although their skin is a more dusky grayish hue. They also have pronounced lower fangs, which often jut from their lower jaw. Many orc tribes have individual glyphs and tattoos which every member of that tribe must have scribed upon his or her forehead at birth. In addition, other tattoos are added for such things as manhood rites and participation in raiding parties, etc. It is not surprising to stumble into an Orcish encampment and be taken before a leader covered head to toe in the unusual purple-black tattoos of his clan.

Pixie: Easily the smallest of the known civilized races, Pixies have perhaps the most advanced knowledge of the magical arts.

Despite their eternally youthful exuberance and their good, kindly nature, Pixies are quite closemouthed on their culture and society. No other race has reported seeing an actual Pixie settlement and the members of that race that congregate in the city-states around Kallisti are inevitably 'passing through' with no intention to stay. Despite that, their reputation for deft use of magic makes them fine additions to adventuring parties - usually as mages or clerics. One final note: recent travelers to the frigid wastes north of the mountains have returned telling tales of a feral tribe of pixies that have, by all appearances, 'gone wild.' Strange as this may seem, it bodes ill for the future of the race.

Pixies are quite tiny - the tallest of them standing about a foot-and-a-half tall - and hence weak and frail, but certainly make up for it in quickness and intelligence. Alone among the races, Pixies have delicate gossamer wings and may fly. Only the Elder share this innate ability, although without wings it is hard to tell just how they do it! Pixies tend to be very fair of hair with colours ranging from light reddish hues to pale blonds and eyes of a similar spectrum. Most pixies have a deep tan, suggesting that perhaps they make their homes in the forested areas where such colouring is necessary for survival. It should be noted that the so-called 'wild' pixies of the north are supposedly possessed of a pale pinkish skin tone and blend right in with the snow.

Sanctus Vesica: An ancient race, not many exist anymore. This is a race of the elements, normally found to be magical. They look like normal humans other than their gray eyes which turn pure whit during battle. This race is normally very serious in attitude not taking lightly to laziness or jokes.

Satyr: Satyrs and Satyresses are half goat, half human creatures that roam across the mountains and woods. They are often associated with frolicking, flirting and sex drive. Satyrs and Satyresses are very prone to falling in love and sleeping with Humans and other creatures, and other creatures are often drawn to the Satyrs flirtful nature and sexual ways. Satyrs and Satyresses journey naked. They make great Bards, but it is not unheard of that they would learn how to wield a weapon. They can be any allegiance.

Shadow Elf: The Shadow Elves are distant cousins to the Elves that populate the known regions of the Realms. Cunning and ruthless, Shadow Elves are one of the most feared of all humanoid races. They hail from a cluster of islands on the eastern most reaches of the Realms. Their society is based on one simple rule; the strong enslave the weak. It's not uncommon for a Shadow Elf to even place their own blood kin in chains. They learn to kill without mercy from a tender age.

One would think their reputation as stoic killers would bind their fate to the gallows but in fact it lends them some protection. Many rich merchants see the value in a bodyguard whose mere presence will ward away many would-be bandits. Due to the savage life of their island habitat, most Shadow Elves never live to die a natural death. Because of assassinations and their hatred for the weak and frail, few members of their sick society die of old age.

Talith: The Talith are a golden haired race with pale skin. They were the only race closest to an ancient race which disappeared long ago. They were called the Faeren. The Faeren were like the Seelie Wight’s in some ways and no other race ever had their power. Being long gone however, many only see ghostly forms of the Faeren, whether that is an illusion or not, it is not known. The Talith, like the Faeren, are nearly completely gone. There are very few left in these days.

Troglodyte: Dwellers of the world's oceans, Troglodytes are the only race adapted to life both under the waves and on solid ground.

Troglodytes are to the oceans and seas as humans are to the 'dry world' (as Troglodyte society refers to the continents), being the dominant race in their element. Unbeknownst to most surface-dwellers, the Troglodytes are engaged in an ongoing war amongst themselves for control of the world underwater. While the majority of them are found in the seas and oceans, a large number of them have taken up residence in the dank subterranean caverns several of the more mountainous regions and even live in or near the swamps south of the trading town of Boring. These are generally mistaken for lizard men, perhaps due to their physical similarity to that uncivilized race.

Troglodytes are roughly human-sized, with a thick hide of rough, leather-like scales covering them from head to toe. They have lungs as well as the gill system common in aquatic animals such as fish, allowing them to breathe with no difficulty on either side of the waves. Colouring generally ranges from a dark brown to ash grey, and nearly all Troglodytes have solid black or white eyes. Their bodies are completely hairless, as well.

Troll: Fierce as balrogs and possessing only the most rudimentary of civilized behavior, Trolls have one of the least developed, yet most feared, cultures in the lands.

Trolls hunt. Trolls kill. Trolls eat. Beyond this, troll society is, at best, sketchy. They congregate on the family scale, with only three to fifteen claiming a certain area for hunting and living at a time. Trolls are very nomadic as well, and families of them have been sighted on the outskirts of Dark port and then in the outlying farms of Rommena within a week or two. This mobility is part of what makes them so terrifying - one never knows when a pack of them will come upon the adventuring party in the late hours after the sun has gone down. The only safety precaution that seems to work is to have a large fire going all night. Adventurers who have fought against them have reported that they shy away from flames and are inflicted with heavier wounds when burned than other humanoids.

Trolls stand in the area of nine or so feet tall and, while lanky and seemingly ungainly, are filled with a tremendous strength and constitution that allows them to fight long after their opponent is flagging. One oddity: they have longer arms, in proportion to other humanoids, and more than one traveler has told of then running with a strange, though efficient, three-limbed stride that can overtake even the hardiest stallion in the short run.

Vampire: Vampires are an odd race as they are incapable of reproduction as most races know it. Vampires are capable of turning other humanoids into a Vampire by passing on a portion of their life force. This is never easy and the parent Vampire runs a great risk of death each time they multiply. Because of the dangers, they tend to shun the act of reproduction until they grow tired of their undead existence.

A typical Vampire will only be able to reproduce 2 or 3 times before the act ends his own un-life. Though feared by most races, they are tolerated due to their extreme volatility. Those that are of living flesh and blood seldom wish to risk death to vanquish them. As a rule the longer a Vampire has lived the stronger it becomes. It's rumored the first of their kind still lives nearly 13,000 years after his creation. If legend is correct, many of the lesser gods envy his power.

Wood Elf: Wood elves, or Feir'Dal, are the free-spirited cousins of the high elves. Far more tolerant of other races than the haughty Koada'Dal, wood elves are pleasant and friendly. They average five feet tall with golden-hued skin, blending naturally into the surroundings of their forest home. The Feir'Dal come from the tree city of Kelethin, a series of platforms and elevators built skyward into the awesome beauty of the Greater Faydark. Wood elves love celebration and song, dedicating their lives to the praise of their creator, Tunare. Their welcoming and accepting nature has lead to close ties to other races, especially humans. This particular closeness has, in turn, sired the vast majority of the half elf race.

Werewolf: Werewolves are creatures that act like Humans save for every full moon they shape shift into a wolf-like creature. Werewolves are born werewolves and their offspring will be undoubtedly Werewolves, a normal Human, however, cannot become a Werewolf from a bite, like with the Vampire. When a Werewolf is in its wolven form it recognizes neither friend nor foe and will attack and kill everyone alike, even people they have known their entire life.

They do, however, respond to the call of their own kind and on full moon nights you can hear them howling in the distance. But you don't want to be near them. They have heightened senses of smell and hearing and are excellent hunters. Werewolves can be told apart from normal humans in the day by their bright yellow eyes. They can be in any allegiance.


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