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Name
  • The Klynn Grove

Classification
  • Forest Region central to the Kingdom of Nivaria

Location
  • Northern Inland of the Continent of Ksemari




Major Settlements - Establishments - Locations
  • Sastead
  • Avleigh
  • Kreim
  • The Great Tree of Klynn
  • The Deadwood
  • The Azure Fields
  • Lake Krynn

Population
  • While inhabited by the people of Nivaria, the majority of the inhabitants are a combination of various forms of flora, fauna, and perhaps some other intelligent life.

Politics - Economy - Atmosphere
  • ‘Klynn Grove is typically a peaceful location. Consider a somber wooded area on a warm summer’s eve. Animals bound through the dense underbrush, The fragrant scent of vibrant fauna wafting on the breeze. Covering an immense swath of the northern portion of Ksemari, Klynn Grove hosts the largest level of biodiversity seen this side of the world. Insects, mammals, amphibians, herbivores, carnivores, birds, primates, and other animals can be found in every inch of the grove. At any given time there may be hundreds of different species in any single square mile. The Klynn Grove is also known as a veritable gold mine as many adventurers journey here to obtain a variety of herbs, plants, animals, and other creatures that are exploited for any number of uses amongst civilized society. Of course, there are places more revered or feared just like areas of other regions. For example, the Great Tree of Klynn northeast of Lake Klynn is thought to be the oldest tree in the grove and often times seen as a good omen for weary travels, but few people find it in the same place twice. Or the Deadwood located south by southeast of Lake Klynn where there was once a broad spectrum of life now is host to mostly grey husks and rancid decay - a place few dare to visit as the risk is great with little knowledge of how valuable the reward may be.

Relations
  • The Klynn grove fits nicely into the ecology of those surrounding it as it provides the wildlife and the intelligent humanoids with life sustaining foods, medicinal herbs, lumber for their homes, and homes in general where cabins are not accessible. Most people have a fond respect for the forest appreciating its gifts and fearing its dangers moreso because they are so close to home. Stories of grand adventurers as well as terrifying folklore find their origins within this forest. While many people venture into the forest, rarely does it extend beyond a mile from or two from any edge line for fear of becoming lost, eaten, or encountering a hundred other terrible fates. Only few adventurers are so bold as to journey to the deepest, and darkest reaches of the forest.

Major NPCs - Inhabitants
  • Jabberwock
  • Snapping Eokluh

Other
  • Not applicable...

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Name
  • Frilled Crojor

Classification
  • Fauna

Typical Appearance



Location
  • The Frilled Crojor is often found in the rugged terrain of temperate and warm mountains, but is most commonly amongst the rocky crags of the gold mountains.

[U]Size[U]
  • Female specimens grow between seven in a half eleven feet and weigh between one hundred and eighty and two hundred and twenty pounds. Male specimens on the other hand can grow between fourteen and seventeen feet while weighing anywhere from nine hundred to two thousand pounds. It is not uncommon from male specimens to grow upwards of twenty-five feet in length.

Behavior
  • While both sexes are typically docile, only becoming aggressive when antagonized or their personal space is encroached upon, males are often more aggressive than their female counterparts. Their lifestyle is typically nomadic. Females congregate in small groups of less than five, while males are often found to live in solitude. These strange creatures lay eggs in shallow caves that are close to soft soil or gravel where eggs are able to be buried. While these creatures do have a unique roar they are more commonly heard to communicate with a low grumble or purring with an occasional chirp which is believed to act as a some sort of warning but often brings about more Crojors. When threatened they are capable of rattling the frills on their back. While mainly carnivorous these creatures have the strange diet of being able to temporarily being sustain life off of the consumption of dirt and gravel. When faced with a threat the frilled crojor raises up on its hind legs to appear larger. The frills on its back stiffen, and vibrate creating a sound similar to a rattlesnake to deter potential attackers. Upon the assault the Frilled Crojor exploits its massive maw lined with razor sharp teeth and powered by an insanely strong jaw, it’s lashing tail, and thick forelimbs to grasp its enemy before attempting to bite.

Uses
  • In mountain dwelling societies or by dwarves that find the means to venture out of their subterranean homes, the frilled crojor is hunted as a source of sustenance. However, as resources on the mountains are scarce many parts of the creature are exploited. The bones are used to create various utensils, weapons, armor, and even used as construction materials in certain objects such as sleds, carts, or even tents. The creatures frills are also exploited for armor plates, arrowheads, and other similar creations. Their soft skin is often times stripped from their bodies, cleans, and tanned as a source of cloth being similar to a leather-like substance. Particularly skilled hunters or specialists are capable of exploiting the beasts potent stomach acid which is strong enough to dissolve rocks and other substance with relative ease. Capable of being contained in tempered glass flasks or vials the acid is perfect for defense against enemies as a thrown weapon.

Other
  • Not applicable…

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Name
  • Horned Itrecaine

Classification
  • Fauna

Typical Appearance



Location
  • The Horne Itrecaine is often found naturally along the oceanic coastline of Ksemari but has spread through trade and breeders to be a common sight in all coastal towns, on or around most ships and essentially inhabiting any area of shallows and coastal bays where they’ve found a home away from their natural habitat.

Size
  • Fully grown specimens span between four to eight feet in length and often times weigh between one hundred and three hundred pounds.

Behavior
  • These sea faring creatures are the epitome of man’s maritime bestfriend. Similar in nature to the common terrestrial canine companion, the Horned Itrecaine adds the playful and curious nature of the typical oceanic dolphins. In their natural habitat, pods of itrecaine are more likely to flee than to stand and fight. As the creatures do not make even semi-permanent shelters, there are no homes to defend against intruders. As these creatures give live births much like seals or whales there are no egg clutches to defend. However, the Itrecaine is extremely smart. They can often be trained to answer to specific names, basic commands and given enough training quite complex orders. Sailors exploit them as scouts in dense fog, sending them forth to search for land by teather. They use them to test the depth of the sea floor through the same manner. While their movement is swift in the water, their movements on land or the deck of a ship while agile are often clumsy. During combat whether on water or land the creatures are unable to rely on claws that they don’t have, or teeth which while present can’t really be used as a means of defense - the itrecaine focuses on its whipping tail, body slams, and the large protruding horn upon its head which hosts a sharp blade as well as a broad point. While the itrecaine is not the most aggressive, or combative creature available to a “pet-owner” they are the best choice for those who enjoy a life on the shores or the high seas.

Uses
  • While in desperate times these creatures can be consumed as sustenance, but even the most treacherous pirates find such actions as blasphemous. The itrecaine’s most prominent use is as a guard or watch beast as well as a companion in battle.

Other
  • In short, consider this dog a seafarers best opportunity for a canine companion most suitable and well adapted for life on the high seas.

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Name
  • The Jabberwock

Classification
  • Legendary Fauna

Typical Appearance



Location
  • Legend suggests that the Jabberwock inhabits the forested area of the Klynn Grove (excluding the Deadwood) and is suggested to most often be found in the vicinity of the Great Tree.

Size
  • While the exact size can never truly be known, the legend suggests that it stands between sixteen and thirty-two feet tall and weighs in between two and sixteen tons.

Behavior
  • Very little can be known about the behavior of the legendary Jabberwock. This fabled creature is suggested to be a fey or some sort of spirit, a guardian of the Great Tree. Scholarly accounts of this creature suggest that while it is immense in size it moves through the forest with such speed as if a halfling striding between the trees. Unhindered by its size, or the varying congestion of the Grove the Jabberwock vehemently defends its position when threatened. Old scrolls describe a great haze, a green mist riddled with objects that can only be described as the seeds of gigantic dandelion wafting through the air. Scholars suggest that this mist is a certainly dangerous to those that encounter it. Subsequently, musty tomes suggest that the Jabberwock is able to move through the soil of the forest as if it were water, descending beneath the surface only to rise for the attack. However, little can truly be known. For the Jabberwock is merely a legend.

Uses
  • The Jabberwock has no modern day use as the legend is just that. However, there are certain vendors traveling or otherwise proclaim that they sell the very essence of the Klynn Grove Jabberwock in a green powdered substance often contained in a glass vial or flask under great warning that once the essence is exposed it will not be contained again, bringing great distress to those who encounter it.

Other
  • The legend of the Jabberwock is derived from the legend of the Great Tree. In fact, the two entities coincide and are suggested to not be able to exist without the other. The Jabberwock acts as the “protector” of the Great Tree and its path along the grove. The only exception to this is the Deadwood. While a party may encounter the Great Tree or the Jabberwock all throughout the grove, even near the border of the Deadwood neither entities will ever cross the boundary between the two.

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Name

  • Weeping Utremelese

Classification

  • Flora

Typical Appearance



Size

  • These tree like pieces of flora can grow to be nearly thirty feet tall with a deceptively small level of mass.

Location

  • First discovered in the gold mountains but subsequently encountered in many subterranean caverns where the cave ceiling is high enough to allow these great plants to flourish.

Behavior

  • This particular plant grows to an extreme height and is most often only found in subterranean caverns that are large enough to allow it to reach its full height of around thirty feet. The tree is extremely noticeable in the darkness as the large leaves on the top of its long trunk contain a certain bioluminescence that brings light to a world of darkness. It is these same leaves that help obtain sustenance for the organism by devouring tiny insects and other microscopic particles capable of providing nutrients that are caught in the air. Coated in an oily substance the plant absorbs those airborne particles as they are caught, the resulting chemical reaction produces a low hissing as the process’ byproduct is oxygen saving large areas of the subterranean air from stagnation. The large trunk which makes up the majority of the plant is comprised of a lightweight sinewy material encased in a thick rubbery hide. While extremely difficult, with the appropriate tools and enough time the tree can stripped and manufactured into more useful materials for both personal and more industrious uses. The tree has a relatively weak root system making them prone to falling over under pressure which makes the subterranean a perfect environment for this plant. Most of the trees have multiple tendrils that descend from a bulbous mass on top of the tree’s trunk, each ending in what appear to be flowery tips with thorn covered petals. It uses these appendages to trap and devour biological organisms in which to draw nutrients.

Uses

  • Across the world, the Weeping Utremelese has many uses whether in dwarven civilizations or the world above ground. The tree itself when brought down can be tooled and worked into various items requiring things like leather, fabric strips, or even flexible plates or paneling. When worked properly by a trained artisan the Utremelese can be used to make extremely resilient clothing, lightweight armor plates that are stronger than hardened leather yet still leaves something to be desired when compared to steel; however, its weight is closer to padded armor. The material can be stripped down so thin as to create high tension thread or highly elastic bow strings. It can be worked to create wooden slats exploited in the creation of building structures as well as interior constructs that might make the use of something attuned to a more durable wood. On the downside of the Weeping Utremelese is what is colloquially referred to as Wutre which is a drug and poison created the bioluminescent leaves of the plant itself. While the creation of the substance is outlawed across the subterranean realms, (to an extent even the shipment of the leaves is closely regulated), dealers can be found on every continent. Even the low digging roots can be exploited through consumption as a means of brewing tea (when not guzzling ale) or in foods such as stew. However, in large enough quantities even the root of this tree can bring about illness.

Other

  • Essentially the Weeping Utremelese takes the place of ground level trees providing fulfillment of many specific categories of use within the subterranean world.

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Name
  • Ashen Blums

Classification
  • Flora

Typical Appearance



Size
  • This tiny plant typically grows between one and two feet in height and weighs in around one to three pounds.

Location
  • While most commonly found on the islands of Sandalphon’s Leg, the Ashen Blums are indigenous to many areas that are subject to high rainfall and typically moist for a large portion of the day. This particular specimen has a tendency to grow in larger quantities around bodies of water such as ponds or along the shoreline of greater lakes and oceans.

Behavior
  • Little is to be explained about the Ashen Blums. They grow best in areas of high moisture whether rainfall or due to a high amount of groundwater, in moderate sun suggesting that it requires shade for about half the day. The seeds are most prosperous in soil; however, seeds have been known to take root on fallen logs or even decaying corpses. The leaves grow larger depending on how much moisture is in the soil or the area in which it takes root. The flowers most often grow towards the sun. The flower itself lets off a rather bitter scent that can tickle the nose and often times bring about a sneeze or a cough.

Uses
  • The Ashen Blum is grown in large quantities in wetlands by farmers who make profit off of the large leaves that can be consumed in various states similar to other potherbs.

Other
  • Not applicable...

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Name
  • Snapping Eokluh

Classification
  • Flora

Typical Appearance



Size
  • While typical specimens of this species grows to about three feet tall but have a range of between two and three feet with the extremely rare specimen growing to be between four and eight feet tall. The Snapping Eokluh typically grows in clusters of nine to ten plants in what could be measured as a square yard (of course the cluster is very rarely an actual square).

Location
  • The Snapping Eokluh is most often encountered in the Klynn Grove but can be encountered in any forested area of a temperate climate.

Behavior
  • The Snapping Eokluh grows in as any other plant might grow. It flourishes in areas with adequate amounts of rains. They require only a moderate amount of sunlight allowing them to thrive in the shade of the forest floor. But most importantly is the abundance of nutrients that enter the soil for the Snapping Eokluh to consume through its root system as the corpses of its victims decay into the ground around it. The carnivorous plants typical diet consists of small forest rodents or sometimes even deer or other deer sized creatures that might bound through its clusters. Rarely is a cluster of Snapping Eokluhs a problem for men. If a cluster is spotted it can easily be avoided for the plants are sedentary. However, the larger specimens can prove deadly should an unwary traveler stumble upon the plants clusters.

Uses
  • Within the hands of man the Snapping Eokluh serves little purpose other than to be a pest as the plant clusters spread and grow. However, it has been observed that the Hwiaton Thiafla or more colloquially known as wild elves using these plants as a means of punishment or sacrifice. However, the Hwiaton Thaifla are quite secretive so the exact reasons as to why the elves take part in any ritual involving the Snapping Eokluh.

Other
  • While this plant was originally discovered on the continent of Ksemari specifically in the Klynn Grove, these clusters of Snapping Eokluh can be found all throughout the forests on Ksemari and Draezoya. Absent from the continent of Ascoa as the arid desert climate makes it difficult for nearly any plant to grow.

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Name

  • Thaifla or more colloquially known as Elves. There are a variety of subspecies of Elves including the Hwiaton or Wild Elf, the Tanmea or Dark Elf, and the Saelsom or High Elf. This entry will be looking at the Thaifla race in general and should be used when creating any Thaifla character until such adaptations are defined.

Typical Appearance

  • The Thaifla typically stand taller than the average man where the shortest elf stops growing around 6’ tall and some will easily reach 7’ 6” tall. Subsequently, they weigh significantly less with a median of around 115 pounds with a range of about twenty pounds in either direction. The Hwiaton are typically on the smaller end of these spectrums even being as short as 5’ 6” tall. The Saelsom are most often on the higher end of the spectrums with the likelihood of reaching 8’ 6” tall. This leaves both the Tanmea and elves not defined by any subspecies in the middle. Female Thaifla, regardless of subspecies or not are typically on the smaller end of the aforementioned spectrums.
  • While the specifics do vary depending on the subspecies of Thaifla, in general Thaifla have a slender seemingly serpentine body possessing little definition or bulk in the appearance of muscle. One would not define them as appearing sickly but svelte. Their body is nearly devoid (including eyebrows and facial hair). The hair on their head is typically thin but often times is grown long. As the Thaifla grow their hair begins to descend down their spine into something of a mane or frill. Regardless of skin color, which is highly dependent on the subspecies of elf their skin is extremely fair and smooth. Their facial features extremely well defined including a strong jawline, slender nose, wide oval shaped eyes, and ears that are pointed on both the bottom and the top with the top being much higher than the bottom is low.

    • Thaifla not defined by any subspecies fall within the spectrums as not defined in the following list.
    • The Hwiaton or Wild Elf range in height from 5’ 6” and 6’ 6” tall and weigh between 85 and 125 pounds. Their skin is typically a ruddy brown or tan with few elves being born with a greenish-brown skin. Their hair is most often black and worn in singular braids running down the center of their head and if old enough extending down their back. Finally, their eyes may run a range from various shades of blue into a variety of greens.
    • The Saelsom or High Elf range in height from 7’ 6” to 8’ 6” and weigh between 105 and 145 pounds. Their skin is most often an extremely pale white to almost golden or bronze color. The Saelsom’s hair is almost always a golden yellow or silver with few being born with white hair but worn straight. Their eyes are almost always a shade of purple with the few outliers of a metallic copper or bronze color.
    • Finally, are the Tanmea or Dark Elf fit into the spectrum above at bullet point one with regards to their height and weight. However, their skin is typically a deep, dark blue to black. Their hair is most always white or silver but most often kept short and when long typically maintained in messy dreadlocks. Their eyes are often various shades of pink or red with outliers have entirely black eyes.
  • While the life span of the Thaifla varies depending on their subspecies, in general an elf can easily see three centuries. The Thaifla typically reach the equivalent to human adulthood around the sixty. For an elf to see anywhere around four or even five centuries is not unheard of but still extremely rare. The Tanmea tend to have the shortest lifespan amongst the Thaifla but this is more likely do to their environment and society rather than their biology. The Saelsom often have the longest life span most likely due to their elusive and secluded life style. This leaves the Hwiaton and elves not defined by any subspecies somewhere in the middle.
    What does this race typically look like?

Personality

  • In all forms, the Thaifla are typically xenophobic, reclusive, and secretive. Even those Thaifla that find themselves living amongst mankind have a tendency to stick to themselves or their own kind. Consider the Thaifla to be something of a samurai but in racial form. They often approach all aspects of their life with such dire dedication and discipline that it is difficult for them not to excel at a task. More to their advantage, their longer lifespans often allow for the Thaifla to become masters at a variety of different skill sets. Throughout the subspecies of their race, most typically the Thaifla value mastery of skills whether they be in combat or a pursuit of intellectual knowledge. Bigamy is common and those who prove masterful more often than others are more likely to have multiple wives and sexual partners allowing for a high number of offspring creating large immediate families. However, inbreeding between bloodlines regardless of how remote or near does not seem to negatively influence the race as it typically does amongst humans. While they are cordial amongst each other they can often treat outsiders with mistrust and disdain. The entire race has constructed itself around a feeling of superiority over other races and their own, which is why they pride themselves in their pursuits. It is also because of this that their race is filled with bigotry and prejudice. As mentioned above the Thaifla are not only known around the world for the vast knowledge they hold over any number of subjects including the most archaic and the most mysteriously arcane, but also for being extremely reclusive and secretive. They are known for being dangerously skilled warriors, fighters, and assassins, or simply being masters at essentially anything they attempt to learn. More often than not, by the time a human comes across one of the Thaifla very rarely do they realize how truly different their ages are. The everyday problems of the Thaifla and the Humans are quite different. Where the humans may be concerned about what someone said about them at the local tavern, the Thaifla are worrying about how they are perceived in their chosen field of study. They respond to everyday problems with the same zeal and commitment that they approach every pursuit. As they study to achieve a goal, so too do they strive to solve the problems of their lives as to reduce the stress induced from those problems if only to allow for their other pursuits to be unhindered.


Relations

  • Typically, the Thaifla abscond from directly interacting with other races. While they can appreciate the way humans approach their daily lives with a sense of impending doom, it is that sense of constant urgency that is a drastic nuisance for the Thaifla. Most often, they find interacting with humans on every level as annoying because at almost every point the elves must act as teachers reliving what they already know instead of discovering new innovations or bits of knowledge. This race is built on a foundation of biases and prejudices. This is to suggest that prejudice fuels their entire life pursuits. Because of their prejudices over other races, they view themselves as being superior to all others which requires them to maintain a level of dominance over their fields of study and in turn, over the other races. But further still they use these pursuits of knowledge as a means to maintain dominance over their own kind. Typically speaking, Thaifla depending on their subspecies enjoy pursuits of different topics of knowledge. The Hwiaton value martial skills such as martial arts, or enjoy exploring new areas as a means of pathfinding, while the Saelsom most often enjoy intellectual pursuits. Each subspecies uses these sets of value to find dominance over others. A Hwiaton who is a master swordsman may be discriminatory over a Saelsom who is a master in the field of alchemy but at the same time the Saelsom will respond likewise because Saelsom’s value scientific pursuits over martial. Even within their own society, if one Saelsom has less knowledge in the same area or even a different field may be looked down upon. To that same extent, the Thaifla truly only respect the most dominant members of human society whereas most who are still learning their skills appear moreso as students and a bother. Most often the Thaifla avoid interactions with other races or even other subspecies if it can be helped. More often than not they feel that they cannot simply be bothered by having to teach specific individuals about the fields they study and would often time only encounter when dealing with those particular fields.
    How does this race typically respond to interactions with other races? Are there any racial biases or prejudices that this race carries? Does this race abscond from directly interacting with other races?

    • Thiafla that do not identify with any particular subspecies have no bias towards one category of knowledge or another and may oftentimes be experts in a variety of fields depending on their location in the world amongst other beings.
    • The Hwiaton or Wild Elves often value martial skills such as particular forms of weapons fighting, martial arts, or other combative skills. They also value skills useful in nature or survival such as tracking, pathfinding, hunting, and the like.
    • The Saelsom or the High Elves often value pursuits of knowledge such as mathematics, philosophy, law, alchemy, or other more intellectual subjects. While they too are able to prove useful in combat and can often exist on the same if not higher level than humans, they will never be able to match their Hwiaton brethren. Further, while arcane might is not entirely their realm the Saelsom are the most theologically aware subspecies of Thaifla one will find.
    • The Tanmea or Dark Elves value pursuit of knowledge over the arcane and psionic arts. Whether it’s blood rune magic, divine casting, or otherwise the Tanmea have an affinity and are most often born with the gifts of psionics.


Racial Lands
>List]
[*] While the Thiafla’s racial lands are typically unknown to all but the eldest of their species (or written in tomes and scrolls that are unknown to the public world) subspecies of Thiafla do have specific areas of congregation that are generally known at least to the better educated general public.

  • Thiafla that does not identify with any particular subspecies are more inclined to congregate near or even within collections of civilized existence. While they may be reclusive and abscond from direct human interaction on a regular basis, Thiafla often live in cities or at least near the outskirts of civilized land.
  • Hwiaton have the most interaction with humans or other surface dwelling races as they favor wood areas and forest, often living in nomadic tribes or small villages built in the trees. They often remain in the deepest areas of trees to aid in the prevention of other beings stumbling upon their home.
  • The living arrangements of Saelsom are unknown. In actuality, if a human comes in contact with a Saelsom it is considered a true rarity, a once in a generation occurrence. Even for another Thiafla to encounter their Saelsom brethren is a rare occurrence. There are no accounts within the most common human literature of the existence of a Saelsom city or homeland.
  • The Tanmea are said to live in the subterranean, further below than the dwarves but have the most interaction with their kind. However, it is believed to be a negative relationship. However, there is no common knowledge written or otherwise in the hands of humans that would suggest the location of a Taemean city.


Religion

  • Those Thiafla that do not identify with any subspecies, if they choose to be pious they will take part in the worship of any deity that is available to them with an affinity towards those most common in the area.
  • The Hwiaton often times will worship Ein Sof, the Infinite and lean towards neutral deities or those that identify with aspects of nature such as Turial, Matariel, and Uriel.
  • The Saelsom are the most pious of all Thiafla legend suggesting they have the closest relationship with the gods and subsequently the most practitioners of divine magic. Subsequently, they are much like those who do not identify with any subspecies in that they will worship any particular deity or even multiple.
  • The Tanmea often times will worship those deities who find themselves with an affinity towards chaos or what may be seen as evil including Azrael, Hasmed, or Simikiel.

Adventures/Employments

  • On the rare occasion that one of the Thiafla are included in an adventure, their particular use or purpose is dependent on their subspecies. This same idea is applicable to their occupation.

    • Thiafla that do not identify with any particular subspecies can often fill any role in a party or find any occupation particularly intriguing. However, their physical attribute often determine that a Thiafla are more often than not forced into roles as scouts, archers, rogues, or other classes that focus on dexterity or stealth. Occupationally, these Thiafla find employment in many ventures around the civilized world. However, because of their outlandish nature and appearance they often fit into occupations as merchants of strange wears or into positions with less integrity such as thieves, smugglers, and back alley thugs.
    • Hwiaton, like their brethren that do not identify with any particular subspecies will fit into roles as scouts, archers, rogues, pathfinders, or druids as well. But often times will be seen as acrobatic fighters, and other less forceful fighters. Because of the Hwiaton’s disdain for civilized societies, or at least the urban jungles of man.
    • On the extremely rare occasion that Saelsoms are encountered the typical class they hold are as clerics or otherwise pious classes. They will often take up roles as scholars or advisors where their strong intellectual grasp is truly exploited. With regards to occupations the Saelsom will often take up jobs of intellectual pursuits such as advisors, scholars, alchemists, doctors, and other jobs that while relatively mundane require a keen intellect.
    • When Tanmea are encountered in lands beyond their own civilization they are often done so in less scrupulous classes or roles such as thieves, rogues, assassins and other cutthroats. The same can be said for their employment opportunities where they flourish as smugglers, black market traders, or otherwise criminals of some nature.

Other

  • With regards to playing a Thiafla, it is important to understand that these characters should be few and far between. Encountering a thiafla of any kind in anything less than a major city outside of their home environment would be a rarity. If the population of player characters gets to be too unbalanced this particular race may become restricted.
  • The Thiafla are meant to occupy positions as chaotic and darker character, more suspicious and perhaps even evil in nature always thinking of themselves or their own kind over anything else. It would not be unheard of for a thiafla to sacrifice an entire city of humans if it meant saving only one other elf.
  • Currently, this information will be used when creating a Thiafla of any subspecies or even one that does not identify with any subspecies. This is too suggest that someone may better flesh out any of the available subspecies.
  • Finally, the only characters that can currently be created using the Thiafla template are those that are undefined or those defined as the Hwiaton or wild elves. The Saelsom and Tanmea subspecies will become available when civilized settings of those kind become discovered through role play.

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Name
  • Pathfinder

Purpose
  • The purpose of this class is to enable those venturing beyond the boundaries of their typical civilized society an adventuring throughout the lands, to be able to more easily traverse those unknown lands. These pathfinders typically venture ahead of the main party, exploring the lands before them in the capacity moreso of a scout than anything else. While they may be able to to defend themselves or fight quite well they will more often than not be reserved to stealth skills.

Requirements
  • The requirements of becoming a pathfinder include being of either the Hwiaton or the Ptuom races, or a similar race that has the capabilities of being agile, and fleet of foot, One must also possess an affinity for nature, and specifically the forest. This person must also have an innate strong sense of direction.

Skills
  • In short, it can take decades to become an effective member of this class. It can potentially be a lifetime should an individual wish to be a strong pathfinder capable of leading parties and scouting through any unknown environment. While a master can teach one how to obtain the information necessary to be a good pathfinder but it takes decades to explore the world and obtain a worthwhile understanding of the environment. In order to handle this particular class a character must be ready to spend a great deal of time in solitude. Whether it is learning the terrain, understanding how the fauna move or migrate through the land or simply finding the safest path through a difficult piece of environment. If one wishes to be a strong pathfinder they will often live a life alone or at least more often than not being alone in the world. The person most suitable for this particular class has a strong personality trait for being an independent leader and taking the initiative when things seem to be getting out of control. Being able to make a decision when a situations is at its worst is a strict necessity. A high amount of endurance and high dexterity are a close second to must haves as well as a high constitution given the likelihood of contracting a disease or other poison-obtained condition.

Special Attributes
  • Fast Movement: A pathfinder’s land speed is faster than normal for those of his race, even through the difficult terrain that they might typically encounter.
  • Uncanny Dodge: A pathfinder gains the ability to react to danger before his sense would normally allow him to do so.
  • Animal Companion: After spending many years in the wild, living amongst the natural inhabitants it is not uncommon for a pathfinder to obtain an animal companion to aid in their scouting rituals. These creatures typically include a badger, camel, dire rat, dog, riding dog, eagle, hawk, horse, owl, pony, snake, or wolf.
  • Nature Sense: A pathfinder gains a strong understanding of knowledge pertaining to nature as well as survival itself.
  • Wild Empathy: A pathfinder can use body language, vocalization, and demeanor to improve the attitude of an animal. With this particular skill the pathfinder and the animal must be able to study each other, which means that they must be within about thirty feet of one another under normal conditions.

Relation
  • The everyday average joe member of society has little need for this particular occupation. Quite frankly, outside of Thiafla society being a pathfinder is often second step to some other pursuit. Most people are not aware of their existence with the exception of a small group that will direct those who are in need. This particular class is so often concealed that many do not even have the opportunity to look down on the few members of this class. Further, those who are privy to the information are more than happy to explain the importance of this class on any adventure into the unknown. Because the environment of Ein Sof can be quite dangerous there is little reason not to have a pathfinder with you. In fact, it can oftentimes be deadly without one. Because of this fact they are highly sought after by those who are adventuring far beyond their field of geographic knowledge or even into their own backyard when the area is unknown or influenced by an unknown force or change.

Known Members/Trainers
  • Olivaster Mephala, Hwiaton Pathfinder of Klynn Grove

Other
  • Because of the way this particular setting is exploiting through game play, it is not uncommon for pathfinders to partake in a larger amount of 1x1 roleplays involving a separate dungeon master.

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