CLOSED, PENDING SUBMISSIONS ARE APPLICABLE
What I want from this RP:
Player characters will be the gods.
I want a world and the typical fantasy races to be established.
I want the world to be divided among the races.
Afterward I want this to be made into a new, non world creation RP, with the players playing mortal characters.
For now I want to use the standard fantasy races - Elf, Dwarf, Human, Orc etc. But if you want to make your own race here's a race sheet.
Rules
1- Mine is the word of God!
2- No writing for another's character.
3- You should post at least once every two days.
4- Your posts must be written abstractly, look at my first post to see what I mean, it may differ but not too far.
5- READ EVERYTHING!
6- There is a max of two characters per player.
7- Have FUN!
Name: (What is your god character's name?) Mellivora
Appearance: (A drawn picture is best.)
Sphere of Influence: (What is the one thing that your god character influence's?) Love
Ambitions: (What does your character want to do in the world?) Mellivora wants humanity to thrive but believes it can only be achieved through war, so she withholds most of her love from the civilizations.
Race:(What race will your god create and who will worship them, they should be the same race unless you create two) Merpeople (their fins can become legs when they want them to, though)
Weapon: (Does your god wield a sword? An axe? his/her fists?) Her hair can expand and be used like tentacles.
Name: Ravien [Rav-ee-n]
Appearance:
Sphere of Influence: Ravien is the creator of all things.
Ambitions: Ravien plans to establish a world in which his creations may live, past that he'd like to see how it plays out.
Race: The Elves and the Archons.(I'll put up RS's for them ASAP)
Weapon: Ravien uses a his godly power as his weapon.
Name: Haak'Zil
Appearance:
Sphere of Influence:
Chaos, what Order is not.
Disorganization.
Havoc.
Random chance.
Unpredictable benevolence.
Ambitions: Bring balance by wreaking havoc to counter order.
Weapon:
Uses his power to shapeshift to battle.
Character Sheet
Name: Bolunn 'The Mighty'
Appearance: Bolunn
Sphear of Influence: Man-made creations (EG Weaponry, buildings, terraforming, etc)
Ambitions:
- Start trade routes with at least most other races
- Maintain a healthy relationship with at least the majority of gods and races
- Start a rich history formed by mythology, lore and tapestry for his race
- Raise a mighty army capable of supporting himself and allies
- Reduce hate for other races
Race: Dwarves
Weapon: His hand-hammer, said to be able to forge any weapon and change the course of any weather or tide.
Name: Nazar Oethius
Appearance: Nazar assumes many forms based upon his situation.
Nazar uses this form in his dealings with both godly beings and non-godlike beings. A short childlike mortal with blank eyes and blonde hair. More often than not, he wears armor which resembles that of the race he governs - The Covenant, but he lacks the helmet.
Nazar's secondary form is rarely used, as Nazar prefers to use his human form.
Sphere of Influence:
Order,
- Static conditions
- Consistency
- Predictability
Ambitions: Maintaining balance by providing an opposite to chaos.
Race: "The Covenant"
Weapon: Nazar manipulates a controlled form of energy which he molds into different forms for rare cases of combat as well as other practical uses.
[Center]Name:
Akhen
Appearance:
Sphere of Influence:
Fire
Heat
Passion
Violence
Purification
Predation
Dominance
Evolution
Ambitions:
To test his children and their world, in order to force the evolution of all things toward the pinnacle of strength and cunning.
To spread fear and suffering amongst the weak and the foolish.
To encourage the destruction and enslavement of prey.
To ignite passion and wrath within all the creatures of the world, that they might grow stronger and more predatory.
To increase strife and conflict so that all strong predators may be tested in the flames of battle.
The strong should reign.
The weak should be exposed and subdued.
[center]Name:
Omoz
Appearance:
Omoz takes this form in this time in this place. It is not solid unless it wills it to be so. A majority of the time, Omoz’s form is a puddle of black ooze, only solidifying into this form when it wills it to be so.
Sphere of Influence:
Absence
The Absence of Chaos and Order
The Absence of Life and Death
The Absence of Light and Dark
The Absence of Good and Evil
The Absence of all things
Ambitions:
How can nothingness have ambition?
There is no ambition, only the void.
Omoz is the elder being among the Primordial Trinity.
Omoz is the eldest “sibling”, to use the closest word in the mortal vocabulary to describe its relationship with the others of the Primordial Trinity.
This proves to be a complicated relationship, with Omoz both “hating” and “loving” its “siblings”.
Sometimes, Omoz wishes Haaz'kil and Nazar Oethius to reach balance.
Other times, Omoz wishes to watch one of its siblings reign triumphant over the other.
However, at times, Omoz finds itself wishing to lose the sentience it has gained, wishing to destroy its siblings so that it may revert back to the being it once was.
For it was them that caused the trio to be cast from the Primordial Void that lay on the outskirts of the universe, and so it shall be them who pay the ultimate price.
Omoz is bound by the pact made by the younger twins, and finds itself stuck within this accursed plane of existence.
Omoz will lose this blasphemous sentience so that it may again be whole.
It will lose this blasphemous sentience so that it may again be part of the Primordial Void.
The “ambitions” of Omoz are unknowable to all, save for the Primordial Trinity.
Name: Volorr
Appearance:
Sphere of Influence: Over the Desert, Wind, and Battle.
Ambitions:
- Protect his People from ANY threat. Real or otherwise.
- Become respected by the other Gods for his battle prowess and courage.
- Crush any who disrespects him and his people.
- Forge an everlasting, stable, Empire in the Wastes. Possibly expand beyond, even if it means war.
Race: The Volkyr
Weapon: Volorr Wields a large golden Axe, said to be forged from Sunlight and able to fell anything in one strike, and able to withstand any attack and never lose its sharpness.
Axe -
(replace any stupid lion you see with a majestic eagle, and there ya go ;D)
Name: Avalain the Malignant
Appearance: Avalain
Sphere of Influence: Destruction
Ambitions: To see to it that creation is turned on itself.
Race: Daebor
Weapon: Avalain fights with a mace.
What I want from this RP:
Player characters will be the gods.
I want a world and the typical fantasy races to be established.
I want the world to be divided among the races.
Afterward I want this to be made into a new, non world creation RP, with the players playing mortal characters.
Character Sheet
Name: (What is your god character's name?)
Appearance: (A drawn picture is best.)
Sphere of Influence: (What is the one thing that your god character influence's?)
Ambitions: (What does your character want to do in the world?)
Race:(What race will your god create and who will worship them, they should be the same race unless you create two)
Weapon: (Does your god wield a sword? An axe? his/her fists?)
Name: (What is your god character's name?)
Appearance: (A drawn picture is best.)
Sphere of Influence: (What is the one thing that your god character influence's?)
Ambitions: (What does your character want to do in the world?)
Race:(What race will your god create and who will worship them, they should be the same race unless you create two)
Weapon: (Does your god wield a sword? An axe? his/her fists?)
For now I want to use the standard fantasy races - Elf, Dwarf, Human, Orc etc. But if you want to make your own race here's a race sheet.
Race Sheet
Name of Race:
Appearance: (A picture works best.)
Country: (Where are they from?)
Description: (Describe who they are.)
Perks: (are they tough? Are they skilled with a certain weapon?)
Religion: (What god do they worship? They can also worship none.)
Name of Race:
Appearance: (A picture works best.)
Country: (Where are they from?)
Description: (Describe who they are.)
Perks: (are they tough? Are they skilled with a certain weapon?)
Religion: (What god do they worship? They can also worship none.)
Rules
1- Mine is the word of God!
2- No writing for another's character.
3- You should post at least once every two days.
4- Your posts must be written abstractly, look at my first post to see what I mean, it may differ but not too far.
5- READ EVERYTHING!
6- There is a max of two characters per player.
7- Have FUN!
Name: (What is your god character's name?) Mellivora
Appearance: (A drawn picture is best.)
Sphere of Influence: (What is the one thing that your god character influence's?) Love
Ambitions: (What does your character want to do in the world?) Mellivora wants humanity to thrive but believes it can only be achieved through war, so she withholds most of her love from the civilizations.
Race:(What race will your god create and who will worship them, they should be the same race unless you create two) Merpeople (their fins can become legs when they want them to, though)
Weapon: (Does your god wield a sword? An axe? his/her fists?) Her hair can expand and be used like tentacles.
Name: Ravien [Rav-ee-n]
Appearance:
Sphere of Influence: Ravien is the creator of all things.
Ambitions: Ravien plans to establish a world in which his creations may live, past that he'd like to see how it plays out.
Race: The Elves and the Archons.(I'll put up RS's for them ASAP)
Weapon: Ravien uses a his godly power as his weapon.
Appearance:
Sphere of Influence:
Chaos, what Order is not.
Disorganization.
Havoc.
Random chance.
Unpredictable benevolence.
Ambitions: Bring balance by wreaking havoc to counter order.
Weapon:
Uses his power to shapeshift to battle.
Character Sheet
Name: Bolunn 'The Mighty'
Appearance: Bolunn
Sphear of Influence: Man-made creations (EG Weaponry, buildings, terraforming, etc)
Ambitions:
- Start trade routes with at least most other races
- Maintain a healthy relationship with at least the majority of gods and races
- Start a rich history formed by mythology, lore and tapestry for his race
- Raise a mighty army capable of supporting himself and allies
- Reduce hate for other races
Race: Dwarves
Weapon: His hand-hammer, said to be able to forge any weapon and change the course of any weather or tide.
Nazar uses this form in his dealings with both godly beings and non-godlike beings. A short childlike mortal with blank eyes and blonde hair. More often than not, he wears armor which resembles that of the race he governs - The Covenant, but he lacks the helmet.
Nazar's secondary form is rarely used, as Nazar prefers to use his human form.
Order,
- Static conditions
- Consistency
- Predictability
[Center]Name:
Akhen
Appearance:
Sphere of Influence:
Fire
Heat
Passion
Violence
Purification
Predation
Dominance
Evolution
Ambitions:
To test his children and their world, in order to force the evolution of all things toward the pinnacle of strength and cunning.
To spread fear and suffering amongst the weak and the foolish.
To encourage the destruction and enslavement of prey.
To ignite passion and wrath within all the creatures of the world, that they might grow stronger and more predatory.
To increase strife and conflict so that all strong predators may be tested in the flames of battle.
The strong should reign.
The weak should be exposed and subdued.
[center]Name:
Omoz
Appearance:
Omoz takes this form in this time in this place. It is not solid unless it wills it to be so. A majority of the time, Omoz’s form is a puddle of black ooze, only solidifying into this form when it wills it to be so.
Sphere of Influence:
Absence
The Absence of Chaos and Order
The Absence of Life and Death
The Absence of Light and Dark
The Absence of Good and Evil
The Absence of all things
Ambitions:
How can nothingness have ambition?
There is no ambition, only the void.
Omoz is the elder being among the Primordial Trinity.
Omoz is the eldest “sibling”, to use the closest word in the mortal vocabulary to describe its relationship with the others of the Primordial Trinity.
This proves to be a complicated relationship, with Omoz both “hating” and “loving” its “siblings”.
Sometimes, Omoz wishes Haaz'kil and Nazar Oethius to reach balance.
Other times, Omoz wishes to watch one of its siblings reign triumphant over the other.
However, at times, Omoz finds itself wishing to lose the sentience it has gained, wishing to destroy its siblings so that it may revert back to the being it once was.
For it was them that caused the trio to be cast from the Primordial Void that lay on the outskirts of the universe, and so it shall be them who pay the ultimate price.
Omoz is bound by the pact made by the younger twins, and finds itself stuck within this accursed plane of existence.
Omoz will lose this blasphemous sentience so that it may again be whole.
It will lose this blasphemous sentience so that it may again be part of the Primordial Void.
The “ambitions” of Omoz are unknowable to all, save for the Primordial Trinity.
Name: Volorr
Appearance:
Sphere of Influence: Over the Desert, Wind, and Battle.
Ambitions:
- Protect his People from ANY threat. Real or otherwise.
- Become respected by the other Gods for his battle prowess and courage.
- Crush any who disrespects him and his people.
- Forge an everlasting, stable, Empire in the Wastes. Possibly expand beyond, even if it means war.
Race: The Volkyr
Weapon: Volorr Wields a large golden Axe, said to be forged from Sunlight and able to fell anything in one strike, and able to withstand any attack and never lose its sharpness.
Axe -
(replace any stupid lion you see with a majestic eagle, and there ya go ;D)
Name: Avalain the Malignant
Appearance: Avalain
Sphere of Influence: Destruction
Ambitions: To see to it that creation is turned on itself.
Race: Daebor
Weapon: Avalain fights with a mace.
Race Sheet
Name of Race: Dwarves
Appearance: Dwarves
Country: Kyr-Moh-Tian
Description: Dwarves are an industrious and varied race. Despite popular belief, a lot of dwarves aren't the meatheaded brutes they are made out to be. In fact a small number of them actually practice magic and are scholars. Dwarves fight as hard as they can and hardly ever agree to retreat. They hate being talked down to and the more sword-and-sheild of the dwarves would not hesitate to smack you across the face for insulting them. Dwarf Women are not discriminated against and share the same priviladges and rights as Dwarf Men.
Religion:
They worship the obvious, Bolunn but there are also a plethora of Spirits that dwarves worship based on preference or profession. That is not to say that some do not respect or believe in the other gods, it is just to say that they don't pay as much heed to them. Most priests and dwarves depict the Spirits as Bolunns children, and rightfully so, although some tend to depict them as his brothers and sisters, much to their and Bolunns discontent.
Other gods:
Good Spirits
Grunbek - Spirit of the Harvest, Taller of the dwarf race, her distinguishing feature is her green hair.
Thorbur - Spirit of the mine and invention, shorter than most dwarves, he is normally pictured as a bald dwarf with a scar over his blind right eye. He is usually depicted with a shovel of some sort.
Nalaim - Spirit of war, She is average height with braided brown hair. She is usually painted or statued with either a handaxe and a sheild or a two handed battleaxe.
Gruir - Spirit of the inn and good times, He is short and chubby to say the least. He has a friar tuck haircut and is usually depicted with a mug of ale in hand.
Thoril - Spirit of trade. Thoril has long hair and a short goatee. He and Gruir are usually depicted together although their personalities are largely different. He is usually painted with many pouches on his belt.
Helgar - Spirit of magic, love and beauty. She is seen to be the most beautiful of the gods and of dwarves and is seen carrying a staff while wearing mages robes.
Korgan - Spirit of forgery. He is seen as a strong, short dwarf who wears a blacksmiths apron and carries an anvil on his back at all times.
Hugen - Spirit of the hunt, he is seen as quick and almost elf like. He wears ranger-like clothing and is seen carrying either a bow and arrow or a crossbow depending on the time period
Evil Spirits
Magnund - Spirit of death. While Magnund is not necessarily seen by all as an evil god, most priests depict him as one. He wears blackened and bloodstained armour and is nothing more than the skeleton of a former dwarf.
Othos - Spirit of insanity and trickery. He is seen wearing peasants clothing along with holding a bloodied dagger in his right hand along with a piece of parchment in his left.
Ragni - Spirit of destruction. He is depicted as a scarred and deformed dwarf who constantly hides his face with hoods and masks. He wears dark mag
Race Sheet
Name of Race:
The Covenant
Appearance:
Country: (Map dun wurk, can't see it)
Description: The Covenant is a collective term for the Knight-like creatures which follow Nazar Oethius. They naturally exist in a separate realm from other races, but are summoned on this world via silver pillars which dot certain parts of the landscape. They are essentially medieval in existance, with civilizations that share the colour of chrome/grey.
Perks: The Covenant does not have conflict. They are essentially peaceful, they do not instigate combat. Should a member of the Covenant be attacked, they will imbue their weapon with the exact amount of damage they just took, and strike back as retaliation.
Religion: They worship the Primordial Trinity, more specifically Nazar.
Name of Race: Elf
Appearance:
Country: Ravien Ador
Description: Elves are an old and proud race. Most find elves to be stubborn and secluded, most are correct. Elves share only what they need to and rarely allow outsiders into their land.
Perks: Elves are very intwined with nature. They are usually skilled with a bow.
Religion: Elves worship Ravien.
Name: Archons
Appearance: There is no set appearance for archons.
Country: They reside in no place.
Description: Archons were the first race and are the immortal race of Ravien. They are his helpers and his soldiers. There are only five archons, they do not reproduce but are created by Ravien.
Perks: Each Archon is skilled in a certain weapon, they were the bringers of the weapons to the other races they saw fit.
Religion: They don't worship any god but they revere Ravien.
Race:
Dragons
Weapon:
Breath of Celestial Fire hotter than a thousand Suns, Talons and Teeth sharper than any blade, magical or mundane.[/center]
+ + + + +
Name of Race: Dragons
Appearance:
Country: Kyaer Xoth.
Description: Titanic winged reptilian creatures who are extremely resistant to heat and fire. They are able to breathe pure flames. They thrive in the volcanic mountain ranges, making their nests deep within labyrinthine caverns near rivers of lava that boil as they flow.
Perks: Huge Size, Flight, Fire Breath & Fire Resistance, Tough Hide & High Intelligence.
Religion: Dragons revere and honor Akhen dutifully, doing their best to weed out weakness and constantly test strength and cunning. Draconian Priests have a Proverb: "All of Nature is Made Pure by Fire." Dragons are creature's of fire and heat, and so it is their responsibility to test the world for impurities and either eliminate or subjugate them as the case may be.
He is not an evil god, but his morality is far more severe than it is merciful. Some might go so far as to call it brutal. However it's ultimate goal is to benefit those who adopt it, and through them, the world. Akhen fosters patience, ingenuity, subtlety, and strategy within those who follow him, but it is ultimately directed towards the acquisition of power and the downfall of any incapable or undeserving of wielding it. His followers are taught to embrace life, defy death and never stagnate.
Race Sheet
Name of Race: Merpeople
Appearance: (A picture works best.)http://www.digitalartistdaily.com/users/295/thm1024/merpeople.jpg
Country: (Where are they from?)Sea of Ador
Description: (Describe who they are.)Merpeople are a race with a very big divide between male and female; females tend to be devious and sly, luring sailors to their deaths. Males are more subservient to the females. Also, merpeople can swap their tails for legs when they leave the ocean.
Perks: (are they tough? Are they skilled with a certain weapon?) Know how to handle a trident. Also, females of this species are almost always extremely beautiful and alluring.
Religion: (What god do they worship? They can also worship none.) None at the moment
Name of Race Volkyr
Appearance
A Volkyr's appearance can vary greatly from one to the next, a child's feathers being a completely different color than the parents.
Country The Kingdom of Zylyr, Located in the Gorriyan Wastes.
Description A tough, hardy race of Avians that call any sandy desert, steppe, or wasteland their home. They are a Proud, indulgent, and passionate people, and will defend that until their last breath. Strong and willful, they don't know how to back down from a challenge or an insult, especially when their pride or honor is on the line, even in a loosing battle, they'd rather die than let their honor be stained. The world outside the Gorriyan waste sees them as nothing but petty raiders and brigands, as parties of Volkyr raiders often leave the wastes seeking battle and fortune, killing any who would resist them. Thanks to this rather bad perception of them, most other races don't see them at their best.
If you visit one of their cities, you'll never find better hosts as long as you behave yourself and obey the rather loose set of laws they have. Friendly and jovial, they will not hesitate to let a weary traveler rest in an Inn or home. Travelers are often respected and treated well, even at the seediest Inn and given the best treatment possible. They love hearing and telling stories, especially ones of battles and glory, and if a traveler is telling then he's likely to gather quite a large crowd.
They are also a very religious people - with the Head Priest being their leader of their Armies and their King. They respect the Priests and Priestesses of the Sun Palace, and though the priests are not seen outside of it, each and every Volkyr show respect when they do. The priests in the temple live an entirely different life than the other Volkyr in the city. While the commoners may be loud and enjoy battle, the priests are not. In the temple, they are well taken care of and made sure to be able to have anything they wish. It is not absolute, however, as they have more laws governing them than the Commoners and must adhere to them, or else risk invoking Volorr's wrath.
Perks The Volkyr mainly rely on quick thinking and agility rather than brute force. Out in the wastes, brute force will hardly get you anywhere against the dangerous creatures that inhabit them. They are lithe and agile, and do not make the mistake of underestimating them - you'll end up with a slit throat.
Most of the Volkyr are skilled with Bows and Short Swords, while the Priests and Priestesses are trained in the use of an Axe, just as their God uses, and some use very powerful Holy Magic. Some prefer to go without weapons at all, and rely just on martial arts. They don't make use of heavy armor, preferring lighter materials, especially in the heat of the waste.
Religion The Volkyr primarily worship Volorr, obviously, but they have a few lesser spirits they worship and look to for guidance as well. None are seen as particularly good or evil. These spirits are seen as either Volorr's children, the first of his creations.
Kallar - The spirit of Bountiful Harvest. She is depicted as an attractive Volkyr with deep blue feathers. Wears a crown of green feathers.
Roril - A spirit of Fortune. He is depicted as a large Volkyr, sitting a top a gold throne with riches on either side, and a sword of pure gold in one hand.
Wiri - A water spirit. She is depicted as a Volkyr with deep purple feathers. Said to live in oasis's, and the source of all water in the wastes.
Lorin - The Spirit of Death. An androgynous, black feathered Volkyr who ferries the spirits of the dead to the afterlife. Usually wears a thick, brown robe with a hood covering its face.
Grunor - The spirit of Drinking, ale, camaraderie, and festivals. He is depicted as a Friendly looking Volkyr with brown feathers with a huge tankard in one hand. He is the main spirit given thanks to at any festival, and all Inns have a depiction of him somewhere.
Allair - She is the spirit of plots and trickery. While most Volkyr prefer to settle their differences in a duel, intrigue and treachery has always had a place in any culture. Most don't associate with her much, but if someone is doing something they shouldn't which is more often than one might think, they always ask for her guidance. She is usually depicted wearing a risque prostitutes garment, with a bloody dagger behind her back.
Malar - Spirit of Duels and Fair Play. Volkyr pray to this spirit for his favor during a duel, in hopes of gaining his favor so that they may have the skill to defeat their opponent.
Name of Race: Dwarves
Appearance: Dwarves
Country: Kyr-Moh-Tian
Description: Dwarves are an industrious and varied race. Despite popular belief, a lot of dwarves aren't the meatheaded brutes they are made out to be. In fact a small number of them actually practice magic and are scholars. Dwarves fight as hard as they can and hardly ever agree to retreat. They hate being talked down to and the more sword-and-sheild of the dwarves would not hesitate to smack you across the face for insulting them. Dwarf Women are not discriminated against and share the same priviladges and rights as Dwarf Men.
Religion:
They worship the obvious, Bolunn but there are also a plethora of Spirits that dwarves worship based on preference or profession. That is not to say that some do not respect or believe in the other gods, it is just to say that they don't pay as much heed to them. Most priests and dwarves depict the Spirits as Bolunns children, and rightfully so, although some tend to depict them as his brothers and sisters, much to their and Bolunns discontent.
Other gods:
Good Spirits
Grunbek - Spirit of the Harvest, Taller of the dwarf race, her distinguishing feature is her green hair.
Thorbur - Spirit of the mine and invention, shorter than most dwarves, he is normally pictured as a bald dwarf with a scar over his blind right eye. He is usually depicted with a shovel of some sort.
Nalaim - Spirit of war, She is average height with braided brown hair. She is usually painted or statued with either a handaxe and a sheild or a two handed battleaxe.
Gruir - Spirit of the inn and good times, He is short and chubby to say the least. He has a friar tuck haircut and is usually depicted with a mug of ale in hand.
Thoril - Spirit of trade. Thoril has long hair and a short goatee. He and Gruir are usually depicted together although their personalities are largely different. He is usually painted with many pouches on his belt.
Helgar - Spirit of magic, love and beauty. She is seen to be the most beautiful of the gods and of dwarves and is seen carrying a staff while wearing mages robes.
Korgan - Spirit of forgery. He is seen as a strong, short dwarf who wears a blacksmiths apron and carries an anvil on his back at all times.
Hugen - Spirit of the hunt, he is seen as quick and almost elf like. He wears ranger-like clothing and is seen carrying either a bow and arrow or a crossbow depending on the time period
Evil Spirits
Magnund - Spirit of death. While Magnund is not necessarily seen by all as an evil god, most priests depict him as one. He wears blackened and bloodstained armour and is nothing more than the skeleton of a former dwarf.
Othos - Spirit of insanity and trickery. He is seen wearing peasants clothing along with holding a bloodied dagger in his right hand along with a piece of parchment in his left.
Ragni - Spirit of destruction. He is depicted as a scarred and deformed dwarf who constantly hides his face with hoods and masks. He wears dark mag
The Covenant
Name of Race: Elf
Appearance:
Country: Ravien Ador
Description: Elves are an old and proud race. Most find elves to be stubborn and secluded, most are correct. Elves share only what they need to and rarely allow outsiders into their land.
Perks: Elves are very intwined with nature. They are usually skilled with a bow.
Religion: Elves worship Ravien.
Name: Archons
Appearance: There is no set appearance for archons.
Country: They reside in no place.
Description: Archons were the first race and are the immortal race of Ravien. They are his helpers and his soldiers. There are only five archons, they do not reproduce but are created by Ravien.
Perks: Each Archon is skilled in a certain weapon, they were the bringers of the weapons to the other races they saw fit.
Religion: They don't worship any god but they revere Ravien.
Race:
Dragons
Weapon:
Breath of Celestial Fire hotter than a thousand Suns, Talons and Teeth sharper than any blade, magical or mundane.[/center]
+ + + + +
Name of Race: Dragons
Appearance:
Country: Kyaer Xoth.
Description: Titanic winged reptilian creatures who are extremely resistant to heat and fire. They are able to breathe pure flames. They thrive in the volcanic mountain ranges, making their nests deep within labyrinthine caverns near rivers of lava that boil as they flow.
Perks: Huge Size, Flight, Fire Breath & Fire Resistance, Tough Hide & High Intelligence.
Religion: Dragons revere and honor Akhen dutifully, doing their best to weed out weakness and constantly test strength and cunning. Draconian Priests have a Proverb: "All of Nature is Made Pure by Fire." Dragons are creature's of fire and heat, and so it is their responsibility to test the world for impurities and either eliminate or subjugate them as the case may be.
He is not an evil god, but his morality is far more severe than it is merciful. Some might go so far as to call it brutal. However it's ultimate goal is to benefit those who adopt it, and through them, the world. Akhen fosters patience, ingenuity, subtlety, and strategy within those who follow him, but it is ultimately directed towards the acquisition of power and the downfall of any incapable or undeserving of wielding it. His followers are taught to embrace life, defy death and never stagnate.
Race Sheet
Name of Race: Merpeople
Appearance: (A picture works best.)http://www.digitalartistdaily.com/users/295/thm1024/merpeople.jpg
Country: (Where are they from?)Sea of Ador
Description: (Describe who they are.)Merpeople are a race with a very big divide between male and female; females tend to be devious and sly, luring sailors to their deaths. Males are more subservient to the females. Also, merpeople can swap their tails for legs when they leave the ocean.
Perks: (are they tough? Are they skilled with a certain weapon?) Know how to handle a trident. Also, females of this species are almost always extremely beautiful and alluring.
Religion: (What god do they worship? They can also worship none.) None at the moment
Name of Race Volkyr
Appearance
A Volkyr's appearance can vary greatly from one to the next, a child's feathers being a completely different color than the parents.
Country The Kingdom of Zylyr, Located in the Gorriyan Wastes.
Description A tough, hardy race of Avians that call any sandy desert, steppe, or wasteland their home. They are a Proud, indulgent, and passionate people, and will defend that until their last breath. Strong and willful, they don't know how to back down from a challenge or an insult, especially when their pride or honor is on the line, even in a loosing battle, they'd rather die than let their honor be stained. The world outside the Gorriyan waste sees them as nothing but petty raiders and brigands, as parties of Volkyr raiders often leave the wastes seeking battle and fortune, killing any who would resist them. Thanks to this rather bad perception of them, most other races don't see them at their best.
If you visit one of their cities, you'll never find better hosts as long as you behave yourself and obey the rather loose set of laws they have. Friendly and jovial, they will not hesitate to let a weary traveler rest in an Inn or home. Travelers are often respected and treated well, even at the seediest Inn and given the best treatment possible. They love hearing and telling stories, especially ones of battles and glory, and if a traveler is telling then he's likely to gather quite a large crowd.
They are also a very religious people - with the Head Priest being their leader of their Armies and their King. They respect the Priests and Priestesses of the Sun Palace, and though the priests are not seen outside of it, each and every Volkyr show respect when they do. The priests in the temple live an entirely different life than the other Volkyr in the city. While the commoners may be loud and enjoy battle, the priests are not. In the temple, they are well taken care of and made sure to be able to have anything they wish. It is not absolute, however, as they have more laws governing them than the Commoners and must adhere to them, or else risk invoking Volorr's wrath.
Perks The Volkyr mainly rely on quick thinking and agility rather than brute force. Out in the wastes, brute force will hardly get you anywhere against the dangerous creatures that inhabit them. They are lithe and agile, and do not make the mistake of underestimating them - you'll end up with a slit throat.
Most of the Volkyr are skilled with Bows and Short Swords, while the Priests and Priestesses are trained in the use of an Axe, just as their God uses, and some use very powerful Holy Magic. Some prefer to go without weapons at all, and rely just on martial arts. They don't make use of heavy armor, preferring lighter materials, especially in the heat of the waste.
Religion The Volkyr primarily worship Volorr, obviously, but they have a few lesser spirits they worship and look to for guidance as well. None are seen as particularly good or evil. These spirits are seen as either Volorr's children, the first of his creations.
Kallar - The spirit of Bountiful Harvest. She is depicted as an attractive Volkyr with deep blue feathers. Wears a crown of green feathers.
Roril - A spirit of Fortune. He is depicted as a large Volkyr, sitting a top a gold throne with riches on either side, and a sword of pure gold in one hand.
Wiri - A water spirit. She is depicted as a Volkyr with deep purple feathers. Said to live in oasis's, and the source of all water in the wastes.
Lorin - The Spirit of Death. An androgynous, black feathered Volkyr who ferries the spirits of the dead to the afterlife. Usually wears a thick, brown robe with a hood covering its face.
Grunor - The spirit of Drinking, ale, camaraderie, and festivals. He is depicted as a Friendly looking Volkyr with brown feathers with a huge tankard in one hand. He is the main spirit given thanks to at any festival, and all Inns have a depiction of him somewhere.
Allair - She is the spirit of plots and trickery. While most Volkyr prefer to settle their differences in a duel, intrigue and treachery has always had a place in any culture. Most don't associate with her much, but if someone is doing something they shouldn't which is more often than one might think, they always ask for her guidance. She is usually depicted wearing a risque prostitutes garment, with a bloody dagger behind her back.
Malar - Spirit of Duels and Fair Play. Volkyr pray to this spirit for his favor during a duel, in hopes of gaining his favor so that they may have the skill to defeat their opponent.