~Information~
~Rules~
~Character Sheet~
Name:
Nickname/Alias:
Race:
Gender:
Age:
Age Appearance:
Birthplace:
Elemental Affinity:
Alignment/Affiliation: (A Guild/Army/Nation ETC, Obviously not required.)
Rank/Occupation:
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Weapons/Items:
Generic Items:
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Name of Weapon or Item:
Description:
Appearance:
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Appearance:
Personality:
History:
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Strengths:
Weaknesses:
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_____________’s Magic/Techniques:
Name of Magic/Technique:
Rank: (Rudimentary, Intermediate, Advanced, Cryptic, Arcana)
Range:
Type: (Magic/Technique)
User(s):
Element Affinity (If Applicable):
Description:
Weakness:
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Name of Magic/Technique:
Rank: (Rudimentary, Intermediate, Advanced, Cryptic, Arcana)
Range:
Type: (Magic/Technique)
User(s):
Element Affinity (If Applicable):
Description:
Weakness:
~Racial Info~
~Character Creation Information~
Well start with Races and names. As would be expected that is to be some diversity with names in-between races, while there may be a Jeff Joe-Bob the human peasant, there shouldn't be a Elf with a simple name just as Alex Longears. Get creative, reference what you know about the fantasy universes that have been wrote about for ages. If your a powerful wizard pick a fitting name and title. Live up to it. You can be “Hathran Ghist, the Caller of Storms” Or “Anhur Leos, Hand of the Gods” Just pick a name that you feel fits your character, and doesn't feel out of place within your idea of the race.
Next we get to alignments which when it comes down to it, simply tells us a bit about how your character will act. While they may be a belligerent cunt at times A Lawful good, would value the good of many and the maintaining of peace in the end.
Lawful Good
Neutral Good
Chaotic Good
Lawful Neutral
Neutral
Chaotic Neutral
Lawful Evil
Neutral Evil
Chaotic Evil
Next we move onto the aspects of personality, history, strengths and weaknesses. Think about what youe character does, how they act, and what causes them to act this way. You can refer to your Alignment if you chose one, or you can simply list traits that make them who they are. Are they a loving motherly figure? Or an overbearing drunkard who thinks himself king of the world?
This goes in hand with the strengths and weakness section, yet that also ties in with their history. What do they do better than others? Did they forge their minds in the city of Archovius or did they craft their trade in the streets of Dakuur? Think about what they do better than average and put it down as their strengths. And then list what others do better then them as their weaknesses, list their racial shortcomings aswell. For example a strength of a Faerie would be their small size and down right tiny size. However this would be a shortcoming aswell, seeing as even the largest of faeries are smaller than the average sword, and as such don't serve as good soldiers, and would probably be extremely frail if attacked by even the daintiest of the other races.
For history, if you have no ideas, start with just a simple accomplishment that character has made. Then pick three things that lead to it, and then do it once or twice more. You could try and summarize each year of their life for all I care. Or you could simply write a tale of their greatest day. Just give me a look at the character before I see him in the world And not that the more you put into their history, regardless of age I'll likely let you get away with just a bit more power because of it, because in all worlds effort turns to power a success.
Onto Magics and Techniques, there are five ranks of magics that are recognized by the magi of the world. These rankings have also be adopted by the Millitants of the world to class the level of the special techniques that their soldiers carry into battle. And those are listed as simply the amount of effort, or the level of sacrifice needed to get the desired effects. As such they will be broken down here.
Rudimentary
Intermediate
Advanced
Cryptic
Arcana
~Character Roster~
Tailteann, a world of infinite possibilities for all who live there. Their world, influenced by the imaginations of all. Magic taking shape through imagination, and there being no limit to the possibly power, should the one trying to call forth such power have the strength of spirit to harness control of the chaos incarnate.
Reigning over the world are Three Kingdoms, Fiddare, Russovia, and Physt, each having their own beliefs, and their own strengths. Each having reason to yearn for dominance over Tailteann. Now for the first time in a century, as the world enters a new era, as it has been for time as long as anyone has known, and as long as history has been recorded. It is the year of the Goddess' Calm. A happening that happens once a century, observed by the three nations. A Year of Ceasefire. No War. Yet it seems some would take advantage of this opportunity, break the traditions. And establish victory in a stagnant war hundreds of year in the process.
All that might stand against the three powers is the neutral states in the middle of the world, unnamed, and reigned by the law enforced by the cities themselves, only one would remain untouchable while others would be warred over. Life tough, but rewarding in all of these states. But with war during a sacred year seeming ever more present... could the Goddess' Calm finally be broken? If so, what would be unleashed across the world should it happen?
Reigning over the world are Three Kingdoms, Fiddare, Russovia, and Physt, each having their own beliefs, and their own strengths. Each having reason to yearn for dominance over Tailteann. Now for the first time in a century, as the world enters a new era, as it has been for time as long as anyone has known, and as long as history has been recorded. It is the year of the Goddess' Calm. A happening that happens once a century, observed by the three nations. A Year of Ceasefire. No War. Yet it seems some would take advantage of this opportunity, break the traditions. And establish victory in a stagnant war hundreds of year in the process.
All that might stand against the three powers is the neutral states in the middle of the world, unnamed, and reigned by the law enforced by the cities themselves, only one would remain untouchable while others would be warred over. Life tough, but rewarding in all of these states. But with war during a sacred year seeming ever more present... could the Goddess' Calm finally be broken? If so, what would be unleashed across the world should it happen?
~Rules~
1) No god-modding.
2) No power-playing.
3) No meta-gaming.
4) Any other basic rules of the forum.
5) I expect people to be polite, and I will not accept one person calling the other a "dirty whore." fo no apparent reason.
6) Respect the GM's
7) The GM's words are final, we do not want to hear you argue about every single thing
2) No power-playing.
3) No meta-gaming.
4) Any other basic rules of the forum.
5) I expect people to be polite, and I will not accept one person calling the other a "dirty whore." fo no apparent reason.
6) Respect the GM's
7) The GM's words are final, we do not want to hear you argue about every single thing
~Character Sheet~
Name:
Nickname/Alias:
Race:
Gender:
Age:
Age Appearance:
Birthplace:
Elemental Affinity:
Alignment/Affiliation: (A Guild/Army/Nation ETC, Obviously not required.)
Rank/Occupation:
=========================================
Weapons/Items:
Generic Items:
====================
Name of Weapon or Item:
Description:
Appearance:
=========================================
Appearance:
Personality:
History:
=========================================
Strengths:
Weaknesses:
=========================================
_____________’s Magic/Techniques:
Name of Magic/Technique:
Rank: (Rudimentary, Intermediate, Advanced, Cryptic, Arcana)
Range:
Type: (Magic/Technique)
User(s):
Element Affinity (If Applicable):
Description:
Weakness:
====================
Name of Magic/Technique:
Rank: (Rudimentary, Intermediate, Advanced, Cryptic, Arcana)
Range:
Type: (Magic/Technique)
User(s):
Element Affinity (If Applicable):
Description:
Weakness:
~Racial Info~
Human – Humans, are as one would expect, the most dominant race of Tailteann. All royalty is based around humans, they take whats theirs and trample all non-humans underfoot. This leads to a lot of hatred aimed towards humans from the other races, who when all combined, easily outnumber the humans. Though the sheer numbers of humans, and their dominance over the lands leads the hatred to stay as mere whispers, though any non high-born knows. Humans that live a simple life have to fight for the respect of the other races, and rightly so with the oppressive nature of the highborn humans.
Elf - The Elves are a traditionally nomadic people who in former times claimed sole dominion over Tailteann, their presence predating that of the other mortal races. Believing this prominence to be ordained by the gods, they came to develop an esteemed sense of honor and pride. Their characteristically tall, more so than a human, but less than a giant, slim physiques and elongated limbs are part of a successful adaptation to the land’s various environments. Indeed, it is said that their highly sensitive ears can discern the squeak of a field mouse at a distance of up to several miles. They take a neutral stand in most wars. But their long lives, and exceptional minds near five times that of an average human, make them sought after advisers in many of the noble courts.
Now though, elves are most often seen in the Goddess' City, taking the roles of priests and priestesses, or perhaps a paladin. And some are seen as traveling monks. Guiding those who sway from the light that the goddess provides.
Dwarf – Dwarves are a race of short stocky strong individuals with a noticable dialect and chipper attitude most of the time. They weigh as much, if not more than a human. And live about twice aslong. Their race produces the worlds greatest armor, weapons and ales. They have roots in Physt, but the demand for their wares had them spread to all corners of the world. Many dwarves are rich, but live humble lives, and many seek adventure. They have a kind heart by nature, and anyone who says they had a rough time with a dwarf, probably tried to take his ale.
Bangaa – The bangaa are a lizard-like race, widespread across the world, though most tend to be from the harsh deserts and mountains of Physt. They have long faces, scaly skin, and tough limbs. They have two long ears dangling from each side of their heads, leading people to call them "long-ears". Their sense of smell and hearing are exceptionally sharp. They have a tall stature and are physically powerful, but their vocal structure makes it difficult for them to cast incantations, limiting their use of magic.
Due to their capacity in brute force, the bangaa are generally considered to be the most physically prominent of all the races second only to giants, equal to ronso. Voices aside, their reptilian appearance make it difficult to distinguish males and females from each other. Their lifespan is roughly 1.5-2 times as long as a humans
Calling a bangaa a "lizard" is considered the worst racial slur one could throw at them, for more reasons than that it is demeaning. Another lizard-like race exists in the world, generally referred to as the Lizardmen; these creatures are more primitive and violent than the they have society, but are tribal in nature, considered monsters and pests. Bangaa resent the comparison. However, some people will still refer to Bangaa as lizards when outside of their company. Unlike true reptiles though, Bangaa are capable of growing facial hair.
Wildkin – Wildkin, though civilized, are humanoid creatures that take on some traits of animals. For example, they most always have a tail, and some differed form of ears. Many humans find them to be exotic catches and as such, they have a high social standing, comparable to that of elves, and dwarves. They are cat-people, and bunny-people, dog-people and more. They share traits with the animal they most resemble and have nearly widest variety of appearances in all the races of the world, beaten out only by spirits. They have live as long as that of a human, and are happy to entertain, they are the race that makes one think faeries might be real. As Faeries most commonly pair with them.
Orc – Greenskinned brutes, often thought of as dumb and just sacks of meat. They have broad shoulders, and strong bodies, taller than humans but shorter than giants. They make excellent warriors. They serve as the 'hired muscle' of many caravans. And live off of what they slay in battle. Strictly carnivores, and most, cannibalistic should another orc fall in battle and hunger overwhelm. They have no loyalty to anything, and take only whatever the highest bidder offers. Some small orc villages dot the world, where they live a deeply ritualistic and shamanistic life. Those that mingle with the world though, are more often than not sellswords.
Angel – Thousands of years before recorded history, the Angels were simply another race inhabiting the world of Tailteann. However, they refused to serve and worship the Humans as they slowly took dominion over the world. They then used this opportunity to take to the skies, settling in a number of floating islands that scatter the world. As years passed, the Angels faded from the world below, and they became somewhat of a myth. And thought of as divine beings. They have no right to be called divine, yet when the few that do descend to the surface they embrace the hospitality with open arms. Their lifespan is exceptionally long, even longer than that of elves. Ten times that of humans easily, some would say immortal. But that is simply not the case.
The angel resemble humans. except they have large wings on their back that can come in different colors, from white to brown to red to black. The wings allow the angels to fly, most angels, however are cold and aloof. They are either incapable at showing emotions, or do rarely feel them at all. This is due to their self inflicted exile, and countless years without contact of anyone but their own. And as they only really have new Angels to associate with once every three hundred years or so, boredom has overtaken their life.
Demon – A broad classification for the creatures that live in the uninhabited depth of caves, creatures from the very core of the world. They are malicious and vile, and a majority wish only death upon what they encounter. They have varied appearances, ranging from monstrous, to nearly human. Their common characteristics is their association with orcs, illegal activities, and black magics. They make false promises and deceive with silver tongues. Cursing and hexing, all for personal gain. Its as if they were simply the vile part of humans. And their longevity is completely random, but can reach into the thousands of years.
Giant – Giants are large ten to twelve foot tall humanoids. They are stocky and strong perfectly suited to their homes in the rugged mountains and caves, though some prefer hills and marshes. Their hands are big enough to crush a humans skull, but they rarely have to resort to hand to hand combat due to their intimidating size. Their skin is a light whitish stone colour. Their features are stony and hard-set in both sexes, with a largish nose. Many giants are seen as unclean, and filthy. And are often confused with the less civlized, and larger ogres that roam the wilds.
Giants live for a very long time and are hard to kill. Some particularly old Giants can remember the names of kings five generations past. They breed slowly to match their age but grow fast; a Giant reaches maturity at about fifteen years of age. Giant population is slowly succumbing to extinction as they often live lives of solitude, or lives of militant glory. And being particularly incompatible with all other races. Are slowly disappearing from the face of Tailteann.
Garif – The Garif are a humanoid, Predominantly male race, who live in tribes scattered all over the neutral territories. Despite their intimidating appearance, the garif are a peace-loving people, albeit physically capable of fighting and hunting thanks to their muscular bodies, furred arms, legs and heads, and incredible hearing and sense of smell. Many garif become herders, overlooking their livestock of creatures known as "Nanna" in the garif tongue. The garif milk these creatures to make the Nanna-cheese, which is famous throughout Tailteann.
Some garif become Geomancers and trading-merchants. They still have warriors and even a War-chief to defend themselves should there ever be a need to do so. The garif have no interest in material goods or money, but choose to live in harmony with nature instead. Unlike the other races, the garif see no use in machinery, and, as such, choose not to utilize them. They abhor all manufactured things with the exception of their masks and their material culture is based on the usage of wood and stone. Their houses are made of grass and strips of leather and they adorn themselves with animal bones and stones.
The masks worn by the garif are a large part of their customs. All garif receive a mask on the day they are born, which they wear until the day they die. The Great-chiefs of the garif tribes wear masks that look different but it may simply be a standard mask of the garif, who is to become Great-chief, that has been decorated to signify the importance of the Great-chief.
Gria – The Gria are a small-bodied race with dragon wings, tail, and horns. Though many get their horns removed. The Gria are more proficient in physical attacks rather than magick in combat. Their ability to fly seems to allow them to ignore terrain giving them an advantage in areas with high terrain, and allowing them to easily get behind units, as they can simply fly over them rather than try to walk around them. If they are knocked off a high cliff, the Gria will use their wings to slow the descent. They call home the lands of Russovia. And are Equivalent to Bangaa or Ronso in terms of reverence and allignment. Able to be found anywhere, but alligned mostly with their nations.
Though unlike Ronso and Bangaa, their physical capabilities are not great, simply they have the bonus of flight. And they are shorter than humans, but taller than dwarves. And often they do not live much longer than a human. Perhaps ten years if they are lucky.
Ronso – The Ronso are a race of muscular, anthropomorphic feline humanoids from the lands of Fiddare. The Ronso tribe lives at the base of the seat of the king and defend the throne fiercely. They are formidable warriors, well known for their strong sense of honor and loyalty, as well as their pride and quickness to anger.
Ronso are humanoid in stature, standing above two meters in average height (with the males considerably larger and more muscular than the females, who possess a "faster", more athletic body type). They are feline in appearance, possessing hands/claws and foot paws, they walk on (what would be for Humans) the balls of their feet and possess dew-claws as well as foot pads. Possessing lion-like tails that roughly measure half of their body lengths, Ronso bodies are covered in colored fur with patches of white though the color has differed to either a darker blue or yellow depending on the individual fur around the thighs, calves, shoulders, chest (males), tail-tips, and scalp. The abundance of the fur the patches consist of seems to be greater on the males than the females, based on observation. The scalp fur, or mane, is usually tied back or styled in a similar way to hair.
In regards to facial appearances Ronso differ in comparison to humans, again they possess feline attributes like muzzles and fangs as well as a distinct cat-like nose. Their ears, while located similar to humans, possess a more elven shape and are thought to be capable of articulation similar to cats. The male Ronso possess a singular horn that grows from the forehead and denotes status and power. The females do not seem to posses this attribute. For the males, the horn is a symbol of their strength and pride, and to lose the horn in battle is considered shameful. Both genders possess carnivore fangs, hinting that they may be meat eaters (it is unknown if they are omnivores). Their eyes are yellow, contrasting starkly against their fur, and constantly give the impression of a predator's gaze.
They are considered loyal servants of Fiddare, and are rarely seen outside of an honorable position. And being one of the physically mightiest races in the world, great respect is show to them at all times, even by humans. Their lifespan is greater than that of a Bangaa, but shorter than an Elves, some of the noble ronso have serve, three, potentially four kings. And seen many a bloodbath along that way.
Dryad – Dryads are humanoid trees, with skin like bark, legs like sturdy trunks, toes like roots, and hair like a crown of leafy branches. Dryads tend to look vaguely female, and tend to choose feminine names for themselves. When taking on the guise of another race, Dryads prefer to take on the appearance of a beautiful maiden, often an elf, or human. In truth, Dryads are androgynous, as a Dryad's flowers contains both male and female reproductive organs. And these flowers are a key to their disguising magics In their resting state, a dryad is a tree of roughly the same size and height as the dryad in its humanoid form.
Dryads are a part of the forest. Dryad communities are found in large, old forests, and often have close ties to any neighbouring elf, or human communities, especially to those communities where the druidic faiths hold sway. Long lived, peaceful, and patient, dryads are often reluctant to leave their grove and disinterested in the wars and troubles of other races. However, dryads are not aloof. Dryads form deep and lasting friendships and are fiercely protective. A dryad might go adventuring simply to accompany a close friend. A young dryad might also be seized with wanderlust, never to return to their home grove.
Spirit – Spirits were created as a result of all kind coming into contact with magic. They can take form at any time, and in any shape. And are most closely related to Faeries. Often though they are the closest to the gods and godesses. They have great reverence show towards them. And have an Immense aptitude for magic. Some spirits strong enough to collapse mountains with just a look.
This combined with their unaging bodies, gives them nigh immortal status simply fading into nothingness when they no longer care to see the plight of the world. They mostly serve to bring about the safety of nature. And are often born in the Years of Goddess' Calm. They have but one plight. They wish for the infinite war that they have seen rage to end one day. But without using their potentially unimaginable force, they shan't intervene. Still some spirits allign themselves with the nation they see as most right. And some live in the neutral territories. Compared to other races, they are one in two-hundred thousand.
Faeries – Fairies, Faeries, Pixies, Nymphs, all of these things are different names for the immortal spirits of the wind that exist in all corners of the world, Fae. These legendary magical creatures have been revered as minor gods in the past, and with good reason, they are said to be the source of all good luck in the world, and wronging them can cause great misfortune to those foolish enough. Ranging from only a few inches in height to a towering foot and a half, these winged sprites are extremely rare, as they only come into existence in very specific circumstances and aren't likely to engage in procreation unless convinced very strongly.
Their features vary greatly, but for the most part they have a rather elven look about them, with pointed ears and beautiful, flawless skin. Their eye colour changes abruptly with each change of mood, their skin and hair colours can be literally anything imaginable, and they have a supreme disdain for the clothing most races enjoy (Although they often wear them, because they're fun to make.) Fae are the embodiment of pure innocence, and their curiosity knows no bounds, their entire existence is devoted to the search for enjoyment and new things. They adore adventure and are easily entranced by shiny objects, which, combined with their natural abilities, makes them the ultimate treasure hunters.
While they have been known to play pranks on mortals and lead children astray, they can never bear any ill will, and are incapable of telling a lie even under the direst of circumstances. The two banes of any Fairy's existence are Cold Iron, which is like poison to them, and boredom. While it isn't known to any of the mortal races, all Fae are running desperately from something, which is what causes their slightly erratic and unpredictable nature. As Fae begin to lose interest in the world, it begins to lose its colour to them, and as this condition worsens they will eventually fade away and die, scattered back into the wind in the form of glittering dust. That is why Fae are creatures so in love with excitement and fun, they don't let a care in the world hold them back, something that is much to the envy of humans. Most commonly sighted in the neutral territories, some call that land home. But they have been seen in every corner of the world at one time or another.
Narxians – Their existence being only a rumor until a few decades ago when they migrated in droves to the land after the 'Unseen Invasion' of their territories. Generally smaller than humans and with a 50 year lifespan, the Narxians are a maritime species hailing from the deep seas with origins quite unknown to both them and Tailteann with the history of the foundation of their undersea empire resuming itself as "Old Narxos saw our birth where we lived in the bountiful dept of the sea and worshiped the gods as they appeared as dancing lights in the skies of the surface. But long ago, the cursed king Tentalomid lost the favor of the gods and the surface disappeared from the universe, leaving only a shroud of cold rock. Some could see the lights beyond the rocks but we could not reach it. In terror, the old ones fled to found New Narxos next to the door to the underworld. Striking a deal with these new gods where they would sacrifice their dead to the great chasm in exchange for the warmth and food it provided." Some add 'And then the New Gods forsaken us' to this tale. They now live on the surface and are mainly seen as an annoyance or city critters now, seeming barbaric and unintelligent, furthermore, seen as pagans sometimes doing human sacrifices to whatever gods they worshiped although most of them have converted.
In truth the Narxians were a highly cultivated people with technologies and magic fit for use underwater, a written language and arts of unimaginable beauty. Although most of this is now lost to the 'Unseens' that have taken over their realm, they have brought with them their most precious gift: The Songs. Acoustic always was extremely important to them and since they have a poor eyesight, they compensate with being able to use a sonar to navigate both inside and outside water. Their speech sound primitive as most aren't used to air, but some, which land species often refer to as 'Sirens', have mastered the ability to use their songs on land species. Their songs divide themselves between 'Songs of Diplomacy', which are used to convince (Some would say Manipulate) people in accepting their opinions, 'War Songs' to cause confusion or even hurt their foe in violence and 'Songs of Art' that can shape rock and water (The truth is that it really is only water and other elements suffer from its effect, faster erosion shapes rock but it can also rust metal and so forth). It is notable that for them it is as natural as talking and debating, a song of Diplomacy often starting as 'Please Consider The Following' and a countersong being 'I see your point, but'. This is a magical effect, even if they do not notice it. In fact, for them all magic is a form of song, although those about fire and other elements are alien to them. Casting is singing for them and as each word they say is somewhat casting magic, all Narxians know a bit of magic. As said earlier however, they are quite constricted in their element and almost all other types of magic use concepts they do not understand or have words for so using fire magic for example would be exceptional. Otherwise they are somewhat physically weak in comparison to others while on the surface since it's easier to push things under water, they are however quite tough against blunt damage due to the pressure they live in and are somewhat hardened to a degree against cuts. Their main weakness resides in heat as they require to keep hydrated (Especially their eyes which have no eyelid per se) and in smoke (They are like frogs in the fact that they breath per their skin, they asphyxiate very quickly).
Lycan – Lycanthropy is one of the few, as many would call it, diseases that plague humankind. A curse, yet not a curse. Powers gained in the night, and unrivaled power should the moon be full. Transformation into a wolf like beast. And human by day. Some royalty enlist these as their highest guard, others would have them executed on sight. Despite this, they have massively heightened senses compare to that of normal humans even when the sun shines. And their physical properties are also slightly boosted, though far more evident at night.
Vampire – Vampirism again a curse known by many that afflicts human kind. Curse to never be able to walk in the suns light again many move to Physt to take refuge in the caves as soon as possible. But they have benefits. They are the greatest spies in the world, and many assassins that are legends are said to be vampire. They have regenerative capabilities that are nigh godlike, able to regenerate limbs in just a few days. And should they keep the blood flowing are nigh immortal. Just at the cost of the blood of others. Many have the ability to scatter into bats. And some say they can disappear into any shadow.
Khazag – The Khazags are an ethnic subgroup of humans, native to the runecarved Deadlands, although they can be found with lesser commonality in the borders of Physt and the neutral territories. They are tall and powerfully built, ranging from seven to eight feet in height on average. Like giants, Khazags tend to dwell in more remote territories in tribal communities, unconstrained by the laws and norms of more "civilized" society. However, many do intermingle with other races and cities, plying their wares and exploring the known world. Some are recruited by local garrisons as shock troops, thanks to their resilient bodies and muscular frames. Others eke out their existence as marauders, raiding and plundering as they see fit. It is not uncommon to see Khazags living among orcs for this reason. Unlike orcs and giants, Khazags are exempt from any reputation for being dimwitted; in fact, they are just as intelligent as any other human, with the addition of a savage cunning born out of their less hospitable lifestyle. Indeed, if a Khazag is crafty enough and achieves a social standing with common humans through some feat of arms or intellect, he or she may rise as a local political leader. As such, this is uncommon simply due to the more solitary lives of Khazag tribes.
Vampire – Vampirism again a curse known by many that afflicts human kind. Curse to never be able to walk in the suns light again many move to Physt to take refuge in the caves as soon as possible. But they have benefits. They are the greatest spies in the world, and many assassins that are legends are said to be vampire. They have regenerative capabilities that are nigh godlike, able to regenerate limbs in just a few days. And should they keep the blood flowing are nigh immortal. Just at the cost of the blood of others. Many have the ability to scatter into bats. And some say they can disappear into any shadow.
Khazag – The Khazags are an ethnic subgroup of humans, native to the runecarved Deadlands, although they can be found with lesser commonality in the borders of Physt and the neutral territories. They are tall and powerfully built, ranging from seven to eight feet in height on average. Like giants, Khazags tend to dwell in more remote territories in tribal communities, unconstrained by the laws and norms of more "civilized" society. However, many do intermingle with other races and cities, plying their wares and exploring the known world. Some are recruited by local garrisons as shock troops, thanks to their resilient bodies and muscular frames. Others eke out their existence as marauders, raiding and plundering as they see fit. It is not uncommon to see Khazags living among orcs for this reason. Unlike orcs and giants, Khazags are exempt from any reputation for being dimwitted; in fact, they are just as intelligent as any other human, with the addition of a savage cunning born out of their less hospitable lifestyle. Indeed, if a Khazag is crafty enough and achieves a social standing with common humans through some feat of arms or intellect, he or she may rise as a local political leader. As such, this is uncommon simply due to the more solitary lives of Khazag tribes.
Elf - The Elves are a traditionally nomadic people who in former times claimed sole dominion over Tailteann, their presence predating that of the other mortal races. Believing this prominence to be ordained by the gods, they came to develop an esteemed sense of honor and pride. Their characteristically tall, more so than a human, but less than a giant, slim physiques and elongated limbs are part of a successful adaptation to the land’s various environments. Indeed, it is said that their highly sensitive ears can discern the squeak of a field mouse at a distance of up to several miles. They take a neutral stand in most wars. But their long lives, and exceptional minds near five times that of an average human, make them sought after advisers in many of the noble courts.
Now though, elves are most often seen in the Goddess' City, taking the roles of priests and priestesses, or perhaps a paladin. And some are seen as traveling monks. Guiding those who sway from the light that the goddess provides.
Bloodbraid Elves – A subculture of elves that has sworn off all allegiance to gods. They live with a motto of returning what they get to whom lashes it out. They are adept with magic, and their severance from gods has increased their magical aptitude. Many being wizards that can rival young spirits in magical combat. And they are able to syphon mana from any source. These elves that train in counter magics are known as spell breakers. And often fight in hand to hand combat. They do have a tradition of wearing revealing clothing however. Claiming that this is the way they best channel, and steal magics around them. Their skin varies from a pale white, to a blood red, other characteristics they share with common elves.
Drow Elves – Drow look almost identical to elves with several major differences. Drow skin color is obsidian, midnight black or dark gray. Their hair has a little more variance than skin color, and can be white, light gray, silver, platinum blonde, and even the rare faint golden blonde. Drow eye color is usually red, though can be white, purple, green and gold. Drow have no body hair, although roughly one in ten male drow is capable of growing facial hair. Drow mature faster than elves and age twice as fast. They have a noticeably more fertile than elves, with a shorter gestation period. And Are often far more deceptive, they don’t care for other races, simply for the glory of the Drow. They are almost inexplicably aligned to the Midnight Court. A 'phantom guild' or cult that seeks to have day never be seen again. Worshiping a spider queen. This make them quite compatible with Vampire, and Lycans, and often share peaceful relations, though they would not hesitate to kill them on sight.
Drider – Driders are drow with the lower body of a spider. Drider torsos are slender and of athletic build, and are about the same size as a human's torso, but much slenderer. Driders have the upper body complexion of a drow, with very little variance. The lower body half of a drider is a spider and can have any color pattern that spiders can. The most common is that of a black widow, the female being satin-black with a red "hourglass" mark on the underside, the male being paler. These driders are often viewed as weak, and disposable. The more Ornate the crest, the more they are seen as strong. Driders have no body hair on their torsos and the normal amount of sensory hair for a spider on the lower "spydric" half of their body.
Driders are not usually born, so young driders are incredibly rare. Infant driders are often simply drow who have been forseen as great by the spider queen or tainted by the arachania at an early age. The few drider infants that do exist grow at about the same rate as drow, being fully matured at about sixty years of age. Driders are immortal and do not die of age, but are often murdered to clear the path to power by an ambitious drider or drow.
Drow Elves – Drow look almost identical to elves with several major differences. Drow skin color is obsidian, midnight black or dark gray. Their hair has a little more variance than skin color, and can be white, light gray, silver, platinum blonde, and even the rare faint golden blonde. Drow eye color is usually red, though can be white, purple, green and gold. Drow have no body hair, although roughly one in ten male drow is capable of growing facial hair. Drow mature faster than elves and age twice as fast. They have a noticeably more fertile than elves, with a shorter gestation period. And Are often far more deceptive, they don’t care for other races, simply for the glory of the Drow. They are almost inexplicably aligned to the Midnight Court. A 'phantom guild' or cult that seeks to have day never be seen again. Worshiping a spider queen. This make them quite compatible with Vampire, and Lycans, and often share peaceful relations, though they would not hesitate to kill them on sight.
Drider – Driders are drow with the lower body of a spider. Drider torsos are slender and of athletic build, and are about the same size as a human's torso, but much slenderer. Driders have the upper body complexion of a drow, with very little variance. The lower body half of a drider is a spider and can have any color pattern that spiders can. The most common is that of a black widow, the female being satin-black with a red "hourglass" mark on the underside, the male being paler. These driders are often viewed as weak, and disposable. The more Ornate the crest, the more they are seen as strong. Driders have no body hair on their torsos and the normal amount of sensory hair for a spider on the lower "spydric" half of their body.
Driders are not usually born, so young driders are incredibly rare. Infant driders are often simply drow who have been forseen as great by the spider queen or tainted by the arachania at an early age. The few drider infants that do exist grow at about the same rate as drow, being fully matured at about sixty years of age. Driders are immortal and do not die of age, but are often murdered to clear the path to power by an ambitious drider or drow.
Dwarf – Dwarves are a race of short stocky strong individuals with a noticable dialect and chipper attitude most of the time. They weigh as much, if not more than a human. And live about twice aslong. Their race produces the worlds greatest armor, weapons and ales. They have roots in Physt, but the demand for their wares had them spread to all corners of the world. Many dwarves are rich, but live humble lives, and many seek adventure. They have a kind heart by nature, and anyone who says they had a rough time with a dwarf, probably tried to take his ale.
Bangaa – The bangaa are a lizard-like race, widespread across the world, though most tend to be from the harsh deserts and mountains of Physt. They have long faces, scaly skin, and tough limbs. They have two long ears dangling from each side of their heads, leading people to call them "long-ears". Their sense of smell and hearing are exceptionally sharp. They have a tall stature and are physically powerful, but their vocal structure makes it difficult for them to cast incantations, limiting their use of magic.
Due to their capacity in brute force, the bangaa are generally considered to be the most physically prominent of all the races second only to giants, equal to ronso. Voices aside, their reptilian appearance make it difficult to distinguish males and females from each other. Their lifespan is roughly 1.5-2 times as long as a humans
Calling a bangaa a "lizard" is considered the worst racial slur one could throw at them, for more reasons than that it is demeaning. Another lizard-like race exists in the world, generally referred to as the Lizardmen; these creatures are more primitive and violent than the they have society, but are tribal in nature, considered monsters and pests. Bangaa resent the comparison. However, some people will still refer to Bangaa as lizards when outside of their company. Unlike true reptiles though, Bangaa are capable of growing facial hair.
Wildkin – Wildkin, though civilized, are humanoid creatures that take on some traits of animals. For example, they most always have a tail, and some differed form of ears. Many humans find them to be exotic catches and as such, they have a high social standing, comparable to that of elves, and dwarves. They are cat-people, and bunny-people, dog-people and more. They share traits with the animal they most resemble and have nearly widest variety of appearances in all the races of the world, beaten out only by spirits. They have live as long as that of a human, and are happy to entertain, they are the race that makes one think faeries might be real. As Faeries most commonly pair with them.
Orc – Greenskinned brutes, often thought of as dumb and just sacks of meat. They have broad shoulders, and strong bodies, taller than humans but shorter than giants. They make excellent warriors. They serve as the 'hired muscle' of many caravans. And live off of what they slay in battle. Strictly carnivores, and most, cannibalistic should another orc fall in battle and hunger overwhelm. They have no loyalty to anything, and take only whatever the highest bidder offers. Some small orc villages dot the world, where they live a deeply ritualistic and shamanistic life. Those that mingle with the world though, are more often than not sellswords.
Angel – Thousands of years before recorded history, the Angels were simply another race inhabiting the world of Tailteann. However, they refused to serve and worship the Humans as they slowly took dominion over the world. They then used this opportunity to take to the skies, settling in a number of floating islands that scatter the world. As years passed, the Angels faded from the world below, and they became somewhat of a myth. And thought of as divine beings. They have no right to be called divine, yet when the few that do descend to the surface they embrace the hospitality with open arms. Their lifespan is exceptionally long, even longer than that of elves. Ten times that of humans easily, some would say immortal. But that is simply not the case.
The angel resemble humans. except they have large wings on their back that can come in different colors, from white to brown to red to black. The wings allow the angels to fly, most angels, however are cold and aloof. They are either incapable at showing emotions, or do rarely feel them at all. This is due to their self inflicted exile, and countless years without contact of anyone but their own. And as they only really have new Angels to associate with once every three hundred years or so, boredom has overtaken their life.
Demon – A broad classification for the creatures that live in the uninhabited depth of caves, creatures from the very core of the world. They are malicious and vile, and a majority wish only death upon what they encounter. They have varied appearances, ranging from monstrous, to nearly human. Their common characteristics is their association with orcs, illegal activities, and black magics. They make false promises and deceive with silver tongues. Cursing and hexing, all for personal gain. Its as if they were simply the vile part of humans. And their longevity is completely random, but can reach into the thousands of years.
Giant – Giants are large ten to twelve foot tall humanoids. They are stocky and strong perfectly suited to their homes in the rugged mountains and caves, though some prefer hills and marshes. Their hands are big enough to crush a humans skull, but they rarely have to resort to hand to hand combat due to their intimidating size. Their skin is a light whitish stone colour. Their features are stony and hard-set in both sexes, with a largish nose. Many giants are seen as unclean, and filthy. And are often confused with the less civlized, and larger ogres that roam the wilds.
Giants live for a very long time and are hard to kill. Some particularly old Giants can remember the names of kings five generations past. They breed slowly to match their age but grow fast; a Giant reaches maturity at about fifteen years of age. Giant population is slowly succumbing to extinction as they often live lives of solitude, or lives of militant glory. And being particularly incompatible with all other races. Are slowly disappearing from the face of Tailteann.
Garif – The Garif are a humanoid, Predominantly male race, who live in tribes scattered all over the neutral territories. Despite their intimidating appearance, the garif are a peace-loving people, albeit physically capable of fighting and hunting thanks to their muscular bodies, furred arms, legs and heads, and incredible hearing and sense of smell. Many garif become herders, overlooking their livestock of creatures known as "Nanna" in the garif tongue. The garif milk these creatures to make the Nanna-cheese, which is famous throughout Tailteann.
Some garif become Geomancers and trading-merchants. They still have warriors and even a War-chief to defend themselves should there ever be a need to do so. The garif have no interest in material goods or money, but choose to live in harmony with nature instead. Unlike the other races, the garif see no use in machinery, and, as such, choose not to utilize them. They abhor all manufactured things with the exception of their masks and their material culture is based on the usage of wood and stone. Their houses are made of grass and strips of leather and they adorn themselves with animal bones and stones.
The masks worn by the garif are a large part of their customs. All garif receive a mask on the day they are born, which they wear until the day they die. The Great-chiefs of the garif tribes wear masks that look different but it may simply be a standard mask of the garif, who is to become Great-chief, that has been decorated to signify the importance of the Great-chief.
Gria – The Gria are a small-bodied race with dragon wings, tail, and horns. Though many get their horns removed. The Gria are more proficient in physical attacks rather than magick in combat. Their ability to fly seems to allow them to ignore terrain giving them an advantage in areas with high terrain, and allowing them to easily get behind units, as they can simply fly over them rather than try to walk around them. If they are knocked off a high cliff, the Gria will use their wings to slow the descent. They call home the lands of Russovia. And are Equivalent to Bangaa or Ronso in terms of reverence and allignment. Able to be found anywhere, but alligned mostly with their nations.
Though unlike Ronso and Bangaa, their physical capabilities are not great, simply they have the bonus of flight. And they are shorter than humans, but taller than dwarves. And often they do not live much longer than a human. Perhaps ten years if they are lucky.
Ronso – The Ronso are a race of muscular, anthropomorphic feline humanoids from the lands of Fiddare. The Ronso tribe lives at the base of the seat of the king and defend the throne fiercely. They are formidable warriors, well known for their strong sense of honor and loyalty, as well as their pride and quickness to anger.
Ronso are humanoid in stature, standing above two meters in average height (with the males considerably larger and more muscular than the females, who possess a "faster", more athletic body type). They are feline in appearance, possessing hands/claws and foot paws, they walk on (what would be for Humans) the balls of their feet and possess dew-claws as well as foot pads. Possessing lion-like tails that roughly measure half of their body lengths, Ronso bodies are covered in colored fur with patches of white though the color has differed to either a darker blue or yellow depending on the individual fur around the thighs, calves, shoulders, chest (males), tail-tips, and scalp. The abundance of the fur the patches consist of seems to be greater on the males than the females, based on observation. The scalp fur, or mane, is usually tied back or styled in a similar way to hair.
In regards to facial appearances Ronso differ in comparison to humans, again they possess feline attributes like muzzles and fangs as well as a distinct cat-like nose. Their ears, while located similar to humans, possess a more elven shape and are thought to be capable of articulation similar to cats. The male Ronso possess a singular horn that grows from the forehead and denotes status and power. The females do not seem to posses this attribute. For the males, the horn is a symbol of their strength and pride, and to lose the horn in battle is considered shameful. Both genders possess carnivore fangs, hinting that they may be meat eaters (it is unknown if they are omnivores). Their eyes are yellow, contrasting starkly against their fur, and constantly give the impression of a predator's gaze.
They are considered loyal servants of Fiddare, and are rarely seen outside of an honorable position. And being one of the physically mightiest races in the world, great respect is show to them at all times, even by humans. Their lifespan is greater than that of a Bangaa, but shorter than an Elves, some of the noble ronso have serve, three, potentially four kings. And seen many a bloodbath along that way.
Dryad – Dryads are humanoid trees, with skin like bark, legs like sturdy trunks, toes like roots, and hair like a crown of leafy branches. Dryads tend to look vaguely female, and tend to choose feminine names for themselves. When taking on the guise of another race, Dryads prefer to take on the appearance of a beautiful maiden, often an elf, or human. In truth, Dryads are androgynous, as a Dryad's flowers contains both male and female reproductive organs. And these flowers are a key to their disguising magics In their resting state, a dryad is a tree of roughly the same size and height as the dryad in its humanoid form.
Dryads are a part of the forest. Dryad communities are found in large, old forests, and often have close ties to any neighbouring elf, or human communities, especially to those communities where the druidic faiths hold sway. Long lived, peaceful, and patient, dryads are often reluctant to leave their grove and disinterested in the wars and troubles of other races. However, dryads are not aloof. Dryads form deep and lasting friendships and are fiercely protective. A dryad might go adventuring simply to accompany a close friend. A young dryad might also be seized with wanderlust, never to return to their home grove.
Spirit – Spirits were created as a result of all kind coming into contact with magic. They can take form at any time, and in any shape. And are most closely related to Faeries. Often though they are the closest to the gods and godesses. They have great reverence show towards them. And have an Immense aptitude for magic. Some spirits strong enough to collapse mountains with just a look.
This combined with their unaging bodies, gives them nigh immortal status simply fading into nothingness when they no longer care to see the plight of the world. They mostly serve to bring about the safety of nature. And are often born in the Years of Goddess' Calm. They have but one plight. They wish for the infinite war that they have seen rage to end one day. But without using their potentially unimaginable force, they shan't intervene. Still some spirits allign themselves with the nation they see as most right. And some live in the neutral territories. Compared to other races, they are one in two-hundred thousand.
Faeries – Fairies, Faeries, Pixies, Nymphs, all of these things are different names for the immortal spirits of the wind that exist in all corners of the world, Fae. These legendary magical creatures have been revered as minor gods in the past, and with good reason, they are said to be the source of all good luck in the world, and wronging them can cause great misfortune to those foolish enough. Ranging from only a few inches in height to a towering foot and a half, these winged sprites are extremely rare, as they only come into existence in very specific circumstances and aren't likely to engage in procreation unless convinced very strongly.
Their features vary greatly, but for the most part they have a rather elven look about them, with pointed ears and beautiful, flawless skin. Their eye colour changes abruptly with each change of mood, their skin and hair colours can be literally anything imaginable, and they have a supreme disdain for the clothing most races enjoy (Although they often wear them, because they're fun to make.) Fae are the embodiment of pure innocence, and their curiosity knows no bounds, their entire existence is devoted to the search for enjoyment and new things. They adore adventure and are easily entranced by shiny objects, which, combined with their natural abilities, makes them the ultimate treasure hunters.
While they have been known to play pranks on mortals and lead children astray, they can never bear any ill will, and are incapable of telling a lie even under the direst of circumstances. The two banes of any Fairy's existence are Cold Iron, which is like poison to them, and boredom. While it isn't known to any of the mortal races, all Fae are running desperately from something, which is what causes their slightly erratic and unpredictable nature. As Fae begin to lose interest in the world, it begins to lose its colour to them, and as this condition worsens they will eventually fade away and die, scattered back into the wind in the form of glittering dust. That is why Fae are creatures so in love with excitement and fun, they don't let a care in the world hold them back, something that is much to the envy of humans. Most commonly sighted in the neutral territories, some call that land home. But they have been seen in every corner of the world at one time or another.
Narxians – Their existence being only a rumor until a few decades ago when they migrated in droves to the land after the 'Unseen Invasion' of their territories. Generally smaller than humans and with a 50 year lifespan, the Narxians are a maritime species hailing from the deep seas with origins quite unknown to both them and Tailteann with the history of the foundation of their undersea empire resuming itself as "Old Narxos saw our birth where we lived in the bountiful dept of the sea and worshiped the gods as they appeared as dancing lights in the skies of the surface. But long ago, the cursed king Tentalomid lost the favor of the gods and the surface disappeared from the universe, leaving only a shroud of cold rock. Some could see the lights beyond the rocks but we could not reach it. In terror, the old ones fled to found New Narxos next to the door to the underworld. Striking a deal with these new gods where they would sacrifice their dead to the great chasm in exchange for the warmth and food it provided." Some add 'And then the New Gods forsaken us' to this tale. They now live on the surface and are mainly seen as an annoyance or city critters now, seeming barbaric and unintelligent, furthermore, seen as pagans sometimes doing human sacrifices to whatever gods they worshiped although most of them have converted.
In truth the Narxians were a highly cultivated people with technologies and magic fit for use underwater, a written language and arts of unimaginable beauty. Although most of this is now lost to the 'Unseens' that have taken over their realm, they have brought with them their most precious gift: The Songs. Acoustic always was extremely important to them and since they have a poor eyesight, they compensate with being able to use a sonar to navigate both inside and outside water. Their speech sound primitive as most aren't used to air, but some, which land species often refer to as 'Sirens', have mastered the ability to use their songs on land species. Their songs divide themselves between 'Songs of Diplomacy', which are used to convince (Some would say Manipulate) people in accepting their opinions, 'War Songs' to cause confusion or even hurt their foe in violence and 'Songs of Art' that can shape rock and water (The truth is that it really is only water and other elements suffer from its effect, faster erosion shapes rock but it can also rust metal and so forth). It is notable that for them it is as natural as talking and debating, a song of Diplomacy often starting as 'Please Consider The Following' and a countersong being 'I see your point, but'. This is a magical effect, even if they do not notice it. In fact, for them all magic is a form of song, although those about fire and other elements are alien to them. Casting is singing for them and as each word they say is somewhat casting magic, all Narxians know a bit of magic. As said earlier however, they are quite constricted in their element and almost all other types of magic use concepts they do not understand or have words for so using fire magic for example would be exceptional. Otherwise they are somewhat physically weak in comparison to others while on the surface since it's easier to push things under water, they are however quite tough against blunt damage due to the pressure they live in and are somewhat hardened to a degree against cuts. Their main weakness resides in heat as they require to keep hydrated (Especially their eyes which have no eyelid per se) and in smoke (They are like frogs in the fact that they breath per their skin, they asphyxiate very quickly).
~Character Creation Information~
Well start with Races and names. As would be expected that is to be some diversity with names in-between races, while there may be a Jeff Joe-Bob the human peasant, there shouldn't be a Elf with a simple name just as Alex Longears. Get creative, reference what you know about the fantasy universes that have been wrote about for ages. If your a powerful wizard pick a fitting name and title. Live up to it. You can be “Hathran Ghist, the Caller of Storms” Or “Anhur Leos, Hand of the Gods” Just pick a name that you feel fits your character, and doesn't feel out of place within your idea of the race.
Next we get to alignments which when it comes down to it, simply tells us a bit about how your character will act. While they may be a belligerent cunt at times A Lawful good, would value the good of many and the maintaining of peace in the end.
Lawful Good
A Lawful Good character typically acts with compassion, and always with honor and a sense of duty. A Lawful Good nation would consist of a well-organized government that works for the benefit of its citizens. Lawful Good characters include righteous knights, paladins, etcetera.
Lawful Good characters, especially paladins, may sometimes find themselves faced with the dilemma of whether to obey law or good when the two conflict — for example, upholding a sworn oath when it would lead innocents to come to harm — or conflicts between two orders, such as between their religious law and the law of the local ruler.
Lawful Good characters, especially paladins, may sometimes find themselves faced with the dilemma of whether to obey law or good when the two conflict — for example, upholding a sworn oath when it would lead innocents to come to harm — or conflicts between two orders, such as between their religious law and the law of the local ruler.
Neutral Good
A Neutral Good character is guided by his conscience and typically acts altruistically, without regard for or against Lawful precepts such as rules or tradition. A Neutral Good character has no problems with co-operating with lawful officials, but does not feel beholden to them. In the event that doing the right thing requires the bending or breaking of rules, they do not suffer the same inner conflict that a Lawful Good character would.
Chaotic Good
A Chaotic Good character favors change for a greater good, disdains bureaucratic organizations that get in the way of social improvement, and places a high value on personal freedom, not only for oneself, but for others as well. They always intend to do the right thing, but their methods are generally disorganized and often out of alignment with the rest of society. They may create conflict in a team if they feel they are being pushed around, and often view extensive organization and planning as pointless, preferring to improvise.
Lawful Neutral
A Lawful Neutral character typically believes strongly in Lawful concepts such as honor, order, rules and tradition, and often follows a personal code. A Lawful Neutral society would typically enforce strict laws to maintain social order, and place a high value on traditions and historical precedent. Examples of Lawful Neutral characters might include a soldier who always follows orders, a judge or enforcer that adheres mercilessly to the word of the law, and a disciplined monk.
Characters of this alignment are neutral with regard to good and evil. This does not mean that Lawful Neutral characters are amoral or immoral, or do not have a moral compass, but simply that their moral considerations come a distant second to what their code, tradition, or law dictates. They typically have a strong ethical code, but it is primarily guided by their system of belief, not by a commitment to good or evil.
Characters of this alignment are neutral with regard to good and evil. This does not mean that Lawful Neutral characters are amoral or immoral, or do not have a moral compass, but simply that their moral considerations come a distant second to what their code, tradition, or law dictates. They typically have a strong ethical code, but it is primarily guided by their system of belief, not by a commitment to good or evil.
Neutral
A Neutral character represents Neutral on both axes, and tends not to feel strongly towards any alignment. A farmer whose primary overriding concern is to feed his family is of this alignment. Most animals, lacking the capacity for moral judgment, are of this alignment since they are guided by instinct rather than conscious decision. Many roguish characters who play all sides to suit themselves are also of this alignment (such as a weapon merchant with no qualms selling his wares to both sides of a war for a profit).
Some Neutral characters, rather than feeling undecided, are committed to a balance between the alignments. They may see good, evil, law and chaos as simply prejudices and dangerous extremes.
Some Neutral characters, rather than feeling undecided, are committed to a balance between the alignments. They may see good, evil, law and chaos as simply prejudices and dangerous extremes.
Chaotic Neutral
A Chaotic Neutral character is an individualist who follows his or her own heart, and generally shirks rules and traditions. Although they promote the ideals of freedom, it is their own freedom that comes first. Good and Evil come second to their need to be free, and the only reliable thing about them is how totally unreliable they are. Chaotic Neutral characters are free-spirited and do not enjoy the unnecessary suffering of others, but if they join a team, it is because that team's goals happen to coincide with their own at the moment. They invariably resent taking orders and can be very selfish in their pursuit of personal goals. A Chaotic Neutral character does not have to be an aimless wanderer; they may have a specific goal in mind, but their methods of achieving that goal are often disorganized, unorthodox, or entirely unpredictable.
A subset of Chaotic Neutral is: "strongly Chaotic Neutral"; describing a character who behaves chaotically to the point of appearing insane. Characters of this type may regularly change their appearance and attitudes for the sake of change and intentionally disrupt organizations for the sole reason of disrupting a lawful institution.
A subset of Chaotic Neutral is: "strongly Chaotic Neutral"; describing a character who behaves chaotically to the point of appearing insane. Characters of this type may regularly change their appearance and attitudes for the sake of change and intentionally disrupt organizations for the sole reason of disrupting a lawful institution.
Lawful Evil
A Lawful Evil character sees a well-ordered system as being easier to exploit, and shows a combination of desirable and undesirable traits; while they usually obey their superiors and keep their word, they care nothing for the rights and freedoms of other individuals and are not averse to twisting the rules to work in their favor. Examples of this alignment include tyrants, devils, undiscriminating mercenary types who have a strict code of conduct, and loyal soldiers who enjoy the act of killing.
Like Lawful Good Paladins, Lawful Evil characters may sometimes find themselves faced with the dilemma of whether to obey law or evil when the two conflict. However, their issues with Law versus Evil are more concerned with "Will I get caught?" versus "How does this benefit me?"
Like Lawful Good Paladins, Lawful Evil characters may sometimes find themselves faced with the dilemma of whether to obey law or evil when the two conflict. However, their issues with Law versus Evil are more concerned with "Will I get caught?" versus "How does this benefit me?"
Neutral Evil
A Neutral Evil character is typically selfish and has no qualms about turning on their allies-of-the-moment, and usually makes allies primarily to further their own goals. They have no compunctions about harming others to get what they want, but neither will they go out of their way to cause carnage or mayhem when they see no direct benefit to it. They abide by laws for only as long as it is convenient for them. A villain of this alignment can be more dangerous than either Lawful or Chaotic Evil characters, since she or he is neither bound by any sort of honor or tradition nor disorganized and pointlessly violent. Another valid interpretation of Neutral Evil holds up evil as an ideal, doing evil for evil's sake and trying to spread its influence.
Examples are an assassin who has little regard for formal laws but does not needlessly kill, a henchman who plots behind her or his superior's back, or a mercenary who switches sides if made a better offer. An example of the second type of Neutral Evil would be a masked killer who strikes only for the sake of causing fear and distrust in the community.
Examples are an assassin who has little regard for formal laws but does not needlessly kill, a henchman who plots behind her or his superior's back, or a mercenary who switches sides if made a better offer. An example of the second type of Neutral Evil would be a masked killer who strikes only for the sake of causing fear and distrust in the community.
Chaotic Evil
A Chaotic Evil character tends to have no respect for rules, other people's lives, or anything but their own desires, which are typically selfish and cruel. They set a high value on personal freedom, but do not have any regard for the lives or freedom of other people. They do not work well in groups, as they resent being given orders, and usually behave themselves only out of fear of punishment.
It is not compulsory for a Chaotic Evil character to be constantly performing sadistic acts just for the sake of being evil, or constantly disobeying orders just for the sake of causing chaos. They do however enjoy the suffering of others, and view honor and self-discipline as weaknesses. Serial killers and monsters of limited intelligence are typically Chaotic Evil.
It is not compulsory for a Chaotic Evil character to be constantly performing sadistic acts just for the sake of being evil, or constantly disobeying orders just for the sake of causing chaos. They do however enjoy the suffering of others, and view honor and self-discipline as weaknesses. Serial killers and monsters of limited intelligence are typically Chaotic Evil.
Next we move onto the aspects of personality, history, strengths and weaknesses. Think about what youe character does, how they act, and what causes them to act this way. You can refer to your Alignment if you chose one, or you can simply list traits that make them who they are. Are they a loving motherly figure? Or an overbearing drunkard who thinks himself king of the world?
This goes in hand with the strengths and weakness section, yet that also ties in with their history. What do they do better than others? Did they forge their minds in the city of Archovius or did they craft their trade in the streets of Dakuur? Think about what they do better than average and put it down as their strengths. And then list what others do better then them as their weaknesses, list their racial shortcomings aswell. For example a strength of a Faerie would be their small size and down right tiny size. However this would be a shortcoming aswell, seeing as even the largest of faeries are smaller than the average sword, and as such don't serve as good soldiers, and would probably be extremely frail if attacked by even the daintiest of the other races.
For history, if you have no ideas, start with just a simple accomplishment that character has made. Then pick three things that lead to it, and then do it once or twice more. You could try and summarize each year of their life for all I care. Or you could simply write a tale of their greatest day. Just give me a look at the character before I see him in the world And not that the more you put into their history, regardless of age I'll likely let you get away with just a bit more power because of it, because in all worlds effort turns to power a success.
Onto Magics and Techniques, there are five ranks of magics that are recognized by the magi of the world. These rankings have also be adopted by the Millitants of the world to class the level of the special techniques that their soldiers carry into battle. And those are listed as simply the amount of effort, or the level of sacrifice needed to get the desired effects. As such they will be broken down here.
Rudimentary
Rudimentary magics and techniques are simply put, the most basic things imaginable. For example a wind magi could create a small gust of wind that may knock a man over, but do no lasting damage. A fire mage could craft a fireball about the size of a basket ball but hot as a funeral pyre. Earth mages could shake the earths around them. These are spells that would become second nature to near anyone with enough use. Mages would be able to discard the incantation they once needed. And for techniques they could be as simple as making the range of a weapon be longer that one would expect or to lash out and send cutting waves of energy shooting forth when a blade is swung.
Intermediate
These spells and techniques would clearly have increased power, and would be taking a toll on the user with each use. They if hit clean could kill a man in a single blow. And would have relatively long incantations. Warmages would cast these spells left and right from behind aline of armed soldiers that stand as their defense. And the techniques of the warriors that would use this level of spell would be able to ignore pain for a given time. Or make their shield project outward and guard others as they take a blow.
Advanced
This level of skill would be of the highest difficulty, taking extreme tolls on the mind and body with each use. Magi that use these spells would have many years studying to learn just the one spell and would be a show of the peak of their knowledge. A technique used of this rank would be able to cut down men with ease or be a special attack invented in the heat of battle to fell foes.
Cryptic
These spells and techniques are ones that have been lost to time. Fallen out of favor simply due to their costs, their imperfections. Or their difficulty to cast. These spells can have all manner of power level, from laughably weak to edging power akin to the gods. Many tribal and demonic rituals and rites would be of this rank. And summoning beasts would often be of this rank. Vile spells and all the other would be of this rank aswell. And techniques would be ones that could slip away from death, or ones that come from a very select few. The way of the sword taught to you by the hermit master who lives alone in the Untouched lands.
Arcana
These are the most powerful spells and techniques. Some say that if you can achieve use of a spell of this power a spirit is born, these spells can take out swathes of an army without a single thought to otherwise happening. The use of them for the first time would likely come from great stress, and tribulation or a near death experience. Other than the first time it was used, created by a test of will. The next time they use it will likely be their last. A punishment from the gods some would say for attempting to usurp their throne. Mortals should not reach godhood, yet many would seek to try.
~Character Roster~
Elijah Blackwood the Lycan, played by Garrison
Tal'Vara the Demon, played by Pyro V
Gabriella the Brave-hearted the Angel, played by Unknown100
Ahrazan of the Ohlgars the Khazag Human, played by Aristo
Dormeria, The Sage of Stone the Gorgon, played by Tuujaimaa
Koilembolon of Tasalkonic the Narxian, played by Wernher
Reyas Arthenia the Gria, played by Hidarii
Kynesse the Dryad, played by Amaranth
Fiil'eis the Faerie, played by Tatsua Aiisen
Aldin Durimsson the Dwarf, played by hivekiller
Krasus the Demon, played by The Incredible John
Lura the Spirit, played by PinkFlower
Valmortis Kal'bar the Demon, played by Valor
Tal'Vara the Demon, played by Pyro V
Gabriella the Brave-hearted the Angel, played by Unknown100
Ahrazan of the Ohlgars the Khazag Human, played by Aristo
Dormeria, The Sage of Stone the Gorgon, played by Tuujaimaa
Koilembolon of Tasalkonic the Narxian, played by Wernher
Reyas Arthenia the Gria, played by Hidarii
Kynesse the Dryad, played by Amaranth
Fiil'eis the Faerie, played by Tatsua Aiisen
Aldin Durimsson the Dwarf, played by hivekiller
Krasus the Demon, played by The Incredible John
Lura the Spirit, played by PinkFlower
Valmortis Kal'bar the Demon, played by Valor