Darkness… how did it come to be in this land? Only a few truly know how it came to pass. Others fabricated stories to fuel their agendas. Some used religion to scare the masses into submission, whereas others uses it as an excuse to attack the weakened cities. In darkness only strange creatures can see in it. Man is by far the most feared foe and when the darkness came the creatures came to purge the human race from the map. Sadly little was known about their defenses and they wielded strange magical devices.
The elves came up with contraptions to harness sun like light and emit it in a wide area. This allowed the worlds of the “goodly” Races to continue to thrive. On the surface as well as underground. Dwarves never needed the light to mine the mountain although their cattle did need food. Most of the races towns are intermingled with different races. Save for the main kingdoms for they were the last true bloods of their races.
A great war raged for a thousand years and the world was split in half. Good or light on one side and evil or dark on the other. A piece treaty was struck after that thousand year conflict but races were still hot in the ancient blood feud.
One stepped forth to make a neutral spot. An agreement signed by both sides of the Great War allowed this person to create a school to teach the new generation about the past. How they got both sides to agree on anything is left to the imagination. They will never admit nor will he ever reveal. Probably some kind or bargain between Ancients.
May change a little. Depends on characters. Original story was Tasogare Shin'en something I wrote up long ago. Been too lazy to fix it up. I will work on character skeletons in a bit. Just post a "Holder" spot if you are interested. Also the sun was blocked out by some kind of ancient magic. I think I didn't mention that.
Character sheet
Rules
Tasogare Shin’en
A hundred years of war raged, but then peace finally reigned. Someone stepped forward and got both the good and evil sides to come to a treaty. After a thousand years the humans were the ones to spark the embers and reignite the flames of war, seeing that the good had broken the ancient treaty. The greater evils formed an alliance with a mysterious figure and blotted out the sun.
The elves came up with sun orbs which emanated light like mini suns. The humans had already been making powered weapons, powered by a unicorn horn at first. They then gained the elves sun orbs and use them now, after forging an alliance with all of the other good creatures. The evil side had spies gaining the technological magical items, shortly after they made the moon orbs. Which were like sun orbs but powered the “dark and evil” Technological magic items.
Ten years later the old one returned and made the councils on both sides sign a blood treaty together. More peace was abundant but tensions have never been higher.
Original LONG storyline.
Character sheet Blank
Post characters in OOC please. No posting IC until character approved by me.
Character sheet Information(READ BLOODLINE WITHIN!)
Elements
Races
The elves came up with contraptions to harness sun like light and emit it in a wide area. This allowed the worlds of the “goodly” Races to continue to thrive. On the surface as well as underground. Dwarves never needed the light to mine the mountain although their cattle did need food. Most of the races towns are intermingled with different races. Save for the main kingdoms for they were the last true bloods of their races.
A great war raged for a thousand years and the world was split in half. Good or light on one side and evil or dark on the other. A piece treaty was struck after that thousand year conflict but races were still hot in the ancient blood feud.
One stepped forth to make a neutral spot. An agreement signed by both sides of the Great War allowed this person to create a school to teach the new generation about the past. How they got both sides to agree on anything is left to the imagination. They will never admit nor will he ever reveal. Probably some kind or bargain between Ancients.
May change a little. Depends on characters. Original story was Tasogare Shin'en something I wrote up long ago. Been too lazy to fix it up. I will work on character skeletons in a bit. Just post a "Holder" spot if you are interested. Also the sun was blocked out by some kind of ancient magic. I think I didn't mention that.
Character sheet
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Age:
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Job:
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Personality pros (strengths):
Personality cons (weaknesses):
Looks:
Element/magical powers:
Equipment:
Bio:
Age:
Race:
Job:
Rank/Position in job:
Bloodline:
Faction:
Alignment:
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Personality cons (weaknesses):
Looks:
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Equipment:
Bio:
Rules
Tasogare Shin'en Title
Rp rules.
Follow the sites rules.
You have to post at least once after a story post left by me.
Just try and post once a day.
If you want a special race, pm me.
I must approve all characters before they can post.
I will mostly be playing a dm (dungeon master) roll but I will be fair in a fight.
Dear god, do not godmod. If I find something that to me is godmoding I will tell you and give you a warning.
Follow your characters personality if they act out of personality over and over it will change.
A Paragraph consists of at least 5 sentences I think maximum of like 7 or something.
No arguing with me.
This is my little world I made for you all to come and have fun in, but just don’t tell me what races are good or evil, or what weakness or strengths creatures have. I am going by my list of strengths and weaknesses, so even humans will be powerful enough to hold their own. Like for a vampire the sun doesn’t make you sparkle you burst into flames a beautiful blue purple flame. You have a set amount of time to get out of the sun based on your age. I know that they are all capable of both but it’s just pretty much-based on looks and actions of the race as a whole.
Making suggestions on the other hand, you can, I will read them.
No stealing others moves unless they are a lot weaker version and/or they teach them to you.
Things posted here such as your character sheets are OOC (Out of Character) information. That means while IC (In character) you do not know anything about anyone playing unless you tell them IC.
Rp rules.
Follow the sites rules.
You have to post at least once after a story post left by me.
Just try and post once a day.
If you want a special race, pm me.
I must approve all characters before they can post.
I will mostly be playing a dm (dungeon master) roll but I will be fair in a fight.
Dear god, do not godmod. If I find something that to me is godmoding I will tell you and give you a warning.
Follow your characters personality if they act out of personality over and over it will change.
A Paragraph consists of at least 5 sentences I think maximum of like 7 or something.
No arguing with me.
This is my little world I made for you all to come and have fun in, but just don’t tell me what races are good or evil, or what weakness or strengths creatures have. I am going by my list of strengths and weaknesses, so even humans will be powerful enough to hold their own. Like for a vampire the sun doesn’t make you sparkle you burst into flames a beautiful blue purple flame. You have a set amount of time to get out of the sun based on your age. I know that they are all capable of both but it’s just pretty much-based on looks and actions of the race as a whole.
Making suggestions on the other hand, you can, I will read them.
No stealing others moves unless they are a lot weaker version and/or they teach them to you.
Things posted here such as your character sheets are OOC (Out of Character) information. That means while IC (In character) you do not know anything about anyone playing unless you tell them IC.
Tasogare Shin’en
A hundred years of war raged, but then peace finally reigned. Someone stepped forward and got both the good and evil sides to come to a treaty. After a thousand years the humans were the ones to spark the embers and reignite the flames of war, seeing that the good had broken the ancient treaty. The greater evils formed an alliance with a mysterious figure and blotted out the sun.
The elves came up with sun orbs which emanated light like mini suns. The humans had already been making powered weapons, powered by a unicorn horn at first. They then gained the elves sun orbs and use them now, after forging an alliance with all of the other good creatures. The evil side had spies gaining the technological magical items, shortly after they made the moon orbs. Which were like sun orbs but powered the “dark and evil” Technological magic items.
Ten years later the old one returned and made the councils on both sides sign a blood treaty together. More peace was abundant but tensions have never been higher.
Original LONG storyline.
In medieval time setting, when technology and magic thrived. Humans, elves, dwarfs, and all other “Good” types lived in harmony. There was always “Evil” in the land. Even if they were “Good” they were shunned off because of their natural race like vampire, demon, devils, Lycan, and so on. So the planet was split into two halves the “Good” side and the “Evil” side. The line that ripped across the planet, markers where made to show where the line was and it was far from perfect.
Of course in the past they fought over this territorial line, making the markers move from one side into the other. Giving either the “Good” creatures or the “Evil” ones more land. So instead of a line it was more like a lightning bolt across the entire planet.
All of the “Evil” would only prowl out at night, taking only what they needed. Each faction has a ruler; some had more than one because there were so many of them. Each side knew what the rules were, pretty much going against the “Evil” creature’s nature Being tired of fighting at, least for now... There was another rule that “Good” made with “Evil” that both were never to mix technology and magic. Short lived, as humans were they had to go and break that pact and only after 1000 years of its creation.
They started by making mystical armors and weapons that were powered by unicorn horns. One of the human druids persuaded the unicorns to go with them. Kind of like an energy pack. The humans saw the power of these tools. Destroying many “Evil” creatures in a cave on the “Evil” side. The unicorns fled in terror taking their power with them. But little did they know an Imp was hiding in the shadow. It then transported to its master in the darkness of a faraway plane. Reporting what it had just seen. A hooded figure stood there as the Imp climbed onto him. Perching on his shoulder, the imp began whispering the gory details.
Seven-hooded figures made a pact with Demon Lords and Archdevils to blot out the sun in retaliation for what humans did to the contract. They were successful in creating permanent darkness. An ancient vampire that was so old he was not even classified as a type of vampire anymore, even though that is what he started as, he was known by many names but went by Aku, He was the “Evil” creature who made the pact of the rules with the “Good” creatures 1000 years back. After getting all of the other “Evil” creatures to give him the ok. He is over 17,856 years old and that’s a rough estimate.
Knowing the lightless suns power and affects that it would have on the plants and creatures. He has seen it before and stopped it himself. The fact remained that his food source would dwindle and die out for his kind and others like Lycan. Deciding on ending this pact with the Demon Lords and Archdevils Lords he sought them out trying to negotiate with them. They didn’t see things his way and he was forced to kill them knowing that destroying the ones that made the pact, would return the sun. After killing the Demon Lords and Archdevils, the hooded figure casted some blood magic on him because of the fact that Aku was covered in Demon Lords and Archdevils blood. It made him “reborn” in a way, still retaining his immunities and becoming a lot weaker. If one were to measure the strength one would say he is about 200 or so years old now. He still killed all of them, before this hooded figure casted that spell. Of course it was not that easy, even though he killed all of those others, the hooded figure still existed.
To Aku’s surprise the hooded one left leaving him alive. Still knowledgeable, the vampire was greatly weakened. He had all his memories but all of his spells were either weakened or sealed. He did master all of the elements before this incident, but now he was restricted to the use of just the basics in each. At least He still had his items; some were really powerful and helpful as well.
He would say the only vampire power he had that was still powerful was his dominating gaze. He lost all command he ever had on the vampire minions he created. He had many but only started recently due to the fact that the “Good” side just started making pacts with “Evil” 1000 years ago. He had a few thralls that obeyed him, but his control wavered. Now he only has one.
He called them sheval; they were mostly humans who fed on my character’s blood for so long that they are given most of the supernatural vampiric powers that he has. They grow to not need the blood anymore, unless they wish to stay young looking. They are infused with the blood making them one of the more powerful guardians him. They can kill some of the most powerful creatures with their hands. Drinking the blood to a maximum of one day will cause them to remain forever young not aging. These are things that no one knows. My character is the only one with this ability.
Luckily the “Good” creatures developed “sun orbs” that gave life to the plants that needed the sunlight. After that cattle and other herbivore like animals would come back from the fungus that they had been eating. These orbs very in size some were as small as marbles some the size of minivans. They could ward off “Evil” creatures but not kill any. Once the other “Good” races saw that “Evil” retaliated they too joined in completely crushing the pact or rules made.
They sent out messengers to the humans obtaining pacts allying them all for the Greater “Good” and also spreading those “sun orbs” everywhere. Dwarfs made land vehicles that could drill under the earth. Also made machine like armors. The Elves made special weapons and armor as well as plant, technological, and magical buildings also creating the first barrier techno-magic. The Humans being the ones who first started this trend had enough time to make lightning cannons and stuff like that.
Seeing that the “Good” made “Sun Orbs” the “Evil” made “Moon Orbs” They made them more powerful than the “sun orbs.” They did not ward off “Good” creatures but they drew them closer in and kind of mesmerized them. Any “Evil” creatures in the (Area of Effect) Aoe were energized as if being buffed in all ways. Also the “Moon Orbs” absorbs the light to get darker and more powerful. They also use the “Moon Orbs” for their techno-magic and Magi-tech seeing how they’re more powerful. The orbs power all Techno-magic and Magi-Tech.
The “Good” also found out that these “sun orbs” were an energy source that for some reason replenished itself over time. Not one of the “Good” races except the elves wanted to know why. They spent most their time researching on the subject as well as harvesting and the likes. Every race “Good” or “Evil” can use techno magic and/or magi-tech. Any race can have an element but the more physically strong you are the weaker your magic unless you train your mind as much as your body.
Something called half’s they are rare because of the fact to do so takes years of practice. Mostly only vampire, lich, elves, or old humans (50+ years) are of these select few. Everyone is born with the ability to use magic but some are more tied into their magical power than others. The older you are the more time you have had in hoeing your magical and unmagical skills. But that doesn’t mean that you choose to do that. Unless your personality matches your story then you cannot be overpowered in magic and physical.
Their things made with magic in them before and during the rules pact but they were made differently. I know they sound like the same but they are not. The “Good” creatures also figured out that when in their towns that were surrounded with “Sun Orbs”, making their magi-tech and techno-magic items were more powerful. They started bringing small orbs with them. Kind of like ammo for a gun although they recharge it takes a while.
Aku then sought out the Lycan hoping that they would join him as the messenger of “neutrality”. Although they were of the “Evil” side he was still a negotiator. He wasn’t all that bad or “Evil” either. The Lycan lord saw fit to send a young one his son with Aku. (His son or daughter depending if someone wants to take his or her place. Going to just call it a he unless someone takes it and makes it a female.) Was smart and cool minded for a Lycan he saw things logically. He could also control his transformations. He just learned how, so more helpful.
They headed to the Elvin town, seeing them as the most peaceful of the “Good” races. Aku sent in the Lycan “child” to see if they would audience them somewhere else where these wards didn’t burn so much. They agreed to audience sending messengers to the other “Good” creatures they had an outpost like area with a circular table that they invited them to. Aku then went in to see if they could come to a compromise of some sort. Aku told them what happened and who did it, leaving out his blood curse seal.
Although he did point out that the humans were the first to break the pact that they had made. The human counselor nodded saying that it was a bad thing but they knew that someday the “Evil” side would break it. Why wait for them all to come kill them when they could use this time in building these devices to “protect themselves”. Aku let out a smile, how humans still amused him. They can seem to twist anything into something that helps them out. They were really some of the biggest roots of “Evil” out there.
They then began talking on how their techno-magic or magi-tech had been stolen. Aku said with a smirk on his face.
“Why is it then that the first things you “tested” your Magi-tech on were “Evil” creatures outside of your towns on the “Evil” side? I don’t need some fabricated answer back from you. That is very possible but as long as someone can profit within your own organizations then there will be theft. I am not saying that’s what’s going on; I am merely saying that it is possible. Especially since you’re “Orbs” ward off “Evil” creatures... As if you made them to harm only us, not just “Evil” in the sense.
They all discussed amongst themselves not knowing that Aku could hear them. Nothing bad was passed back and forth except from the new council member on the humans’ side. Aku could feel how “Evil” his thoughts were. He was hiding something, something really bad.
Aku then spoke again. “I was one of the original creators of the first pact along with the elf and Dwarf I see none that are the same. How am I to know that this pact is to be upheld? I don’t know if you others can feel the “Evil” thoughts in the human but I would watch him if I where you. Humans have always wanted power and this planet. I remember the millennium wars I don’t know if any of you were there but I was a major factor in well… Let’s just say Humans are devious and are not into waiting for things since they have so little years. Can you feel death approaching human?”Aku said mockingly to the human as he pulled out his scythe from out of what seemed to be nowhere. As he did the area around him got decrepit and decayed. Aku then said before anyone else spoke due to the fact they were all in awe of his story. “Don’t become a part of this list of death.” He then put the scythe away seeing that the human pissed himself in fear probably even also shat.
The Human got up running out of the room Aku heard off in the distance outside the doors him hurling.
“That was uncalled for.” The Elf leader said.
“Aye.” Said the dwarf leader in agreement to the elf probably due to the fact that he was next to the human and probably had to smell the stench. As he took another drink from what looked like dwarves dragon ale.
Aku just smiled. He then held out a pact that they all must sign in their blood the pact listed a “Peace” treaty, trade treaty, and non-aggression treaty. Also that if they themselves were part of some dark sinister plot of destroying masses of “Evil” and/or “Good” creatures unprovoked then this contract would kill them, and also send their souls into Aku’s possession. All of the “Good” creatures signed. After each signed he took the quill placing them into separate containers on him. Save the human who was just returning. He walked up read the treaty then exploded in a rage.
“How do you not think that I am in some “Evil” plot when I already have made the first steps against this treaty?” His eyes brightened for a second then he said. “Well, not an “Evil” plot but one for the greater “Good”. Something to ensure that my race as limited as our years are, that they are lived in safety not in danger from imminent attack! Nay I will not sign for that part I will place my name for the treaties.” He then took a fresh quill pricking his finger. Aku seemed stimulated by all the fresh blood in the air. His eyes turned a blood red as he stood there watching the man sign the paper. Aku then walked up to him grabbing the contract and his quill dismissing them with a bow.
“Thank you for this contract.” Aku said.
Aku then left out the door leading to the “Evil” side of the planet.
“Now let’s see what plans your planning here human.” He said as he pulled out the quill with the human blood then sucked out the blood he so quickly saved from dripping away. A flood of memories hit Aku like Lightning bolts. One of 4 hooded figures and an Imp that nestled onto his shoulder. He was seeing them from the perspective of the human. He also saw himself getting the blood seal. Aku then fell to one knee as if falling out of the visions.
The Lycan came rushing to his side helping him up.
“What did you see?” said the youngling.
“Something terrifying.” Aku said before he got up on his own.
“At least now I know what blood seal he used and how to get rid of it. Also that human is only one out of the five hooded figures. It will take me a long while to remove this seal but please tell no one of what I just said. I will take the human on my own time. You did see that I did not sign this thing. It’s strange though, although that human wasn’t one human that signed the original pact he felt the same. Maybe his pissing and shating along with the puking were all just a façade. Could he truly be an ancient? Anyways tell your father thanks and take him this.” Aku held out another scroll that told the Lycan king to commit some funds and a schematic on how and where to build two hundred buildings. The Lycan nodded then put it in his scroll case transforming into his bestial form and ran off.
The Demon Lords and Arch Devils that Aku killed had reformed by the time it took him to return. Seeing them as the “Evil” council, He spoke to them getting them all together then told them to sign this treaty; they were all in disagreement. Aku then just simply threatened them.
“If you don’t sign I will kill you all… again” Aku said.
“Humph, how do you think you’re going to do that?” Mephistopheles said smirking.
“By simply killing myself, the power within me may have been sealed but if I die guess what happens? I release it all in a massive explosion that none of you will escape… Not even Asmodeus. Orcus as ‘Master’ of the undead am I one?” Aku said.
“I hate that title! Undead are weak, mindless, and there is an endless supply of them. Of course some undead like the, Vampire and Lich, aren’t weak or mindless. You are some sort of abomination of Vampire that I cannot control, no matter if I release all my legions of undead or not. Trust me I have tried, because having you is the equivalent of billions of legions. Demon, devil, undead, you are something that rivals the gods and your reputation precedes you. How many of them have you killed?”
“If I say will you all sign the contract? Aku said smiling.
They each nodded in agreement even Asmodeus.
“I have killed seven gods. They were the type of gods that no longer required masses of people that believe in them. I did get their portfolios that they once used. Another thing Orcus you said that my reputation preceded me. I find that strange because everything I have done, I have done in a different form. Never mind that just keep up to your word and sign this for me.”
The “Evil” counsel smiled and each of them signed away.
“Maybe you may tell us about how you killed them?” asked Belial
“Maybe another time you fallen angels and demons.” Aku said. After they all signed it he took the quills of each placing them in separate containers, and then dismissed them.
The Lycan king had made bases of operation in-between the area of “Good” and “Evil”. Paradox he called it, they were like a market and the rules between both sides. This building was about 3 stories tall and hidden 5 stories deep. They have loads of these bases like this one in different areas, each has a name.
They are the keepers of “peace” for now. There are some of the “Good” and “Evil” creatures living in these building. Yes there are rules and if broken means punishment according to what the Lycan lord says. Aku wanted to be the harbinger of punishment but it was not allowed since the counsel proclaimed it, probably that humans doing. Aku then left going off and training in his own place.
It’s now 10 years later. The “Good” are now somewhat accepting the “Evil” and vise versa. They both know that they did something wrong and are trying to make up for it. The new pact stated that if a “Good” or “Evil” harms any than they would be punished. According to a new council that was formed. Aku would have been the vampires voice but he disappeared, no one knows where he went.
The “Neutrals” made knights to enforce their power. They were called “Judges.” They would be in both areas making sure that both sides were holding up the contract and what they viewed as the “Law of the world”. There is an important law stating that the Judges are the enforcers of the laws in each different area. The Judges are the only ones who are free of the law, they can freely move in the towns on either side without question. Neither side stood up to the “Neutrals” But they were not being very “Neutral” more like evil after a while. At least the Judges remained “Neutral”
Both sides constructed their own side of the meeting chamber for the leaders and other meeting for both sides. There were four doors one on the “good” east and “evil” west side also two that were placed where the line that split the planet. They were on the south and north ends of it.
When entering from the south entrance and facing west naming off the “Evil” council from the south entrance to the north. There were two rowsone in the front containing the Demon Lords then the back, which held the Arch devils. Starting from the south heading to the north in the first row was Demogorgon, Graz’zt, Juiblex, Yeenoghu, and in the middle containing his dominance over the rest was Orcus. In the second row starting from the south entrance going to the north was Bel (Lord of the First), Dispater (Lord of the Second), Mammon (Lord of the Third), Belial who was sat upon by his mistress Fierna (Lords of the Fourth), Levistus (Lord of the Fifth), Glasya (Lord of the Sixth), Mephistopheles (Lord of the Eighth), Asmodeus (Lord of the Ninth), and Baalzebul (Lord of the seventh). None of them cared who looked more important in this council seeing how they were always fighting as it was over abyssal planes and such.
On the “Good” Side starting from the south was the Centaur chieftain, Pixie Queen, a celestial being known as an Angel, Elf High, The Dwarf King, and the human. Each of them had their own underling, which sat to their right side. This was just the main council there was others but this one made most all of the decisions if they were ever made. There was also one Judge in each council meeting, no matter how small it was.
Of course in the past they fought over this territorial line, making the markers move from one side into the other. Giving either the “Good” creatures or the “Evil” ones more land. So instead of a line it was more like a lightning bolt across the entire planet.
All of the “Evil” would only prowl out at night, taking only what they needed. Each faction has a ruler; some had more than one because there were so many of them. Each side knew what the rules were, pretty much going against the “Evil” creature’s nature Being tired of fighting at, least for now... There was another rule that “Good” made with “Evil” that both were never to mix technology and magic. Short lived, as humans were they had to go and break that pact and only after 1000 years of its creation.
They started by making mystical armors and weapons that were powered by unicorn horns. One of the human druids persuaded the unicorns to go with them. Kind of like an energy pack. The humans saw the power of these tools. Destroying many “Evil” creatures in a cave on the “Evil” side. The unicorns fled in terror taking their power with them. But little did they know an Imp was hiding in the shadow. It then transported to its master in the darkness of a faraway plane. Reporting what it had just seen. A hooded figure stood there as the Imp climbed onto him. Perching on his shoulder, the imp began whispering the gory details.
Seven-hooded figures made a pact with Demon Lords and Archdevils to blot out the sun in retaliation for what humans did to the contract. They were successful in creating permanent darkness. An ancient vampire that was so old he was not even classified as a type of vampire anymore, even though that is what he started as, he was known by many names but went by Aku, He was the “Evil” creature who made the pact of the rules with the “Good” creatures 1000 years back. After getting all of the other “Evil” creatures to give him the ok. He is over 17,856 years old and that’s a rough estimate.
Knowing the lightless suns power and affects that it would have on the plants and creatures. He has seen it before and stopped it himself. The fact remained that his food source would dwindle and die out for his kind and others like Lycan. Deciding on ending this pact with the Demon Lords and Archdevils Lords he sought them out trying to negotiate with them. They didn’t see things his way and he was forced to kill them knowing that destroying the ones that made the pact, would return the sun. After killing the Demon Lords and Archdevils, the hooded figure casted some blood magic on him because of the fact that Aku was covered in Demon Lords and Archdevils blood. It made him “reborn” in a way, still retaining his immunities and becoming a lot weaker. If one were to measure the strength one would say he is about 200 or so years old now. He still killed all of them, before this hooded figure casted that spell. Of course it was not that easy, even though he killed all of those others, the hooded figure still existed.
To Aku’s surprise the hooded one left leaving him alive. Still knowledgeable, the vampire was greatly weakened. He had all his memories but all of his spells were either weakened or sealed. He did master all of the elements before this incident, but now he was restricted to the use of just the basics in each. At least He still had his items; some were really powerful and helpful as well.
He would say the only vampire power he had that was still powerful was his dominating gaze. He lost all command he ever had on the vampire minions he created. He had many but only started recently due to the fact that the “Good” side just started making pacts with “Evil” 1000 years ago. He had a few thralls that obeyed him, but his control wavered. Now he only has one.
He called them sheval; they were mostly humans who fed on my character’s blood for so long that they are given most of the supernatural vampiric powers that he has. They grow to not need the blood anymore, unless they wish to stay young looking. They are infused with the blood making them one of the more powerful guardians him. They can kill some of the most powerful creatures with their hands. Drinking the blood to a maximum of one day will cause them to remain forever young not aging. These are things that no one knows. My character is the only one with this ability.
Luckily the “Good” creatures developed “sun orbs” that gave life to the plants that needed the sunlight. After that cattle and other herbivore like animals would come back from the fungus that they had been eating. These orbs very in size some were as small as marbles some the size of minivans. They could ward off “Evil” creatures but not kill any. Once the other “Good” races saw that “Evil” retaliated they too joined in completely crushing the pact or rules made.
They sent out messengers to the humans obtaining pacts allying them all for the Greater “Good” and also spreading those “sun orbs” everywhere. Dwarfs made land vehicles that could drill under the earth. Also made machine like armors. The Elves made special weapons and armor as well as plant, technological, and magical buildings also creating the first barrier techno-magic. The Humans being the ones who first started this trend had enough time to make lightning cannons and stuff like that.
Seeing that the “Good” made “Sun Orbs” the “Evil” made “Moon Orbs” They made them more powerful than the “sun orbs.” They did not ward off “Good” creatures but they drew them closer in and kind of mesmerized them. Any “Evil” creatures in the (Area of Effect) Aoe were energized as if being buffed in all ways. Also the “Moon Orbs” absorbs the light to get darker and more powerful. They also use the “Moon Orbs” for their techno-magic and Magi-tech seeing how they’re more powerful. The orbs power all Techno-magic and Magi-Tech.
The “Good” also found out that these “sun orbs” were an energy source that for some reason replenished itself over time. Not one of the “Good” races except the elves wanted to know why. They spent most their time researching on the subject as well as harvesting and the likes. Every race “Good” or “Evil” can use techno magic and/or magi-tech. Any race can have an element but the more physically strong you are the weaker your magic unless you train your mind as much as your body.
Something called half’s they are rare because of the fact to do so takes years of practice. Mostly only vampire, lich, elves, or old humans (50+ years) are of these select few. Everyone is born with the ability to use magic but some are more tied into their magical power than others. The older you are the more time you have had in hoeing your magical and unmagical skills. But that doesn’t mean that you choose to do that. Unless your personality matches your story then you cannot be overpowered in magic and physical.
Their things made with magic in them before and during the rules pact but they were made differently. I know they sound like the same but they are not. The “Good” creatures also figured out that when in their towns that were surrounded with “Sun Orbs”, making their magi-tech and techno-magic items were more powerful. They started bringing small orbs with them. Kind of like ammo for a gun although they recharge it takes a while.
Aku then sought out the Lycan hoping that they would join him as the messenger of “neutrality”. Although they were of the “Evil” side he was still a negotiator. He wasn’t all that bad or “Evil” either. The Lycan lord saw fit to send a young one his son with Aku. (His son or daughter depending if someone wants to take his or her place. Going to just call it a he unless someone takes it and makes it a female.) Was smart and cool minded for a Lycan he saw things logically. He could also control his transformations. He just learned how, so more helpful.
They headed to the Elvin town, seeing them as the most peaceful of the “Good” races. Aku sent in the Lycan “child” to see if they would audience them somewhere else where these wards didn’t burn so much. They agreed to audience sending messengers to the other “Good” creatures they had an outpost like area with a circular table that they invited them to. Aku then went in to see if they could come to a compromise of some sort. Aku told them what happened and who did it, leaving out his blood curse seal.
Although he did point out that the humans were the first to break the pact that they had made. The human counselor nodded saying that it was a bad thing but they knew that someday the “Evil” side would break it. Why wait for them all to come kill them when they could use this time in building these devices to “protect themselves”. Aku let out a smile, how humans still amused him. They can seem to twist anything into something that helps them out. They were really some of the biggest roots of “Evil” out there.
They then began talking on how their techno-magic or magi-tech had been stolen. Aku said with a smirk on his face.
“Why is it then that the first things you “tested” your Magi-tech on were “Evil” creatures outside of your towns on the “Evil” side? I don’t need some fabricated answer back from you. That is very possible but as long as someone can profit within your own organizations then there will be theft. I am not saying that’s what’s going on; I am merely saying that it is possible. Especially since you’re “Orbs” ward off “Evil” creatures... As if you made them to harm only us, not just “Evil” in the sense.
They all discussed amongst themselves not knowing that Aku could hear them. Nothing bad was passed back and forth except from the new council member on the humans’ side. Aku could feel how “Evil” his thoughts were. He was hiding something, something really bad.
Aku then spoke again. “I was one of the original creators of the first pact along with the elf and Dwarf I see none that are the same. How am I to know that this pact is to be upheld? I don’t know if you others can feel the “Evil” thoughts in the human but I would watch him if I where you. Humans have always wanted power and this planet. I remember the millennium wars I don’t know if any of you were there but I was a major factor in well… Let’s just say Humans are devious and are not into waiting for things since they have so little years. Can you feel death approaching human?”Aku said mockingly to the human as he pulled out his scythe from out of what seemed to be nowhere. As he did the area around him got decrepit and decayed. Aku then said before anyone else spoke due to the fact they were all in awe of his story. “Don’t become a part of this list of death.” He then put the scythe away seeing that the human pissed himself in fear probably even also shat.
The Human got up running out of the room Aku heard off in the distance outside the doors him hurling.
“That was uncalled for.” The Elf leader said.
“Aye.” Said the dwarf leader in agreement to the elf probably due to the fact that he was next to the human and probably had to smell the stench. As he took another drink from what looked like dwarves dragon ale.
Aku just smiled. He then held out a pact that they all must sign in their blood the pact listed a “Peace” treaty, trade treaty, and non-aggression treaty. Also that if they themselves were part of some dark sinister plot of destroying masses of “Evil” and/or “Good” creatures unprovoked then this contract would kill them, and also send their souls into Aku’s possession. All of the “Good” creatures signed. After each signed he took the quill placing them into separate containers on him. Save the human who was just returning. He walked up read the treaty then exploded in a rage.
“How do you not think that I am in some “Evil” plot when I already have made the first steps against this treaty?” His eyes brightened for a second then he said. “Well, not an “Evil” plot but one for the greater “Good”. Something to ensure that my race as limited as our years are, that they are lived in safety not in danger from imminent attack! Nay I will not sign for that part I will place my name for the treaties.” He then took a fresh quill pricking his finger. Aku seemed stimulated by all the fresh blood in the air. His eyes turned a blood red as he stood there watching the man sign the paper. Aku then walked up to him grabbing the contract and his quill dismissing them with a bow.
“Thank you for this contract.” Aku said.
Aku then left out the door leading to the “Evil” side of the planet.
“Now let’s see what plans your planning here human.” He said as he pulled out the quill with the human blood then sucked out the blood he so quickly saved from dripping away. A flood of memories hit Aku like Lightning bolts. One of 4 hooded figures and an Imp that nestled onto his shoulder. He was seeing them from the perspective of the human. He also saw himself getting the blood seal. Aku then fell to one knee as if falling out of the visions.
The Lycan came rushing to his side helping him up.
“What did you see?” said the youngling.
“Something terrifying.” Aku said before he got up on his own.
“At least now I know what blood seal he used and how to get rid of it. Also that human is only one out of the five hooded figures. It will take me a long while to remove this seal but please tell no one of what I just said. I will take the human on my own time. You did see that I did not sign this thing. It’s strange though, although that human wasn’t one human that signed the original pact he felt the same. Maybe his pissing and shating along with the puking were all just a façade. Could he truly be an ancient? Anyways tell your father thanks and take him this.” Aku held out another scroll that told the Lycan king to commit some funds and a schematic on how and where to build two hundred buildings. The Lycan nodded then put it in his scroll case transforming into his bestial form and ran off.
The Demon Lords and Arch Devils that Aku killed had reformed by the time it took him to return. Seeing them as the “Evil” council, He spoke to them getting them all together then told them to sign this treaty; they were all in disagreement. Aku then just simply threatened them.
“If you don’t sign I will kill you all… again” Aku said.
“Humph, how do you think you’re going to do that?” Mephistopheles said smirking.
“By simply killing myself, the power within me may have been sealed but if I die guess what happens? I release it all in a massive explosion that none of you will escape… Not even Asmodeus. Orcus as ‘Master’ of the undead am I one?” Aku said.
“I hate that title! Undead are weak, mindless, and there is an endless supply of them. Of course some undead like the, Vampire and Lich, aren’t weak or mindless. You are some sort of abomination of Vampire that I cannot control, no matter if I release all my legions of undead or not. Trust me I have tried, because having you is the equivalent of billions of legions. Demon, devil, undead, you are something that rivals the gods and your reputation precedes you. How many of them have you killed?”
“If I say will you all sign the contract? Aku said smiling.
They each nodded in agreement even Asmodeus.
“I have killed seven gods. They were the type of gods that no longer required masses of people that believe in them. I did get their portfolios that they once used. Another thing Orcus you said that my reputation preceded me. I find that strange because everything I have done, I have done in a different form. Never mind that just keep up to your word and sign this for me.”
The “Evil” counsel smiled and each of them signed away.
“Maybe you may tell us about how you killed them?” asked Belial
“Maybe another time you fallen angels and demons.” Aku said. After they all signed it he took the quills of each placing them in separate containers, and then dismissed them.
The Lycan king had made bases of operation in-between the area of “Good” and “Evil”. Paradox he called it, they were like a market and the rules between both sides. This building was about 3 stories tall and hidden 5 stories deep. They have loads of these bases like this one in different areas, each has a name.
They are the keepers of “peace” for now. There are some of the “Good” and “Evil” creatures living in these building. Yes there are rules and if broken means punishment according to what the Lycan lord says. Aku wanted to be the harbinger of punishment but it was not allowed since the counsel proclaimed it, probably that humans doing. Aku then left going off and training in his own place.
It’s now 10 years later. The “Good” are now somewhat accepting the “Evil” and vise versa. They both know that they did something wrong and are trying to make up for it. The new pact stated that if a “Good” or “Evil” harms any than they would be punished. According to a new council that was formed. Aku would have been the vampires voice but he disappeared, no one knows where he went.
The “Neutrals” made knights to enforce their power. They were called “Judges.” They would be in both areas making sure that both sides were holding up the contract and what they viewed as the “Law of the world”. There is an important law stating that the Judges are the enforcers of the laws in each different area. The Judges are the only ones who are free of the law, they can freely move in the towns on either side without question. Neither side stood up to the “Neutrals” But they were not being very “Neutral” more like evil after a while. At least the Judges remained “Neutral”
Both sides constructed their own side of the meeting chamber for the leaders and other meeting for both sides. There were four doors one on the “good” east and “evil” west side also two that were placed where the line that split the planet. They were on the south and north ends of it.
When entering from the south entrance and facing west naming off the “Evil” council from the south entrance to the north. There were two rowsone in the front containing the Demon Lords then the back, which held the Arch devils. Starting from the south heading to the north in the first row was Demogorgon, Graz’zt, Juiblex, Yeenoghu, and in the middle containing his dominance over the rest was Orcus. In the second row starting from the south entrance going to the north was Bel (Lord of the First), Dispater (Lord of the Second), Mammon (Lord of the Third), Belial who was sat upon by his mistress Fierna (Lords of the Fourth), Levistus (Lord of the Fifth), Glasya (Lord of the Sixth), Mephistopheles (Lord of the Eighth), Asmodeus (Lord of the Ninth), and Baalzebul (Lord of the seventh). None of them cared who looked more important in this council seeing how they were always fighting as it was over abyssal planes and such.
On the “Good” Side starting from the south was the Centaur chieftain, Pixie Queen, a celestial being known as an Angel, Elf High, The Dwarf King, and the human. Each of them had their own underling, which sat to their right side. This was just the main council there was others but this one made most all of the decisions if they were ever made. There was also one Judge in each council meeting, no matter how small it was.
Character sheet Blank
Post characters in OOC please. No posting IC until character approved by me.
Name:
Age:
Race:
Job:
Rank/Position in job:
Bloodline:
Faction:
Alignment:
Personality pros (strengths):
Personality cons (weaknesses):
Looks:
Element/magical powers:
Equipment:
Bio:
Age:
Race:
Job:
Rank/Position in job:
Bloodline:
Faction:
Alignment:
Personality pros (strengths):
Personality cons (weaknesses):
Looks:
Element/magical powers:
Equipment:
Bio:
Character sheet Information(READ BLOODLINE WITHIN!)
Character sheet
Name: (Last, Middle, First) If you have middle
Age: (In years)
Race: (Any as long as approved by me)
Job: (Any as long as approved by me)
Rank/Position in job: (Any as long as approved by me)
Bloodline: (if you have one that is. This is secretly discussed with me via pm)
Faction: (if in a group. like for the 10 years you and a buddy or buddies decide you want to rp in this together just add that into the last bit of your bios. for the last 10 years…)
Alignment: (pretty much DnD good evil neutral)
Personality pros (strengths): Strengths are usually gained over time.
Personality cons (weaknesses): list pros and cons of your personality. Everyone has both pros and cons. Like a pro would be like smart and a con would be gets scared easily or jumpy.)
Looks: (add your height and weight, skin color, eye color, hair color, hair length, distinctive scar, missing limbs, and any visible broken but healed bones. If you have a picture that’s also good but still want Height and weight)
Element/magical powers: (Look at the Elemental section and magical powers sections.)
Equipment/Tools: (What your character wears and uses.)
Bio: (make it good please. Bio can be basic information about your character that someone could overhear from common gossip. You may make a more detailed bio if you want that people don’t usually know but it is just good to have that background information.)
Unknown Information: This is stuff for characters that are very powerful and old. They may seem tough or whatever on the outside but once one gets to know that person they are very nice. Things like that.
Alignment information
d20srd.org/srd/description.htm
Basic Job List
Apothecaries, Alchemist, Bakers, Barbers, Bathers, Beer-Sellers, Blacksmiths, Bleachers, Bookbinders, Booksellers, Buckle Makers, Butchers, Carpenters, Chandlers, Chicken Butchers, Clergy, Coopers, Copyists, Cutlers, Doctors, Fishmongers, Furriers, Glove makers, Harness-Makers, Hat makers, Hay Merchants, Illuminators, Inns, Jewelers, Lawyers/Advocates, Locksmiths, Maidservants, Masons, Mercers, Noble Households, Old-Clothes, Painters, Pastry cooks, Plasterers, Poison maker, Priests, Purse makers, Roofers, Rope makers, Rug makers, Saddlers, Scabbard makers, Sculptors, Shoemakers, Spice Merchants, Tailors, Tanners, Taverns/Restaurants, Water carriers, Weavers, Wine-Sellers, Woodcarvers, Wood sellers.
Yes I know that some of these are repetitive. But you have to start as an apprentice in these unless it has been your job for at least five years. The each job is tied into each area.
Once you have gotten high enough rank in jobs you gain professionalism. You may have one job and one profession but not two in either. You can get a profession in more than one thing but you may not collect income from that extra one. You may only choose one job and profession to gain income from. But that is at least 16 hours of your characters day if you have a job and profession.
I found this job list on this site Laziness never fails. You can’t start as a High power in this rp but you may get there. Like kings and stuff like that (Maybe more coming)
svincent.com/MagicJar/Economics/Mediev..
sff.net/people/julia.west/callihoo/dtb..
Random job Generator
sff.net/people/julia.west/callihoo/dtb..
Item Lists
(Maybe more coming)
Equipment & Special Materials
d20srd.org/indexes/equipment.htm
Magic Items
d20srd.org/indexes/magicItems.htm
Epic items being the more powerful ones but eh who cares huh.
d20srd.org/indexes/epicMagicItems.htm
Minor artifacts are not necessarily unique items, but rather magic items that no longer can be made by common mortal means—even by the hands of epic creators.
d20srd.org/srd/epic/magicItems/artifac..
Jobs: is something that will be done daily weekly or monthly and once your job is complete you get your pay. Just something for you to show that your supporting yourself, it's not really that big a deal just mention what you did for your job. If you want you can use your job to make some story advancement as well. Like if you’re given missions to say then you could probably reach some sort of a boss like monster or something. I really don't know at this moment how they are going to go since everyone is either not picking a job or not picking one like that. :P well just state that you wish to work and I will come up with some meaningless thing for you to do if you want me to.
Your rank or job position determines your income.
Name: (Last, Middle, First) If you have middle
Age: (In years)
Race: (Any as long as approved by me)
Job: (Any as long as approved by me)
Rank/Position in job: (Any as long as approved by me)
Bloodline: (if you have one that is. This is secretly discussed with me via pm)
Faction: (if in a group. like for the 10 years you and a buddy or buddies decide you want to rp in this together just add that into the last bit of your bios. for the last 10 years…)
Alignment: (pretty much DnD good evil neutral)
Personality pros (strengths): Strengths are usually gained over time.
Personality cons (weaknesses): list pros and cons of your personality. Everyone has both pros and cons. Like a pro would be like smart and a con would be gets scared easily or jumpy.)
Looks: (add your height and weight, skin color, eye color, hair color, hair length, distinctive scar, missing limbs, and any visible broken but healed bones. If you have a picture that’s also good but still want Height and weight)
Element/magical powers: (Look at the Elemental section and magical powers sections.)
Equipment/Tools: (What your character wears and uses.)
Bio: (make it good please. Bio can be basic information about your character that someone could overhear from common gossip. You may make a more detailed bio if you want that people don’t usually know but it is just good to have that background information.)
Unknown Information: This is stuff for characters that are very powerful and old. They may seem tough or whatever on the outside but once one gets to know that person they are very nice. Things like that.
Alignment information
d20srd.org/srd/description.htm
Basic Job List
Apothecaries, Alchemist, Bakers, Barbers, Bathers, Beer-Sellers, Blacksmiths, Bleachers, Bookbinders, Booksellers, Buckle Makers, Butchers, Carpenters, Chandlers, Chicken Butchers, Clergy, Coopers, Copyists, Cutlers, Doctors, Fishmongers, Furriers, Glove makers, Harness-Makers, Hat makers, Hay Merchants, Illuminators, Inns, Jewelers, Lawyers/Advocates, Locksmiths, Maidservants, Masons, Mercers, Noble Households, Old-Clothes, Painters, Pastry cooks, Plasterers, Poison maker, Priests, Purse makers, Roofers, Rope makers, Rug makers, Saddlers, Scabbard makers, Sculptors, Shoemakers, Spice Merchants, Tailors, Tanners, Taverns/Restaurants, Water carriers, Weavers, Wine-Sellers, Woodcarvers, Wood sellers.
Yes I know that some of these are repetitive. But you have to start as an apprentice in these unless it has been your job for at least five years. The each job is tied into each area.
Once you have gotten high enough rank in jobs you gain professionalism. You may have one job and one profession but not two in either. You can get a profession in more than one thing but you may not collect income from that extra one. You may only choose one job and profession to gain income from. But that is at least 16 hours of your characters day if you have a job and profession.
I found this job list on this site Laziness never fails. You can’t start as a High power in this rp but you may get there. Like kings and stuff like that (Maybe more coming)
svincent.com/MagicJar/Economics/Mediev..
sff.net/people/julia.west/callihoo/dtb..
Random job Generator
sff.net/people/julia.west/callihoo/dtb..
Item Lists
(Maybe more coming)
Equipment & Special Materials
d20srd.org/indexes/equipment.htm
Magic Items
d20srd.org/indexes/magicItems.htm
Epic items being the more powerful ones but eh who cares huh.
d20srd.org/indexes/epicMagicItems.htm
Minor artifacts are not necessarily unique items, but rather magic items that no longer can be made by common mortal means—even by the hands of epic creators.
d20srd.org/srd/epic/magicItems/artifac..
Jobs: is something that will be done daily weekly or monthly and once your job is complete you get your pay. Just something for you to show that your supporting yourself, it's not really that big a deal just mention what you did for your job. If you want you can use your job to make some story advancement as well. Like if you’re given missions to say then you could probably reach some sort of a boss like monster or something. I really don't know at this moment how they are going to go since everyone is either not picking a job or not picking one like that. :P well just state that you wish to work and I will come up with some meaningless thing for you to do if you want me to.
Your rank or job position determines your income.
Elements
Elements:
The elements are: fire, earth, Nature,, Lightning,, waterand Wind. None elemental elements: Holy, light, shadow, Unholy and spirit. Everyone is gifted with an element when they are born, around the age of 10; one will "specialize", and become adept at that element, unless one wishes to just gain physical powers. Still having control over the others or choose to not, and have weaker control over the others or specialize in just 2 or 3. Just know that the more elements or powers you have the weaker they are compared to someone with full control over them if that makes sense. People who devote themselves to only one element are classified as a pure elemental. If two people where to go against each other one pure elemental and the other controlled dual elements and one of those duel elements was the element of the pure elemental then the pure elemental would obliterate the other person. The only way that the dual elemental person would win is if they had the weaknesses of the pure elemental.
Fire
The control over all types of fire, allows the creation of fire, however it is a large drain of physical stamina to create it, you are better to manipulate an already present flame
Lightning
Explains itself. Ability to control the positive and negative molecules in the air creating lightening. Air users can disrupt this by moving the air around them. but it will still “fire” lightening. Some lightning users are both.
Earth
The control over all thing of the earth, like rocks, all earth adepts have a natural affinity for “mother earth”. Able to create element but very, very hard.
Nature
Has the ability to talk to nature and use it to your advantage. also can make weapons like rose whip(Yuyu Hakusho’s Karama) and help things grow. also can communicate with animals if your mostly this element based.
Water/ice/mist
The control over water in some of its states: solid and liquid. Generation of water is a large drain, better to manipulate already present water.
Wind
the control over air vapors and gases. Air creation is possible, however it can be contracted, displaced (causing implosion), expanded and exploded, but strenuous to the user.
Light
Ability to bend light to your will reflecting bending whatnot get creative.
Holy
Ability to heal living units and regenerate limbs, mend and other things.
Darkness\Shadow
creating shadow where it shouldn’t be. Bending shadow to your will and jumping in shadow.
Unholy
Ability to heal undead nonliving units, regenerate limbs mend and other things.
Spirit/energy/chi/Ki
An extremely rare element, if you aren't an adept in it, you can't control it at all. It allows for healing and compulsion. Its affects on the users mind are incomparable, short, spaced out use causes depression, extended use causes insanity. Many spirit users that abuse it often go insane and kill everyone, unable to handle the depression.
How could I have forgotten about elemental weaknesses and strengths?
i352.photobucket.com/albums/r349/Aquta..
Spirit cancels or weakens other Spirit attacks depending on the time that someone took preparing their attack compared to your defending time.
If there is any suggestions make them but think about them first.
There is also synergistic elements as well but I can't think of them atm too lazy.
I was thinking something like this but in energy forms. I have no clue what to call them
(When working together each element is more powerful. Every element can work together even if they are against each other.)
Light + Dark = Twilight
Light + Lightning = Bouncing Lightning
Light + Fire = Solar Flare
Fire + Water = Boiling or steam
Earth + Water = Quicksand
Fire + Wind = Tornado Flame
Fire + Earth = Metal
Earth + Light + Dark + Lightning = Gravity
(These are just some suggestions and they do not exist.)
There are amplifying devices for each element now thanks to the techno-magic or magi-tech. (I will add more to the elemental list and stuff I am using d20srd.org for information and links Thanks to them I don't have to work so hard. But I will get to making each race different. Thank you d20srd.org. )
Some Pictures of the land which I did not make but are from other sites about other things but, yeah you get my meaning.
The elements are: fire, earth, Nature,, Lightning,, waterand Wind. None elemental elements: Holy, light, shadow, Unholy and spirit. Everyone is gifted with an element when they are born, around the age of 10; one will "specialize", and become adept at that element, unless one wishes to just gain physical powers. Still having control over the others or choose to not, and have weaker control over the others or specialize in just 2 or 3. Just know that the more elements or powers you have the weaker they are compared to someone with full control over them if that makes sense. People who devote themselves to only one element are classified as a pure elemental. If two people where to go against each other one pure elemental and the other controlled dual elements and one of those duel elements was the element of the pure elemental then the pure elemental would obliterate the other person. The only way that the dual elemental person would win is if they had the weaknesses of the pure elemental.
Fire
The control over all types of fire, allows the creation of fire, however it is a large drain of physical stamina to create it, you are better to manipulate an already present flame
Lightning
Explains itself. Ability to control the positive and negative molecules in the air creating lightening. Air users can disrupt this by moving the air around them. but it will still “fire” lightening. Some lightning users are both.
Earth
The control over all thing of the earth, like rocks, all earth adepts have a natural affinity for “mother earth”. Able to create element but very, very hard.
Nature
Has the ability to talk to nature and use it to your advantage. also can make weapons like rose whip(Yuyu Hakusho’s Karama) and help things grow. also can communicate with animals if your mostly this element based.
Water/ice/mist
The control over water in some of its states: solid and liquid. Generation of water is a large drain, better to manipulate already present water.
Wind
the control over air vapors and gases. Air creation is possible, however it can be contracted, displaced (causing implosion), expanded and exploded, but strenuous to the user.
Light
Ability to bend light to your will reflecting bending whatnot get creative.
Holy
Ability to heal living units and regenerate limbs, mend and other things.
Darkness\Shadow
creating shadow where it shouldn’t be. Bending shadow to your will and jumping in shadow.
Unholy
Ability to heal undead nonliving units, regenerate limbs mend and other things.
Spirit/energy/chi/Ki
An extremely rare element, if you aren't an adept in it, you can't control it at all. It allows for healing and compulsion. Its affects on the users mind are incomparable, short, spaced out use causes depression, extended use causes insanity. Many spirit users that abuse it often go insane and kill everyone, unable to handle the depression.
How could I have forgotten about elemental weaknesses and strengths?
i352.photobucket.com/albums/r349/Aquta..
Spirit cancels or weakens other Spirit attacks depending on the time that someone took preparing their attack compared to your defending time.
If there is any suggestions make them but think about them first.
There is also synergistic elements as well but I can't think of them atm too lazy.
I was thinking something like this but in energy forms. I have no clue what to call them
(When working together each element is more powerful. Every element can work together even if they are against each other.)
Light + Dark = Twilight
Light + Lightning = Bouncing Lightning
Light + Fire = Solar Flare
Fire + Water = Boiling or steam
Earth + Water = Quicksand
Fire + Wind = Tornado Flame
Fire + Earth = Metal
Earth + Light + Dark + Lightning = Gravity
(These are just some suggestions and they do not exist.)
There are amplifying devices for each element now thanks to the techno-magic or magi-tech. (I will add more to the elemental list and stuff I am using d20srd.org for information and links Thanks to them I don't have to work so hard. But I will get to making each race different. Thank you d20srd.org. )
Some Pictures of the land which I did not make but are from other sites about other things but, yeah you get my meaning.
Races
Every race has the potential for good and evil acts and thoughts. It’s just how one interprets the actions of others.
Every race has subraces within them. These are all suggestions and you may choose from these or something you have that I haven’t listed. But I must pass it. So please pm me if you want to implement another race.
“Good”
Human
Humans, well, self-descriptive. Alert, emotionally driven, and lack patience. Some know about vampires, some don't. Due to the "high" of a Moroi’s bite, humans often submit themselves to the Moroi to become "feeders". Humans blend a knack for experimentation with a fine balance of time tested methods and intuitive leaps. They borrow heavily from other races and cultures, taking something that was already created, then expanding and improving on it to create an item never seen before. Future-focused humans are unlikely to say, “We can’t try it because no one’s ever done it that way.” Humans rarely rest on their laurels after a major discovery and often use their discoveries to fuel research into even more radical ideas.
Dwarves
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of the earth’s secrets, their hard work, and their capacity for drinking ale. Their mysterious kingdoms, carved out from the insides of mountains, are renowned for the marvelous treasures that they produce as gifts or for trade. Personality: Dwarves are slow to laugh or jest and suspicious of strangers, but they are generous to those few who earn their trust. Dwarves value gold, gems, jewelry, and art objects made with these precious materials, and they have been known to succumb to greed. They fight neither recklessly nor timidly, but with a careful courage and tenacity. Their sense of justice is strong, but at its worst it can turn into a thirst for vengeance. Among gnomes, who get along famously with dwarves, a mild oath is “If I’m lying, may I cross a dwarf.”
Physical Description: Dwarves stand only 4 to 4-1/2 feet tall, but they are so broad and compact that they are, on
average, almost as heavy as humans. Dwarf men are slightly taller and noticeably heavier than dwarf women.
Dwarves’ skin is typically deep tan or light brown, and their eyes are dark. Their hair is usually black, gray, or brown, and worn long. Dwarf men value their beards highly and groom them very carefully. Dwarves favor simple styles for their hair, beards, and clothes. Dwarves are considered adults at about age 40, and they can live to be more than 400 years old.
Relations: Dwarves get along fine with gnomes, and passably with humans, half-elves, and halflings. Dwarves say, “The difference between an acquaintance and a friend is about a hundred years.” Humans, with their short life spans, have a hard time forging truly strong bonds with dwarves. The best dwarf-human friendships are between a human and a dwarf who liked the human’s parents and grandparents. Dwarves fail to appreciate elves’ subtlety and art, regarding elves as unpredictable, fickle, and flighty. Still, elves and dwarves have, through the ages, found common cause in battles against orcs, goblins, and gnolls. Through many such joint campaigns, the elves have earned the dwarves’ grudging respect. Dwarves mistrust half-orcs in general, and the feeling is mutual. Luckily, dwarves are fair-minded, and they grant individual half-orcs the opportunity to prove themselves. Alignment: Dwarves are usually lawful, and they tend toward good. Adventuring dwarves are less likely to fit the common mold, however, since they’re more likely to be those who did not fit perfectly into dwarven society. Dwarven Lands: Dwarven kingdoms usually lie deep beneath the stony faces of mountains, where the dwarves mine gems and precious metals and forge items of wonder. Trustworthy members of other races are welcome in such settlements, though some parts of these lands are off limits even to them. Whatever wealth the dwarves can’t find in their mountains, they gain through trade.
Dwarves dislike water travel, so enterprising humans frequently handle trade in dwarven goods when travel is along a water route. Dwarves in human lands are typically mercenaries, weaponsmiths, armorsmiths, jewelers, and artisans. Dwarf bodyguards are renowned for their courage and loyalty, and they are well rewarded for their virtues.
Religion: The chief deity of the dwarves is Moradin, the Soul Forger. He is the creator of the dwarves, and he expects his followers to work for the betterment of the dwarf race.
Language: Dwarves speak Dwarven, which has its own runic script. Dwarven literature is marked by comprehensive histories of kingdoms and wars through the millennia. The Dwarven alphabet is also used (with minor variations) for the Gnome, Giant, Goblin, Orc, and Terran languages. Dwarves often speak the languages of their friends (humans and gnomes) and enemies. Some also learn Terran, the strange language of earth-based creatures such as xorn.
Names: A dwarf’s name is granted to him by his clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name is not his own. It belongs to his clan. If he misuses it or brings shame to it, his clan will strip him of it. A dwarf stripped of his name is forbidden by dwarven law to use any dwarven name in its place. Male Names: Barendd, Brottor, Eberk, Einkil, Oskar, Rurik, Taklinn, orderk, Traubon, Ulfgar, Veit.
Female Names: Artin, Audhild, Dagnal, Diesa, Gunnloda, Hlin, Ilde, Liftrasa, Sannl, Torgga.
Illumians
Illumians are contemplative humanoids, driven and ambitious, taught from an early age to master every field of study. Personality: Illumians tend to be somewhat cautious, choosing to study a situation and develop a plan before acting. They’re also proud of their heritage as illumians, extolling
the virtues of illumians in general and their cabal in particular for anyone who’ll listen.
Physical Description: Illumians look like the humans who first learned the Ritual of Words Made Flesh—pale skinned and somewhat taller than average. More than half of all illumians are bald, while the rest have blond or red hair. Facial hair is almost unheard of. Of course, their most significant features are the luminous sigils that float above their heads, endlessly circling. These sigils are described in detail below. Illumians—even poor ones—favor the most expensive dress they can afford, with fine embroidery, long robes and capes, and multiple layers. Their bulky dress makes illumians look bigger and more muscular than they actually are. Illumians have a great distaste for dirt and take pains to keep their clothes clean, even in a wilderness or dungeon setting.
Elaborate facial makeup is also common among illumians, particularly older ones who have already mated for their cabal. While some humans wear makeup to make themselves appear more attractive, illumians wear it for the opposite reason: to keep others at a distance. The more garish and outlandish an individual’s makeup, the more likely it is that she wishes to be left alone. Relations: Illumians regard humans as a brother race, but remain somewhat distant—after all, the illumians left pure humanity behind when they undertook the Ritual of the Word Made Flesh. Elves are admired for their long life spans, love of learning, and facility with magic, while dwarves are regarded as consummate craftsfolk but with little else to offer. Illumians confronted with gnomes and halflings sometimes let a bit of paternalism seep through their efforts to be polite, subconsciously treating the small folk like children. Whenever they can, illumians seek common ground with species that demonstrate a love of learning, such as dragons and outsiders. Conversely, illumians have regarded the githyanki as implacable enemies ever since the githyanki discovered and sacked the illumians’ High Library on the Astral Plane. Except for those of the Gravewhisper cabals (described below), illumians abhor undead.
Halflings
Halflings are short and wiry, standing about 3 feet tall and weighing between 30 and 35 pounds. Females are slightly shorter than males, but no less strong. Their bodies are well proportioned, though their heads are somewhat elongated compared with those of humans. They are longer-lived than humans are, reaching maturity at 20 years of age and often living well past the age of 100. Most Halflings have ruddy skin, dark eyes, and straight black hair, though lighter shades of hair are known in many societies. Males often wear sideburns, though they almost never grow beards or mustaches. All Halflings prefer to wear their hair long, often braided or styled in some distinctive way. Their features are more delicate than those of humans, and their ears are elongated and slightly pointed.
Elves
Elves are short and willowy in comparison to humans. Their height ranges from 4-1/2 feet to 5-1/2 feet, and they generally weigh between 95 and 135 pounds. Males and females are usually equal in height, though the males tend to be slightly more muscular. Elves’ lithe bodies are perfectly proportioned, and their movements are almost supernaturally graceful. Most high elves have pale skin and dark hair, though lighter shades of hair are known in many societies, neither gender sports any facial hair, and elves’ features are well defined and elegant, though somewhat more angular than those of humans. Their almond-shaped eyes are usually green, though they can also be blue, gold, silver, or lavender. Their ears sweep upward to pointed ends—a factor that many claim contributes to their acute hearing.
Centaurs
Far stronger and faster than other humanoid races, centaurs rule huge swathes of the wild. They build peaceful, idyllic communities, hunting what and where they wish. Centaurs inhabit the plains and forests in tribes of varying size. Even though they build permanent shelters and live in one place for many years at a time, centaurs roam from their homes on a regular basis, ranging over great distances in relatively short amounts of time. Centaurs regard such excursions as essential to understanding the world around their homes, and they greatly enjoy such activity for its own sake. Although their crafts have not reached the level of some of the humanoid races, it is only because centaurs prefer to venture from their homes often rather than to stay in one place and ply a single trade.
Dhampir
A Dhampir is half human, and half vampire. They are guardians to Moroi and can only have children with Moroi. They do not drink blood and are mortal. Can be out in the sunlight without it hurting them, and have better senses than humans. Some dhampir develop a bond with their set Moroi, allowing them to feel their emotions, and, on certain occasions, enter their Moroi’s friends, having no control, but being able to see, hear and feel anything the Moroi does.
Moroi
They are full-blooded vampires and are immortal they don’t age. They drink blood, but not enough to kill. Their bite stimulates their victim, giving them a high feeling. They are guarded by Dhampirs from the Strigoi. Moroi have control over the elements, allowing them to manipulate said element. Feeding is frowned upon in society unless it is performed on a willing human, even though some are still disgusted afraid of contracting the Porphyric Haemophilia disease.
“Evil”
Strigoi
Nearly indestructible vampires, originating from Moroi, who have killed from feeding, they can only be killed by a silver stake through the heart or by the light of the sun. Moroi, Dhampirs, and humans can be turned into Strigoi by other Strigoi. Each time a Strigoi drinks from a Moroi, they gain a certain amount of power. Hence, the older the Strigoi, the more powerful, and more immortal they are. However, becoming a Strigoi, they give up all magic control.
Strigoi are generally seen as evil.
Demons
The Abyss holds an incredible diversity of demons. These evil denizens come in many forms with varied abilities. These creatures fight and manipulate each other, each striving for personal autonomy even as they seek to subjugate others. When not in conflict among themselves, demons battle various forces of good as well as the lawful evil inhabitants of the Nine Hells.
The largest and most Diverse group of demons is the Tanar’ri, unchallenged masters of the Abyss.
The demons were all tired of fighting each other and decided to make a pact to fight all the good creatures on the good realm over sixty thousand years ago.
Devils
The Nine Hells of Baator are home to many fiendishly evil beings. The most numerous of the devils are the Baatezu, who are infamous for their strength, evil temperament, and ruthlessly efficient organization. Among the Baatezu are the Paeliryon and Xerfilstyx. Though these two kinds of devils wield terrible powers, they have different characteristics and appearances. Seeing that the Demons were stepping into new territory they decided they could not let that stand and did the same but in a different way. Devils are more of manipulators than Fighters although they are just as powerful as Demons they tend to like tainting the souls of pure mortals bringing them into their folds and after they die they get their soul’s divine energy.
Ghosts
Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves. Some ghosts go about their business with little or no interest in the living. Others, however, are malevolent spirits who loathe all life and seek to destroy it whenever possible. Although ghosts can often be driven off or destroyed, they return again and again until they deal with the reason for their existence. A ghost greatly resembles its corporeal form in life, but in some cases the spiritual form is somewhat altered. Some ghosts look angelic and sweet, while others are twisted and horrible things, showing clearly the agony of the undead. There is often—but not always—a correlation between a ghost’s appearance and its alignment. Assumptions are dangerous. A ghost’s behavior usually matches its life. The spirit of a miserly person, for example, might continue to hoard wealth even though it has no use for such treasures. Similarly, a ghost is generally tied to the place where it died. If the aforementioned miser had died in a robbery, the ghost might remain in the counting house, tormenting the new owner and all who do business there. This is not a hard and fast rule, though—many ghosts wander freely.
Ghouls
Ghouls haunt graveyards, battlefields, and other places rich with the carrion they hunger for. These terrible creatures lurk wherever the stench of death hangs heavy, ready to devour the unwary. Ghouls are said to be created upon the death of a living man or woman who savored the taste of the flesh of people. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a ghoul. The transformation from living beings into fell things of the night has warped their minds, making them cunning and feral. Ghouls speak the languages they spoke in life (usually Common).
Zombie
Zombies are corpses reanimated through dark and sinister magic. These mindless automatons shamble about, doing their creator’s bidding without fear or hesitation. Zombies are not pleasant to look upon. Drawn from their graves, half decayed and partially consumed by worms, they wear the tattered remains of their burial clothes. A rank odor of death hangs heavy in the air around them. Because of their utter lack of intelligence, the instructions given to a newly created zombie must be very simple, such as “Kill anyone who enters this room.”
Mummies
Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. They usually inhabit great tombs or temple complexes, maintaining a timeless vigil and destroying would-be grave robbers. These horrid creatures are often marked with symbols of the dire gods they serve. While other undead often stink of carrion, the herbs and powders used to create a mummy give off a sharp, pungent odor like that of a spice cabinet.
Mummies attack intruders without pause or mercy. They never attempt to communicate with their enemies and never retreat. An encounter with a mummy can end only with the destruction of one combatant or the other (unless the mummy’s foe elects to retreat).
Most mummies are 5 to 6 feet tall and weigh about 120 pounds. Mummies can speak Common, but seldom bother to do so.
Other evil creatures will be added if you choose them.
There is a dimension where all sorts of evil coexist, it is known as the infinite layers of the abyss. Hell is located in a few layers due to the demon lords and Arch devils.
The demon lords list the ones Aku killed reincarnated woo
en.wikipedia.org/wiki/Demon_lord_(Dung..
and the Blood pact there was actually 7 hooded Figures. But everyone thinks only one because that's all Aku saw after killing the demon and devil lords.
i352.photobucket.com/albums/r349/Aquta..
Other races you can get from this list. pm me if you want to be one and if you have one that’s not on the list pm me and I will try to add it to the rp ok?
d20srd.org/srd/races.htm
d20srd.org/indexes/variantraces.htm
Every race has subraces within them. These are all suggestions and you may choose from these or something you have that I haven’t listed. But I must pass it. So please pm me if you want to implement another race.
“Good”
Human
Humans, well, self-descriptive. Alert, emotionally driven, and lack patience. Some know about vampires, some don't. Due to the "high" of a Moroi’s bite, humans often submit themselves to the Moroi to become "feeders". Humans blend a knack for experimentation with a fine balance of time tested methods and intuitive leaps. They borrow heavily from other races and cultures, taking something that was already created, then expanding and improving on it to create an item never seen before. Future-focused humans are unlikely to say, “We can’t try it because no one’s ever done it that way.” Humans rarely rest on their laurels after a major discovery and often use their discoveries to fuel research into even more radical ideas.
Dwarves
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of the earth’s secrets, their hard work, and their capacity for drinking ale. Their mysterious kingdoms, carved out from the insides of mountains, are renowned for the marvelous treasures that they produce as gifts or for trade. Personality: Dwarves are slow to laugh or jest and suspicious of strangers, but they are generous to those few who earn their trust. Dwarves value gold, gems, jewelry, and art objects made with these precious materials, and they have been known to succumb to greed. They fight neither recklessly nor timidly, but with a careful courage and tenacity. Their sense of justice is strong, but at its worst it can turn into a thirst for vengeance. Among gnomes, who get along famously with dwarves, a mild oath is “If I’m lying, may I cross a dwarf.”
Physical Description: Dwarves stand only 4 to 4-1/2 feet tall, but they are so broad and compact that they are, on
average, almost as heavy as humans. Dwarf men are slightly taller and noticeably heavier than dwarf women.
Dwarves’ skin is typically deep tan or light brown, and their eyes are dark. Their hair is usually black, gray, or brown, and worn long. Dwarf men value their beards highly and groom them very carefully. Dwarves favor simple styles for their hair, beards, and clothes. Dwarves are considered adults at about age 40, and they can live to be more than 400 years old.
Relations: Dwarves get along fine with gnomes, and passably with humans, half-elves, and halflings. Dwarves say, “The difference between an acquaintance and a friend is about a hundred years.” Humans, with their short life spans, have a hard time forging truly strong bonds with dwarves. The best dwarf-human friendships are between a human and a dwarf who liked the human’s parents and grandparents. Dwarves fail to appreciate elves’ subtlety and art, regarding elves as unpredictable, fickle, and flighty. Still, elves and dwarves have, through the ages, found common cause in battles against orcs, goblins, and gnolls. Through many such joint campaigns, the elves have earned the dwarves’ grudging respect. Dwarves mistrust half-orcs in general, and the feeling is mutual. Luckily, dwarves are fair-minded, and they grant individual half-orcs the opportunity to prove themselves. Alignment: Dwarves are usually lawful, and they tend toward good. Adventuring dwarves are less likely to fit the common mold, however, since they’re more likely to be those who did not fit perfectly into dwarven society. Dwarven Lands: Dwarven kingdoms usually lie deep beneath the stony faces of mountains, where the dwarves mine gems and precious metals and forge items of wonder. Trustworthy members of other races are welcome in such settlements, though some parts of these lands are off limits even to them. Whatever wealth the dwarves can’t find in their mountains, they gain through trade.
Dwarves dislike water travel, so enterprising humans frequently handle trade in dwarven goods when travel is along a water route. Dwarves in human lands are typically mercenaries, weaponsmiths, armorsmiths, jewelers, and artisans. Dwarf bodyguards are renowned for their courage and loyalty, and they are well rewarded for their virtues.
Religion: The chief deity of the dwarves is Moradin, the Soul Forger. He is the creator of the dwarves, and he expects his followers to work for the betterment of the dwarf race.
Language: Dwarves speak Dwarven, which has its own runic script. Dwarven literature is marked by comprehensive histories of kingdoms and wars through the millennia. The Dwarven alphabet is also used (with minor variations) for the Gnome, Giant, Goblin, Orc, and Terran languages. Dwarves often speak the languages of their friends (humans and gnomes) and enemies. Some also learn Terran, the strange language of earth-based creatures such as xorn.
Names: A dwarf’s name is granted to him by his clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name is not his own. It belongs to his clan. If he misuses it or brings shame to it, his clan will strip him of it. A dwarf stripped of his name is forbidden by dwarven law to use any dwarven name in its place. Male Names: Barendd, Brottor, Eberk, Einkil, Oskar, Rurik, Taklinn, orderk, Traubon, Ulfgar, Veit.
Female Names: Artin, Audhild, Dagnal, Diesa, Gunnloda, Hlin, Ilde, Liftrasa, Sannl, Torgga.
Illumians
Illumians are contemplative humanoids, driven and ambitious, taught from an early age to master every field of study. Personality: Illumians tend to be somewhat cautious, choosing to study a situation and develop a plan before acting. They’re also proud of their heritage as illumians, extolling
the virtues of illumians in general and their cabal in particular for anyone who’ll listen.
Physical Description: Illumians look like the humans who first learned the Ritual of Words Made Flesh—pale skinned and somewhat taller than average. More than half of all illumians are bald, while the rest have blond or red hair. Facial hair is almost unheard of. Of course, their most significant features are the luminous sigils that float above their heads, endlessly circling. These sigils are described in detail below. Illumians—even poor ones—favor the most expensive dress they can afford, with fine embroidery, long robes and capes, and multiple layers. Their bulky dress makes illumians look bigger and more muscular than they actually are. Illumians have a great distaste for dirt and take pains to keep their clothes clean, even in a wilderness or dungeon setting.
Elaborate facial makeup is also common among illumians, particularly older ones who have already mated for their cabal. While some humans wear makeup to make themselves appear more attractive, illumians wear it for the opposite reason: to keep others at a distance. The more garish and outlandish an individual’s makeup, the more likely it is that she wishes to be left alone. Relations: Illumians regard humans as a brother race, but remain somewhat distant—after all, the illumians left pure humanity behind when they undertook the Ritual of the Word Made Flesh. Elves are admired for their long life spans, love of learning, and facility with magic, while dwarves are regarded as consummate craftsfolk but with little else to offer. Illumians confronted with gnomes and halflings sometimes let a bit of paternalism seep through their efforts to be polite, subconsciously treating the small folk like children. Whenever they can, illumians seek common ground with species that demonstrate a love of learning, such as dragons and outsiders. Conversely, illumians have regarded the githyanki as implacable enemies ever since the githyanki discovered and sacked the illumians’ High Library on the Astral Plane. Except for those of the Gravewhisper cabals (described below), illumians abhor undead.
Halflings
Halflings are short and wiry, standing about 3 feet tall and weighing between 30 and 35 pounds. Females are slightly shorter than males, but no less strong. Their bodies are well proportioned, though their heads are somewhat elongated compared with those of humans. They are longer-lived than humans are, reaching maturity at 20 years of age and often living well past the age of 100. Most Halflings have ruddy skin, dark eyes, and straight black hair, though lighter shades of hair are known in many societies. Males often wear sideburns, though they almost never grow beards or mustaches. All Halflings prefer to wear their hair long, often braided or styled in some distinctive way. Their features are more delicate than those of humans, and their ears are elongated and slightly pointed.
Elves
Elves are short and willowy in comparison to humans. Their height ranges from 4-1/2 feet to 5-1/2 feet, and they generally weigh between 95 and 135 pounds. Males and females are usually equal in height, though the males tend to be slightly more muscular. Elves’ lithe bodies are perfectly proportioned, and their movements are almost supernaturally graceful. Most high elves have pale skin and dark hair, though lighter shades of hair are known in many societies, neither gender sports any facial hair, and elves’ features are well defined and elegant, though somewhat more angular than those of humans. Their almond-shaped eyes are usually green, though they can also be blue, gold, silver, or lavender. Their ears sweep upward to pointed ends—a factor that many claim contributes to their acute hearing.
Centaurs
Far stronger and faster than other humanoid races, centaurs rule huge swathes of the wild. They build peaceful, idyllic communities, hunting what and where they wish. Centaurs inhabit the plains and forests in tribes of varying size. Even though they build permanent shelters and live in one place for many years at a time, centaurs roam from their homes on a regular basis, ranging over great distances in relatively short amounts of time. Centaurs regard such excursions as essential to understanding the world around their homes, and they greatly enjoy such activity for its own sake. Although their crafts have not reached the level of some of the humanoid races, it is only because centaurs prefer to venture from their homes often rather than to stay in one place and ply a single trade.
Dhampir
A Dhampir is half human, and half vampire. They are guardians to Moroi and can only have children with Moroi. They do not drink blood and are mortal. Can be out in the sunlight without it hurting them, and have better senses than humans. Some dhampir develop a bond with their set Moroi, allowing them to feel their emotions, and, on certain occasions, enter their Moroi’s friends, having no control, but being able to see, hear and feel anything the Moroi does.
Moroi
They are full-blooded vampires and are immortal they don’t age. They drink blood, but not enough to kill. Their bite stimulates their victim, giving them a high feeling. They are guarded by Dhampirs from the Strigoi. Moroi have control over the elements, allowing them to manipulate said element. Feeding is frowned upon in society unless it is performed on a willing human, even though some are still disgusted afraid of contracting the Porphyric Haemophilia disease.
“Evil”
Strigoi
Nearly indestructible vampires, originating from Moroi, who have killed from feeding, they can only be killed by a silver stake through the heart or by the light of the sun. Moroi, Dhampirs, and humans can be turned into Strigoi by other Strigoi. Each time a Strigoi drinks from a Moroi, they gain a certain amount of power. Hence, the older the Strigoi, the more powerful, and more immortal they are. However, becoming a Strigoi, they give up all magic control.
Strigoi are generally seen as evil.
Demons
The Abyss holds an incredible diversity of demons. These evil denizens come in many forms with varied abilities. These creatures fight and manipulate each other, each striving for personal autonomy even as they seek to subjugate others. When not in conflict among themselves, demons battle various forces of good as well as the lawful evil inhabitants of the Nine Hells.
The largest and most Diverse group of demons is the Tanar’ri, unchallenged masters of the Abyss.
The demons were all tired of fighting each other and decided to make a pact to fight all the good creatures on the good realm over sixty thousand years ago.
Devils
The Nine Hells of Baator are home to many fiendishly evil beings. The most numerous of the devils are the Baatezu, who are infamous for their strength, evil temperament, and ruthlessly efficient organization. Among the Baatezu are the Paeliryon and Xerfilstyx. Though these two kinds of devils wield terrible powers, they have different characteristics and appearances. Seeing that the Demons were stepping into new territory they decided they could not let that stand and did the same but in a different way. Devils are more of manipulators than Fighters although they are just as powerful as Demons they tend to like tainting the souls of pure mortals bringing them into their folds and after they die they get their soul’s divine energy.
Ghosts
Ghosts are the spectral remnants of intelligent beings that, for one reason or another, cannot rest easily in their graves. Some ghosts go about their business with little or no interest in the living. Others, however, are malevolent spirits who loathe all life and seek to destroy it whenever possible. Although ghosts can often be driven off or destroyed, they return again and again until they deal with the reason for their existence. A ghost greatly resembles its corporeal form in life, but in some cases the spiritual form is somewhat altered. Some ghosts look angelic and sweet, while others are twisted and horrible things, showing clearly the agony of the undead. There is often—but not always—a correlation between a ghost’s appearance and its alignment. Assumptions are dangerous. A ghost’s behavior usually matches its life. The spirit of a miserly person, for example, might continue to hoard wealth even though it has no use for such treasures. Similarly, a ghost is generally tied to the place where it died. If the aforementioned miser had died in a robbery, the ghost might remain in the counting house, tormenting the new owner and all who do business there. This is not a hard and fast rule, though—many ghosts wander freely.
Ghouls
Ghouls haunt graveyards, battlefields, and other places rich with the carrion they hunger for. These terrible creatures lurk wherever the stench of death hangs heavy, ready to devour the unwary. Ghouls are said to be created upon the death of a living man or woman who savored the taste of the flesh of people. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a ghoul. The transformation from living beings into fell things of the night has warped their minds, making them cunning and feral. Ghouls speak the languages they spoke in life (usually Common).
Zombie
Zombies are corpses reanimated through dark and sinister magic. These mindless automatons shamble about, doing their creator’s bidding without fear or hesitation. Zombies are not pleasant to look upon. Drawn from their graves, half decayed and partially consumed by worms, they wear the tattered remains of their burial clothes. A rank odor of death hangs heavy in the air around them. Because of their utter lack of intelligence, the instructions given to a newly created zombie must be very simple, such as “Kill anyone who enters this room.”
Mummies
Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten. They usually inhabit great tombs or temple complexes, maintaining a timeless vigil and destroying would-be grave robbers. These horrid creatures are often marked with symbols of the dire gods they serve. While other undead often stink of carrion, the herbs and powders used to create a mummy give off a sharp, pungent odor like that of a spice cabinet.
Mummies attack intruders without pause or mercy. They never attempt to communicate with their enemies and never retreat. An encounter with a mummy can end only with the destruction of one combatant or the other (unless the mummy’s foe elects to retreat).
Most mummies are 5 to 6 feet tall and weigh about 120 pounds. Mummies can speak Common, but seldom bother to do so.
Other evil creatures will be added if you choose them.
There is a dimension where all sorts of evil coexist, it is known as the infinite layers of the abyss. Hell is located in a few layers due to the demon lords and Arch devils.
The demon lords list the ones Aku killed reincarnated woo
en.wikipedia.org/wiki/Demon_lord_(Dung..
and the Blood pact there was actually 7 hooded Figures. But everyone thinks only one because that's all Aku saw after killing the demon and devil lords.
i352.photobucket.com/albums/r349/Aquta..
Other races you can get from this list. pm me if you want to be one and if you have one that’s not on the list pm me and I will try to add it to the rp ok?
d20srd.org/srd/races.htm
d20srd.org/indexes/variantraces.htm