There are many different races and species of people. Some are dense, intelligent, overly obsessive, and (if like Fizban) suffering from a god-complex. For fair warning: I AM RATHER STRICT ABOUT RACES. I limited them only because I don�t have time to argue why there isn�t a certain kind of race or what have you�so instead I�ll type up numerous races in which you can play and I will expect you to be able to play him/her well.
A character sheet is not needed, however I�d like to have a notion of what you intend to portray, and I don�t mind e-mails ([email protected]). I may add a template you can use at the end of all this stuff.
NOTE: This is the reason I didn�t want to type all this out you know� ^_^
*Alignments are discussed later�they are not necessary but sometimes it�s easier to understand your own character if you know their true demeanor�this might help limit the arguments about a character�s relevant decisions.
**You do not have to follow the description of the races. These are merely examples to help you decide. ^_^ These are the only races you are allowed to be, as I don�t feel up to arguing about certain races, and it will cut down the time needed before starting the thread.
Mostly inhabitants of the Plains, but sometimes found elsewhere. They are more for the sorcerous side of magic and often cannot grasp the knowledge of technology. They are thinkers and often stare at the stars. Their best mages speak of the stars in a far more mystical sense and are often thought to be druids. All centaurs live for approximately 80 years, although one centaurian was recorded to have lived for 104 years.
1. Forest (elf-touched) Centaurians: Often found in the forested areas of the Elven kingdom, they act as keepers of the forest and are devoted to the Glass Goddess. (Deities are explained later.) They rely on dexterity and strength to prevail.
2. Plains (human-touched) Centaurians: The socialists and star mages. They commune with the stars and are often thought of as either drunken bards or drunken mystics. They rely on cunning and charisma to get them out of their scrapes.
3. Sylvan (Fae-touched) Centaurians: The true mystics and druids. They take their studies of the stars seriously. There are not many of their kind as they are often secluded and genetic bottlenecking can happen even in this world. This is the only Centaurian species that can see in the dark (black and white only). They rely on wisdom to pass on their knowledge of the stars.
Found mostly in the Winterwards and the mountains, they are the standard bearded, drunken miners boasting about last season's raid of a Brigand's (bandit's) encampment. They are battle hardened and ready to beat the snot out of anyone daft enough to insult them (usually relating them to goblins or gnolls...they don't mind elves so much. ;) Most are fighters but many have found themselves to be Clerics or defenders of great fortifications and outposts.
All dwarves live for approximately 300 - 400 years�although it is difficult to estimate the age of a weathered dwarf.
1. Deep/Dark Dwarves: They aren�t the savory bunch of dwarves you�d normally hear about. They are evil to the core and have been twisted by the Celestial Wars and the dark creatures that serve as their masters. They are gruff, dark skinned and dark eyed monsters with very sharp teeth. They can see in the darkness (black and white only).
2. Hill/Earth Dwarves: They live in the hills below the mountains of the Winterwards. They are accustomed to the surface and would much rather deal with giants (usually about 9 feet tall) than delve into the underground.
3. Mountain/Fire Dwarves: The craftsmen of their race and just as good with an axe. Any metal can be shaped and artistically crafted to suit their client�s needs. From armor to weapons to gates or siege weapons, a fire dwarf is your pick. They are techno-savvy and are often to blame for cannons and portable firearms. Their eyes usually pulsate reds and oranges like that of fire.
4.River/Sea Dwarves: They are partial to being clerics or druids looking for the balance in the world. They are often sailors and many live within the Tal�fraer Bay. Their hair often resembles seaweed and their eyes usually mirror the sea. They can breath underwater without support for 10 minutes maximum.
5. Surface/Sky Dwarves: They live among sky elves in mountainous areas where eyries are kept. They are usually paladins who believe the only true freedom is on the back of a griffon, hippogriff, or Pegasus.
Pointy-eared (almost like cat ears), music and magic loving people that keep records (or try to) of the history within Eseran, subraces are numerous, perhaps the most numerous of all the races. Labeled as Keepers of the Elements. All elves are Immortal but can die much like a Mortal. Therefore they can be of almost any age to a maximum of 6,2398 years�thereabout.
1. Drow/Dark Elves: Masters of Deep/Dark dwarves and servants of more horrible hosts of devils and demons. They are the product of the soldiers that fought against the Crystal Deity during the Celestial Wars. They can see in darkness (black and white only). These elves are not like the usual dark elves you might know from either Tolkein or D&D. They can have any tone of skin from white to black, including their hair. Their eyes are any shade or perhaps no shade at all. You get to decide what s/he looks like.
2. Ghost Elves: Treated poorly during the Celestial Wars, they are the lost souls of the enemy soldiers used against the Crystal Deity. They have been granted penance only when they help to defeat the Dark Elves and Dwarves still inhabiting Eseran. They can see relatively well in darkness (black and white only). They look as pale as true ghosts and sometimes have an eerie glow about them; however, they do not have the abilities of a true ghost. (But they can sure freak out someone ^_^)
3. High/Surface Elves: The usual diplomat or nobleman (or woman). They are the high-strung sort and very rarely consort with the lowly of humans (or even those of their own race). They are the more successful merchants and rely on their charisma and silver tongue to get their way�and if they don�t get it�s/he might throw a tantrum.
4. Life Elves: The clerical sort working to find the center of Healing magic. They have paved the way for others to follow the discipline of the Goddess Order. They give their services freely, often using their healing magic freely as the Goddess wills. Some are believed to converse with the Goddess.
5. Sea/Water Elves: The merpeople of the sea. They are highly dexterous and quick on their feet. They make the best sailors in Eseran and their talents are often tested on the rough waters in what is known as the Tempest in the western part of the Mah�razara Sea. They have gills (located at the base of their necks) allowing them to breath underwater for extended periods of time.
6. Sky/Wind Elves: These elves are responsible for the manufacturing of a crystal that can levitate structures. These structures are often referred to as �whirliemagigs� or �twirlie-thingies� by the less educated of Eseran. These structures can range from golems with a �soul� to a flying contraption that can carry numerous people from one side of the continent to the other in an Eseran week.
7. Sun/Fire Elves: The fiery personality fits this kind of elf perfectly. With red hair and eyes that burn with a magical flame, they make the best sorcerors. The females of the species are hard to tame, making them a target for some ambitious dwarves that like a challenge. They are often brash and impatient, causing stirrings in the Senate in Illiara.
8. Sylvan (fae-touched): The most rare of elves and the most prized by various Lords to keep within their courts as wizards, sorcerors, or simply as �pets�. They use illusions regularly to look more like a high elf, but their personalities usually contradict their adopted look. Their eye color tends to give them away as they can never hide their true selves. (They are often seen as half-elves; see HALF-ELVES for more)
9. Twilight/Gray Elves: The most intellectual, they are often librarians in Illiara or a Lord�s fort. Many take the life of a scholar, discovering the mysteries left to the Children of the Deities. Sometimes, a more adventurous sort of this type is employed as a spy or assassin. They are usually reserved and quiet unless speech is truly needed.
10. Wild/Forest Elves: Keepers of Nature or the Mother Goddess. They are technologically stupid, keeping more toward the naturalistic views of the �old ways�. They converse with plants, animals, rocks, and the stars. They believe water is a creature, a living thing, like everything else. (Think EXTREME PETA and you�ve got it ^_^)
11. Wood/Earth Elves: Wood elves patrol the wilds of the Elven kingdom. They are often sought as bodyguards because of their fortitude and endurance on long excursions through various degrees of weather and terrain. They have respect for their Wild Elf cousins but some believe they are far too extreme at times. Wood elves are great archers and pride themselves on their feats of courage and the scars they received to prove it.
The product of a dwarf and a human, they are stout little critters that won�t hesitate to bite your ankles off. They are often gung-ho but some have managed to retain their human intellect. Those that do retain a bit of their human intellect are called Tinker gnomes for a reason. ^_^ All gnomes live for approximately 125 years.
The slender product of an elf and a dwarf, they are committed to showing their worth and many enjoy the plains as the tall grass tends to hide them from their quarry (usually kobolds). Many are seen with a centaurian friend. All halflings live for approximately 140 years.
There are half-breeds of all sorts of elves. The most popular cultures are that of the elf/humans and halflings. Elf/humans are about as abundant as humans and have a greater capacity of technical knowledge than full-blooded elves. Most other half-elves are not as techno-savvy. All half-elves live for approximately 130 years.
The most adaptable of creatures can also be the most complex. They are the quickest of wit and are makers of technology. They dabble in the arts of magic but are not as well versed as the elves in which they envy and loathe. All humans live for approximately 90 years.
Also known as the reptilian wildlings. The race consists of separate groups called a �cast�. They have the most similarities to their breed of reptile (in this case all snakes), however, they do showcase arms in which to hold a weapon or whatever. Their heads are usually that of the snake although some have shown more humanoid features. They usually don�t have legs, although some �deformed� offspring have shown the makings of a leg or both.
Some accept them into the ranks of the other races, although most are uncertain of their allegiances. All Naga live for approximately 250 years.
1. Asp Cast: Black vipers that tend to the Laws of the Naga casts. They are often reserved and leave the short tempers to the Cobra cast in which they command. They believe in their own deity, a female asp known as Vashaei: The Mother. They are the politicians of the Naga casts and partake freely in the Council located in Illiara.
2. Cobra Cast: Usually gray with white accents, they are the hated enemy of the Mongoose wildlings. They are vicious fighters and comprise most of the Naga army. The Asp Cast commands them. Usually seen as guardians of an Asp Cast member.
3. Green Cast: Often consisting the druids or clerics of the naga. They are admired for their peaceful ways; although they often contradict what the Cobra cast feels is the correct action. They are commonly of green tones but some have shown a brownish sheen. Usually found on the plains or in the hills.
4. Python Cast: The largest constrictors, they use their thick coils to choke their opponents or crush their skeletons in the powerful grasp. They are often monks and are the best swimmers. Usually found within swamps or jungles.
Hybrid creatures that were a product of the Celestial Wars, many hail from the Elven kingdom, while some hail from other areas (Winterwards or the seas). If the magics affecting them were severe, they would look much more like a gnarled human. If it affected them less, they would look more bestial (i.e. hind legs of the animal, claws, ears, etc.) All Wildlings live for approximately 70 years.
NOTE: Wildlings were at first animals. Shaped by the magic, they have become something more�and yet somewhat unstable psychologically.
~* These are limited as I�m not certain how well they can be played. No offense to the players but as a precaution for those who would wish to power play they cannot always be given freely. Don�t argue with me, argue with those who wish for a powerful character with few flaws. It�s their entire fault! -nods sagely- Discussions are permitted, however it all depends on how awake and willing I may be to discussion the matter further. *~
1. Squirrels: Yes, your fun loving nut of sorts. They still carry their own language consisting of chitters and squeaks. Most have kept their bushy tails and have retained their uncanny ability to climb �almost- any surface, as long as there are enough cracks to allow it. They are sometimes thieves, but many keep to the Deep Fell from which they originated.
2. Rats: Most are thought to be thieves, but are more commonly adepts AKA shamans. Little is known of them as most keep to the shadows, instilling the fear of their kind being thieves. (And no, they don�t spread Plagues�they�re not dirty critters�just misunderstood.)
3. Mongoose: The weasel of all weasels, most are rangers, choosing to guard their homes, be it the plains or the forest from the Naga casts. Their bestial urges drive them to this level of thinking and many do not question their want to destroy the Naga casts. However, being that there are so few, many have fled Eseran to search for brethren of their kind, no matter how fruitless the search may be.
4. Rabbit: Yes, there are even rabbits, although they are not as numerous as one might think. Magic has twisted their reproductive habits and has cut their litter numbers in half. The rabbit is quick and have retained their ability to jump, in so that the rabbit is suitable as a monk. Those with the hind legs of their bestial selves can often run as fast as a galloping centaurian.
5. Lynx/Bobcat: The smallest of the cat species, they usually keep to the forests as rangers or a sort, living free of the world with little care to pursue relations with those outside their world. Usually solitary hunters, they very rarely come into contact with any creature, even themselves, except perhaps their meal.
6. Cougar/Panther: Shades of fur vary. The lighter furred follow their own paths (into the mountains), while those of a darker shade take to the forest or perhaps one of the large cities. They are either of a ranger lifestyle or that of a thief hidden in the shadows.
7. Tiger: The fighters and perhaps more of a sailor than most of the Wildlings. Only a few have seen them and have cared to cross paths with them. Males are very strong while the females are very dexterous.
8. Coyote: The Trickster. They are the mischievous and less seen, next to the fox wildlings. They are most certainly thieves, but most of the time they are simply there to annoy ranchers, farmers, and those who hunt them. They have fascinations with all sorts of traps and often find themselves toying with the functions.
9. Fox: More attuned to the magic that created them, they often search the world for more information on the magic that created them and the wildlings. They are the �purpose finders�, usually seen as scholars and are sought after to provide education to those of strong noble birth.
10. Wolf: Usually resembling the timber wolf, they are ruthless trackers that never quit until the prey or subject is caught. They are rangers that partake in bounty hunting when possible. They particularly enjoy hunting down coyote wildlings because of the challenge presented to them in the process.
I�m shorting this so it�ll be easy for you to understand�
a. NPCs are there for you to use�however�I may have a few characters that I shall wish to play only myself. Hopefully I�ll remember to give notice of who is to be a Free NPC and who won�t.
b. Fizzy will know where to come in and is welcome to throw a few things at the PCs when the time is presentable, I�m sure you�ll figure it out.
c. Dragons: True, there are dragons and drakes and such, and yes I know there are such things as pseudodragons, but there is a very good reason no one can have these as characters. It is a reason I do not wish to explain more than once, and this reason is...
~* THEY ARE WAY TOO POWERFUL FOR PLAYERS!!!!!!! *~
Argue with me and you�ll regret it. I have my reasons and I don�t have to explain myself for it. You may actually learn why later�if you don�t�badger a later character and I�m sure one of my NPCs will figure it out and inform you�albeit perhaps in a riddle�you may yet never know.