Mendelinkorian

The Mendelinkorian are an ancient magic using race that was once great and numerous, now they are but a few isolated communities scattered about the land. Little is known about these mysterious creatures by the common folk, as they are secretive and isolationist in nature. The Mendelinkorian are a very old race, they rose in number and power as did the other great old races. Their story is a tragic one of betrayal in a time of great need. The Mendelinkorians are not warriors, to help with this weakness they created the insect racy known as the Stygers to do their fighting for them. A great evil was at hand, and the many races of the land banded together to push back this irritable evil. Humans, Elves, and the Mendelinkorians came together to form a very powerful ritual spell that would stop the evil armies and their controller. As they wove the spell a traitor was amongst them, he destroyed the spell-perverted it so it would lash out at it's creators. The spell wound up causing a massive magical backlash throughout the land-destroying much of it. Both sides were decimated. Using this chaos to their tactical advantage, the Stygers rebelled and killed their creators. Times were dark for the Mendelinkorians. The survivors fled and went underground for safety, there they tried to rebuild their society but their numbers had been decimated and their spirits broken-they became a bitter and resentful race. As far as the Mendelinkorians are concerned they were betrayed because of their superior ability with magic. They were (and still are) the premier spell casters in the realm. Mendelinkorians are very adept at magic, they cast better than anyone else and they know it. Due to this sense of betrayal and jealousy, the Mendelinkorians look upon the other races of the land and do not trust them. Mendelinkorians are untrusting, and only out for their own good over anyone else.

Battle Tactics:

Mendelinkorians are not warriors, they are spell casters. As they are not skilled in hand to hand combat, they rely solely upon their ability as excellent spell casters to win battles. They have a edge in casting, their spells are more powerful, hurt more, cause more damage than the same spell cast by some other race. Mendelinkorians will summon creatures to use as cannon fodder and keep enemy warriors away from them as they hurl spells into combat. All Mendelinkorians carry a scepter that allows them to negate the use of at least one of the components needed to cast a give spell. This is very helpful if the spell normally requires the use of altars, other bulky items, or rare substances. The scepter also allows them to "aim" spells more accurately and to more deadly effect. If the fight is going bad for them, they will throw up a cover and escape, always have a couple spells set aside for just that purpose.

Habitat:

Mendelinkorians live underground in small city-states designed for protection and isolation. Through their use of magic, they are able to provide for all of necessities of life. Their underground lairs will have secret entrances to the surface, usually guarded by summoned monsters and magical booby-traps. Usually the lair itself will be located deep in a forest or in a craggy - forbidding area. All of these locations and defenses are designed to keep other away, and make it nigh impossible to have a army enter the area.

Ecology:

Mendelinkorians live for 1000-2000 years of age, this longevity allows them to perfect their magic skills to unprecedented heights. Their are no female or male Mendelinkorians, these creatures are asexual and reproduce their numbers by budding off themselves. The Mendelinkorians keep this fact as one of their darkest secrets, they feel that other races would perceive it as a primitive attribute and thus be a weakness in their eyes. The Mendelinkorians are able to survive unmolested partly to their reputation as the best magic users in the land-they work to maintain this idea in the minds of others. Their young grow to adult size in a few months but is takes a Mendelinkorian at least a hundred years to mature mentally. Mendelinkorians live in city-states of small size. Each citizen is part of a household, that household is ruled by a master. Each master on a household is ruled by a lord that governs a section of the city. Each lord is loyal to a Grand Master or overlord that is the final word in all matters. Their is almost no crime in Mendelinkorian society, they have magics to find out everything-so why bother? In rare instances, outsiders may be brought in to do some dirty work for an aspiring lord.

Description:

Mendelinkorians are a tall race of humanoids standing 7-9 feet tall. They have thin, wiry builds and have no hair anywhere on their bodies. Mendelinkorians have six fingers and toes on their long hands and feet. They have rounds heads with small features, their skin color is a sky blue that darkens as they get older to a deep night blue in their old age.

Noteworthy:

These creature could make an excellent PC race.

Game Stuff:

Classes Available: All

Stats:

STR: 3-16

INT: 14-19 (13 + 1d6)

WIS: 14-19 (13 + 1d6)

DEX: 3-18
CON: 2-16

CHR: 3-18

CMS: 3-18

Innate abilities:

Following spell like powers once per day: Read magic, Detect Magic, Identify, Blue light cantrip 4 x a day.

Mendelinkorians utilize a crystal scepter to cast spells, it eliminates the use of one material spell component. Mendelinkorians cast at one level higher then their level, this includes spell level and number of spells cast. They are able to read languages as the thief class of an equal level.

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