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Post by Shani on Jul 19, 2013 23:28:46 GMT -5
If you want to add your own race or a place, or maybe create a deity, fill out one of the forms below to have it added to the records! Race Introduction:A paragraph introduction to the race. This is recommended, not required. Appearance:Describe the general appearance of the race. Of course, not all members of any race will look entirely identical, but there are surely some things that they have in common, appearance-wise. Elaborate on those. Temperament: Describe how members of this race generally act. Again, not all members of any race will act completely identically, but they may have some general attitudes for various reasons. Strengths/Abilities:Things this race is naturally capable of doing. Some guiding questions: Are they physically stronger or faster than most races? Can they use magic? Do they typically learn some specific trade skill? Weaknesses/Fears:Any natural weaknesses or fears common to the race. Are they almost all allergic to something? Do they all tend to fear something? Origins/History:Where does this race come from? Where do they believe they come from? What has this race been put through? Anything Else:Anything else that strikes you as important. Beast Name of Species:Put the name of the species here. Appearance:Describe what the species looks like. Life Span:How long do they live? Temperament: What is the species temperament? Can they be tamed and kept as pets or work animals? Are they loners? Do they form packs? Common Strengths:What are the species strengths? Do they have any special abilities? Common Weaknesses:What are the species weaknesses? Does the sunlight burn them to a crisp? Are they sound sensitive? Place:What climate/terrain are they most likely to be found and where did they originate? Other:History, or anything else you would like to mention. Location Place Name:Climate/Terrain:Description:The general appearance, and the overall mood and “feel” of the place. Population: (if any) What races or creatures live there? Government: (if any) Is the place ruled by anyone? Economy: (if any) What do they export and import? Deity Name:Nature/Role:Appearance: (if any) Mythology:Followers:
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Post by Tally Cat on Jul 20, 2013 11:49:45 GMT -5
Introduction: There is a city-state in the northern Steppes where a species of "Beast-Folk" makes its home. This race is composed of different types of half-man, half-weasel hybrids(stoats, siberian weasels, least weasels, weaselly weasel weasels) with thick fur and alternate winter and summer coats. They tend not to stray below 45 degrees latitude due to their weakness to hot summers. The city state is primarily ruled by a government that is elected by the people who own shares in the land. This does not include all of the people, but nonetheless, order is kept by an elite army that specializes in arctic warfare and survival. The city, the namesake for the city-state itself which is also composed of various minor towns and villages, is named Shorvelia, after their god of the winter months "Shor." Most people, even other beast-men, consider the bitter cold to be unlivable and barren. Despite this, the Shorvelians are more than capable of keeping themselves alive and even affording to export a great deal of goods to other cities and nations. Shorvelia is not commonly a place to export adventurers, though, as the heat anywhere near the equator can literally be deadly to them. Appearance: Shorvelians have a weasel-like appearance with various fur patterns and sizes, few going below 4 and a half feet tall or above 7 and a half feet tall in adulthood. Their fur is thick and soft to the touch. So much so that it is not uncommon for tourists to ask to pet their fur. Temperament: Shorvelians are easy-going people who are very socially aware. It is a firm belief among the populace that no one should gain so much political or economic power as to make everyone else worse off, or else the rest of the people typically become very violent. Aside from this, Shorvelians are more open to outsiders than most and welcome new faces. Strengths/Abilities: Shorvelians have a natural aptitude for some forms of magic but a natural inaptitude for raw physical strength in most cases. Weaknesses/Fears: The biggest fear that a Shorvelian typically has is heat. They will use oil heaters, but literally only as much as they need to feel comfortable, as if they have any more heat than that and they are not used to it they will start to get very uncomfortable. Origins/History: Shorvelians originate from a wandering group of tribes that shared similar traits and essentially decided to form a union. Nowadays, Shorvelians pay next to no attention to the differences in fur patterns among their people, and as a result there is very little if any history of racial... anything. Anything Else: They are killer arctic fishingfolk. They also have the ability to run on all fours when they find it more convenient.
Place Name: Shorvelia Climate/Terrain: Steppes, mountains in the north, Sub-Arctic climate Description: Dome shapes are common in buildings in Shorvelia, few buildings reach above fifteen stories. A laid-back society with a love for their area of the world. Population: (if any) Shorvelians and other races that bring warm clothing. Most races are allowed to co-habitate with Shorvelians without any big issue. That isn't to say that there is no issue at all, but definitely no government intervention towards immigration. Government: (if any) Shorvelia is ruled by an electorate voted for by anyone owning a share in any piece of land in Shorvelia. Votes are equal and not dependent on the amount of land owned. Economy: (if any) Exports: Whale meat and blubber, coal, salt, apples, fur pelts, and raw metals. Imports: Wheat and grain, other meats, heating oil, and refined metals.
Name: Shor Nature/Role: Winter weather and food produced or food in winter. Appearance: A bearded, all white Shorvelian is the most common idea of their appearance Mythology: Shor is believed to have created all of the land that Shorvelia currently occupies as well as most of the remainder of the sub-arctic to arctic areas of the world. He created ice so that fishingfolk had a place to stay if they had no boat. He created the whale so that these same people would have food and heat from the meat and blubber respectively. Lastly, he created the snow as a pure form of water for melting and drinking. Followers: Shorvelia
Thoughts ideas and comments are welcome here perhaps but definitely in my PM box.
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Post by The Nobody on Jul 20, 2013 13:35:07 GMT -5
Place Name: The Black Mountain
Ages ago, a man ruled over most of the land, who called himself the Dark Lord. Some say that he was a mighty warlord, others - that he was a powerful sorcerer, yet others - that he ruled via insane amount of money and charisma.
Whichever is the case, the Dark Lord was so powerful, that he had his castle carved out of a whole mountain. He hired, or summoned, or kidnapped, or acquired as pets, a score of people and creatures to serve as his army, and part-time butlers, maids, gardeners and cooks. Some of them were unusual, some of them were quite common, but every single one was strong and terrifying in battle.
Time passed, and the Dark Lord's castle filled with riches and powerful artifacts. And then, one day, he disappeared. Some say that he went overseas to conquer the Golden King, but was slain in battle. Others - that he did win, but got lost in the Golden King's immense treasury. Yet others say that the Dark Lord simply choked on a pretzel when the ship was rocking too hard. Whichever is the case, he wasn't there to rule, and his kingdom fell apart.
Some of the people living in his castle grabbed what they could and went home. Others killed each other, fighting over the richest loot. But there were some who remained, guarding the treasures, infinitely loyal to their master... And some who were just fine living in the castle.
It still stands, the castle as large as the mountain. The surrounding parks grew into forests, the moat turned into a swamp, families of former butlers turned into clans, kitchens turned into... Well, you'd better not open any fridges in that castle. Only the dragons roosting in the towers, and the golems in the halls remember how the Dark Lord really looked like. They sigh occasionally, remembering the glorious battles they shared, and shake their heads - cleaning up will be such a headache if/when he returns.
The black spires were a stark contrast to the gray peaks of the neighboring mountains, teasing with treasures hidden within. Many adventurers ventured inside, many mages went looking for legendary artifacts - but the inhabitants of the Black Mountain were the strongest of the strongest, and their descendants. No one returned from the castle.... As of yet.
Climate/Terrain: Temperate, mountain
Description:
From afar: A castle of black stone, as tall as a mountain. It's been partly overgrown with vegetation over the years, and began to crumble here and there, but it's still going to stand for hundreds of years.
From close up: HUMONGOUS
Population:
Higher levels: dragons, wyverns and manticores. Halls and rooms: golems, skeletons, a few tribes of humans. Dungeons: goblins, dwarves, orcs, etc.
In general, all sorts of monsters. If it's nasty and there are legends about how strong they were ages ago, it's a good bet they're inside.
Government: Assorted tribes, but mostly anarchy.
Economy: N/A
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Post by Ichigo on Jul 21, 2013 11:23:05 GMT -5
Here are my forms, one for my race, one for the city, and one for the goddess Introduction: This race is composed of small to medium sized feline-esque humanoids, with sleek fur, large ears, and long tails. They have a somewhat tribal society and wear very little clothing, prefering instead to adorn themselves with jewelry. Appearance: Shasu'e have a cat-like appearance and an average height of 5 and a half feet. The Shasu'e living in northen climes would have grown thicker, fluffier coats, while those living in hot to temperate areas would still have short, sleek fur. They come in all colors and patterns, as long as they help them to blend in. Natives of Le'arsi almost always have the appearance of an African wildcat or Sand cat. Temperament: Most Shasu'e are confident and very independant, they love freedom. They are feisty and playful, persuasive with their smooth, purring voices, and can be quite sly. Though they often prefer a solitary life and like working alone, they aren't a stranger to cuddling up with someone they just met, and may feel insecure if they are turned down for this random display of affection. Overall, they seem more primitive than other sentient races, and enjoy the simple things in life. Strengths/Abilities: Shasu'e are very adaptable, and can live in most climates. They are agile and have naturally cat-like reflexes, most often choosing thief and rogue for their profession. Weaknesses/Fears: Shasu'e aren't very fond of water, and many are even afraid of it, avoiding it whenever possible. They also have a weakness to catnip Origins/History: They originate from the deserts, from the ancient city of Le'arsi. The Shasu'e native to Le'arsi are called Etile'arsi. Most of the Shasu'e being nomadic people, they now live in all corners of the land. They used to have a pretty advanced civilization, but it fell apart about a thousand years ago and they were enslaved by their enemy. Those who escaped were forced to form tribes and find new places to live. The slaves of Le'arsi eventually freed themselves just a hundred years ago, when they banded together and overthrew their masters with the help of a hero named Eshom. Anything Else: They love the heat and the sun.
Place Name: Le'arsi Climate/Terrain: Arid desert climate, with frequent wind/dust storms in the spring months. Description: The city is filled with ancient temples and minarets. The ruins offer fragmented evidence of its past. During its golden age, Le'arsi thrived as a regional centre for commerce, trade, and religion. Population: Shasu'e natives (Etile'arsi), and other races who favor the desert heat. Most races are very welcome to stay. Government: Being a tribal society, they are ruled by a chieftan elder - supposedly a descendant of the hero Eshom. Economy: Exports from Le'arsi would commonly include stone and pottery, linen, gold, ox hides, ropes, and dried fish. Imported goods are mostly raw materials and products sought as luxury items.
Name: Saq'mis Nature/Role: The sun, fire, and hunting. Appearance: She is depicted as a golden-furred Shasu'e with a solar disk - much like a halo - above her head. Mythology: To the Shasu'e, the sun represented light, warmth, and growth. This made the sun deity very important, as the sun was seen as the ruler of all that she created. It was said that her breath created the desert where they live. Followers: Etile'arsi, and some of the Shasu'e tribes who live in the warmer countries.
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Post by Ichigo on Jul 21, 2013 17:55:46 GMT -5
Oh! I have another place I want to add!
Place Name: Faymoor Climate/Terrain: Mediterranean climate, with mild, humid winters and warm, dry summers. The sea is about 15 miles to the west, and the city is situated on hills. Description: A bustling city that's populated with high-rise buildings and landscape gardens. Faymoor is brimming with a harmonious blend of culture, cuisine, arts and architecture. Population: The majority of the population is human, but the rate of immigration is high for races of all kinds. Unfortunately, some are treated better than others. Government: An elective monorchy, with a king and an assembly that passes all legislation. The assemby operates on the basis of direct democracy, and ordinary citizens cast all ballots. Economy: Faymoor's economy is focused on trade. Olive oil, wine, glassware, wool, purple fabric, metal weapons and tools are Faymoor's main exports. Imported goods are mostly grain, silk, cotton, and pearls.
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Post by The Nobody on Jul 23, 2013 13:20:34 GMT -5
ARTIFACTS The Afro of StyleA large heap of curly black hair. It radiates confidence, and just holding it makes you feel groovy. Can be worn over a helmet or under a hat. Lesser A. o. S.: when worn, gives +5 to trained skills, another +5 to Perform (Dance) and +1 to Charisma. Greater A. o. S.: +10 to trained skills, +5 to untrained skills, another +5 to Perform (Dance), +1 to Charisma and +1 to a chosen class feature. If a character is multi-class, the bonus applies only to one class, chosen by the player. { As in, if the character is a Rogue/Fighter, he can get a bonus either to a Rogue or to a Fighter.} Cursed Afro of NANYATE!?: Effect is the same as L. A. o. S. As any cursed item, the A. o N.!? can only be removed when the wearer dies, or with a specific spell. Every time the wearer is surprised, startled, insulted, threatened, challenged or made fun of, they are under a compulsion to shout "WTF!?" or any appropriate variation. If the wearer is within earshot of being insulted, etc, but cannot hear it (asleep, deafened, or something), they are woken up and/or understand enough to respond. If the wearer is physically unable to make a sound (gagged, under Silence spell, etc), they must make an appropriate gesture instead. If, upon being challenged, insulted, etc, the wearer decides to "show it" to their challenger, they receive a bonus to the appropriate action(s) as if they were wearing a G. A. o S. And lastly, if the Cursed Afro is worn with a hat or a helmet, they cannot be removed, too. {Yes, it's a shout-out. If you guess to what, have some freshly baked buns. No, the other artifacts here aren't shout-outs.} Bandana of Sensory DeprivationIt's a wide band of black silk, long and wide enough to completely wrap it around one's head. Most likely, created for some unsavory slave-traders from East. When tied around eyes, ears, nose or mouth, a silver rune appears on the surface of the B., corresponding to each blocked part. The senses from the closed organs are blocked completely, and the remaining senses are increased in proportion. For example, a human blind-folded by the B. would have slightly better sense of smell, and would be able to hear as well as they could see. A blind-folded mole would be able to hear only slightly better, because they weren't using their eyes much to begin with. If all the head is covered by the B., the person in question would be able, in theory, to get around only by touch. However, this is a very disorienting experience, and the wearer would have to get used to it first. Also, if the B. is wrapped over the mouth or around the throat, it puts the wearer under a Silence spell. The Vest of Chromatic SuperiorityIt's a fashionable vest, resembling a Hussar Uniform. The topmost braid on the right side is woven out of a blue, a red and a purple string, while the top braid on the left side is golden, black and white. If the wearer twists the end of the appropriate string and says the command word, the jacket changes color. Each color gives a different bonus: White increases dexterity, Black increases strength, Gold increases charisma, Red increases speed, Blue increases luck, and Purple increases stealth (however that works...).
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Post by Jessito on Jul 25, 2013 15:34:43 GMT -5
Cursed Afro of NANYATE!?: Effect is the same as L. A. o. S. As any cursed item, the A. o N.!? can only be removed when the wearer dies, or with a specific spell. Every time the wearer is surprised, startled, insulted, threatened, challenged or made fun of, they are under a compulsion to shout "WTF!?" or any appropriate variation. If the wearer is within earshot of being insulted, etc, but cannot hear it (asleep, deafened, or something), they are woken up and/or understand enough to respond. If the wearer is physically unable to make a sound (gagged, under Silence spell, etc), they must make an appropriate gesture instead. If, upon being challenged, insulted, etc, the wearer decides to "show it" to their challenger, they receive a bonus to the appropriate action(s) as if they were wearing a G. A. o S. And lastly, if the Cursed Afro is worn with a hat or a helmet, they cannot be removed, too. I almost bust a stitch laughing XD; Great ideas btw!
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Post by The Nobody on Jul 26, 2013 2:11:03 GMT -5
Thanks! I wonder if I should clarify about trained/untrained skills.
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mikan
New Member
Posts: 22
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Post by mikan on Jul 26, 2013 23:39:45 GMT -5
Race: Demon (Miphares, The White Demon) Introduction: Miphares are a humanoid but very frightening demon. They feed on souls and burn the bodies when they are done with them. They are capable of breeding with humans, however slim the chances they'd do so are. Appearance: This demon almost always appears to be male, has white skin and white hair, firey red eyes against black sclera, a set of horns, stands at 7 feet, and has a set of white feathered wings on it's back. Temperament: They are evil. Malicious and cold. They are driven by desires. Strengths/Abilities: Flight, pyrokinesis, above normal levels of strength, and the ability to teleport between different planes. Can consume your soul if they manage to grab ahold of you for 5 minutes and aren't interrupted. If your body is still intact, the soul can be returned by slaying the demon who consumed it. They don't posses souls themselves. Weaknesses/Fears: Unlike typical demons, who are weak against stuff like holy water, salt, etc. Miphares are weak against holy fire and demon blades. Their afraid of Leviathans, their greatest enemies. Origins/History: They live on the demon plane, along with other kinds of demons. Fortunately, they seldom visit our world. Anything Else: Dunno. Ask me.
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mikan
New Member
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Post by mikan on Nov 12, 2013 19:23:29 GMT -5
Guess I'd add Shifri's home town.
Place Name: Shadowdell Climate/Terrain: Temperate Description: Shadowdell is a quaint town. It is surrounded by shadowy forest with lots of fog, and has a cave near by. Population: Mostly human population. They fear demons and evil spirits. Government: The townspeople run their own affairs via the town council. Economy: They export wool, fur and cloths, mainly. They import manufactured luxury goods, like mirrors, spectacles and sugar-candy.
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Post by katarzero on Nov 18, 2013 23:35:32 GMT -5
WELCOME TO THE KELTOV SYSTEM KELTOVIANSIntroduction: The Keltov system, the home of the Keltovians, is a Binary Star System with a unique trait. This system has a Hex-Structured Planetary Unilateral Orbit, or simply put, 6 planets, one orbit. For simplicity reasons, the natives have labelled the planets in order of highest technological advancement to lowest, highest being 1, lowest 4. Each planet has physical traits for the species that are distinguishing factors. Appearance: In order of 1-6, Keltov 1 is inhabbited by the most techologically advanced of the system. They are oddly, a marine based species due to the planet being 93% water. the dominant species are in order of highest to lowest, Orca, Dolphin and Great White Shark. The rest of the species serve as the work force and economical backbone making technology. Keltov2: The inhabitant of Keltov 2 is an avian species, composed of birds of all kinds. This species specializes in designing scientific advancements in medical sciences, making the system's medical force using the abundant resources of their rainforest home planet. Keltov 3: The Insectoid species of this planet live in a harsh, desert world abundant in valuable metals that are used in ship development. their natural ability to lift 10 times their own weight and being approximately 20 times the size of a full grown human male, that's a ton of tin right there. they also work on other planets assisting in construction as well. Keltov 4:: The species of this planet are the most common in the system and are found on the remaining planets. They are the source of the system's power. Their blue fur is interesting due to the fact that they can photosynthesise the sun in replacement of most minerals, requiring them to rely on little for for a long day. This ability to understand the planet's geological energies guarantees clean, waste free power to all planets. The species are Bears, Dogs and Feline species, as well as some rabbits. Remaining planets are low evolution and not in contact with rest of system due to Keltovian non interference rotocols Keltov 5:Picture the wild west and you have Keltov 5 in a nut shell. The lawless nature of the planet places the world in a class 5 quarantine due to aggression and violence. Consists of Kodiak and Black Bear, Wolves, Tigers, Lions and Jackals. Keltov 6: A peaceful planet that is severely inferior in terms of advancement. The planet is in a middle earth style way of life, and almost majestic in that nature. Species consists of Foxes, Mice, Bengal tiger, Leopard, Panda and Koala. Temperament: With the exception of Kelotv 5, all planets are peaceful and follow a martial mastery controlling their emotions to prevent aggressive action. species is peaceful, but formdable if danger arises. Strengths/Abilities: Strengths are mentioned in planetary outline, and their abilities are unique to their race, though they are all excellent Martial warriors mastering various ancient arts of combat as well as ranged weapons from bows to ion cannons. Their ability to adapt is their strongest asset along to high levels of viral resistances. Weaknesses/fears: Weaknesses are all identical to Keltovians. Exposure to high amounts of pollution create a toxin in the species bloodstream that is lethal on the genetic level. When first arriving on a planet, EV suits are required until an atmosphere toxicity scan has been completed. Where they came from: An archaeological team from Keltov 1 discovered a common history with all the planets millennia ago in the form of a super ship over 14 miles long, 8 miles high and 10 miles wide (by best guess of the ships supposed layout) They call the ships the Forerunner Chariots and believe to have come from a long extinct galaxy. Studies of the Chariots show the genetic encoding being compatible to Keltovians. However, no knowledge exists as to what happened to the forerunners or their historical records. Life Span: A keltovian lifespan is in terms of a standard human 20:1 years Basically, 20 human years is one keltovian year. There is no understanding how they can live so long with their physical uniqueness, but believe it to be a survival method that has long been forgotten. Temperment: Though not to be tamed, they are similar to wolves in loyalty. They mate, it's for life, regardless of subspecies or breeds. They are rather tame and prefer peace to conflict, always trying to befriend new races they come across. They thrive in large colonies and live shorter lifespans with accelerated ageing. when isolated from others for prolonged periods of time. Were a keltovian to for example leave their kind and live amongst humans, their lifespan ratio would drop to 1:1 within 5 earth years. This goes for any race. they adopt a new home and they will automatically adapt their lifespan to the native planet with the same amount of time. This unique species paradox is called the Keltovian Species Genetic Equality Adaptation. They live as long as anyone else in their adopted home world as a final form of acceptance to the species. Planetary Population: Respectively from planet 6-1, the populations are 2 million for K-6, K-5 is 6 Mil, K-4: 30 mil, K-3: 82mil, K-2: 2.5 bil an K-1 at a surprising 8.5 bil. this is mostly in part to liveable area on their respective planets. They have an innate ability to NOT overpopulate as a genetic fail-safe. Ho this happens is unsure, however, when the population is at dangerous levels, none of the species can produce children until the population drops to a certain point... then again in an undetermined phenomena, the fertile species who have mated in the latency period then develop an unborn child like it was supposed to before the population spike. This is believed to have been put in place by the Forerunners, who are seen amongst the Keltovians as Deities. Government: Rather than a government, Keltov 1-4 has a galactic council who debate all matters of the system communally. after a vote, the decisions are passed or vetoed. Keltov 5 is a quickest gun makes the law setting and Keltov 6 is ruled by royal families who govern over their territories. Economy: Every planet in the Keltov system uses copper, silver, gold and platinum. For less than silver yet higher than copper values, Electrum is also used, a copper/silver hybrid. The planets exports are listed in planetary description. Deity Name:The Deity of the ancients are not exactly a deity at all, but historical information found in ancient colony ships discovered on all the Keltovian Home worlds. A species simply called the Forerunners. Nature/Role: The historical documents serve as a painful reminder how War can do more than change lives. The Forerunners stated in all their texts that could be salvaged the reason for the loss of their home world was because they invoked a war and using powerful weapons, obliterated not only their planet, nor their soar system... but their entire galaxy. Keeping these texts close to heart, they refuse to wage war knowing full well what they could be very much capable of... Especially with the ancient technology being so close at hand. Appearance: It is without doubt that the Forerunners are their ancestors due to many cultural similarities, but also a discovery of unused and now useless cells that were barely able to sustain enough genetic code to prove an identical match to the present Keltovian races. Mythology: Though Keltovians are advanced and rely on science over belief, they adopted the Lore of Keltov 6 to relate to their children that the forerunners carried them through the stars in mighty chariots to save them from a dying world... and it was their duty to them to protect their new home as well as the home of any other race from meeting the fate of the world that came before. Followers: As the documents are public record, they are available to the entire population not under zero interference quarantine protocol.
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