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Post by God on Dec 25, 2007 21:27:21 GMT -5
You may request new races to be created in the Wishing Fountain. The List:- Human
- Elves
- High Elf
- Forest Elf
- Water Elf
- Dark Elf
- Dwarves
- Ancient Troll
- Imp
- Beast Men
- L'ortus (Lion)
- Rempa (Tiger)
- Inno (Cheetah)
- Laritko (Jaguar)
- H'ortom (Wolf)
- Ephiin (Fox)
- Er Rit (Cat)
- Er Pat (Dog)
- Er Pri (Raccoon)
- Er Lot (Ferret)
- Er Hoc (Rabbit)
- Er Tam (Rat)*
- Anig (Panda)
- Jeeha (Koala)
- Dragonette
- Selkie
- Water Sprite
- Rhasto
- God-Child
- Changelin
- Flutter Sprite
- Centaur
- Spirit Kings
- Traba (Tree)
- Foni (Water)
- Huma (Earth)
- Devilsbride
- T'Oille
- Harpy (Mountains and Canyons)
- Oxien (Seas and Rivers)
- Joore (Forests and Grasslands)
- Kureta (The Tropics)
- Harlos (Prairies and Deserts)
- Meren
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Post by God on Dec 26, 2007 1:26:29 GMT -5
Race: Human
Origin: Pesso, Solea, Maiorn
Culture: Humans are relatively group-oriented. They value their families and homelands very much.
Distinguishing Features: Round eartips, hair ranges from blonde to black with shades of brown in between (unless otherwise dyed).
Life Span: An average human matures at 18~20 years of age, and average life expectancy is around 60~90 years.
Typical Strengths & Weaknesses: Humans have an average defense and are good with various types of weaponry. They're generally fine all-rounders.
Additional Facts: ---
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Post by God on Dec 26, 2007 3:27:04 GMT -5
Race: Elves: High Elf
Origin: Solea, Pesso, Fasemoor
Culture: Originally from Maiorn, they consider themselves mightier than the other elves and have long since thrived in arcane civilizations. The high elves strive for grace, honor and excellence. They are competitive spirits and do not necessarily work in groups except in cases where racial pride is concerned.
Distinguishing Features: Long and sharp-pointed ears, golden or silver hair, and a grace about them.
Life Span: An average high elf matures at 15~25 years of age, and average life expectancy is around 160~300 years.
Typical Strengths & Weaknesses: The high elves are good both in handling light-weight weapons and magic. Their slim builds make them vulnerable to physical attacks and restricts them from handling heavy weapons.
Additional Facts: ---
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Post by God on Dec 26, 2007 3:35:27 GMT -5
Race: Elves: Forest Elf
Origin: Maiorn
Culture: These peaceful spirits feed from the forests. They are knowledge-loving and serve the growth of the Maiornian libraries. Many travel outside Maiorn to learn more things.
Distinguishing Features: Sharp pointed ears, hair of all vivid colours, and the shortest of all elves.
Life Span: An average forest elf matures at 30~38 years of age, and average life expectancy is around 150~250 years.
Typical Strengths & Weaknesses: Unlike high elves, the forest elves can be trained to handle heavy weaponry, but their bodies are naturally small. Forest elves may do some healing magic, and they make excellent informants and strategists in battles.
Additional Facts: ---
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Post by God on Dec 26, 2007 3:43:20 GMT -5
Race: Elves: Water Elf
Origin: Glacki, Fasemoor
Culture: The water elves are elusive and mysterious, preferring to stay away from crowds. They tend to live alone in chilly climates near bodies of water, and they tend to disappear beneath the surface when faced by intrusions.
Distinguishing Features: Sharp pointed ears, straight silky hair of light shades, and a reluctance to talk to strangers.
Life Span: An average water elf matures at 10~13 years of age, and average life expectancy is around 130~200 years.
Typical Strengths & Weaknesses: The water elves are extremely adapt at sneaking in and out unnoticed, but they tend to be anti-social and make bad teammates. They are relatively adapt at most light-weight weaponry and magic except for fire and healing magic. Water elves can stay underwater for up to a week, not to mention their ability in making themselves invisible in water.
Additional Facts: ---
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Post by God on Dec 26, 2007 3:54:43 GMT -5
Race: Elves: Dark Elf
Origin: Canniven
Culture: The dark elves live closely together in the snowy white lands of Canniven. Although they may not care about other dark elves so much, they function very well in groups. They tend to live together in snow-covered villages, although some prefer their lone igloos.
Distinguishing Features: Long and sharp-pointed ears, hair colour ranges from white to black and gray shades in between, blue-dark skin, lurid eyes.
Life Span: An average dark elf matures at 20~22 years of age, and average life expectancy is around 120~150 years.
Typical Strengths & Weaknesses: The dark elves are great at handling physics-oriented magic such as attack and defense buffs, though especially teleportation magic and speed-ups. They have good reflexes and are suitable for close-up light-weight combats, usually preferring daggers.
Additional Facts: ---
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Post by God on Dec 26, 2007 14:46:19 GMT -5
Race: Dwarves: Dwarf
Origin: Voragimines
Culture: The dwarves are usually seen in groups and enjoy their work very much. They live peacefully together in harmony, although it is a common occurance for a dwarf or two to get temperamental, causing catastrophes.
Distinguishing Features: Stubby pointed ears, their height about two-thirds that of a human's, big round cuddly eyes and typically wearing a funky-looking hat.
Life Span: An average drawf matures at 40~50 years of age, and average life expectancy is around 80~100 years.
Typical Strengths & Weaknesses: Drawves are excellent at defending themselves by dodging attacks due to their small body size. They are good with many heavy/destructive weaponries. Although they may practice many types of magic, they only excel in fire magic.
Additional Facts: ---
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Post by God on Dec 26, 2007 14:58:05 GMT -5
Race: Dwarves: Snow Dwarf
Origin: Canniven
Culture: The snow dwarves like dig their homes around the feet of frost-covered mountains. They live together in the underground cities of Canniven, and are famous for making strange, fascinating machines.
Distinguishing Features: Stubby pointed ears, their height about two-thirds that of a human's, light-coloured eyes.
Life Span: An average snow dwarf matures at 30~45 years of age, and average life expectancy is around 80~100 years.
Typical Strengths & Weaknesses: The snow dwarves are excellent at using both heavy arms and explosives. They are also creative inventors that can come up with new funky tools. As for magic, their ancestors acquired some skills from their neighbouring dark elves ages back which enables them to perform some transportation magic. Otherwise the snow dwarves do not have the ability to use magic.
Additional Facts: ---
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Post by God on Dec 26, 2007 15:23:22 GMT -5
Race: Ancient Troll
Origin: Voragimines
Culture: The ancient trolls roam singly in the mountains and canyons of Voragimines. They also travel to other regions, preferring mountains. Their purpose is unknown. It is said that they have been there since who-knows-when. The people of Voragimines offer their hospitality to these beings in respect for their old age and due to the myth that they are mountain guardians.
Distinguishing Features: Long, sharp pointed ears, marble-like skin, white hair, middle-aged to elderly appearance (often wrinkly) and usually wear thick robes and a silence about them.
Life Span: The ancient trolls' life cycle is unknown to everyone but themselves. It is said that they do not ever form families or bear children and are immortal beings.
Typical Strengths & Weaknesses: The ancient trolls prefer not to fight. When they face challenges they simply use their magic to vanish from the scene. Because of this ability, they may make excellent scouts.
Additional Facts: ---
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Post by God on Dec 26, 2007 15:55:24 GMT -5
Race: Imp
Origin: Lamia
Culture: The imps originated back in the ancient times when the witch people of Lamia had wanted to make living people out of clay. They succeeded, and the imps exist until this day. The imps are usually selfish and tend to leech off of the hard work of others, and their cities are usually poor. Some travel away from Lamia to look for new homes.
Distinguishing Features: Pointed eartips, contrasting colours between hair and eyes (if the hair is dark, the eyes will be bright and vice versa). There are usually many tattoos on their bodies.
Life Span: An average imp matures at around 18 years of age, and average life expectancy is around 50~90 years.
Typical Strengths & Weaknesses: The imps are stealthy beings that are quick and silent to act. They are able to perform all kinds of magic. Direct combat with weaponry is not suitable for their nature, however.
Additional Facts: ---
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Post by God on Dec 26, 2007 16:09:15 GMT -5
Race: Beast Men
Origin: Solea, Lepudum
Culture: The beast men are animal-like, and live in different styles and cultures according to their clans. Some clans are more territorial than others. In cities and towns where mixed clans live, quarrels between clans are a common sight.
Distinguishing Features: Animal ears and tails of terrestrial mammalian species living close to nature.
Life Span: Little variation consists between clans. The beast men typically matures around 20 years of age with a life expectancy of 50~80 years.
Typical Strengths & Weaknesses: The beast men are quite good at physical combat, excelling in strength and speed. They perform best in natural environments and have slightly below-average magic abilities.
Additional Facts: *One outcast clan of the beast men are the er tam, the rats. Over the ages they have become accustomed to live around large settlements rather than in the wild. They live where the land is cheap and aren't hesitant to feed on the dumps.
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Post by God on Dec 26, 2007 22:58:10 GMT -5
Race: Dragonette
Origin: Maiorn, Voragimines
Culture: The dragonettes usually live alone, travelling across Cantana and never satisfied with staying in one place. They do prefer to stay in Maiorn or Voragimines to form families and raise their young, however.
Distinguishing Features: Humanoid people with large, thick dragon wings, claws, harsh temper and a preoccupation with shiny things.
Life Span: An average dragonette matures at 20~30 years of age, and average life expectancy is around 180 years.
Typical Strengths & Weaknesses: Dragonettes are excellent fighters in air, though less so on land due to the weight of their wings. They can perform some magic.
Additional Facts: The dragonettes are born from eggs.
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Post by God on Dec 27, 2007 0:10:35 GMT -5
Race: Selkie
Origin: Piscesula Shores
Culture: Selkies travel in small numbers, some prefer to live undersea as seals and some walk as humans on the lands of Cantana.
Distinguishing Features: Thin, almost invisible whiskers on their face, and the sealskin they always wear.
Life Span: An average selkie matures at 15~18 years of age, and average life expectancy is around 55~60 years.
Typical Strengths & Weaknesses: With their sealskin, selkies are greatly advantageous underwater. They are also good at handling weaponries on land. Though, they are not adapt to perform any magic.
Additional Facts: Selkies need their sealskin to live on land and change back into seals.
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Post by God on Dec 27, 2007 0:11:27 GMT -5
Race: Water Sprite
Origin: All across Cantana
Culture: The water sprites are careless beings that travel all throughout Cantana via streams, rivers and sea currents. They are shy, playful and may or may not travel in groups.
Distinguishing Features: Half a normal human's size, skin partially covered in scales patches, finned ears, webbed hand/feet/ears and a thin dorsal fin.
Life Span: An average water sprite matures at 90~120 years of age, and average life expectancy is around 150 years.
Typical Strengths & Weaknesses: Water sprites are capable of intense water magic. Their defense and physical attacks can be quite weak.
Additional Facts: ---
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Post by God on Dec 29, 2007 22:24:03 GMT -5
Race: Rhasto
Origin: Itis
Culture: Rhastos form a small population in Itis. They often wander into Lamia, Lepudum and even Solea in search of prey, preferring the blood of beast men as meals. They travel singly or in packs.
Distinguishing Features: Sharp ears, clawy fingernails, feline-esque movements, frequent purring when hungry.
Life Span: An average rhasto matures at 12~13 years of age, and average life expectancy is around 50~80 years.
Typical Strengths & Weaknesses: Though they are not accustumed to use magic, rhastos excel in speed. They prefer hand-to-hand combat. They can be rather unfocused, as their temper is easily disturbed.
Additional Facts: ---
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Post by God on Jan 1, 2008 23:36:04 GMT -5
Race: God-Child: Niveh
Origin: Heaven
Culture: The nivehs are the children of God's, born with apprenticeship to become angels. They are raised in heaven within a year of their birth, and then sent down to earth to complete a quest that may take decades or centuries to complete. Failure to do so before their death will result in them turning into atras.
Distinguishing Features: Human features, with ears just a little pointier than average, and hair colour ranging from black to white with shades of gray in between. They prefer wearing white robes and have unremovable golden anklets depicting certain quotes on them, identifying their status and mission as nivehs. Most do not have wings.
Life Span: An average niveh matures at around 4 years of age, and average life expectancy is around 150~500 years depending on predisposition.
Typical Strengths & Weaknesses: Nivehs are defenseless and vulnerable to attacks while on earth, unable to wield weapons or magic --- a guarenteed element of their quests, reinforced by their anklets. They have one unique ability however, and that is to communicate via thoughts, a.k.a telepathy.
Additional Facts: If a niveh received an especially difficult quest, he or she will sometimes be granted a pair of white wings to aid the quest.
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Post by God on Jan 1, 2008 23:48:46 GMT -5
Race: God-Child: Atra
Origin: Heaven
Culture: Atras are nivehs who died before their quest was complete. They are mostly preoccupied hunting for nivehs whom they wish to become their companions, and they would spend their time stalking said nivehs, trying to kill them or interrupt the completion of their quests.
Distinguishing Features: Human features, with ears just a little pointier than average, and hair colour ranging from black to white with shades of gray in between. They still own the same unremovable golden anklets that identified their status as nivehs. They have black, webbed wings.
Life Span: The average life expectancy for an atra after their transformation is around 50 years.
Typical Strengths & Weaknesses: The atras are not adapt at controlling their powers. They can use every type of weaponry and magic, but the aura of their anklets prevent them from mastering their skills.
Additional Facts: ---
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Post by God on Jan 17, 2008 21:07:40 GMT -5
Race: Changelin
Origin: Itis
Culture: Changelins are wandering sprites that sprout from the brown earth of Itis and have no gender. Their original identity is simply dirt and dust, and they need a shape to mimic in order to walk the earth.
Distinguishing Features: The ability to shift their shapes into anything that they have seen that is still alive. Once their shape-host dies they will not be able to mimick it anymore.
Life Span: There is no growth or maturity for changelins, and their average life expectancy is around 30 years.
Typical Strengths & Weaknesses: The changelins can shapeshift into any existing living being, but they cannot copy the inner qualities of their host such as their abilities and memory. Their bodies remain built from dirt and dust, and will not bleed when wounded. That said, they do not feel pain and will not hurt easily unless they are dealt with wind magic.
Additional Facts: ---
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Post by God on Jan 17, 2008 21:23:03 GMT -5
Race: Flutter Sprite
Origin: Maiorn, Lepudum, Lamia, Itis
Culture: Flutter sprites typically do not venture outside their homelands if they could help it. They live upon the trees and feed on tree sap, usually in groups or colonies. Journeying near Armarbor is a taboo amongst flutter sprites, as many of the monsters of Armarbor would happily feed on them.
Distinguishing Features: Stubby sharp eartips, extremely light body weight and large insect wings.
Life Span: An average flutter sprite matures at 13 years of age, and average life expectancy is around 30~50 years.
Typical Strengths & Weaknesses: The flutterers are capable of stealth, diversion tricks and some healing magic. They may inherently be adapt at poison-oriented skills. They are very vulnerable to bodily attacks.
Additional Facts: ---
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Post by God on Jan 19, 2008 4:41:30 GMT -5
Race: Centaur
Origin: Solea
Culture: Centaurs are fierce creatures, nomads that travel in large packs for the purpose of hunting. They love the wilderness and prefer to sleep under the stars if it's not raining. Their homes are usually made very large, if any.
Distinguishing Features: Sharp pointy ears, human from the torso and up connected to the body of a horse.
Life Span: An average centaur matures at 12 years of age, and their average life expectancy is around 60~90 years.
Typical Strengths & Weaknesses: The centaurs are of muscular build, and with their large bodies and hooves they can deal some very heavy damage even without weapons. They have the speed of the horse but the inconvenience of occupying large spaces. They cannot perform any magic.
Additional Facts: ---
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