Get Started in your own kingdom, work your way up through the ranks, or start high in them. Live the life of a ruler, or a petty theif, and obtain as much power as you can, while still maintaining your morals. That is if you have any.
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Races « Thread Started on Apr 11, 2006, 12:39pm »
All characters created must have a race from this list or have previously spoke with the admin about their race. If you decide to embark on creating your own race, you must write everything up about them, AND THEN the admin will decide if you are allowed to become that race.
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Re: Races « Reply #1 on Apr 11, 2006, 12:40pm »
Humans: - - The most common life form in the known world. They are the ones in control of the four kingdoms, and the ones who have started to master the art of magic. Though their progression is far from perfect, they have divided magic up into schools. The schools give you guidelines for the spells you would use. (Meaning you can make up your own as long as they fit in with the class) Each person is allowed one major access school and one minor. Other then that it would be to draining to learn. NOT ALL HUMANS HAVE TO HAVE MAGIC ABILITIES! - -Disclaimer: The schools taken are based off of DnD mage schools.
Schools:
ABJURATION
The Abjurer specializes in protective magic. Their spells prevent or banish some magical or nonmagical effect or creature. They are exceptionally useful in adventuring situations. For example you are able to cancel out another spell that someone casts on you.
ALTERATION
Alteration Magic causes change in the properties of some already existing thing, creature or condition. You would be able to change the size, phase, and strength of things.
CONJURER
Has the ability to bring something to the caster from another place, including items and sometimes creatures. Although, the creatures can cause risk to to conjurer, they do not always work with him or her. You would have the ability to bring a creature to defend you, such as a tiger, (though they may end up fighting you) or you could bring a useful item such as a lantern for light. Or attack your enemies with a hail of stone if you are powerful enough.
DIVINATION - the scholar school.
You have the ability to predict the future, reveal and uncover hidden or cloaked things by spells and such. You would strive to learn secrets long forgotten. You would have the ability to detect intent, if someone is interested in harming you or not. If a person if lawful or out to help themselves. To find an object or person, or obscure where that object (and person if they are stationary) is.
EVOKER
Evocation is the ability to expel magical energy to specific effects or materials, and may be able to cause harm to others. You can throw flames, shoot energy, create a weapon of the mind... and if you become powerful enough control aspects of the weather.
ILLUSIONIST
Spells from this class are used to deceive the senses or minds of others. You can make people here or see things that are not there. With this you can become invisible (Until you make an aggressive move,) create phantom multiples of yourself which dispel when attacked, scare people with things are are not there. Etc.
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Re: Races « Reply #2 on Apr 11, 2006, 9:02pm »
Harpy
- - They are winged humanoid creatures (for the sake of the site they can be both male and female). The wings do not sprout from their back, but are an extension of their arms. Their faces are rather pointed, and they have long talons on their feet. They tend to live in the Esray hills, living nomadicly. They will live in small family units, until the children are old enough to move out and live on their own. There are not towns and villages, as a harpy they often fend for themselves.
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Re: Races « Reply #3 on Apr 11, 2006, 9:16pm »
Gargolyn
Creatures of stone. They are human enough, looking. They are less emotional, more brutal and strong, and nocturnal. It is said that they turn to solid stone in the sun light, but it is not true. It is harder for them to move around in the sun, but stone always looks unnatural when moving. They will often be used as body guards, but not for Hlelicore, because they see their strength as above the stone people's ability. Also dexterity is also valued in Hlelicor's fighting. They live in small packs, more often then not, they do not have a home land, though.
Generally live to about 600 years, and their prime is around 200 years.
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Re: Races « Reply #4 on Apr 12, 2006, 12:55pm »
Elves - - Are the eldest of all races, although they are generally a bit smaller than humans. They are generally well-cultured, artistic, easy-going, and because of their long lives, unconcerned with day-to-day activities that other races frequently concern themselves with. Elves are, effectively, immortal, although they can be killed. After a thousand years or so, they simply pass on to the next plane of existence.
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Re: Races « Reply #5 on Apr 12, 2006, 1:02pm »
Fays - - They tend to be half the height of the average person. They come in a varity of colors of skin, hair and eyes. They are extremely skinny creatures, and very nimble. They tend very michevious, though. They will steal or 'borrow' from you, but they often do not have evil intent towards a person.
- - Pookas: A subset of them are the Pookas. They are more friendly and tend to take on a guardian roll. They will often find a creature and watch over it. It is very rare for them to watch over an elf, though, since elves out live them. Fays in general tend to live for several hundred years.
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Re: Races « Reply #6 on Apr 12, 2006, 1:05pm »
Selkies - - They are also known as Mer-folk, but more generally Selkies. They live in the sea, as most would assume, but the more curious ones do drift assure to see what the humans or elves are doing. They are curious creatures, with scales, and a tinted green or blue skin. They are hairless, as opposed to what some would think. There is no actual kingdom of Selkies, but they do tend to herd together more often then not, like a school of fish. Once in a while they will get caught in fishermen's net, and will be apologized to profusely unless the fishermen wants a herd of selkies attacking his boat.