Post by Kiko on Jan 23, 2013 6:39:16 GMT -5
*Although players do not have to choose any of these races, these are the ones that have been seen throughout Wistvale and other parts of the world. Players are encouraged to play whatever they desire, these are simply here if you wish to go a more traditional route or expand on what is already being played to have more fulfilling player interactions with others of your race.[/i]
Humans possess exceptional drive and a great capacity to endure and expand, and as such are currently the dominant race in the world. Their empires and nations are vast, sprawling things, and the citizens of these societies carve names for themselves with the strength of their sword arms and the power of their spells.
Humanity is best characterized by its tumultuousness and diversity, and human cultures run the gamut from savage but honorable tribes to decadent, devil-worshiping noble families in the most cosmopolitan cities. Human curiosity and ambition often triumph over their predilection for a sedentary lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world or lead mighty armies to conquer their neighbors, simply because they can.
The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, yet different as well. Elves value their privacy and traditions, and while they are often slow to make friends, at both the personal and national levels, once an outsider is accepted as a comrade, such alliances can last for generations.
Elves have a curious attachment to their surroundings, perhaps as a result of their incredibly long life spans or some deeper, more mystical reason. Elves who dwell in a region for long, find themselves physically adapting to match their surroundings - most noticeably taking on coloration reflecting the local environment. Those elves that spend their lives among the short-lived races, on the other hand, often develop a skewed perception of mortality and become morose, the result of watching wave after wave of companions age and die before their eyes.
Dwarves are a stoic but stern race. They are most often ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like Orcs and Goblins.
More than any other race, the dwarves have acquired a reputation as dour and humorless craftsmen of the earth. It could be said that Dwarven history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors.
Cathians are a race of natural explorers who rarely tire of trailblazing, but those journeys are not limited merely to the search for new horizons in distant lands. Many Cathian see personal growth and development as equally valid avenues of exploration.
Cathians are nimble, capable, and often active creatures; though there is also a strong tendency among some Cathian to engage in quiet contemplation and study. Such individuals are interested in finding new solutions to age-old problems and questioning even the most steadfast philosophical certainties of the day. They are curious by nature, and Cathian culture never discourages inquisitiveness, but rather fosters and encourages it. Many are seen as quirky extroverts by members of other races. Within Cathian tribes there is no shame attached to minor peculiarities, eccentricities, or foolhardiness.
All but the most inwardly focused Cathian enjoy being the center of attention, but not at the expense of their tribe, whether it's the one the Cathian is born into or the tribe they choose through the bonds of friendship with other creatures. Cathian tend to be both generous and loyal to their family and friends.
The Warven are an erratic race and they can be found in most of the northern, frigid regions of the world. They may seem savage, but they are intelligent and possess a cruel, bestial cunning that can come as a surprise to the unprepared.
Warven society is patriarchal, with the eldest male leading the pack. Warven never challenge leadership; the patriarch leads until he is physically incapable of doing so any longer, at which point a council of elders is called and the new Clan leader is selected. They do appear in towns and cities on occasion for trading of furs and talismans for other goods, and sometimes weaponry. Every Warven is a warrior no matter the gender and they all share the same steadfast pride in honor. Although sparse Warven make for good companions, and loyal friends.
Warven are easily the height of a large man, if not lager and considerably heavier, due to their large bone structure and muscular frames. Their features can best be described as very bear like, though their physique is not so different from a man. Warven also come in different 'breeds' so to speak, the colour of their fur indicating their particular breed and ultimately, how large they may grow.
Much like the olive complexion Dryads, Dark Elves are a significantly more secluded race than their brethren. They prefer to reside deep within the bowels of ancient mountains and far from the light. Though, they have been know to live on the surface underneath the haven of tightly packed trees. Dark Elves earned the name Drow in ages long past during the Blood War, a feud between the differing clans.
Though their skin is not black, their complexion is darker than other elves. In-fighting, murder and betrayal are all customary traits of most Dark Elves. They are master stalkers, and make excellent assassins; hunting in the shadows is their stock in trade. Dark Elves also make for astute Mages, many of the great Enchanters have been Dark Elves.
A Dark Elf's greatest passion, however, is for the priesthood. Their lives of seclusion and darkness, not to mention their longevity, has made them profoundly suitable for a life in communion with the gods.
The Garou, like the elves, are a primordial race. When the continents broke apart to form the land masses we know today, the Garou; who were tasked with protecting the land and its creatures, followed the great herds to new homes. They are physically hardy, well able to withstand the deprivations of hot or cold climates, and the bone structure of their faces are often very well pronounced.
They are not a prolific people. Only one in every ten babes lives to adulthood. The demands on them are quite dangerous and if it were not for their ability to change into a wolf or a wolf-man once puberty is reached, they would likely be extinct. Garou and werewolves; as they are often mislabeled are not the same thing. True Garou live far from civilization; and rightly so. They are born Garou, they can shift as easy as an eye blink, and are a completely reasonable race. They aren't, like werewolves, driven by murder and rage. They have rules and standards and in general, are a great people to know.
Nevertheless, as in any race there are always malcontents. If a human is attacked by a Garou and any of their fluid transmitted, then that human becomes a werewolf. The Garou influence tries to take over and the human mind cannot contain what it was never prepared for, it becomes feral and dangerous. The same thing happens if a Garou and human mate. These are only two of the reasons why no one knows about them or ever sees them.
The Garou don't acknowledge werewolves. They kill them, deem them an abomination. It is their ancient duty to prevent the spread of such a plague.
*Unplayable
A common misconception of Demonkin is that they are malevolant beings. Like Fae, Demonkin are energy beings. Without the associated psychological characteristics, the defining attributes between the two would be heavily blurred.
Rather than malicious intent, Demonkin let off dark vibrations that attract negative energies, and various supernatural entities. Some might suggest that they have different types and breeds, however, many demonkin find it hard to "classify" themselves. It is debatable where exactly demons come from. Some suggest that they come from other dimensions; others suggest that they come from various parts of the world.
Optimistic and cheerful by nature, blessed with uncanny luck and driven by a powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity. At once excitable and easy-going, halflings like to keep an even temper and a steady eye on opportunity, and are not as prone as some of the more volatile races to violent or emotional outbursts. Even in the jaws of catastrophe, a halfling almost never loses his sense of humor.
Halflings are inveterate opportunists. Unable to physically defend themselves from the rigors of the world, they know when to bend with the wind and when to hide away. Yet a halfling's curiosity often overwhelms his good sense, leading to poor decisions and narrow escapes.
Though their curiosity drives them to travel and seek new places and experiences, halflings possess a strong sense of house and home, often spending above their means to enhance the comforts of home life.
If there is a race that is more in tune with the powers of magic beyond the Elves, then it is the mystical Dryads. Sometimes called "The Children of Galena", they are born with the ability to hear the voice of the natural world. This voice gives a dryad an better understanding of nature and the changing of the seasons. However, such mystical ties are entirely severed the moment a Dryad wanders from the tree of it's birth and out into the world. Beyond that, dryads always been close to the forces of magic and its ties to the land itself.
Dryad society focuses on their co-habitation with nature, as well as the furthering of nature over the advances of any civilization attempting to destroy it. The mindless adversary assumes the Dryad’s attunement to nature as a sign of weakness and simplicity; the wise foe does well not to make this mistake. In fact, there is never a been a more stalwart rival when threatened. It is this fact, more than any other, which generally keeps them close to home.
Not much is known about the history of this rare race other than they are not originally from this plane. It is believed that they were the creations of powerful mages to be used as servants and pets. But whether this is true or simply a way to justify how most are treated is uncertain. Most Hatchlings live their lives in servitude to the one who hatched them. Either as slaves or as pets.
They have three stages of life, each more evolved than the last. These stages are commonly refered to as "Bronze, Silver, and Gold" due to the coloring of the eggs they hatch from. Bronze Hatchlings look almost exactly like normal animals, though extremely intelligent ones. Where their evolutions take them from there is widely varried depending on the type. Most become more humanoid, though some become more powerful versions of the animal they began life as. It is unknown what triggers their evolutions, but it seems that those that are mistreated rarely grow past their current form.
One thing holds true over all the types. Only the Gold level Hatchlings can speak.
There are as many varieties of Hatchlings as there are types of animals in the world. There are records of avian, feline, canine, rodent, lizard, bat, and many other types.
A given cyclops's most distinctive feature, of course, is the great solitary eye embedded in the center of his forehead. Alarming to see at first if one has never before seen a Cyclops, they tend to be master merchants, accountants, and excellent advisers.
Their lack of a unified homeland and culture forces half-elves to remain versatile, able to conform to nearly any environment. While often considered attractive to both races for the same reasons as their parents, half-elves rarely fit in with either humans or elves, as both races see too much evidence of the other in them. This lack of acceptance weighs heavily on many half-elves, yet others are bolstered by their unique status, seeing in their lack of a formalized culture the ultimate freedom.
As a result, half-elves are incredibly adaptable, capable of adjusting their mind-sets and talents to whatever societies they find themselves in. Even half-elves welcomed by one side of their heritage often find themselves caught between cultures, as they are encouraged, cajoled, or even forced into taking on diplomatic responsibilities between human and elven kind. Many half-elves rise to the occasion of such service, seeing it as a chance to prove their worth to both races. Others, however, come to resent the pressures and presumptions foisted upon them by both races and turn any opportunity to broker power, make peace, or advance trade between humans and elves into an exercise in personal profit.
HUMAN
[/font][/b]Humans possess exceptional drive and a great capacity to endure and expand, and as such are currently the dominant race in the world. Their empires and nations are vast, sprawling things, and the citizens of these societies carve names for themselves with the strength of their sword arms and the power of their spells.
Humanity is best characterized by its tumultuousness and diversity, and human cultures run the gamut from savage but honorable tribes to decadent, devil-worshiping noble families in the most cosmopolitan cities. Human curiosity and ambition often triumph over their predilection for a sedentary lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world or lead mighty armies to conquer their neighbors, simply because they can.
ELF
[/font][/b]The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, yet different as well. Elves value their privacy and traditions, and while they are often slow to make friends, at both the personal and national levels, once an outsider is accepted as a comrade, such alliances can last for generations.
Elves have a curious attachment to their surroundings, perhaps as a result of their incredibly long life spans or some deeper, more mystical reason. Elves who dwell in a region for long, find themselves physically adapting to match their surroundings - most noticeably taking on coloration reflecting the local environment. Those elves that spend their lives among the short-lived races, on the other hand, often develop a skewed perception of mortality and become morose, the result of watching wave after wave of companions age and die before their eyes.
DWARF
[/font][/b]Dwarves are a stoic but stern race. They are most often ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like Orcs and Goblins.
More than any other race, the dwarves have acquired a reputation as dour and humorless craftsmen of the earth. It could be said that Dwarven history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors.
CATHIAN
[/font][/b]Cathians are a race of natural explorers who rarely tire of trailblazing, but those journeys are not limited merely to the search for new horizons in distant lands. Many Cathian see personal growth and development as equally valid avenues of exploration.
Cathians are nimble, capable, and often active creatures; though there is also a strong tendency among some Cathian to engage in quiet contemplation and study. Such individuals are interested in finding new solutions to age-old problems and questioning even the most steadfast philosophical certainties of the day. They are curious by nature, and Cathian culture never discourages inquisitiveness, but rather fosters and encourages it. Many are seen as quirky extroverts by members of other races. Within Cathian tribes there is no shame attached to minor peculiarities, eccentricities, or foolhardiness.
All but the most inwardly focused Cathian enjoy being the center of attention, but not at the expense of their tribe, whether it's the one the Cathian is born into or the tribe they choose through the bonds of friendship with other creatures. Cathian tend to be both generous and loyal to their family and friends.
WARVEN
[/font][/b]The Warven are an erratic race and they can be found in most of the northern, frigid regions of the world. They may seem savage, but they are intelligent and possess a cruel, bestial cunning that can come as a surprise to the unprepared.
Warven society is patriarchal, with the eldest male leading the pack. Warven never challenge leadership; the patriarch leads until he is physically incapable of doing so any longer, at which point a council of elders is called and the new Clan leader is selected. They do appear in towns and cities on occasion for trading of furs and talismans for other goods, and sometimes weaponry. Every Warven is a warrior no matter the gender and they all share the same steadfast pride in honor. Although sparse Warven make for good companions, and loyal friends.
Warven are easily the height of a large man, if not lager and considerably heavier, due to their large bone structure and muscular frames. Their features can best be described as very bear like, though their physique is not so different from a man. Warven also come in different 'breeds' so to speak, the colour of their fur indicating their particular breed and ultimately, how large they may grow.
DARK ELF
[/font][/b]Much like the olive complexion Dryads, Dark Elves are a significantly more secluded race than their brethren. They prefer to reside deep within the bowels of ancient mountains and far from the light. Though, they have been know to live on the surface underneath the haven of tightly packed trees. Dark Elves earned the name Drow in ages long past during the Blood War, a feud between the differing clans.
Though their skin is not black, their complexion is darker than other elves. In-fighting, murder and betrayal are all customary traits of most Dark Elves. They are master stalkers, and make excellent assassins; hunting in the shadows is their stock in trade. Dark Elves also make for astute Mages, many of the great Enchanters have been Dark Elves.
A Dark Elf's greatest passion, however, is for the priesthood. Their lives of seclusion and darkness, not to mention their longevity, has made them profoundly suitable for a life in communion with the gods.
GAROU*
[/font][/b]The Garou, like the elves, are a primordial race. When the continents broke apart to form the land masses we know today, the Garou; who were tasked with protecting the land and its creatures, followed the great herds to new homes. They are physically hardy, well able to withstand the deprivations of hot or cold climates, and the bone structure of their faces are often very well pronounced.
They are not a prolific people. Only one in every ten babes lives to adulthood. The demands on them are quite dangerous and if it were not for their ability to change into a wolf or a wolf-man once puberty is reached, they would likely be extinct. Garou and werewolves; as they are often mislabeled are not the same thing. True Garou live far from civilization; and rightly so. They are born Garou, they can shift as easy as an eye blink, and are a completely reasonable race. They aren't, like werewolves, driven by murder and rage. They have rules and standards and in general, are a great people to know.
Nevertheless, as in any race there are always malcontents. If a human is attacked by a Garou and any of their fluid transmitted, then that human becomes a werewolf. The Garou influence tries to take over and the human mind cannot contain what it was never prepared for, it becomes feral and dangerous. The same thing happens if a Garou and human mate. These are only two of the reasons why no one knows about them or ever sees them.
The Garou don't acknowledge werewolves. They kill them, deem them an abomination. It is their ancient duty to prevent the spread of such a plague.
*Unplayable
DEMONKIN
[/font][/b]A common misconception of Demonkin is that they are malevolant beings. Like Fae, Demonkin are energy beings. Without the associated psychological characteristics, the defining attributes between the two would be heavily blurred.
Rather than malicious intent, Demonkin let off dark vibrations that attract negative energies, and various supernatural entities. Some might suggest that they have different types and breeds, however, many demonkin find it hard to "classify" themselves. It is debatable where exactly demons come from. Some suggest that they come from other dimensions; others suggest that they come from various parts of the world.
HALFLING
[/font][/b]Optimistic and cheerful by nature, blessed with uncanny luck and driven by a powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity. At once excitable and easy-going, halflings like to keep an even temper and a steady eye on opportunity, and are not as prone as some of the more volatile races to violent or emotional outbursts. Even in the jaws of catastrophe, a halfling almost never loses his sense of humor.
Halflings are inveterate opportunists. Unable to physically defend themselves from the rigors of the world, they know when to bend with the wind and when to hide away. Yet a halfling's curiosity often overwhelms his good sense, leading to poor decisions and narrow escapes.
Though their curiosity drives them to travel and seek new places and experiences, halflings possess a strong sense of house and home, often spending above their means to enhance the comforts of home life.
DRYAD
[/font][/b]If there is a race that is more in tune with the powers of magic beyond the Elves, then it is the mystical Dryads. Sometimes called "The Children of Galena", they are born with the ability to hear the voice of the natural world. This voice gives a dryad an better understanding of nature and the changing of the seasons. However, such mystical ties are entirely severed the moment a Dryad wanders from the tree of it's birth and out into the world. Beyond that, dryads always been close to the forces of magic and its ties to the land itself.
Dryad society focuses on their co-habitation with nature, as well as the furthering of nature over the advances of any civilization attempting to destroy it. The mindless adversary assumes the Dryad’s attunement to nature as a sign of weakness and simplicity; the wise foe does well not to make this mistake. In fact, there is never a been a more stalwart rival when threatened. It is this fact, more than any other, which generally keeps them close to home.
HATCHLING
[/font][/b]Not much is known about the history of this rare race other than they are not originally from this plane. It is believed that they were the creations of powerful mages to be used as servants and pets. But whether this is true or simply a way to justify how most are treated is uncertain. Most Hatchlings live their lives in servitude to the one who hatched them. Either as slaves or as pets.
They have three stages of life, each more evolved than the last. These stages are commonly refered to as "Bronze, Silver, and Gold" due to the coloring of the eggs they hatch from. Bronze Hatchlings look almost exactly like normal animals, though extremely intelligent ones. Where their evolutions take them from there is widely varried depending on the type. Most become more humanoid, though some become more powerful versions of the animal they began life as. It is unknown what triggers their evolutions, but it seems that those that are mistreated rarely grow past their current form.
One thing holds true over all the types. Only the Gold level Hatchlings can speak.
There are as many varieties of Hatchlings as there are types of animals in the world. There are records of avian, feline, canine, rodent, lizard, bat, and many other types.
CYCLOPS
[/font][/b]Cyclopean history is a vanishing thing inscribed on the crumbling walls of vine-choked lost cities that fell long before even the rise of the Elves. Because things have fallen so far, a given cyclops is less likely to know the near-mythic triumphs of lost ages, oral history provided by story tellers is all that remains in cities that inhabit these inquisitive members of the world. A given cyclops's most distinctive feature, of course, is the great solitary eye embedded in the center of his forehead. Alarming to see at first if one has never before seen a Cyclops, they tend to be master merchants, accountants, and excellent advisers.
HALF ELF
Half-elves stand taller than humans but shorter than elves. They inherit the lean build and comely features of their elven lineage, but their skin color is normally dictated by their human side. While half-elves retain the pointed ears of elves, theirs are more rounded and less pronounced. Their eyes tend to be human-like in shape, but feature an exotic range of colors from amber or violet to emerald green and deep blue.Their lack of a unified homeland and culture forces half-elves to remain versatile, able to conform to nearly any environment. While often considered attractive to both races for the same reasons as their parents, half-elves rarely fit in with either humans or elves, as both races see too much evidence of the other in them. This lack of acceptance weighs heavily on many half-elves, yet others are bolstered by their unique status, seeing in their lack of a formalized culture the ultimate freedom.
As a result, half-elves are incredibly adaptable, capable of adjusting their mind-sets and talents to whatever societies they find themselves in. Even half-elves welcomed by one side of their heritage often find themselves caught between cultures, as they are encouraged, cajoled, or even forced into taking on diplomatic responsibilities between human and elven kind. Many half-elves rise to the occasion of such service, seeing it as a chance to prove their worth to both races. Others, however, come to resent the pressures and presumptions foisted upon them by both races and turn any opportunity to broker power, make peace, or advance trade between humans and elves into an exercise in personal profit.