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Races
============================================== These are mostly stock races. It may be added to. *wink* (of course, if you want to make one, clear it with me first.)
============================================== Humar: Humar, or "Humes" are noted for their desire to understand and influence their environment, seeking to explain and manipulate phenomena through science, philosophy, mythology and religion. This natural curiosity has led to the development of advanced tools and skills, which are passed down culturally.
Compared to the rest of the races, Humar are average in potential. They are very crafty when left to their own devices, and have the nagging ability to overcome almost any situation when they work as one. While Ostera is certainly the largest mass of Humar on the continent, there are other ethnicity that prefer life, and in some cases, their loyalties, elsewhere.
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Einmar: Einmar, or "Ein" are usually tall, wiry humanoids, who usually prefer diplomacy and magic instead of brutish combat, though there are some Eins who excel at that sort of thing. Other than their physique, you can tell an Ein apart from a Humar by their long, pointy ears, purple/bluish skin, and glowing yellow eyes.
Eins live in conjunction with the other races, and are often seen in positions of some power. They do have a fault, however, as they have an unusually short tempers, and are a lot more emotional than the other races, often exploding at the drop of a hat.
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Dornmar: Dornmar, or "Dorn" are short, stocky Humar that live underground, or on the surface, although most in Ostera are surface Dorn, there are some subterranean ones that come out once in a while to deliver ores and the like.
Proficient miners no matter where they hail from, Dorn are stubborn, and tough as nails. They do tend to tease the Ein from time to time, seeing them as weaklings. But to them, it's all in good fun.
Due to a history of living underground, the Dorn are the least magically-apt of all the races. Most just don't bother with it, but those that do have to be extremely careful, spells take twice as much effort to cast for them.
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Bestian: Any anthromorphic mammal that is native to Tellenia is typically classified as a Bestian. They are too diverse to generalize in a simple paragraph, yet are easy enough to tell apart from the other races. A Bestian can range from full-on anthromorph, to only partially. They all carry a personality similar to the animal they look like.
-Hythar: Completely humanoid hyenas, they are stereotypical thieves and scoundrels. Their sense of humor and head for business usually keep them alive, but most aren't afraid to stab a few people in the back to get what they want. If you're looking to associate them with a particular ethnicity, they're closer to Gypsies than anything else.
-Lykran: A proud race of horned, bipedal wolves, their ferocity is only matched by their large size, with the average male adult standing hunched-over at six feet, and eleven inches, the average female being only a few inches shorter. Order and strength are their race's main values, as well as strong ties with the light, and worship of a being known as the Sun King. They follow a single ruler, a person from any race who has bested a series of tests to prove their worthiness.
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Velkoth:While all races are capable of learning all forms of available magic that do not require special circumstances, the Velkoth are by far the most adept in its use, even more so than the Ein. Chosen by Serameya to ensure responsible use of magic in her absence, the amount of mana that flows through their bodies would kill any other mortal. This massive amount of mana grants them a lifespan of at least a few centuries, but it in turn makes them more sensitive to it. Their spells do more damage, their mana reserves are higher, and their magic is generally more potent. This works also backwards, Getting hit by a harmful spell hurts more, but on the other hand, beneficial spells are more potent, and last longer.
Along with various other reptilian features, their colorful, feathery manes are uniquely styled in a similar fashion to hair, and are almost always wearing a color appropriate to their mane's color. A crucial part of their culture, wearing a color that doesn't match their mane is usually a sign of disrespect, or poverty.
While not all mages, nor do all of them choose to be a member of the Enclave, or live within the tower, some live perfectly normal lives as farmers, or even warriors. There is a pretty prominent Velkoth paladin in the Order, but he was born into that. Those that do live in the tower, study magic, scrolls, history, and various texts, in order to know more about the past, and better watch over the leylines. Young Velkoth are often sent to follow said lines, so that they can learn of the world around them, and develop real social skills.
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Quetzal: A race of snake-people. With values similar to that of the Empire, only differing in that they are more docile, only fighting in defense of something. They are spread out around the Shattered-Tail Archipelago, yet remain unified by their ability to swim faster than some horses can gallop. This is because of their snake-like bottom, which makes riding said beasts, jumping, and stairs anything a bit of a chore. But it grants them with incredible agility, are virtually impossible to trip, and as stated, makes them proficient swimmers, they also have incredible grip, allowing them to slither over some walls for a short burst. As for culture, they worship Rabartas, the water around them plays a big part in their lives, and they are also known to give an offering or two to Gizondrea, to ask to guard them from powerful storms that could ravage their dwellings. They favor a more oriental way of life, similar to Feudal Japan of our world.
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Wyverns: Mysterious golems of awesome power, the Wyverns were recently discovered within the ruins of Wernke, and have been studied profusely since then. However, until a reliable codex is come up with to proper decipher the language scrawled upon the ruin's walls, much about them will remain a mystery.
Little is known about their abilities, as the race that built them, the Anu'voll, has all but disappeared. The creatures have also been asleep up until now, so there's no telling whether or not they know what they are.
What has been discovered, however, is that when the first one awakens and links its mind with its chosen, it's supposed to aid in defending the world from something only known as the "Hordes of the Dark-wings".
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The Violet Tide: The "Dark-Wings" mentioned in Anu'voll prophecy, they are described as race of jet-black insect-like creatures comprised of some sort of dark matter. Little is known about them, other than that the ancient race claimed they are aggressive to all living matter, and travel the galaxy, looking for planets to conquer, and then devour from the inside. They have glowing, purple markings about their bodies, and when cut open, reveal that their blood and insides are of the same color. Their blood is highly toxic, so one must be cleansed should they ever come into contact with it.
Translated scriptures cite that known types range in size from as Large as a Wyvern, to as small as a Dorn. But all are equally deadly. Enclave Scholars have dubbed them as the "Violet Tide", to avoid confusion with "Dark-Wings", the ancient Humarian name for Nel'zan.
On Paper Wings · Wed Apr 10, 2013 @ 12:21am · 0 Comments |
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