Post by Beast Master on Nov 8, 2011 22:15:59 GMT -6
The People of Solabren
DRESARI
Lifespan: Average of 740 years. Adulthood 350.
Language: Common, Dresarian
Homeland: Origins unknown, presently found in the Imperian Ghostmist Mountains
Appearance: Humanoid, distinctive horns growing from their head, and very intimidating.
Hair Color: Varied hues of red, brown, black, blue, purple, green
Eye Color: Varies
Skin Color: Hues of blue, green, purple, and blue
Average Height: 5'6"- 6'10"
Average Weight: 140 - 260lbs
General Information: An oxymoron if there ever was one; Dresari are fiends who originate from the confines of the underworld in the Age of the Elves. Since then, though, the world of man has brought along a positive change to their demeanor. Known as "the quiet folk", Dresari are also strong warriors. Rarely will they fight, however, without being provoked. They are family oriented and generally live in small communities known as Seran's. More often than not they prefer the small dwellings and simple life of the Seran more than the large societies humans are more prone to build. These small communities instill the Dresari with a deep seated love for friends and family, salted with a loyalty that is almost unknown throughout the societies of other races.
Pro's / Con's: Martial skills such as sword play and archery are a large part of Dresari Seran societies (+5 to Close-Armed, +7 to Extended Accuracy). Their misplaced friendly, loving demeanor gives them an enhanced social game as well (+3 to Social). Because they originate from small, secluded communities instead of large societies, they are often light on supplies and items (Additional 5 XP to purchase Basic Epics, Additional 10 for Advanced Epics).[/ul]
Rarity: Common
Lifespan: 190 - 200 years. Adulthood: 20 years
Language: Hssn, Dwarven, Common
Homeland: Tsond Mountains
Appearance: Scales, ridges for males, cobra-like hood for females.
Skin color: Scarlet, gold, green, brown, bronze scales
Eye color: Red, Golden-Yellow
Average Height: 6'1" - 6'10"
Average Weight: 220 - 320lbs
General Information: Cruel. Violent. Arrogant. Just a few words that describe the reptilian Hssondi race. Descended from the loins of the Dragons themselves, the Hssondi are a hardy, warlike people, each with a deep rooted predjudice against anyone outside their own race. Their only known homeland is the Tsond Mountains of Aesterholm, in the city of Hsshinde. It is said that eons ago, during the Age of Swords, a wise Dragon named Hssondis carved the Grand Hall into the limestone below the Tsond Mountains, laying the cornerstone for a new race and their mighty society.
Pro's / Con's: Hssondi are as hardy and strong as the Winterborn wish they could be (+7 to Vitality, +7 to Strength, +7 to Endurance) with a world renown combat ability (+15 to distribute however you want in Combatant Fortitude). Strict warrior discipline and rampant predjudice has detrimentally effected their social skills, however (-10 to Social), and their education systems are lacking as well (-5 to Intelligence). Many races make it a golden rule to shun the Hssondi because of their cruelty and racism.
Rarity: Extremely Common
Lifespan: 80 - 100 years. Adulthood 15-18.
Language: Common, Soolari, Sunderbran Winterborn, Archaic Miniscule (Dominate Language of Imperia)
Homeland: Zetomar, Sunderbran, Setani Desert, Imperia
Appearance: Varies
Hair Color: Varies from brown, red, blond, black or combinations there of
Eye Color: Blue, gray, brown, hazel, violet
Skin Color: Pale to dark brown
Average Height: 5'0" - 6'2"
Average Weight: 98 - 220lbs
Rarity: Uncommon
Lifespan: Average of 800 years. Adulthood 150.
Language: Common, Arisi-mascule
Homeland: Eire coastal islands and mainland coast
Appearance: Tall, graceful, extremely attractive
Hair Color: Black, blue, chalk white, gold, dark charcoal, light gray, purple, garnet
Eye Color: Varies
Skin Color: Pale with highlights of blue, purple, charcoal, or golden
Average Height: 6'1" - 6'10"
Average Weight: 130 - 290lbs
General Information: An old tale suggestes that the Irasa are either the children of man and elf, or the creation of the Elves during the Age of Swords in an attempt for the Elves to regain their numbers against man. Their true origins remain unknown, but their homeland is the small coastal islands of Eire, even reaching to the coastal mainland of the jungle. The Irasa are often viewed as the hippies of Solabren, being a peaceful people who enjoy life and strive to take care of nature. Like the Dresari, they are skilled with both swords and arrows, but their true strengths lie in their creation of magical potions and their own Magical Prowess. Their love for everyone, even the Hssondi, makes them a true oddball amongst the people of Solabren. A curious fact; the people of Solabren who know of Elves often mistake the Irasa for them. They've even been called pseudoelves or false Elves.
Pro's / Con's: Having a natural knack for magic, the Irasa are usually a combination of tangible magical trinkets (One FREE Basic Epic and One FREE Advanced Epic) as well as their own abilities (+30 to Magical Prowess for Innate Abilities, Magical Abilities, and any combination thereof). Their laxed lifestyle has made them a little weak in physical comparison to some races, however (-7 to Vitality, -7 to Endurance, -3 to Strength), and they are also lacking in most closed range combat tactics (-5 to Hand to Hand, -3 to Close-Armed).
Rarity: Uncommon
Lifespan: Average lifespan of 490 - 500 years. Adulthood 90 years old.
Language: Common, Xechetal
Homeland: Yetan Archipelago
Appearance: Four to six arms depending on the clan.
Hair Color: Black or white/off white due to age.
Eye Color: Black
Skin Color:Light tan to a deep golden brown.
Average Height: 5'6"- 6'5"
Average Weight: 160 - 270lbs
General Information:[/b] The Xechotel are an interesting race that likes their seclusion from the rest of the world. They use the lava fields and dense jungles of the Yetan Archipelago to protect their civilization from outsiders, as well as Warrior Scouts who patrol the jungles in search of interlopers. The people themselves are very superstitious and believe in that balance must be maintained through a series of sacrifice, both animal and harvest, to keep the gods happy and to keep the way of the world from falling to one side or the other. Outsiders are generally unwelcome in their communities unless invited. Their societies are very based around warrior training and magic rituals, the most prominent of all is Thaumaturgy.
Pro's/Con's: An interesting combination of warrior society and magic has given the Xechotel an interesting combination of magical and warrior prowess (+7 XP to be distributed randomly amongst Combatant Fortitude, per players discretion; 1 FREE Major Magical Ability or 2 FREE Minor Magical Abilities). Their everyday use of blood magic shows through as well, as they are easily the most adept race at it's use (Blood Magic spells cost half XP to purchase). Seclusion from the outside world has hurt them considerably in their social game (-10 XP to Social), and purchasing a dwelling outside of the Yetan Archipelago can be...troublesome...to say the least (Dwelling costs DOUBLED).
Rarity: Common, Dwarven
Lifespan: Average lifespan of 200 years. Adulthood 50 years old
Language: Common
Homeland: Dwarven lands beneath the various mountain ranges of Zetomar, Aesterholm, Sunderbran, and Imperia.
Appearance: Short, stocky, both male and female can grow beards.
Hair Color: Varied hues of red, brown, black
Eye Color: Varied
Skin Color: Tawny to deep golden brown
Average Height: 4'3" - 4'9"
Average Weight: 160 - 200lbs
General Information: Amongst the most diversly skilled of people in Solabren are the Dwarves. They are extremely talented craftsman and blacksmiths, especially when dealing with the creation of superior weapons and armor. Perhaps the only thing they are better at is brewing and drinking alcoholic beverages, such as stouts, ales, and meads. Bawdy tales of glory and boastworthy events fill Dwarven taverns and places of gathering, and even the most skilled of human warriors would be hard to beat them in a game of tongues. Dwarves are also a superstitious people, and while they are known for their warrior aptitude, many are afraid to venture above the surface and into the wide world of Solabren, as they believe the sky will fall on them (as there is nothing to hold it up), or that they will venture off of the edge of the world.
Pro's / Con's: As hardy as any Winterborn would wish to be, Dwarves are a physically robust (if only short) people (+10 to Vitality, +5 to Endurance, +5 to Strength) who are skilled at close combat (+5 to Hand to Hand, +10 to Close Armed). Their minds are well wrapped around warfare as well (+5 to Skill, +5 to Cunning), but unfortunately their diminutive stature limits their ranged combat ability (-7 to Ranged Combat, -7 to Extended Accuracy) as well as their ability to move quickly (-7 to Speed, -5 to Agility).
Rarity: Very Common
Lifespan: Up to 150 years. Adulthood at 20.
Language: Common
Homeland: No homeland
Appearance: Short, lithe, nimble.
Hair Color: Brown, red-brown, dirty blonde
Eye Color: Shades of blue
Skin Color:Pale to tawny.
Average Height: 3'10" - 4'2"
Average Weight: 75 - 86lbs
General Information: Maybe the only race more well traveled than humans or Orgovi are the Ferdanies. They have found a secondary home amongst the societies of almost all sentients, and are prized as servants and lackies amongst almost any house of refute for their superb work ethics and loyalty. Perhaps they are best known, however, for their fast talking, especially whenever given the oppurtunity to run off at the mouth.
Pro's / Con's: Their small size makes Ferdanies a little easier to wound (-3 to Vitality), but their greatest short coming is their diminutive size (Doubled Cost for Basic Kit and Weapons/Armor). On the opposite side of such downfalls, however, is their acceptance in almost any field of occupation (Doubled XP gains for all none-staff controlled threads, +15 to Social).
Rarity: Very Uncommon
Lifespan: Unknown
Language: Nearly all Languages, but generally uses Common the most.
Homeland: Solabrens Bowels
Appearance: The Judged usually come in a multitude of appearance’s, generally according to the race they are trying to imitate, or even as something completely new in some circumstances. No matter their appearance, however, there is always something specifically ethereal and otherworldly that didn't work out in their transformation...
Skin color: Varies
Eye color: Black, Red, Gray, White
Average Height: 0'4" - 7'2"
Average Weight: 3 ozs - 340lbs
General Information: Dead and negatively judged by the god of death, Nargel, the Judged of Nargel are otherworldly fiends from the deepest haunts of the underworld. They often return to the land of the living in sentient form, their physical imitation of a living being varying from what they may have looked like in life; a grotesque, distorted representation of whatever race they are wanting to look like. Eyes are generally of a solid color, skin is generally pallid and cold to the touch, and no heart beats within their chest. Sometimes they sport wings or horns, or even tails, no matter the form they have taken on, and Orgovi style Judged sometimes replace the common wings of that race with the wings of bats.
Pro's / Con's: Ethereal Resilience and Netherworldly Physicality top the list of perks for the Judged (See Magical Abilities listed below). Being dead isn't a bad thing either...sorta. The Judged are nearly impossible to "kill" (+15 to Vitality, + 5 to Endurance). Even if their physical form is damaged or destroyed, they can often rejuvenate it (See Magical Ability, Reconstitution).
The evil energy that has allowed the Judged to venture back into the mortal realm lingers with them for all eternity, damaging their mentality in the physical form (Cannot exceed Chaotic Neutral in Alignment). This inherent evil makes them socially unstable as well (-10 Social). Their greatest weakness, however, is that they cannot enter any holy sanctuary, and are twice as likely to fall to the hands of a priest or paladin (Vitality reduced 50% in battle against holy person).
Rarity: Common (Lesser), Uncommon (Greater)
Lifespan: 80 – 95 years average, 16 years to adulthood
Language: Gorklin, Elven, Common
Homeland: The Wilds of Boirensog, but can be encountered almost anywhere.
Appearance:
Skin color: Gray to Green
Eye color: Hazel, Brown, or Black
Average Height: 3’9” to 7’8”
Average Weight: 98 to 460lbs
General Information: Gorklins in general originate from the dank lands of Boirensog, although it isn’t unusual to find them scattered about the wilds of Solabren in all corners of the world. There is a certain level of feralness to both Lesser and Greater Gorklins, but there is one universal trait amongst all of them; they are not social creatures. It is a miracle, some sociologists have declared, that they are social enough to reproduce and maintain the numbers they display along all of Solabren. Savage by nature, they are perhaps the only race more disliked than the Hssondi. While the Greater Gorklin is a creature of intelligence, the same cannot be said about it’s even more feral Lesser cousin.
Pro's / Con's:
As on any site, there is always the possibility for mixed or custom races. As all sentients have descended from the god's themselves, their blood, therefore, can mix, to create something new and entirely different. These new beings can be something great...or something terrible...all depending on their background and even the things that influenced them growing up. On the same hand, new races appear all the time. We're pretty leniant here with races, so anything custom you wish to play as, feel free. If it's good enough, we may add it to our list of playable races!
DRESARI
Lifespan: Average of 740 years. Adulthood 350.
Language: Common, Dresarian
Homeland: Origins unknown, presently found in the Imperian Ghostmist Mountains
Appearance: Humanoid, distinctive horns growing from their head, and very intimidating.
Hair Color: Varied hues of red, brown, black, blue, purple, green
Eye Color: Varies
Skin Color: Hues of blue, green, purple, and blue
Average Height: 5'6"- 6'10"
Average Weight: 140 - 260lbs
General Information: An oxymoron if there ever was one; Dresari are fiends who originate from the confines of the underworld in the Age of the Elves. Since then, though, the world of man has brought along a positive change to their demeanor. Known as "the quiet folk", Dresari are also strong warriors. Rarely will they fight, however, without being provoked. They are family oriented and generally live in small communities known as Seran's. More often than not they prefer the small dwellings and simple life of the Seran more than the large societies humans are more prone to build. These small communities instill the Dresari with a deep seated love for friends and family, salted with a loyalty that is almost unknown throughout the societies of other races.
Pro's / Con's: Martial skills such as sword play and archery are a large part of Dresari Seran societies (+5 to Close-Armed, +7 to Extended Accuracy). Their misplaced friendly, loving demeanor gives them an enhanced social game as well (+3 to Social). Because they originate from small, secluded communities instead of large societies, they are often light on supplies and items (Additional 5 XP to purchase Basic Epics, Additional 10 for Advanced Epics).[/ul]
Hssondi
Rarity: Common
Lifespan: 190 - 200 years. Adulthood: 20 years
Language: Hssn, Dwarven, Common
Homeland: Tsond Mountains
Appearance: Scales, ridges for males, cobra-like hood for females.
Skin color: Scarlet, gold, green, brown, bronze scales
Eye color: Red, Golden-Yellow
Average Height: 6'1" - 6'10"
Average Weight: 220 - 320lbs
General Information: Cruel. Violent. Arrogant. Just a few words that describe the reptilian Hssondi race. Descended from the loins of the Dragons themselves, the Hssondi are a hardy, warlike people, each with a deep rooted predjudice against anyone outside their own race. Their only known homeland is the Tsond Mountains of Aesterholm, in the city of Hsshinde. It is said that eons ago, during the Age of Swords, a wise Dragon named Hssondis carved the Grand Hall into the limestone below the Tsond Mountains, laying the cornerstone for a new race and their mighty society.
Pro's / Con's: Hssondi are as hardy and strong as the Winterborn wish they could be (+7 to Vitality, +7 to Strength, +7 to Endurance) with a world renown combat ability (+15 to distribute however you want in Combatant Fortitude). Strict warrior discipline and rampant predjudice has detrimentally effected their social skills, however (-10 to Social), and their education systems are lacking as well (-5 to Intelligence). Many races make it a golden rule to shun the Hssondi because of their cruelty and racism.
Humans
Sub-races: Soolari, Winterborn, Imperian Humans
Rarity: Extremely Common
Lifespan: 80 - 100 years. Adulthood 15-18.
Language: Common, Soolari, Sunderbran Winterborn, Archaic Miniscule (Dominate Language of Imperia)
Homeland: Zetomar, Sunderbran, Setani Desert, Imperia
Appearance: Varies
Hair Color: Varies from brown, red, blond, black or combinations there of
Eye Color: Blue, gray, brown, hazel, violet
Skin Color: Pale to dark brown
Average Height: 5'0" - 6'2"
Average Weight: 98 - 220lbs
-
Winterborn: The human denizens of the land of Sunderbran, the Winterborn are a very hardy, strong people, who’s bodies have been hardened by the extreme climate from which they hail. The Winterborn are known craftsmen and warriors, renowned for their ability to build as well as wield a sword. Unfortunately, because of their small and mostly poor populations, in comparison to other human establishments, they are often under educated, and for this reason, discriminated against. Winterborn are usually on the larger side of the human scale and are more apt to be of a pale coloration (from their constant shielding from the sun by furs, as they are engulfed in near perpetual winter) and usually have lighter hair and eye colors.
Pro‘s / Con‘s: The harsh cold of the southern continent has made the Winterborn a strong people (+5 XP to Vitality, +5 XP to Endurance), with a known knack for warfare (+5 XP to ONE Combatant Fortitude Stat). The lack of education and interaction with more educated lands, however, often shows itself outside of Sunderbran (-5 XP to Intelligence, -5 XP to Social). - Soolari: Soolari are known as the friendly people of the desert and are welcoming to all who enter their settlements. They are known for the crafting skills, particularly architecture, stone carving, and textiles, as well as their unique, well crafted, and highly sought after bone bows and cheeses. Soolari people are usually easy to identify because more often than not their bodies are well tanned and riddled with exotic jewelry and tattoo’s. People from all over Solabren seek out Soolari settlements for their tattooing prowess. They generally sport a simple, light garb, because of the temperate conditions of their homeland, the Setani Desert.
Pro’s / Con’s: Naturally born craftsmen, Soolari people are known for their attention to detail in any trade they choose to undertake (+5 to Skill) and their pure bred good nature (+5 to Social). Their education systems are generally better because of their larger, better structured societies as well (+3 to Intelligence). Their greatest downfall is their lack of hardiness in the moist environments outside of the Setani Desert (-3 to Vitality, -2 Endurance), where they are prone to moisture enduced upper respiratory infections. - Imperians: Otherwise known as Magelings, the Imperians are seen as arrogant or snooty towards any race other than themselves, who they view as inferior beings. Imperians are also known for their magic, and are amongst the most magical of beings in Solabren. Their magical prowess has lead their heirarchy to believe that they are the epoch of human civilization, and in comparison to other races are bested only by the Elves themselves.
Pro's / Con's: The best schools in all of human controlled Solabren has bred the Imperians to be smarter than almost any human's (+5 to Intelligence, +5 Social, +5 Cunning). Because they start wielding magic at an early age, it is not uncommon for almost all Imperians to have some sort of magical skill (+20 XP to Magical Prowess to be used on either Innate Abilities, Magical Abilities, or both.) Their almost total reliance on education and magic has left them physically weaker than most human classes (-5 Strength, -5 Hand to Hand, -5 Close-Armed).
Irasa
Rarity: Uncommon
Lifespan: Average of 800 years. Adulthood 150.
Language: Common, Arisi-mascule
Homeland: Eire coastal islands and mainland coast
Appearance: Tall, graceful, extremely attractive
Hair Color: Black, blue, chalk white, gold, dark charcoal, light gray, purple, garnet
Eye Color: Varies
Skin Color: Pale with highlights of blue, purple, charcoal, or golden
Average Height: 6'1" - 6'10"
Average Weight: 130 - 290lbs
General Information: An old tale suggestes that the Irasa are either the children of man and elf, or the creation of the Elves during the Age of Swords in an attempt for the Elves to regain their numbers against man. Their true origins remain unknown, but their homeland is the small coastal islands of Eire, even reaching to the coastal mainland of the jungle. The Irasa are often viewed as the hippies of Solabren, being a peaceful people who enjoy life and strive to take care of nature. Like the Dresari, they are skilled with both swords and arrows, but their true strengths lie in their creation of magical potions and their own Magical Prowess. Their love for everyone, even the Hssondi, makes them a true oddball amongst the people of Solabren. A curious fact; the people of Solabren who know of Elves often mistake the Irasa for them. They've even been called pseudoelves or false Elves.
Pro's / Con's: Having a natural knack for magic, the Irasa are usually a combination of tangible magical trinkets (One FREE Basic Epic and One FREE Advanced Epic) as well as their own abilities (+30 to Magical Prowess for Innate Abilities, Magical Abilities, and any combination thereof). Their laxed lifestyle has made them a little weak in physical comparison to some races, however (-7 to Vitality, -7 to Endurance, -3 to Strength), and they are also lacking in most closed range combat tactics (-5 to Hand to Hand, -3 to Close-Armed).
Xechotel
Rarity: Uncommon
Lifespan: Average lifespan of 490 - 500 years. Adulthood 90 years old.
Language: Common, Xechetal
Homeland: Yetan Archipelago
Appearance: Four to six arms depending on the clan.
Hair Color: Black or white/off white due to age.
Eye Color: Black
Skin Color:Light tan to a deep golden brown.
Average Height: 5'6"- 6'5"
Average Weight: 160 - 270lbs
General Information:[/b] The Xechotel are an interesting race that likes their seclusion from the rest of the world. They use the lava fields and dense jungles of the Yetan Archipelago to protect their civilization from outsiders, as well as Warrior Scouts who patrol the jungles in search of interlopers. The people themselves are very superstitious and believe in that balance must be maintained through a series of sacrifice, both animal and harvest, to keep the gods happy and to keep the way of the world from falling to one side or the other. Outsiders are generally unwelcome in their communities unless invited. Their societies are very based around warrior training and magic rituals, the most prominent of all is Thaumaturgy.
Pro's/Con's: An interesting combination of warrior society and magic has given the Xechotel an interesting combination of magical and warrior prowess (+7 XP to be distributed randomly amongst Combatant Fortitude, per players discretion; 1 FREE Major Magical Ability or 2 FREE Minor Magical Abilities). Their everyday use of blood magic shows through as well, as they are easily the most adept race at it's use (Blood Magic spells cost half XP to purchase). Seclusion from the outside world has hurt them considerably in their social game (-10 XP to Social), and purchasing a dwelling outside of the Yetan Archipelago can be...troublesome...to say the least (Dwelling costs DOUBLED).
Dwarves
Rarity: Common, Dwarven
Lifespan: Average lifespan of 200 years. Adulthood 50 years old
Language: Common
Homeland: Dwarven lands beneath the various mountain ranges of Zetomar, Aesterholm, Sunderbran, and Imperia.
Appearance: Short, stocky, both male and female can grow beards.
Hair Color: Varied hues of red, brown, black
Eye Color: Varied
Skin Color: Tawny to deep golden brown
Average Height: 4'3" - 4'9"
Average Weight: 160 - 200lbs
General Information: Amongst the most diversly skilled of people in Solabren are the Dwarves. They are extremely talented craftsman and blacksmiths, especially when dealing with the creation of superior weapons and armor. Perhaps the only thing they are better at is brewing and drinking alcoholic beverages, such as stouts, ales, and meads. Bawdy tales of glory and boastworthy events fill Dwarven taverns and places of gathering, and even the most skilled of human warriors would be hard to beat them in a game of tongues. Dwarves are also a superstitious people, and while they are known for their warrior aptitude, many are afraid to venture above the surface and into the wide world of Solabren, as they believe the sky will fall on them (as there is nothing to hold it up), or that they will venture off of the edge of the world.
Pro's / Con's: As hardy as any Winterborn would wish to be, Dwarves are a physically robust (if only short) people (+10 to Vitality, +5 to Endurance, +5 to Strength) who are skilled at close combat (+5 to Hand to Hand, +10 to Close Armed). Their minds are well wrapped around warfare as well (+5 to Skill, +5 to Cunning), but unfortunately their diminutive stature limits their ranged combat ability (-7 to Ranged Combat, -7 to Extended Accuracy) as well as their ability to move quickly (-7 to Speed, -5 to Agility).
Ferdanies
Rarity: Very Common
Lifespan: Up to 150 years. Adulthood at 20.
Language: Common
Homeland: No homeland
Appearance: Short, lithe, nimble.
Hair Color: Brown, red-brown, dirty blonde
Eye Color: Shades of blue
Skin Color:Pale to tawny.
Average Height: 3'10" - 4'2"
Average Weight: 75 - 86lbs
General Information: Maybe the only race more well traveled than humans or Orgovi are the Ferdanies. They have found a secondary home amongst the societies of almost all sentients, and are prized as servants and lackies amongst almost any house of refute for their superb work ethics and loyalty. Perhaps they are best known, however, for their fast talking, especially whenever given the oppurtunity to run off at the mouth.
Pro's / Con's: Their small size makes Ferdanies a little easier to wound (-3 to Vitality), but their greatest short coming is their diminutive size (Doubled Cost for Basic Kit and Weapons/Armor). On the opposite side of such downfalls, however, is their acceptance in almost any field of occupation (Doubled XP gains for all none-staff controlled threads, +15 to Social).
Judged of Nargel:
Rarity: Very Uncommon
Lifespan: Unknown
Language: Nearly all Languages, but generally uses Common the most.
Homeland: Solabrens Bowels
Appearance: The Judged usually come in a multitude of appearance’s, generally according to the race they are trying to imitate, or even as something completely new in some circumstances. No matter their appearance, however, there is always something specifically ethereal and otherworldly that didn't work out in their transformation...
Skin color: Varies
Eye color: Black, Red, Gray, White
Average Height: 0'4" - 7'2"
Average Weight: 3 ozs - 340lbs
General Information: Dead and negatively judged by the god of death, Nargel, the Judged of Nargel are otherworldly fiends from the deepest haunts of the underworld. They often return to the land of the living in sentient form, their physical imitation of a living being varying from what they may have looked like in life; a grotesque, distorted representation of whatever race they are wanting to look like. Eyes are generally of a solid color, skin is generally pallid and cold to the touch, and no heart beats within their chest. Sometimes they sport wings or horns, or even tails, no matter the form they have taken on, and Orgovi style Judged sometimes replace the common wings of that race with the wings of bats.
Pro's / Con's: Ethereal Resilience and Netherworldly Physicality top the list of perks for the Judged (See Magical Abilities listed below). Being dead isn't a bad thing either...sorta. The Judged are nearly impossible to "kill" (+15 to Vitality, + 5 to Endurance). Even if their physical form is damaged or destroyed, they can often rejuvenate it (See Magical Ability, Reconstitution).
The evil energy that has allowed the Judged to venture back into the mortal realm lingers with them for all eternity, damaging their mentality in the physical form (Cannot exceed Chaotic Neutral in Alignment). This inherent evil makes them socially unstable as well (-10 Social). Their greatest weakness, however, is that they cannot enter any holy sanctuary, and are twice as likely to fall to the hands of a priest or paladin (Vitality reduced 50% in battle against holy person).
- Ethereal Resilience (FREE Innate Ability): Being dead works out for the Judged of Nargel quite well in some regards. Their deceased body makes them nearly impervious to poisons, and physical damage values are reduced by 25%. They are also better suited for extreme environments.
- Netherworldly Physicality (FREE Innate Ability): The Judged are as lithe and agile as any professional athlete wished they could be. Strong beyond the livings wildest comprehension and able to perform feats of strength and skill that leave most living warriors baffled, this is just another way that Nargel has blessed the Judged.
- Reconstitution (FREE Major Magical Ability): If their physical form is destroyed, the Judged can return to the Bowels of Solabren to reform their body. Unfortunately, this means they must travel back to where ever they died over a matter of time…if they wish to return to that location, anyway.
Gorklins:
Rarity: Common (Lesser), Uncommon (Greater)
Lifespan: 80 – 95 years average, 16 years to adulthood
Language: Gorklin, Elven, Common
Homeland: The Wilds of Boirensog, but can be encountered almost anywhere.
Appearance:
- Greater- The Greater Gorklin is a large sentient or gray to green color. They like to adorn themselves in piercings and leather attire when they cloth themselves.
- Lesser- The Lesser Gorklin is a feral creature who usually goes without clothes and is often of smaller stature than its larger cousin. It’s skin is often nearly translucent from its dislike of daylight and its nocturnal habits, and usually ranges more on the gray side than the green. Large teeth, large black eyes, and large ears make it a very distinct looking creature.
Skin color: Gray to Green
Eye color: Hazel, Brown, or Black
Average Height: 3’9” to 7’8”
Average Weight: 98 to 460lbs
General Information: Gorklins in general originate from the dank lands of Boirensog, although it isn’t unusual to find them scattered about the wilds of Solabren in all corners of the world. There is a certain level of feralness to both Lesser and Greater Gorklins, but there is one universal trait amongst all of them; they are not social creatures. It is a miracle, some sociologists have declared, that they are social enough to reproduce and maintain the numbers they display along all of Solabren. Savage by nature, they are perhaps the only race more disliked than the Hssondi. While the Greater Gorklin is a creature of intelligence, the same cannot be said about it’s even more feral Lesser cousin.
Pro's / Con's:
- Greater Gorklin- Combatant skills seem to be genetically inherited amongst Gorklin babies (+10 XP to distribute amongst Combatant Fortitude stats), and their skill at creating weapons and items is unmatched (one FREE Advanced Epic Item or two FREE Basic Epic Items. This can be traded for the same value in Magic Aptitude). Being unwelcome in most civilized area’s doesn’t help their cause, however (-10 XP in Social stat), and having limited access to any sort of homely establishment hurts their basic kit as well (Items in Basic Kit costs 3 XP. Cannot buy Settlements).
- Lesser Gorklin- Being basically a wild animal, the Lesser Gorklin relies on its physicality to survive (+10 to Stamina, +10 to Vitality, +10 to Hand to Hand). A lack of any form of intelligence over basic communication and tool use keeps them shunned from society, and, more often than not, they raid civilized area for goods and survival needs, making them quite a nuiscance (Cannot own Items or Settlements).
Mixed / Custom Races:
As on any site, there is always the possibility for mixed or custom races. As all sentients have descended from the god's themselves, their blood, therefore, can mix, to create something new and entirely different. These new beings can be something great...or something terrible...all depending on their background and even the things that influenced them growing up. On the same hand, new races appear all the time. We're pretty leniant here with races, so anything custom you wish to play as, feel free. If it's good enough, we may add it to our list of playable races!
- Pro's/Con's (Mixed Races): Your character obviously cannot have all the Pro's and Con's listed for the two races that they are comprised of. Therefore, it's based on a system of averages. Include the Racial Descriptions of both comprising races in your character biography so the staff can see the original Pro's/Con's of the other races. Then, add all the Pro's for the two races together, and average them out. This is the number of Pro's you can include for your character. You need to do the same with the Con's. WARNING: You MUST take the highest rated Con if the two races have the same Con's. For example, if your character's Race A has a -5 XP to social, and Race B has a -10 XP to social, you must take the -10 XP.
- Individual Racial Description (Mixed Races): This new "race", created from two other races, will be something new and different. Genes from either parent / either race will be either dominant or remisive. You need to provide your own description of this new, unique race, from your own words, speaking up for what truly makes your character unique from all the combined factors.
- Pro's/Con's (Custom Races): If you create a custom race, not only will you need to complete a racial template for said race, you will also have to create Pro/Con's. These pro/con's should be similiar to other races in spectrum and should be somewhat balanced. These final Pro/Con's are subject to change upon admin inspection.
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