Post by dremos on Jun 23, 2009 15:15:35 GMT -5
(Some info regarding the races)
Civilized Races (DnD Core)
Humans Of Ero: ...They are very typical, mostly everywhere. Other races fear them for their technology advances too quickly for them to keep up. Also, since their lives are relatively short, their communities and leaders tend to change their ideals... Their nobility is corrupt by men who made a pact with devils to drive the invaders away from their country. Sometimes they hold sacrifices or send men to fight the demons in the name of "righteousness". Their are the prey of the evil that lurks in the lands...Oh, and they are very xenophobic.
Humans from other nations: There are many nations and every human depending on their origins have different features. To know more about them, read the rest of the lore involving the other civilizations.
Personality: Normally elves are rather calm and the emotions they feel are rather toned down over the course of the years, life chipping away to a degree. They realize that time simply goes on and always think of the long term. They also put extreme focus into their tasks at hand, sometimes neglecting other factors, but typically not. They take everything into consideration when judging a person, and they are very judging, sometimes borderline prejudice. A small good notion could be the very defining trait of a person for an elf. Another important trait is that elves consider women to be the superior gender, even if males comprise of the majority of warriors. They feel that fertility and the ability to give life is the greatest blessing by Florawyn and is a sign for that person's potential.
Physical Description: While in most cases, elves of Terral are nearly identical to their Toril counter-parts; Elves of Terral have only gone through a handful of generations due to the young age of the world. This leaves very little diversity in their traits, though there are some. Along with a lack of facial and body hair, a smaller size and frame to humans, and long youthful lives, elves tend to have tanned darker skin than most races. Their hair is also rather dark, but varies from black to brown to even green. There are a small few elves though with fair complexions, often finding themselves among the rest of civilization instead of with the elves though.
Relations: Elves feel that humanity is their greatest threat to the long term prosperity of nature and Terral as a whole, considering how un-united and prone to good and evil they can be; as well as their extremely fast advancements in technology. It is nearly impossible for a human to be a druid for that reason, as they would not be welcomed by the majority of the elven druids. Halfings and Dwarves are not as offensive as they stick to areas outside of the elven territory; plains and mountains. They also find their technology and life style more suitable as it tends to work with the land. They are still wary of Gnomes as even they are unsure of their true intents, and Salaer are their one mortal enemy.
Alignment: Elves do not bother themselves with law and order, nor do they go out of their way to make that point of themselves. The way their communities are set up, they expect everyone to be kind and/or good to one another. Their closest chaotic tendencies are appreciation for art, self expression, and freedom of action. They are possibly the least chaotic of the guardians of the forest, making them possibly the most serious of the defenders.
Elf Lands: The land of the elves is the forest. They build hidden villages which integrate into the forest well and without harm. They act as hunters and gathers, not driving themselves to cultivation with their skill and Florawyn's blessing. Should an elf leave this life style, they become almost permanently nomad in nature, almost of that of a halfling infact.
Religion: Elves as a whole are deeply attached to Florawyn, even if they are one of the few which do not dwell in the forests. Their entire race has vowed to defend her work. The only other god an elf might worship with dignity is Erodemius, whom is the father of Florawyn, though this does not mean that elves would be Luxites. Lux does not appeal to them for the majority of his followers are humans.
Halflings/Dwarves : Very rare and uncommon. They come from mountains while halflings come from plains... Very DnD like.
Personality: Gnomes have a good quick mind, but it primarily roots in good survival instincts as well. Overall, Gnomes are the most cowardly race one could find in the civilized worlds. The terrors and shrieks of Witherend even stain the minds of Gnomes born on Terral through story or even naturally, sometimes expressing as paranoia over the generations. If a Gnome could get past these worries, they make great adventuring companions. They tend to act nearly as quick as they think, evaluating situations with almost uncanny clarity and speed in spite of fear, and then 'normally' precede to go in the opposite direction.
Physical Description: Gnomes of Terral are nearly identitical to the ones of Toril, standing at 3 to 3 and 1/2 feet tall and 40 to 45 pounds. Their skin color is rather dark, from a dark tan to a woody brown. Their clothes are always kept with practicality in mind. Gnomes reach adulthood at age 40 and live to about 350, assuming the terrors of Witherend do not take them first.
Relations: Someone ignorant of their true nature will likely be avoidant of this race, or even straight up attempt to destroy them, making relations rather poor between Gnomes and the other races. They fear them and the Gnomes fear those other races. Salaer are the only ones with a true grasp on their nature and will often try to kill or enslave Gnomes out of a sense of superiority and disgust. Once someone is to understand the Gnome, Gnomes are be far the most reliable race there could be. A gnome understands the true value of teamwork and patiences for your companions and that applies to any companion, regardless of race.
Alignment: Overall, Gnomes are a good natured race, and possibly the -only- good natured race that is native to Witherend. Their envirnoment can sometimes spawn evil or neutral Gnomes, but these are rare and there does not seem to be much benefit for a Gnome to be evil on Witherend at least. In terms of law and chaos, a gnome is commonly capable of either, but are normally prone to the chaotic side.
Gnome Lands: Gnomes are native to Witherend, a place full of deep swamps and terrors are constantly present. Gnomes are rather careful about the location of their home, doing everything in their power to hide it from outsiders to defend themselves from lurking trouble, though it does not tend to stop the occasional wandering soul unless warded against such. Even the most trusted of Gnome companions will not be finding their home, they believe that it is only safe for residence to know of the location and no one else.
On Terral, there is no place or typical housing for a Gnome, still trying to find and establish themselves as a race worth respecting to all. The one trait that seems to remain in tact is reclusion though, they continue to feel the need to keep their home away from others.
Religion: On Witherend, Azrael is the one and only god with any influence and he does not grant any benefits to Gnomes whether or not they seek him out. For this, Gnomes are almost entirely composed of non-believers, and possible nihilists should they lack any sense of optimism. In place of religion, they focus strongly on their tight knit familes and mastering source magic, the only other source of magic which reaches Witherend.
Folklore races
Trolls
Rapists, they seek women so they can reproduce and men that they can eat (babies, too, they love babies). Their semen is a parasite that slowly boils the inside of it's host and turns into a group of little trolls that then come out from the stomach of their "mother" so that they can eat her and live with their tribe. They do not talk, they grunt and roar. They are no diplomats and hate everything. They live in the swamp and are mostly abuse by the "Nightmares", the vile Fey.
The Fey
The Good Fey: They have sworn to protect nature for it is it that keeps Florawyn alives and brings new creatures to life. They cherish life, enjoy pranks and the likes in a lovely matter, and are not only small annoying balls of lights with wings. They can be hybrids, half-cat or any animal, or even treants. Dryads, Satyrs and the likes. Their alignment is, most of the time, good or neutral but never evil. They scout the forest near the human colonies and make sure they do not harm the forests. Also, they keep their sworn enemies, the nightmarish fey from Witherend, to come and 1. Destroy nature, 2. Prey on the living.
The Evil Fey: Also known as the "Nightmarish", they live in an alternate dimension in the Witherend swamps and their community is similar to the drows (except that they have no gender at all), they simply live in guilds with different hobbies and love to backstab each others. There are three important guilds that stand for the following : 1. Nightmares (They torment the living and feed on their fear) 2. Blood (They are close to vampires and enjoy the blood of their prey as long as it's hot) 3. Souls (They steal the souls and make nasty contracts with oblivious stranges). Sometimes, also, they trick humans into coming to their plane, were they torture them and have lots of fun.
Shadeling
They live in the sewers of Port Revarine and worship false gods, to be more precise, a specific devil named Belphegor. Small humanoid (like halflings, dwarves and gnomes) their skin is usually grey and eyes a pale white that constantly glow in the dark. They have no precise alignement, but when in a community those with more willpower often enforce their own (alignement) onto others. They have the ability to use telepathy with other members of their kind and various psionic abilities.
Vampires & Werewolves
Creatures of the night, both cursed to become monsters, they eat the blood or flesh of the living or even the dead. The vampires are supported almost exactly like the ones in DnD, for the DnD version is very Folklore-hardcore and that well, it is lovely.
www.dandwiki.com/wiki/SRD:Vampire Vampires check it out, or suffer.
Werewolves are men or women that against their will become feral at a certain time of the month or if experiencing a near death experience. And by feral, we mean slaughter. Werewolves aren't lovely, they prey on everything they can eat and are very dangerous. They -will- harm friend and foe beginning with the closest thing that breathes and will make no exception. Creatures of the lore, silver affects them more than anything else. Rare, they tend to remain with their kin in order to survive. Cursed, only death will save a werewolf once that poison of the beast has gotten into him. It is known in the folklore of Erodemius that sometimes, guards or strange men wielding broad silver claymores are sent to kill the damned. Both are myths, and the people hope that it will remain this way.
Angels and Demons
See The Divine : nwnsotu.proboards.com/index.cgi?board=lore&action=display&thread=451
Dragons
Dragons are immense reptiles sent forth by the god Erodemius in the beginning. After the war betweent he Angels & Demons, dragons were created in order to protect the world from abberations and other abominations that would threaten the life. With the help of the first faeries, they protected the land, gave birth, and at last, life began. In the beginning, they were proud beasts, but the dark gods made them greedy and corrupted some of the dragons so that they would cease to help. The work of the evil gods was incomplete, but with the 'help' of the human race, last specie to sprout from the earth with the orcs and goblins, they succesfully exterminated all of the powerful winged beasts. Dragon slayers we known to be powerful humans, sometimes paladins, to wield swords made of the fangs and claws of the dragons themself, in order to pierce their flesh. The human quickly began to fancy dragon-hunting for the dragons had always a treasure consisting of the goods that had been donated to them in the past by the happy citizens they protected. These tales forgotten, with the evil at bay, the humans forgot that they once received the blessing of the dragons and that they survived mainly because of it. It is said that the dragons are creatures of legends, of the past... but some who cling to ancient tales still wish that some could resurface to help against the incoming dread.
Metalic dragons were created by the gods of 'good'.
Chromatics are corrupted dragons that have forgotten their duty and became foul and brutal.
Civilized Races (DnD Core)
Humans Of Ero: ...They are very typical, mostly everywhere. Other races fear them for their technology advances too quickly for them to keep up. Also, since their lives are relatively short, their communities and leaders tend to change their ideals... Their nobility is corrupt by men who made a pact with devils to drive the invaders away from their country. Sometimes they hold sacrifices or send men to fight the demons in the name of "righteousness". Their are the prey of the evil that lurks in the lands...Oh, and they are very xenophobic.
Humans from other nations: There are many nations and every human depending on their origins have different features. To know more about them, read the rest of the lore involving the other civilizations.
Elves
Elves hold the position of defenders of nature along with the Feys. They are a long lived race, some of the elves having been around and remembing the tragedies caused by the darkness Azrael unleashed long ago. Along with Florawyn, they are a rather overall reserved race. Wisdom is their championing trait while being inconsiderate is societal death for an elf.
Personality: Normally elves are rather calm and the emotions they feel are rather toned down over the course of the years, life chipping away to a degree. They realize that time simply goes on and always think of the long term. They also put extreme focus into their tasks at hand, sometimes neglecting other factors, but typically not. They take everything into consideration when judging a person, and they are very judging, sometimes borderline prejudice. A small good notion could be the very defining trait of a person for an elf. Another important trait is that elves consider women to be the superior gender, even if males comprise of the majority of warriors. They feel that fertility and the ability to give life is the greatest blessing by Florawyn and is a sign for that person's potential.
Physical Description: While in most cases, elves of Terral are nearly identical to their Toril counter-parts; Elves of Terral have only gone through a handful of generations due to the young age of the world. This leaves very little diversity in their traits, though there are some. Along with a lack of facial and body hair, a smaller size and frame to humans, and long youthful lives, elves tend to have tanned darker skin than most races. Their hair is also rather dark, but varies from black to brown to even green. There are a small few elves though with fair complexions, often finding themselves among the rest of civilization instead of with the elves though.
Relations: Elves feel that humanity is their greatest threat to the long term prosperity of nature and Terral as a whole, considering how un-united and prone to good and evil they can be; as well as their extremely fast advancements in technology. It is nearly impossible for a human to be a druid for that reason, as they would not be welcomed by the majority of the elven druids. Halfings and Dwarves are not as offensive as they stick to areas outside of the elven territory; plains and mountains. They also find their technology and life style more suitable as it tends to work with the land. They are still wary of Gnomes as even they are unsure of their true intents, and Salaer are their one mortal enemy.
Alignment: Elves do not bother themselves with law and order, nor do they go out of their way to make that point of themselves. The way their communities are set up, they expect everyone to be kind and/or good to one another. Their closest chaotic tendencies are appreciation for art, self expression, and freedom of action. They are possibly the least chaotic of the guardians of the forest, making them possibly the most serious of the defenders.
Elf Lands: The land of the elves is the forest. They build hidden villages which integrate into the forest well and without harm. They act as hunters and gathers, not driving themselves to cultivation with their skill and Florawyn's blessing. Should an elf leave this life style, they become almost permanently nomad in nature, almost of that of a halfling infact.
Religion: Elves as a whole are deeply attached to Florawyn, even if they are one of the few which do not dwell in the forests. Their entire race has vowed to defend her work. The only other god an elf might worship with dignity is Erodemius, whom is the father of Florawyn, though this does not mean that elves would be Luxites. Lux does not appeal to them for the majority of his followers are humans.
Halflings/Dwarves : Very rare and uncommon. They come from mountains while halflings come from plains... Very DnD like.
Gnomes
Gnomes are a rather misunderstood and unknown race among the rest of the civilized world of Terral, only best remembered by the Salaer. Despite their abilities in source magic, technical prowess, and good wit, Gnomes are avoided by anyone who doesn't understand that they are a good natured race. It's unknown how Gnomes had found themselves on Witherend; some scholars believe they are a race of Azrael-Touched Halflings, while others believe the majority of their race simply found themselves to be on Witherend when it was created.
Personality: Gnomes have a good quick mind, but it primarily roots in good survival instincts as well. Overall, Gnomes are the most cowardly race one could find in the civilized worlds. The terrors and shrieks of Witherend even stain the minds of Gnomes born on Terral through story or even naturally, sometimes expressing as paranoia over the generations. If a Gnome could get past these worries, they make great adventuring companions. They tend to act nearly as quick as they think, evaluating situations with almost uncanny clarity and speed in spite of fear, and then 'normally' precede to go in the opposite direction.
Physical Description: Gnomes of Terral are nearly identitical to the ones of Toril, standing at 3 to 3 and 1/2 feet tall and 40 to 45 pounds. Their skin color is rather dark, from a dark tan to a woody brown. Their clothes are always kept with practicality in mind. Gnomes reach adulthood at age 40 and live to about 350, assuming the terrors of Witherend do not take them first.
Relations: Someone ignorant of their true nature will likely be avoidant of this race, or even straight up attempt to destroy them, making relations rather poor between Gnomes and the other races. They fear them and the Gnomes fear those other races. Salaer are the only ones with a true grasp on their nature and will often try to kill or enslave Gnomes out of a sense of superiority and disgust. Once someone is to understand the Gnome, Gnomes are be far the most reliable race there could be. A gnome understands the true value of teamwork and patiences for your companions and that applies to any companion, regardless of race.
Alignment: Overall, Gnomes are a good natured race, and possibly the -only- good natured race that is native to Witherend. Their envirnoment can sometimes spawn evil or neutral Gnomes, but these are rare and there does not seem to be much benefit for a Gnome to be evil on Witherend at least. In terms of law and chaos, a gnome is commonly capable of either, but are normally prone to the chaotic side.
Gnome Lands: Gnomes are native to Witherend, a place full of deep swamps and terrors are constantly present. Gnomes are rather careful about the location of their home, doing everything in their power to hide it from outsiders to defend themselves from lurking trouble, though it does not tend to stop the occasional wandering soul unless warded against such. Even the most trusted of Gnome companions will not be finding their home, they believe that it is only safe for residence to know of the location and no one else.
On Terral, there is no place or typical housing for a Gnome, still trying to find and establish themselves as a race worth respecting to all. The one trait that seems to remain in tact is reclusion though, they continue to feel the need to keep their home away from others.
Religion: On Witherend, Azrael is the one and only god with any influence and he does not grant any benefits to Gnomes whether or not they seek him out. For this, Gnomes are almost entirely composed of non-believers, and possible nihilists should they lack any sense of optimism. In place of religion, they focus strongly on their tight knit familes and mastering source magic, the only other source of magic which reaches Witherend.
Folklore races
Trolls
Rapists, they seek women so they can reproduce and men that they can eat (babies, too, they love babies). Their semen is a parasite that slowly boils the inside of it's host and turns into a group of little trolls that then come out from the stomach of their "mother" so that they can eat her and live with their tribe. They do not talk, they grunt and roar. They are no diplomats and hate everything. They live in the swamp and are mostly abuse by the "Nightmares", the vile Fey.
The Fey
The Good Fey: They have sworn to protect nature for it is it that keeps Florawyn alives and brings new creatures to life. They cherish life, enjoy pranks and the likes in a lovely matter, and are not only small annoying balls of lights with wings. They can be hybrids, half-cat or any animal, or even treants. Dryads, Satyrs and the likes. Their alignment is, most of the time, good or neutral but never evil. They scout the forest near the human colonies and make sure they do not harm the forests. Also, they keep their sworn enemies, the nightmarish fey from Witherend, to come and 1. Destroy nature, 2. Prey on the living.
The Evil Fey: Also known as the "Nightmarish", they live in an alternate dimension in the Witherend swamps and their community is similar to the drows (except that they have no gender at all), they simply live in guilds with different hobbies and love to backstab each others. There are three important guilds that stand for the following : 1. Nightmares (They torment the living and feed on their fear) 2. Blood (They are close to vampires and enjoy the blood of their prey as long as it's hot) 3. Souls (They steal the souls and make nasty contracts with oblivious stranges). Sometimes, also, they trick humans into coming to their plane, were they torture them and have lots of fun.
Shadeling
They live in the sewers of Port Revarine and worship false gods, to be more precise, a specific devil named Belphegor. Small humanoid (like halflings, dwarves and gnomes) their skin is usually grey and eyes a pale white that constantly glow in the dark. They have no precise alignement, but when in a community those with more willpower often enforce their own (alignement) onto others. They have the ability to use telepathy with other members of their kind and various psionic abilities.
Vampires & Werewolves
Creatures of the night, both cursed to become monsters, they eat the blood or flesh of the living or even the dead. The vampires are supported almost exactly like the ones in DnD, for the DnD version is very Folklore-hardcore and that well, it is lovely.
www.dandwiki.com/wiki/SRD:Vampire Vampires check it out, or suffer.
Werewolves are men or women that against their will become feral at a certain time of the month or if experiencing a near death experience. And by feral, we mean slaughter. Werewolves aren't lovely, they prey on everything they can eat and are very dangerous. They -will- harm friend and foe beginning with the closest thing that breathes and will make no exception. Creatures of the lore, silver affects them more than anything else. Rare, they tend to remain with their kin in order to survive. Cursed, only death will save a werewolf once that poison of the beast has gotten into him. It is known in the folklore of Erodemius that sometimes, guards or strange men wielding broad silver claymores are sent to kill the damned. Both are myths, and the people hope that it will remain this way.
Angels and Demons
See The Divine : nwnsotu.proboards.com/index.cgi?board=lore&action=display&thread=451
Dragons
Dragons are immense reptiles sent forth by the god Erodemius in the beginning. After the war betweent he Angels & Demons, dragons were created in order to protect the world from abberations and other abominations that would threaten the life. With the help of the first faeries, they protected the land, gave birth, and at last, life began. In the beginning, they were proud beasts, but the dark gods made them greedy and corrupted some of the dragons so that they would cease to help. The work of the evil gods was incomplete, but with the 'help' of the human race, last specie to sprout from the earth with the orcs and goblins, they succesfully exterminated all of the powerful winged beasts. Dragon slayers we known to be powerful humans, sometimes paladins, to wield swords made of the fangs and claws of the dragons themself, in order to pierce their flesh. The human quickly began to fancy dragon-hunting for the dragons had always a treasure consisting of the goods that had been donated to them in the past by the happy citizens they protected. These tales forgotten, with the evil at bay, the humans forgot that they once received the blessing of the dragons and that they survived mainly because of it. It is said that the dragons are creatures of legends, of the past... but some who cling to ancient tales still wish that some could resurface to help against the incoming dread.
Metalic dragons were created by the gods of 'good'.
Chromatics are corrupted dragons that have forgotten their duty and became foul and brutal.