U
Unisus
Guest
Original poster
Legends of the Phoenix have been broad and vague. Books tell about a red phoenix of fire, that was a beautful creature. It's life cycle was 1000 years before it would die, turn to ash and leave an egg that would take 100 years to hatch.
A poem told by bards: THE PHOENIX
He knows his time is out! and doth provide
New principles of life; herbs he brings dried
From the hot hills, and with rich spices frames
A Pile shall burn, and Hatch him with his flames.
On this the weakling sits; salutes the Sun
With pleasant noise, and prays and begs for some
Of his own fire, that quickly may restore
The youth and vigor, which he had before.
Whom soon as Phoebus * spies, stopping his rays
He makes a stand, and thus allays his pains......
He shakes his locks, and from his golden head,
Shoots on bright beam, which smites with vital fire
The willing bird; to burn is his desire.
That he may live again; he's proud in death,
And goes in haste to gain a better breath.
The spice heap fired with celestial rays
Doth burn the aged Phoenix, when straight stays
The Chariot of the amazed Moon; the pole
Resists the wheeling, swift Orbs, and the whole
Fabric of Nature at a stand remains.
Till the old bird anew, young begins again.
Another story said the Phoenix is a mythical bird thought to be the servant of the sun god. It lives in the East, close to a cool well. Each morning at dawn, it would bathe in the water and sing such a beautiful song that the sun god stopped his chariot to listen. Only one Phoenix exists at any one time which makes it a solitary bird. When the Phoenix feels its death approaching every 500 years, it would build a nest and set it on fire, and was consumed by flames. After it was burned, a new Phoenix sprang forth from the pyre. The new Phoenix then embalmed the ashes of its predecessor in an egg of myrrh and flew with it to the City of the Sun.
Another story even tells that the Phoenix may even turn into a person.
Rumor have risen recently about a bone of a phoenix being found. Usually rumors like this spread all the time and end up disipating in the wind because they are not true. However the rumor seems to have set the people of authority in unease. Yesterday in the middle of the square of Kerul, a mere peasent displayed a scene, running through screaming "I have found the bone of a phoenix, it has the scorch marks to prove it!"
The following day the peasent was found dead by his wife and the skull missing. More rumors are spreading that the king took it, another rumor is an evil mage. Over the next few days another rumor spread that messengers with guards have been sent out from the castle.
Most of this information on races and classes have been taken directly from Dungeons and Dragons, no copyright infringments intended.
1:NPCs can be controled to an extent. Do not do anything out of the ordinary. Anything extra ordinary, like creating an absurd scene with an NPS must be approved by me first.
2: Do not control time. That my job too. I will occasionally remind you in my posts what time it is, if its near dawn or dusk I will tell you. Sometimes things seem to be stuck at a certain point and I will move things along, to keep everyone busy.
3. If fights break out between players, the hit/miss attacks/spells will be determined by me unless the two player come between an agreement with eachother.
4. No go-modding.... God modding is taking control of another player's character without their permission
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The Country of Tareign is ruled by a king and queen. Each of them have their own responsibilities and each are revered by all of Tareign. They have ruled for 40 years and for that long the country has lived in peace and prosperity.
Women are treated as equals ever since Queen Liliana has ruled along side of King Kerulan. However, some slave trades of women still go on in the black market. For Men and Women the longer the hair the higher up you are in royalty. No one is allowed to have hair longer than mid back unless you are of the royal family.Royal colors are gold and deep green.
All common races are allowed to move freely between each city. In larger cities, including the capital weapons are not allowed. At each gate Scions are stationed to read the minds of the people who come and go. They are not allowed to prod into personal matters, however their job is to prevent hostiles from entrance to the capital. Weapons are not allowed in Kerul. Any who come through the gate have their weapons taken and returned upon leaving. Weapons purchased within the city will be given upon departure.
Some fairy tales of dragons exist. They are given the reputation to scare the children to do what they want. "Johnny you better get to bed before the big scarey dragon come down from their capital to get you!"
No warrior that has traveled to the Dragon's Capital has made it back alive. Rumors say that some have, but their stories vary in the extreme, which have made their credibility reduced to almost zero. Most who even tell the stories are drunk warriors who have returned from some sort of quest gone wrong. All stories have left the dragons and thier land feared by nearly all humanoids. Draconic races prove their are some existance of dragons, but a true dragon has never been seen.
Dwarves are a significant force in Tareign. They frequent many cities, but their own cities are deep within the mountains. The Dwarves capital, Rik Karag lies within the largest mountain along the range. The dwarves themselves fear and respect the mountain for it is an active volcano. The last eruption was little more than 10 years ago. Dwarves are known for their craftmanship with metal weapons including swords, axes, sheilds, plate armor and the like. Their mountains are rich with materials, but are heavily protected against theives.
Elves are less pronounced in the country. Traders come and go from cities selling what they are well known for, art, light weight weapons and armor. Within their forest they have many cities, but their capital, Tiukatal is the only city non-elves are welcome to freely. They love and respect their great tree, which is called great grandmother.
Tauremori, or Dark Forest, has legends of its own. The sun does not penetrate the canopy, nightmares of dreams live there, and the elves stay well away from the very thought of venturing in.
Trade between Tareign and Oriela is frequent. They have been in peace since the rise of King Kerulan. Overall the country is very rich, and nearly self sufficient.
Map:
Races
Common:
Human ~ Humans are the most adaptable, flexible, and ambitious people among all the common races. The are dicerse in their tastes, morals, customs and habits. Others accuse them of having little respect for history, but its only natural that humans, with their relatively short life spans and constantly changing cultures, would have a shorter, collective memory than the others races.
They typically stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds, with men noticealbe taller and heavier than women. Thanks to their penchant for migration and conquest, and their short life spans, humans are more physically diverse than other common races. Their skin shades range from nearly black to very pale, their hair from black to blond (curly, kiny or straight), and the facial hair(for men) from sparse to thick. Plenty of humans have a dash of nonhuman blood, and they may demonstrate hints of elf, orc, or other lineages. Members of this race and often ostentatious or unorthodox in their grooming and dress, sporting unusual hairstyles. fanciful clothes, tattoos, body peircings, and the like. Humans reach adulthood at about age 15 and rarely live even a single century.
Humans speak Common language automaticly.
Dwarves ~ Are known for their skill in welfare, their ability to withstand physical and magical punishment, their knowledge of the earth's secrets, their hard work, and the capacity for drinking ale. Their mysterious kingdoms, carves out from the insides of mountains, are reowned for the marvelous treasures that they produce as gifts for trade.
Dwarves are slow to laugh or jest and suspicious of strangers, but they are generous to those few who earn their trust. Dawrves value gold, gems, jewelry, and art objects made with these precious materials, and they have been known to succumb to greed. They fight neither recklessly nor timidly, but with careful courage and tenacity. Their sense of justice is strong, but at its worst it can turn into a thrist for vengeance.
Dwarves stand only 4 to 4- 1/2 feet tall. but they are so broad and compast that they are, on average, almost as heavy as humans. Dwarf men are slightly tallers and noticeable heavier than women. Dwarves' skin is typically deep tan of light brown, and their eyes are dark. Their hair is usually black, gray, or brown, and worn long. Dwarf men value their beard highly and groom them carefully. Dwarves favor simple styles for their hair. beard and clothes. Dwarves are considered adults at the age of 40, and they can live to be more that 400 years old.
Dwarves speak Common and dwarven automaticly.
Elves ~ Mingle freely in human lands, always welcome yet never at home there. They are well known for their poetry, dance, song, lore, and magical arts. Elves Favor things of natural and simple beauty. When danger threatens their woodland homes, however elves reveal a more martial side, demonstrating skill with swoard, bow and battle strategy.
Elves are more foten amused than excited, and more likely to be curious than greedy. With such a long life span, they tend to keep a broad perspective on events, remaining aloof and unfazed by pety happenstance. When pursuing a goal, however, whether an adventurous misson, or learning a new skill or art, they can be focused and relentless. They are slow to make friends, and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.
Elves are short and slim, standing about 4 1/2 to 5 1/2 feet tall and typically weighing 95 to 135 pounds, with elf men the same height as and only marginally heavier that women. They are graceful but frail. They tend to be pale-skinned and dark haired, with deep green eyes. Elves have no facial or body hair. They prefer simple, comfortable clothes, espesially in pastel blues and greens, and they enjoy simple yet elegant jewelry. Elves possess unearthly grace and fine feature. Many humans and members of other races find them hauntingly beautiful. A elf reaches adulthood at about 110 years of age and can live to be more than 700 years old.
Elves do not sleep, as members of the other common races do. Instead and elf meditates in a deep stance for 4 hours a day. An elf resting in this fashion gains the same amount of rest that a human does fom 8 hours of sleep. While meditating and elf dreams, though these dreams and actually mental exercises that have become reflexive through years of practice.
Elves speak Elven and Common automaticly.
Gnomes ~ Are welcome everywhere as technicians, alchemists, and inventors. Despite the demand for their skills most gnomes prefer to remain among their own kind, living in comfortable burrows beneath rolling, wooded hills where animals abound.
Gnomes adore animals, beautiful gems, and jokes of all kinds. Members of this race have a great sense of humor, and while they loe puns, jokes, and games, they also relish tricks-the more intricate the better. They apply the same dedisation to more practical arts, such as enineering as they do to their pranks.
Gnomes are inquisitive. They love to find things out by personal experience. At times they're even reckless. Their curiousity makes them skill engineers, since they are always trying new ways to build things. Sometimes a gnome pulls a prank just to see how the people involved will react.
Gnomes stand about 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnomes males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, and they decorate their clothes with intricate stitching of fine jewelry. They erach adulthood about the age of 40 and they typically live about 350 years, though some can be known for living almost 500 years.
Gnomes speak gnome automaticly which is very similar to dwarven. They also speak Common.
Half-elves ~ Humans and elves somtimes wed, the elf attracted to the human's energy and the human to the elf's grace. These marriages end quickly as elves count years because the humans life if so brief, but the leave and enduring legacy - half elf children.
The life of a half-elf can be hard. If raised by elves, the half elf seems to grow with astounding speed, reaching maturity within two decades. The half-elf becomes an adult long before she has had time to learn the intricacies of elven art and culture, or even grammar. She leaves behind her childhood friends, becomming physically and adult but culturally still a child by elven standards. Typically she leaves her elven home, which is no longer familiar and find her way amoung humans.
If on the other hand, she is raised by humans the half-elf finds herself differentfrom her peers, more aloof, more sensitive, less ambitious, and slower to mature. Some half-elves try to fit in amoung humans, while others find their identities in their differences. Most find places for themselves in human lands, but some feel like outsiders all their lives.
Most Half-elves have the curiousity, inventiveness and ambition of the human parent, along with their refeince senses, love of nature, and artistic tastes of the elf parent.
To humans, half-elves look like elves. To elves, they look liek humans - indeed, elves call them half - humans. Half - elves height ranges from under 5 feet toabout 6 feet tall, and weight usually ranges from 100 to 180 pounds. Half-elf men are taller and heavier than women, but the difference is less pronounced that found amoung humans. Half-elf are paler, fairer, and smoother-skinned that the human parents, but the actual skin tone, hair color and other details vary just as human features do. Their eyes are green, just as are those of the elf parents. Half-elf reaches adulthood at the age of 20 and life to be more than 180 years old.
Other Common races: (pm me if you are interested in one of these races)
Halfling, Half-orc
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Uncommon races
Tibbit ~ Tibbits (also known as catweres) are small, humanoid creatures that have the ability to turn into a common house cat. They arose from felines kept as familiars in ages past. The powerful magic that allows a familiar to gain intelligence and magic abilities slowly filtered from one generation of cats to the next. Whether tibbits evolved from a natural process, divine intervention, or a sudden surge in the magic running through their ancestry, none can say. Tibbits have never existed in large numbers, and their tendency to spread across the world leaves them with a fractured, incomplete racial history.
Much like their feline ancestors tibbits exhibit independence, curiosity, and quickness of mind and body. They rarely form communities larger than two or three families, and even these small colonies rarely hold together for more than a few years. Shortly after reaching adulthood, a tibbit develops an intense desire to wander the world and satisfy her racial curiosity. Tibbits can be found wherever humans and other civilized humanoid races have established cities, towns, and colonies. Among humans and other humanoids tibbits usually remain in their cat form. The stray cat that prowls a neighborhood, the mangy cat adopted as a temple's unofficial pet, and the lazy feline always close at hand at the local tavern might be tibbits. Driven by curiosity, tibbits love to remain in their animal form while observing humans.
Cynical observers contend that a tibbit seeks to spy on others. Tibbits hold that they merely like to keep an ear and eye out for any interesting bits of news. Tibbits are typically too chaotic, carefree, and impulsive to work as spies or hired killers. Upon overhearing a group of adventurers talking over a treasure map in hushed tones, a tibbit might be just as likely to shift into humanoid form on the spot and offer to join the adventure as she is to lose interest and chase down a juicy mouse she spotted across the tavern.
Tibbits, as befits their heritage, are moody, curious, and sometimes arrogant. Many tibbits prefer the comforts of a fine meal (whether a succulent rodent or a five-course feast in the lap of luxury), stiff drink, and a soft couch. Even the most decadent tibbit, however, eventually succumbs to the steady pull of its curiosity. A tibbit might spend years living off the treasures it won in adventure, only to suddenly strike out into the unknown once again.
When dealing with others, tibbits show a similar capability to change their attitudes and posture depending on their moods. A tibbit might act relaxed and languid one moment, alert and inquisitive the next. They tend to have a slightly distant, arrogant attitude toward others, as if as a race they share a colossal, secret joke over other intelligent creatures. Still, once a tibbit marks someone as a friend few other creatures match their devotion. A tibbit might complain about a friend's needs or tend toward laziness, but when trouble arises
she is a dauntless ally.
In humanoid form, tibbits are small, stealthy, dark-skinned people with pointed ears and catlike eyes. Their hair tends to grow thick and long and males tend to grow sideburns. Their skin tones range from a tawny brown to black, but occasionally a tibbit has pure white skin. Their hair color matches the wide range of colors found in house cats, from pure white to striped silver to deep black. In their cat form, tibbits look like fat but energetic house cats. They appear identical to—and indistinguishable from—any common, domesticated breed.
Tibbits reach adulthood about 16 years of age, and have been known to live up to 300 years old.
Spellscale ~ Among the humanoid races, spellscales are the most creative, experimental, and varied. Most generalities about spellscales collapse under examintaion, because each spellscale displays a unique philosopy and behavior. What's most true about them as a group is that these dragonblood humanoids have a very strong racial inlination toward sorcery.
It has long been known that many sorcerers have dragon blood in their veins. For the majority of these individuals, their spellcasting abilities are often the only hint of their drconic heritage, but sometimes the evidence is clearer.
Occasionally when two humanoid sorcerers produce a child, the infant displays a decidedly draconic features and physiology. The child is. infact a spellscale rather than a member of either of the parents' races. In much more rare instances, a sorcerer of great power produces such a shild by mating with someone who is not a sorcerer. To those who belive that some (or all) sorcerers have draconic heritage, these shildren are strong evidence of the theory's truth - is such a shild's draconic characteristics did not come from a sorcerer, then how else to account for them?
In certian situations, a spellscale infact might arouse speculations about the mother's having mated with a dragon and might be misidentified as a half-dragon.
Spellscales are, however, a distinct race. They breed true among themselves and almost never interbreed with other humanoids. In such an odd instance, any child produced is a full-blooded spellscale.
Spellscales exhibit all the best characteristics of dragons in a compact humanoid form. Their skin, formed of lustrous scales, comes in a wide variety of hues, including nearly every color of the rainbow. No spellscale is merely one color, but each displays a rich spectrum of variants on his main color. A spellscale who is primarily green might have patterns of a deeper, forest green over his body, fingernails and toenails of a slightly lighter green, and eye ridges and nostrils that are a deep greenish aquamarine. The coloration is complex, making a spellscale look much more elegant than other scaled humanoids such as kobolds
or lizardfolk.
Unlike in most other humanoid races, spellscale females tend to be larger than males. Spellscales stand as tall and as short as humans, with little difference in weight between the sexes.
Spellscales mature quickly compared to other humanoids. Sorcerers of spellscale descent often start their adventuring lives earlier than members of most other races. They reach adulthood at the age of 12 and can live up to 160 years.
Spellscales approach life with intensity, always living in the now, and caring little about the past or future. A spellscale wholeheartedly pursues whatever he's doing at the moment. His current career, hobby, or relationship is of paramount importance. He ardently believes whatever he professes and what he values at any particular time is permanent for him. That is the truth of the moment. With the exceptions of sorcery and family, spellscales never pursue the same objective or feel the same way for very long, though. Their interests change, they grow bored, or they simply find something or someone newer and more intriguing. This change is sometimes made in a carefree manner and sometimes with deep regret.
To an outside observer, an obvious tension exists between a spellscale's ardent pursuit of the moment and the mercurial nature of his desires. An impartial and ignorant observer might assume that whatever a spellscale is wrapped up in is a constant passion or a lifelong pursuit. Anyone with a
modicum of insight about the race, however, knows that a spellscale's focus inevitably changes.
Crucial to comprehending spellscales as a race is understanding that they truly don't see things that way. Their hearts and minds tell them that "now" is the ultimate truth and will remain so forever. Even if one points out to a spellscale the transitory nature of his past interests, the spellscale always feels that this time is different. This time, it's permanent.
Addtional Uncommon races: (give me a pm if you are interested in playing one of these races I will give you some more info. If you want to make up your won race, or choose one not on the list, again pm me.)
Aasimar
Centuar
Werewolf
Vampire
Teifling
Construct (golem)
Goblin
Orc
Half-orc
Ogre
A poem told by bards: THE PHOENIX
He knows his time is out! and doth provide
New principles of life; herbs he brings dried
From the hot hills, and with rich spices frames
A Pile shall burn, and Hatch him with his flames.
On this the weakling sits; salutes the Sun
With pleasant noise, and prays and begs for some
Of his own fire, that quickly may restore
The youth and vigor, which he had before.
Whom soon as Phoebus * spies, stopping his rays
He makes a stand, and thus allays his pains......
He shakes his locks, and from his golden head,
Shoots on bright beam, which smites with vital fire
The willing bird; to burn is his desire.
That he may live again; he's proud in death,
And goes in haste to gain a better breath.
The spice heap fired with celestial rays
Doth burn the aged Phoenix, when straight stays
The Chariot of the amazed Moon; the pole
Resists the wheeling, swift Orbs, and the whole
Fabric of Nature at a stand remains.
Till the old bird anew, young begins again.
Another story said the Phoenix is a mythical bird thought to be the servant of the sun god. It lives in the East, close to a cool well. Each morning at dawn, it would bathe in the water and sing such a beautiful song that the sun god stopped his chariot to listen. Only one Phoenix exists at any one time which makes it a solitary bird. When the Phoenix feels its death approaching every 500 years, it would build a nest and set it on fire, and was consumed by flames. After it was burned, a new Phoenix sprang forth from the pyre. The new Phoenix then embalmed the ashes of its predecessor in an egg of myrrh and flew with it to the City of the Sun.
Another story even tells that the Phoenix may even turn into a person.
Rumor have risen recently about a bone of a phoenix being found. Usually rumors like this spread all the time and end up disipating in the wind because they are not true. However the rumor seems to have set the people of authority in unease. Yesterday in the middle of the square of Kerul, a mere peasent displayed a scene, running through screaming "I have found the bone of a phoenix, it has the scorch marks to prove it!"
The following day the peasent was found dead by his wife and the skull missing. More rumors are spreading that the king took it, another rumor is an evil mage. Over the next few days another rumor spread that messengers with guards have been sent out from the castle.
Most of this information on races and classes have been taken directly from Dungeons and Dragons, no copyright infringments intended.
1:NPCs can be controled to an extent. Do not do anything out of the ordinary. Anything extra ordinary, like creating an absurd scene with an NPS must be approved by me first.
2: Do not control time. That my job too. I will occasionally remind you in my posts what time it is, if its near dawn or dusk I will tell you. Sometimes things seem to be stuck at a certain point and I will move things along, to keep everyone busy.
3. If fights break out between players, the hit/miss attacks/spells will be determined by me unless the two player come between an agreement with eachother.
4. No go-modding.... God modding is taking control of another player's character without their permission
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The Country of Tareign is ruled by a king and queen. Each of them have their own responsibilities and each are revered by all of Tareign. They have ruled for 40 years and for that long the country has lived in peace and prosperity.
Women are treated as equals ever since Queen Liliana has ruled along side of King Kerulan. However, some slave trades of women still go on in the black market. For Men and Women the longer the hair the higher up you are in royalty. No one is allowed to have hair longer than mid back unless you are of the royal family.Royal colors are gold and deep green.
All common races are allowed to move freely between each city. In larger cities, including the capital weapons are not allowed. At each gate Scions are stationed to read the minds of the people who come and go. They are not allowed to prod into personal matters, however their job is to prevent hostiles from entrance to the capital. Weapons are not allowed in Kerul. Any who come through the gate have their weapons taken and returned upon leaving. Weapons purchased within the city will be given upon departure.
Some fairy tales of dragons exist. They are given the reputation to scare the children to do what they want. "Johnny you better get to bed before the big scarey dragon come down from their capital to get you!"
No warrior that has traveled to the Dragon's Capital has made it back alive. Rumors say that some have, but their stories vary in the extreme, which have made their credibility reduced to almost zero. Most who even tell the stories are drunk warriors who have returned from some sort of quest gone wrong. All stories have left the dragons and thier land feared by nearly all humanoids. Draconic races prove their are some existance of dragons, but a true dragon has never been seen.
Dwarves are a significant force in Tareign. They frequent many cities, but their own cities are deep within the mountains. The Dwarves capital, Rik Karag lies within the largest mountain along the range. The dwarves themselves fear and respect the mountain for it is an active volcano. The last eruption was little more than 10 years ago. Dwarves are known for their craftmanship with metal weapons including swords, axes, sheilds, plate armor and the like. Their mountains are rich with materials, but are heavily protected against theives.
Elves are less pronounced in the country. Traders come and go from cities selling what they are well known for, art, light weight weapons and armor. Within their forest they have many cities, but their capital, Tiukatal is the only city non-elves are welcome to freely. They love and respect their great tree, which is called great grandmother.
Tauremori, or Dark Forest, has legends of its own. The sun does not penetrate the canopy, nightmares of dreams live there, and the elves stay well away from the very thought of venturing in.
Trade between Tareign and Oriela is frequent. They have been in peace since the rise of King Kerulan. Overall the country is very rich, and nearly self sufficient.
Map:
Races
Common:
Human ~ Humans are the most adaptable, flexible, and ambitious people among all the common races. The are dicerse in their tastes, morals, customs and habits. Others accuse them of having little respect for history, but its only natural that humans, with their relatively short life spans and constantly changing cultures, would have a shorter, collective memory than the others races.
They typically stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds, with men noticealbe taller and heavier than women. Thanks to their penchant for migration and conquest, and their short life spans, humans are more physically diverse than other common races. Their skin shades range from nearly black to very pale, their hair from black to blond (curly, kiny or straight), and the facial hair(for men) from sparse to thick. Plenty of humans have a dash of nonhuman blood, and they may demonstrate hints of elf, orc, or other lineages. Members of this race and often ostentatious or unorthodox in their grooming and dress, sporting unusual hairstyles. fanciful clothes, tattoos, body peircings, and the like. Humans reach adulthood at about age 15 and rarely live even a single century.
Humans speak Common language automaticly.
Dwarves ~ Are known for their skill in welfare, their ability to withstand physical and magical punishment, their knowledge of the earth's secrets, their hard work, and the capacity for drinking ale. Their mysterious kingdoms, carves out from the insides of mountains, are reowned for the marvelous treasures that they produce as gifts for trade.
Dwarves are slow to laugh or jest and suspicious of strangers, but they are generous to those few who earn their trust. Dawrves value gold, gems, jewelry, and art objects made with these precious materials, and they have been known to succumb to greed. They fight neither recklessly nor timidly, but with careful courage and tenacity. Their sense of justice is strong, but at its worst it can turn into a thrist for vengeance.
Dwarves stand only 4 to 4- 1/2 feet tall. but they are so broad and compast that they are, on average, almost as heavy as humans. Dwarf men are slightly tallers and noticeable heavier than women. Dwarves' skin is typically deep tan of light brown, and their eyes are dark. Their hair is usually black, gray, or brown, and worn long. Dwarf men value their beard highly and groom them carefully. Dwarves favor simple styles for their hair. beard and clothes. Dwarves are considered adults at the age of 40, and they can live to be more that 400 years old.
Dwarves speak Common and dwarven automaticly.
Elves ~ Mingle freely in human lands, always welcome yet never at home there. They are well known for their poetry, dance, song, lore, and magical arts. Elves Favor things of natural and simple beauty. When danger threatens their woodland homes, however elves reveal a more martial side, demonstrating skill with swoard, bow and battle strategy.
Elves are more foten amused than excited, and more likely to be curious than greedy. With such a long life span, they tend to keep a broad perspective on events, remaining aloof and unfazed by pety happenstance. When pursuing a goal, however, whether an adventurous misson, or learning a new skill or art, they can be focused and relentless. They are slow to make friends, and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.
Elves are short and slim, standing about 4 1/2 to 5 1/2 feet tall and typically weighing 95 to 135 pounds, with elf men the same height as and only marginally heavier that women. They are graceful but frail. They tend to be pale-skinned and dark haired, with deep green eyes. Elves have no facial or body hair. They prefer simple, comfortable clothes, espesially in pastel blues and greens, and they enjoy simple yet elegant jewelry. Elves possess unearthly grace and fine feature. Many humans and members of other races find them hauntingly beautiful. A elf reaches adulthood at about 110 years of age and can live to be more than 700 years old.
Elves do not sleep, as members of the other common races do. Instead and elf meditates in a deep stance for 4 hours a day. An elf resting in this fashion gains the same amount of rest that a human does fom 8 hours of sleep. While meditating and elf dreams, though these dreams and actually mental exercises that have become reflexive through years of practice.
Elves speak Elven and Common automaticly.
Gnomes ~ Are welcome everywhere as technicians, alchemists, and inventors. Despite the demand for their skills most gnomes prefer to remain among their own kind, living in comfortable burrows beneath rolling, wooded hills where animals abound.
Gnomes adore animals, beautiful gems, and jokes of all kinds. Members of this race have a great sense of humor, and while they loe puns, jokes, and games, they also relish tricks-the more intricate the better. They apply the same dedisation to more practical arts, such as enineering as they do to their pranks.
Gnomes are inquisitive. They love to find things out by personal experience. At times they're even reckless. Their curiousity makes them skill engineers, since they are always trying new ways to build things. Sometimes a gnome pulls a prank just to see how the people involved will react.
Gnomes stand about 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnomes males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, and they decorate their clothes with intricate stitching of fine jewelry. They erach adulthood about the age of 40 and they typically live about 350 years, though some can be known for living almost 500 years.
Gnomes speak gnome automaticly which is very similar to dwarven. They also speak Common.
Half-elves ~ Humans and elves somtimes wed, the elf attracted to the human's energy and the human to the elf's grace. These marriages end quickly as elves count years because the humans life if so brief, but the leave and enduring legacy - half elf children.
The life of a half-elf can be hard. If raised by elves, the half elf seems to grow with astounding speed, reaching maturity within two decades. The half-elf becomes an adult long before she has had time to learn the intricacies of elven art and culture, or even grammar. She leaves behind her childhood friends, becomming physically and adult but culturally still a child by elven standards. Typically she leaves her elven home, which is no longer familiar and find her way amoung humans.
If on the other hand, she is raised by humans the half-elf finds herself differentfrom her peers, more aloof, more sensitive, less ambitious, and slower to mature. Some half-elves try to fit in amoung humans, while others find their identities in their differences. Most find places for themselves in human lands, but some feel like outsiders all their lives.
Most Half-elves have the curiousity, inventiveness and ambition of the human parent, along with their refeince senses, love of nature, and artistic tastes of the elf parent.
To humans, half-elves look like elves. To elves, they look liek humans - indeed, elves call them half - humans. Half - elves height ranges from under 5 feet toabout 6 feet tall, and weight usually ranges from 100 to 180 pounds. Half-elf men are taller and heavier than women, but the difference is less pronounced that found amoung humans. Half-elf are paler, fairer, and smoother-skinned that the human parents, but the actual skin tone, hair color and other details vary just as human features do. Their eyes are green, just as are those of the elf parents. Half-elf reaches adulthood at the age of 20 and life to be more than 180 years old.
Other Common races: (pm me if you are interested in one of these races)
Halfling, Half-orc
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Uncommon races
Tibbit ~ Tibbits (also known as catweres) are small, humanoid creatures that have the ability to turn into a common house cat. They arose from felines kept as familiars in ages past. The powerful magic that allows a familiar to gain intelligence and magic abilities slowly filtered from one generation of cats to the next. Whether tibbits evolved from a natural process, divine intervention, or a sudden surge in the magic running through their ancestry, none can say. Tibbits have never existed in large numbers, and their tendency to spread across the world leaves them with a fractured, incomplete racial history.
Much like their feline ancestors tibbits exhibit independence, curiosity, and quickness of mind and body. They rarely form communities larger than two or three families, and even these small colonies rarely hold together for more than a few years. Shortly after reaching adulthood, a tibbit develops an intense desire to wander the world and satisfy her racial curiosity. Tibbits can be found wherever humans and other civilized humanoid races have established cities, towns, and colonies. Among humans and other humanoids tibbits usually remain in their cat form. The stray cat that prowls a neighborhood, the mangy cat adopted as a temple's unofficial pet, and the lazy feline always close at hand at the local tavern might be tibbits. Driven by curiosity, tibbits love to remain in their animal form while observing humans.
Cynical observers contend that a tibbit seeks to spy on others. Tibbits hold that they merely like to keep an ear and eye out for any interesting bits of news. Tibbits are typically too chaotic, carefree, and impulsive to work as spies or hired killers. Upon overhearing a group of adventurers talking over a treasure map in hushed tones, a tibbit might be just as likely to shift into humanoid form on the spot and offer to join the adventure as she is to lose interest and chase down a juicy mouse she spotted across the tavern.
Tibbits, as befits their heritage, are moody, curious, and sometimes arrogant. Many tibbits prefer the comforts of a fine meal (whether a succulent rodent or a five-course feast in the lap of luxury), stiff drink, and a soft couch. Even the most decadent tibbit, however, eventually succumbs to the steady pull of its curiosity. A tibbit might spend years living off the treasures it won in adventure, only to suddenly strike out into the unknown once again.
When dealing with others, tibbits show a similar capability to change their attitudes and posture depending on their moods. A tibbit might act relaxed and languid one moment, alert and inquisitive the next. They tend to have a slightly distant, arrogant attitude toward others, as if as a race they share a colossal, secret joke over other intelligent creatures. Still, once a tibbit marks someone as a friend few other creatures match their devotion. A tibbit might complain about a friend's needs or tend toward laziness, but when trouble arises
she is a dauntless ally.
In humanoid form, tibbits are small, stealthy, dark-skinned people with pointed ears and catlike eyes. Their hair tends to grow thick and long and males tend to grow sideburns. Their skin tones range from a tawny brown to black, but occasionally a tibbit has pure white skin. Their hair color matches the wide range of colors found in house cats, from pure white to striped silver to deep black. In their cat form, tibbits look like fat but energetic house cats. They appear identical to—and indistinguishable from—any common, domesticated breed.
Tibbits reach adulthood about 16 years of age, and have been known to live up to 300 years old.
Spellscale ~ Among the humanoid races, spellscales are the most creative, experimental, and varied. Most generalities about spellscales collapse under examintaion, because each spellscale displays a unique philosopy and behavior. What's most true about them as a group is that these dragonblood humanoids have a very strong racial inlination toward sorcery.
It has long been known that many sorcerers have dragon blood in their veins. For the majority of these individuals, their spellcasting abilities are often the only hint of their drconic heritage, but sometimes the evidence is clearer.
Occasionally when two humanoid sorcerers produce a child, the infant displays a decidedly draconic features and physiology. The child is. infact a spellscale rather than a member of either of the parents' races. In much more rare instances, a sorcerer of great power produces such a shild by mating with someone who is not a sorcerer. To those who belive that some (or all) sorcerers have draconic heritage, these shildren are strong evidence of the theory's truth - is such a shild's draconic characteristics did not come from a sorcerer, then how else to account for them?
In certian situations, a spellscale infact might arouse speculations about the mother's having mated with a dragon and might be misidentified as a half-dragon.
Spellscales are, however, a distinct race. They breed true among themselves and almost never interbreed with other humanoids. In such an odd instance, any child produced is a full-blooded spellscale.
Spellscales exhibit all the best characteristics of dragons in a compact humanoid form. Their skin, formed of lustrous scales, comes in a wide variety of hues, including nearly every color of the rainbow. No spellscale is merely one color, but each displays a rich spectrum of variants on his main color. A spellscale who is primarily green might have patterns of a deeper, forest green over his body, fingernails and toenails of a slightly lighter green, and eye ridges and nostrils that are a deep greenish aquamarine. The coloration is complex, making a spellscale look much more elegant than other scaled humanoids such as kobolds
or lizardfolk.
Unlike in most other humanoid races, spellscale females tend to be larger than males. Spellscales stand as tall and as short as humans, with little difference in weight between the sexes.
Spellscales mature quickly compared to other humanoids. Sorcerers of spellscale descent often start their adventuring lives earlier than members of most other races. They reach adulthood at the age of 12 and can live up to 160 years.
Spellscales approach life with intensity, always living in the now, and caring little about the past or future. A spellscale wholeheartedly pursues whatever he's doing at the moment. His current career, hobby, or relationship is of paramount importance. He ardently believes whatever he professes and what he values at any particular time is permanent for him. That is the truth of the moment. With the exceptions of sorcery and family, spellscales never pursue the same objective or feel the same way for very long, though. Their interests change, they grow bored, or they simply find something or someone newer and more intriguing. This change is sometimes made in a carefree manner and sometimes with deep regret.
To an outside observer, an obvious tension exists between a spellscale's ardent pursuit of the moment and the mercurial nature of his desires. An impartial and ignorant observer might assume that whatever a spellscale is wrapped up in is a constant passion or a lifelong pursuit. Anyone with a
modicum of insight about the race, however, knows that a spellscale's focus inevitably changes.
Crucial to comprehending spellscales as a race is understanding that they truly don't see things that way. Their hearts and minds tell them that "now" is the ultimate truth and will remain so forever. Even if one points out to a spellscale the transitory nature of his past interests, the spellscale always feels that this time is different. This time, it's permanent.
Addtional Uncommon races: (give me a pm if you are interested in playing one of these races I will give you some more info. If you want to make up your won race, or choose one not on the list, again pm me.)
Aasimar
Centuar
Werewolf
Vampire
Teifling
Construct (golem)
Goblin
Orc
Half-orc
Ogre