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"And the sun sets on the era of peace, prepare yourself for the night will be cold relentless."

Table of Contents

Story and Setting
Frequently Asked Questions

Roleplay Status: Open and accepting Profiles.

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                                Upon the first era of the Kingdom of Azorith, the third king of the realm received a guest, a prophet of the Raven Cult that swore no allegiance to man or beast. The Prophet spoke that Azorith would enjoy another six ages of peace until the Age of Ice arrives. The Age of Ice would then close the gap between the Nothern Isles of the Damned and Azorith's Northern Border. When the Narrow Sea of Gillian becomes Ice, the Armies of Zalera will cross and they will tear apart the Azorithian Empire to shreds. Only the narrow sea of Gillian protected the Azorithian empire from the North but it was enough. Azorith shares its borders on the west with the wastelands of Tactaza Desert and the Oasis Citadel of Corinth. The treaty of the west and east hold true and strong, yet the west hold no borders with the north. The southern borders are the Golden Peaked Mountains that span for miles. Beyond that lies the free provinces and cities that do not bother to raise a hand against the mighty Azorithian Empire. The Golden Peaks will keep them where they ought to be.

                                After the third king heard the words of the prophets, he fought to change the outcome of his descendants. Long had his forefathers fought to unite the lands and rid the world of the infestation of Zalera's minions. The Forgotten Ones and the Nightmare Children. The beasts that never-were and the dragons of ether. Ridding the land of Doom and bringing upon this age of peace. The third king of Azorith would not see it fall in only its seven hundreth year.

                                In protest to the coming future and in blind hate against fate and destiny, the third king of Azorith built the Solaris - a giant wall. The mortar used was said to have been spell-forged and bound with the united blood of the fallen. The Bricks were enchanted and made dense with the bones of liberty and union. The Solaris rises a thousand feet high and stretches the entire northern coast that would border with the Narrow Sea of Gillian. Its construction had begun in the time of the third king and only finished upon his great gandchild's final days. Upon its completion the wall was fiery orange, lined with its golden motar, and the Golden banners of the Crimson Phoenix - mark of the royal family - marked every mile.

                                Now it's the time of the thirty-third king of Azorith, the Azorithian year is 702. The Solaris has never lost its luster, and though some have forgotten its purpose, they will soon be reminded. This is the story of the White Watch, for the hottest fire burns white, and how these men protected Azorith during the Year of Frost. For the past couple of years, the days have started to wane and become shorter and those who stand guard upon the Solaris will tell you that a storm is coming from the north... A storm that no man alive has ever witnessed.
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Frequently Asked Questions

User ImageQ: Literacy? How literate do I have to be to join?
A: Not very, I ask that you know how to write in English, that you can form sentences and that you can type at least a few paragraphs per post. Writer's block is not an excuse, it's a way of life and you should at least be able to write two paragraphs per post on your worst of days. Oh and a paragraph doesn't have to be five sentences long. A paragraph is an idea and can be anywhere from one sentence or more in length.

Q: I have a question regarding your roleplay....
A: First read all of this Post, The entirty of the FAQ, if you're question still stands, try to get help from the OoC thread. If no help is given, message one of my Mods. If my Mods can't answer your question, they will send me a message. Please do not message me directly unless it's for reserving a Role or for you Character Profile.

Q: OoC Thread?
A: OoC means Out of Character, and thead... well you know what that is. Anyways, here's the link you want. OoC Thread

Q: Profiles need a title?
A: Hell yes, and I'd like you to name it ColdForged.

Q: More than one character?
A: Maybe, talk to me about it and we'll see what we can do.

Q: Where do Profiles go after they've been accepted?
A: Follow this link -> Profile Thread

Q: All the Roles are filled, what do I do?
A: You press the backspace button and forget about this roleplay. Get them while their hot, cause once their filled that's it.

Q: Can I reserve a Role?
A: Yes, but only for a 24 hours. If I don't get your profile in that time, it'll become open again.

Q: Can I be a Vampire or a Werewolf or .... etc... [Regarding Races]
A: I have an entire post dedicated to Playable Races. Read that first. If you don't find something of your fancying... well try something new. Change is good.

Q: Can I be a Vampire?
A: Do you see Vampire's as a Playable race? No. Exactly. No you can not play as a being of the Undead. NO, Drows are not undead, they are the decendants of the Dark Elf race.

Q: Regarding the Brothers. Do they have to be all the same race?
A: The three brothers are to have a HUMAN FATHER, and can therefore be of Any race. The father of the three bothers is a wealthy Lord who has several concubines of different races shall we say.

Q: Animal Companions?
A: Yes, those who are on the Watch are known for having an ethernal animalistic companion - ether and magic qualities. They don't age and they can change... slightly. They can't change species but they can change family tree. If you have an animal and it is of wolf descent it can't be a dog, cat, bear or hawk, it has to be a wolf, but it can change its color of fur, patterns of fur, size, and it will also be aligned to one element of your choice. This doesn't mean it will breath ice blasts if you choose to be aligned with ice, but more along the lines that it will be resistant to cold or ice effects.

Q: Do all animal companions have to be mystical in nature?
A: Yes, but you can have pets as well animal companions and those can be natural or basic in principle. Just don't expect me to allow you to have a chimera or a drake as a pet. Horse? Yes. Dog? Yes. Wolf? Yes. Panther? Yes. Ghost or ghoul? No. Goblin? No. Giant Spider? No. You get the gist of it? Good.

Q: Are companions capable of intelligent thought?
A: Of the White Watch, their Ethernal Companions are highly intelligent - well, intelligent to the reach of their owner. Animal companions can not be more intelligent than their owners. White Watch animal companions can speak to their masters via telepathy. Normal animal companions, if you want to have one, are capable of common tasks like fetching a brush, sword or stick. If you say you've trained it to do so, most likely, it can do so.

Q: Magic? Etc...
A: Well, there are magicks and spellwork that can be done, but it takes years of dedication to be able to wield strong magicks. Make sure that coincides with your character when making your profile. I don't want to see anyone under the age of thirty even thinking of trying to cast a fireball. That's not possible.

Q: Where does Magick come from?
A: From the Myst that flows around the world. You can't see it normally but you can feel it around you like you feel the wind upon your cheek. The more you harness it and the better you refine it the more you can wield it. Humans take on average forty years of apprenticeship to be able to cast magicks and therefore are heavily consumed because of their short life-span and aging. Elves, drows, devas, gnomes, eladrins, shardminds, and many others have a much longer life-span and they can indeed learn to use magic without the burden of phsyical aging. Some Races do start off with an inclanation toward magic and the mystics - Dragonborn, Shifter, Genasi, Githzerai and Wilden.

Q: Do elements exsist?
A: Yes. But not the way you would normally see them. Here's a list of elements: Fire, Radiant, Psychic, Neucrotic, Force, Acid, Cold (Ice), Ki, Thunder, Lightning and Water. The more aligned you are to an element, the more resistant or impervious you become to it. Depending on if you can use magic or not, you might be able to actually use that element to deal elemental damage. See also Genasi if you want to deal elemental damage early on.

Q: Then what can I do in terms of early magic?
A: Well there are Racial ways of dealing magic damage - Draconic Races can use elemental based dragon breaths - and there are low tier magic damage. The most common uses of low tier magic damage is Radiant and Psyonic.
  • Radiant damage is kind of like Holy damage and it's used by most paladins/knights via channeling a god's name. E.g. a paladin calls upon some random god and their weapon will be enchanted with radiant energy for a single strike. This act is not something you can do repeatedly and it's more along the line of a final attack.
  • Psyonic magic damage refers to mental damage and it's a common use among early mages, though they can't deal magic damage in terms of spells or elements they can weaken a person's resolve or will to fight with their mind. A very expierenced mage in the magics of Psyonic can end up controlling a person's mind from a distance or utterly rupturing a person's mind and leaving the foe comatose.

See also Genasi if you want to deal magic damage or elemental damage early on.

Q: Special weapons?
A: Things like flaming swords, thunder hammers, frost arrows are possible and they do exist, but you'll have to have a damn good reason to have one right away at the start of the roleplay. Our heroes upon the White Watch will not start with them, but will attain them via quests and battles.

Q: Any special rules?
A: Well besides the obvious of not being an a*****e to other gaians... well, no. That means no god moding, no harrassing gaians, and just following the basic Terms of Service that you agreed to when you joined this site.

Q: Did you do all this yourself?
A: I never take full credit for any of my roleplays. My roleplays are always inspired by something or someone and usually my roleplay gets help from several people. With that in mind, I'd like to introduce to you the moderators who help mediate and control the roleplay. Kyground, Talon StarDrifter and Crimson-Valkyrie. If I'm not around and you have questions, feel free to message one of them, preferably Kyground.
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The Triplets.
Three Literal Brothers, Melee Fighters, part of the Elite Force. Not identical, but all of the same exact age.

Basil Emir - The Monkey - The Speed and Agility
Played by: Kyground

___________ - The Wolverine - The Fury and Ferocity
Played by: Open

___________ - The Shark - The Strength and Terror
Played by: Open

Two intellegent and rival Mages. Both studied under the same Sage but took different paths to lead to the same destination - The White Watch.

Teklar Snow - The White Cat - The cold and the wisdom.
Played by: Drey Malic

___________ - The Black Snake - The dark and the charisma [Female Please]
Played by: Open

Lunar Reflection
Deadly and Ranged. They say the that the Moon Reflects a percentage of the Light of the sun, these ladies reflect the Offense of the Solaris.

Aderyn Theron - The Sky Raptor - Death from above.
Played by: Aldrovanda

Talisi Sairalindë - The Omnious Owl - Inescapable and Silent.
Played by: Talon StarDrifter

Profile Skeleton

[Imgright]Insert Image url here.[/imgright]

[size=12][u][b]Personnel File[/b][/u][/size]

[size=10][b]Character Name:[/b] [First and Last]
[b]Age: [/b] [+ 18]
[b]Race:[/b] [ Select one from the listed ]
[b]Gender:[/b] [ Male or female ]
[b]Skin tone:[/b] [ Consult Race ]
[b]Eye color:[/b] [ Consult Race ]
[b]Hair color:[/b] [ Consult Race ]
[b]Distinct Traits:[/b] [ Tattoos, Birth Marks, Scars ][/size]

[size=12][u][b]Military File[/b][/u][/size]

[size=10][b]Weapon Expertise:[/b] [ What are you good with? ]
[b]Arms in use:[/b] [ What are you wielding on your person ]
[b]Animal Companion:[/b] [ This is your role as you join the White Watch ]
[b]Pet(s):[/b] [ If Any ]
[b]Magical Affinities:[/b] [ If Any ]
[b]Enchanted Equipment:[/b] [ If Any ][/size]

[size=12][u][b]Background Check & Personal Information[/b][/u][/size]

[size=10][b]Puppeteer:[/b] [ Gain Username ]
[b]Sexuality:[/b] [ Heterou- , Homo - , Bi - or A - sexual ]
[b]Likes:[/b] [ Short list of their likes ]
[b]Hates:[/b] [ Short list of their dislikes ]
[b]View on Life:[/b] [ How does your character look at life? any life long goals? ]
[b]Personality:[/b] [ How does your character interact with others? What's their stereotype? ]
[b]Parents:[/b] [ Mother? Father? Does this apply to your race? ]
[b]Brief History:[/b] [ Just a few paragraphs to give us a brief idea of how your character ended up here on the Wall. Note - Those on the wall are here for a reason; justification of crimes, lord's b*****d who can't have a crown, discipline, etc. What's yours? ][/size]
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Realm of Humans, where all races can co-exsist

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Of all the civilized races, humans are the most adaptable and diverse. Human settlements can be found almost anywhere, and human morals, customs, and interests vary greatly. Humans are the prominent race in Azorith and the blood of the Royal line is Pure-bred human with racist determination.

Humans come in a wide variety of heights, weights, and colors. Some humans have black or dark brown skin, others are as pale as snow, and they cover the whole range of tans and browns in between. Their hair is black, brown, or a range of blonds and reds. Their eyes are most often brown, blue, or hazel.

Human attire varies wildly, depending on the environment and society in which they live. Their clothing can be simple, ostentatious, or anything in between. It’s not unusual for several distinct human cultures to live side by side in a particular area and mingle, so human armor, weaponry, and other items incorporate a variety of designs and motifs.

Humans average life spans of about 75 years, though some venerable members of the race live as long as 90 or more years.

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Halflings are a small race known for their resourcefulness, quick wits, and steady nerves. They are a nomadic folk who roam waterways and marshlands. No people travel farther or see more of what happens in the world than halflings. ** Think Hobbits

Halflings stand about 4 feet tall and weigh about 80 pounds. They resemble small humans and are proportioned like human adults. Halflings have the same range of complexions as humans, but most halflings have dark hair and eyes. Halfling males don’t have beards, but many have long, full sideburns. Halflings of both genders often wear complicated hairstyles, featuring complex braiding and weaving.

Halflings typically dress in clothes that match their surroundings and prefer earth tones and various shades of green. Their clothing and gear feature woven textures and stitching. Birds, river patterns, boats, and fish are common images in halfling art and decoration.

Halflings have life spans comperable to humans.

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Kalaslttar look similar to humans. but their outward appearance masks an inner demeanor that is at once serene and wild—cerebral and mad. The kalashtar fled Dal Quor, the relam of dreams, eighteen centuries ago and came to Eberron. Today, they are strangers in Azorith and Tactaza, seeking refuge from agents of the Nitemare in temple-keeps in the mountains of Adar.

Kalashtar - which in Quori means "wandering dreams" - first came to Azorith 1,800 years ago. They came as a renegade group from Dal Quor that sought to escape religious and philosophical persecution. Agents of Dal Quor known as the Nightmares hunted them until finally the group's leader. Taratai, found an audacious way to escape Dal Quor. She convinced Corithian monks to accept a permanent fusion of their own souls with those of the renegade Quori. From that synthesis came kalashtar, and as a result kalashtar today look similar to the monks who served as the first willing vessels.

The monastery where the sixty-seven humans became kalashtar was a place of refuge, so the humans who lived there were diverse. Kalashtar have thus retained a diversity of appearance. possessing the same variety of skin. hair, and eye colors found among humans. They are usually slimmer and taller than humans. although short or stocky kalashtar exist Kalashtar physically develop at the same rate as humans do and have similar life spans. A kalashtar child passes for human at first glance. but a few minutes of observation reveals the key difference. All kalashtar have a manner that is graceful, serene, and serious because of the fragment of quori soul found within them. While human children run, laugh, and play, kalashtar children engage in the same meditative exercises; martial training and telepathic conversations as adult kalashtar. For a kalashtar. growing up is a physical process, not a mental or emotional one.

Kalashtar are blessed with telepathic communication and they have a racial resistance against psyonic attacks. They speak the common tongue and can learn another. The Royal Bloodline in Corinth is said to be Kalashtarian now and no longer human.

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Descended from elves and humans, half-elves are a vital race in which the best features of elves and humans often appear.

Half-elves tend to be sturdier of build than elves but more slender than most humans. Half-elves have the same range of complexions as humans and elves, and like elves, half-elves often have eye or hair colors not normally found among humans. Male half-elves can grow facial hair, unlike male elves, and often sport thin mustaches, goatees, or short beards. Half-elves’ ears are about the size of human ears, but they are tapered, like the ears of their elven ancestors.

Half-elves usually adopt the dress and hairstyles of the society they spend the most time with; for example, a half-elf raised among a barbaric human tribe dresses in the furs and skins favored by the tribe and adopts the tribe’s style of braids and face paint. However, it would not be unusual for half-elves raised among humans to seek out articles of elven clothing or jewelry so that they can proudly display signs of their dual heritage.

Half-elves have life spans comparable to humans,but like elves they remain vigorous well into old age. They can speak the common tongue and the eleven tongue, they're also welcomed by most races as the second most spread race through Azorith, second only to humans.

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An obscure legend claims that when Corellon put out Gruumsh’s eye in a primeval battle, part of the savage god’s essence fell to earth, where it transformed a race of humans into fierce half-orcs. Another story suggests that an ancient hobgoblin empire created half-orcs to lead orc tribes on the empire’s behalf. Yet another legend claims that a tribe of brutal human barbarians chose to breed with orcs to strengthen their bloodline. Some say that Kord created half-orcs, copying the best elements from the human and orc races to make a strong and fierce people after his own heart. If you ask a half-orc about his origin, you might hear one of these stories. You might also get a punch in the face for asking such a rude question.

Half-orcs favor their human lineage in appearance, but are distinguished by skin that tends to various shades of gray, broad jaws, and prominent lower canine teeth—though these are still a far cry from the jutting tusks of orcs. On average, they are taller and stronger than humans as well. Their hair is usually black, though it grays quickly with age. Most half-orcs who live among humans favor human styles of clothing and hairstyle, but a few adopt orc traditions, tying small bones or beads into long braids or bunches of hair.

Half-orcs don’t live quite as long as humans do. They mature quickly, reaching adulthood at about 16 years, and rarely live past the age of 60 but they can speak the language of giants and orcs alike as well the the commmon tongue.

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Carved from the bedrock of the universe, dwarves endured an age of servitude to giants before winning their freedom. Their mighty mountain fortress-cities testify to the power of their ancient empires. Even those who live in human cities are counted among the staunchest defenders against the darkness that threatens to engulf the world.

Dwarves average about 4½ feet in height and are very broad, weighing as much as an adult human. Dwarves have the same variety of skin, eye, and hair colors as humans, although dwarf skin is sometimes gray or sandstone red and red hair is more common among them. Male dwarves are often bald and braid their long beards into elaborate patterns. Female dwarves braid their hair to show clan and ancestry. Dwarven attire and equipment, including weapons and shields, are decorated with bold geometric shapes, natural gems, and ancestral faces.

Although they reach physical maturity at roughly the same age as humans, dwarves age more slowly and remain vigorous well past 150 years of age, often living to see 200. Dwaves have their own tongue and all can speak it as easy as the common tongue.

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Born to fight, dragonborn are a race of wandering mercenaries, soldiers, and adventurers. Long ago, their empire contended for worldwide dominion, but now only a few rootless clans of these honorable warriors remain to pass on their legends of ancient glory.

Dragonborn resemble humanoid dragons. They’re covered in scaly hide, but they don’t have tails. They are tall and strongly built, often standing close to 6½ feet in height and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand. A dragonborn’s head features a blunt snout, a strong brow, and distinctive frills at the cheek and ear. Behind the brow, a crest of hornlike scales of various lengths resembles thick, ropy hair. Their eyes are shades of red or gold.

A typical dragonborn’s scales can be scarlet, gold, rust, ocher, bronze, or brown. Rarely do an individual’s scales match the hue of a chromatic or metallic dragon, and scale color gives no indication of the type of breath weapon a dragonborn uses. Most dragonborn have very fine scales over most of their body, giving their skin a leathery texture, with regions of larger scales on the forearms, lower legs and feet, shoulders, and thighs.

Young dragonborn grow faster than human children do. They walk hours after hatching, reach the size and development of a 10-year-old human child by the age of 3 and reach adulthood by 15. They live about as long as humans do.

Dragonborn can spew Dragonbreath - the type of dragon breath once chosen can not be repicked - and speaks common tongue along with the ancient Draconic Tongue. Dragonbreath comes in the flavors of... Acid, Cold, Fire, Lightning, or Poison.

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Genasi are an inherent contradiction. Each genasi embodies the potential chaos of air and fire, the order of earth and water, or the ferocity of thunder and lightning. Genasi manifest one of these facets of their elemental soul at all times. Their race is passionate and nearly as diverse as humans. Genasi can be found almost anywhere.

Every genasi constantly manifests an element. (Genasi have no neutral, nonelemental state.) All genasi are born with one elemental manifestation, a genetic trait that is handed down from hir or her parents. Some genasi learn an additional manifestation in late adolescence or adulthood, and a rare few have several.

Genasi are of roughly the same size and proportions as humans, though they tend toward broader physiques that are evidence of their physical strength. A genasi’s body is etched with energy lines that glow in a color associated with the element that the genasi is manifesting. The energy lines on a genasi’s body appear in a pattern that is common between members of the same family and sometimes between natives of the same area. The specific configuration of energy lines on each genasi’s face and head is distinctive, varying between individuals the way fingerprints differ between humans. Even when genasi change their elemental manifestation, each one retains his or her unique facial energy lines. To show off the energy lines etching his or her body, a genasi often wears clothes that leave at least some portion of his or her body uncovered.

Genasi skin tones and “hair” also vary depending on which element an individual is manifesting. Genasi don’t have actual hair—the substance that appears to cover their heads during different manifestations is a magical expression of their elemental nature.

The physical qualities that genasi display when
using different elemental manifestations are summarized

Earthsoul: Brown skin; golden energy lines and eyes; bald with golden energy lines glowing on the head. During Earthsoul, When a genasi attacks the earth buckles around them, knocking any enemies around them to their knees.

Firesoul: Ruddy bronze skin; fiery orange energy lines and eyes; flickering flames coming out of the energy lines on the head. During Firesoul, Genasi will counter enemies with extreme heat and fire.

Stormsoul: Purple skin; silvery energy lines; glowing crystalline silver spikes on the head. During Stormsoul, any and all lightning and thunder attacks are twice as strong.

Watersoul: Seafoam green skin; bright blue energy lines; bald with blue energy lines glowing on
the head. During Watersoul, a Genasi can move through enemies, breath underwater and fear no terrain.

Windsoul: Silver skin; light blue energy lines; glowing blue and gray ice crystal spikes on the head. During Windsoul, a Genasi can fly short distances.

Genasi have an average life span comparable to that of humans, roughly 75 years. Some members of the race can live to the age of 90 or 100. Genasi also speak Primodal tongue, the language of the elements.

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Shifters are fierce hunters strongly influenced by their animal nature. Though they can’t fully change shape as their lycanthrope ancestors can, shifters do become more bestial during the heat of battle, calling on the primal power of the beast within.

In broad strokes, shifters resemble humans with animalistic features. Their bodies are lithe and strong, and they often move in a crouched posture, springing and leaping along the ground. Their faces have a bestial cast, with wide, flat noses, large eyes and heavy eyebrows, pointed ears, and long sideburns. The hair of their heads is thick and worn long. Shifter skin and hair are usually some shade of brown.

Longtooth shifters claim werewolves as ancestors and have a vaguely canine cast to their features that becomes much more pronounced when they use their longtooth shifting power. Razorclaw shifters are descended from weretigers and are more catlike, particularly when using razorclaw shifting.

Shifters live about as long as humans. Shifters are split between Longtooth and Razorclaw clans. Each clan have their own unique traits that go under the name of SHIFTING. When longtooth become heavily wounded in battle they're ancient healing comes into effect and they begin to rapidly regenerate. When a razorclaw becomes heavily wounded in battle their instinct kicks in and they become several times faster and more agile. They only speak common tongue.

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Heirs to an ancient, infernal bloodline, tieflings have no realms of their own but instead live within human kingdoms and cities. They are descended from human nobles who bargained with dark powers, and long ago their empire subjugated half the world. But the empire was cast down into ruin, and tieflings were left to make their own way in a world that often fears and resents them.

Tieflings’ appearance testifies to their infernal bloodline. They have large horns; thick, nonprehensile tails that range in length from 4 to 5 feet; sharply pointed teeth; and eyes that are solid orbs of black, red, white, silver, or gold. Their skin color covers the whole human range and also extends to reds, from a ruddy tan to a brick red. Their hair, cascading down from behind their horns, is as likely to be dark blue, red, or purple as more common human colors.

Tieflings favor dark colors and reds, leathers and glossy furs, small spikes and buckles. Tiefling-crafted arms and armor often have an archaic style, harkening back to the glory of their long-vanished empire.

Tieflings age like Elves and speak common tongue along with the ancient Abyssal tongue - language of demons.

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Minotaurs embody the tension between civilization and savagery, discipline and madness; for they stand in two worlds. Tugged toward violence but bound by conscience, numerous minotaurs are driven to rise above their dark impulses. Such a minotaur seeks the balance between the monstrous and the refined. Innumerable minotaurs give in to the temptations staining their souls and find themselves thralls to Raphomct the Horned King. Minotaurs must struggle to become more than the beast they resemble or else succumb to the demonic brutality they despise.

Minotaur combines the features of human and bull. With the build and musculature of a hulking humanoid but with cloven hooves, a bovine tail, and most distinct of all - a bull's head. Fur covers a minotaur's upper body. Coarse and thick on the head and neck. gradually thinning around the shoulders until it becomes humanlike hair over the arms and upper torso. The thick hair turns shaggy once more at the minotaur's waist and thickens around the loins and legs, with tufts at the end of the tail and around he powerful hooves. Minotaurs take pride In their horns, the sharpness, size, and color of which are related to an individual's place in minotaur society. Fur and skin coloring runs from albino white to coal black, though most minotaurs have red or brown fur and hair.

Labarithine patterns are important to minotaurs, and these decorations appear on their clothing, armor, and weapons, and sometimes even on their hides. Each pallern is particular to a clan, and the paltern's size and complexity help minotaurs Identify family allegiance and caste. The patterns evolve through the generations, growing more expansive based on clan members deeds and a clan's history.

Minotaurs live as long as humans do.

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Goliaths are mountain-dwelling nomads who see life as a grand competition. Their scattered bands have never been major players in the politics of the lowland world, but they have wandered the mountain ranges of the world since the primordials first shaped the peaks and valleys. Tall and massive, goliaths revere the primal power of nature and use it to enhance their own strength.

Goliaths tower over even dragonborn, standing between 7 and 8 feet tall. Their skin is gray or brown, mottled with darker patches that they believe hint at some aspect of each goliath’s fate or destiny. Their skin is speckled with lithoderms, coin-sized growths of bone that appear like pebbles studding their arms, shoulders, torso, and head. A bony ridge juts over their gleaming blue or green eyes. Male goliaths are bald, and females have dark hair they typically grow long and wear in braids.

Goliaths have life spans comparable to those of humans and they can still speak the tongue of Giants.

The Realm of Nature and Arcane Magic

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Wild and free, elves guard their forested lands using stealth and deadly arrows from the trees. They build their homes in close harmony with the forest, so perfectly joined that travelers often fail to notice that they have entered an elven community until it is too late.

Elves are slender, athletic folk about as tall as humans. They have the same range of complexions as humans, tending more toward tan or brown hues. A typical elf ’s hair color is dark brown, autumn orange, mossy green, or deep gold. Elves’ ears are long and pointed, and their eyes are vibrant blue, violet, or green. Elves have little body hair, but they favor a wild and loose look to their hair.

Elves mature at about the same rate as humans, but show few effects of age past adulthood. The first sign of an elf ’s advancing age is typically a change in hair color—sometimes graying but usually darkening or taking on more autumnal hues. Most elves live to be well over 200 years old and remain vigorous almost to the end.

Elves are the pinnacle of the Feywild, the race that first shifted from one realm to the other and they still carry with them the language of the Elves, the elven tongue. The Elves are well known for being casters of magic or users of the bow.

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Drow are a decadent race of dark elves whose beauty and sophistication fail to mask hearts all too often stained in evil. The vast majority of dark elves base their behavior and attitudes on the worship of the chaotic evil goddess Lolth, also known as the Spider Queen.

Drow society is organized into houses. The heads of the most powerful houses occupy leadership positions in the various cities of the Underdark, the subterranean realm beneath Azorith that the dark elves call home.

Drow stand just shy of human height and have slender, athletic builds. Physically, they resemble eladrin, with wiry builds, pleasing features, and midnight black skin that has a blue cast. Their eyes are fiery red, lavender, or blue. All drow have white hair, which most keep long and decorate with intricate pins and webbing wrought from precious metals. Aside from their tresses and eyebrows, drow have little facial hair, though males sometimes grow long sideburns or tufts of wispy hair on their cheeks and chins.

From infancy, a drow child must be cunning. Children can expect no kindness, no warmth, and no compassion. Such expressions engender fatal weakness. Drow are cold parents, instilling selfreliance and independence, so that their offspring will become strong enough to survive a bloody adolescence. Ill treatment reinforces their natural inclinations toward evil. In rare cases, the harshness of childhood can have the opposite effect, seeding the youth with a hatred of and disdain for drow society and expectations. Such attitudes often lead young drow to a premature end.

In general, dark elves have life spans somewhat longer than those of their surface-dwelling cousins. Drow who manage to avoid dying a violent death can live for well over 200 years, and exceptional members of the race measure their ages in centuries.

Drows are known as being from the Feywild and they speak common tongue along with Elven. Drows also have the ability to cast both Cloud of Darkness - fills an area with a dark cloud and blinding anyone within it till they leave the could - and Darkfire - fires a purple halo around an opponent making it impossible to miss them from sight. Drows are also blessed with Darkvision, meaning they can see in the darkest of places with ease.

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Creatures of magic with strong ties to nature, eladrin live in cities in the twilight realm of the Feywild. Their cities lie close enough to the world that they sometimes cross over, appearing briefly in mountain valleys or deep forest glades before fading back into the Feywild.

Eladrin are of human height. They are slim, and even the strongest simply look athletic rather than musclebound. They have the same range of complexions as humans, though they are more often fair than dark. Their straight, fine hair is often white, silver, or pale gold, and they wear it long and loose. Their ears are long and pointed, and their eyes are pearly and opalescent orbs of vibrant blue, violet, or green, lacking pupils. Eladrin can’t grow facial hair and have little body hair.

Eladrin children grow much as human children do, but their aging process slows to a crawl when they reach maturity. They enjoy youth and health for most of their lives and don’t begin to feel the effects of age until the middle of their third century. Most live for over 300 years, and even at the end they suffer few of the infirmities of old age.

Eladrin are the high race of the Feywild, they can speak Elven, Common, and normally another tongue. They're so graced with magic and nature that they have the ability to teleport a short distance upon wanting.

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In the Feywild, the best way for a small creature to survive is to be overlooked. While suffering in servitude to the fomorian tyrants of the Feydark, gnomes learned to hide, to mislead, and to deflect—and by these means, to survive. The same talents sustain them still, allowing them to prosper in a world filled with creatures much larger and far more dangerous than they are.

Gnomes are smaller even than halflings, rarely exceeding 4 feet in height. Apart from their size, they resemble elves or eladrin, with pointed ears and chiseled facial features such as high cheekbones and sharp jaws. They have a more wild look than eladrin do, though, particularly in the hair that sprouts from their heads in random directions. Some male gnomes sprout tufts of hair from their chins, but they otherwise lack body hair.

Gnome skin tone ranges from a ruddy tan through woody brown to rocky gray. Their hair can be virtually any color, from stark white to blond and various shades of brown to autumnal orange or green. Their eyes are glittering black orbs.

Gnomes are as long-lived as eladrin, living over 300 years, but they show more of the effects of age. A gnome over the age of 100 has gray or white hair and skin that shows the wrinkled and weathered lines of a century of laughter, but even the oldest gnome retains the strength and agility of youth. Gnomes speak the common tongue along with elven and have the mystic ability of disappearing - becoming invisible - for short periods of time.

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The wilden emerged from the unspoiled reaches; ancient bogs, and primeval forests of the Feywild. Awakened to fight the growing corruption plaguing the land. They strive to restore the natural order and to purge aberrant horrors from the world.

Wilden are plant Iike fey creatures. Their bones are hardwood, and their supple barklike skin trails into tiny tendrilsand a cloak of leaves. Withln each wilden lies nature's spirit, and all can manifest this spirit in different aspects. Each aspect triggers a transformation reflecting the purpose for which the wilden were created. A wilden in the aspect of the ancients has eyes and leaves of white. When a wilden is in the aspect of the destroyer, jagged spurs break through the skin and the eyes darken to black. The hunter's aspect camoflages a wilden's body with green and brown patterns, while the eyes take on an emerald color.

As wilden age their bodies move through the seasons. Young wilden are like trees in spring, filled with life and vigor, their bodies a green hue. In the summer phase, a wllden's body is brown or tan while the cloak of leaves remains vibrant green. Wilden in the autumn phase undergo a profound change, their skin darkening as their leaves turn color to reds, yellows and oranges. Finally the winter phase heralds the end of a wilden's life. as the body grows thinner and the wilden's leaves wither and fall.

A typical wilden lives more than a century and they are considered to be of the Feywild. They can speak Elven and Common tongue without accents or problems. Wildens can also teleport short distances after landing a hit a foe.

Astral Sea
The Realm of Divine Gods and Thier Servitors

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Deep in the recesses of memory, devas recall what they once were: immortal servitors of the gods of good, spirits who chose to bind themselves to the world in mortal flesh. For millennia, their souls have been reborn to wage an endless war against the forces of darkness. Most devas are fiercely committed to the cause of good, because they fear what they might become if they turn to evil: A deva whose soul becomes corrupted risks being reborn as a rakshasa.

In appearance, devas are very similar to humans, but with an unearthly beauty and an uncanny stillness about them. They are almost as tall as dragonborn, but much more slender.

Devas’ coloration distinguishes them most strongly from humans. All devas have patterns of light and dark colors on their skin. The light portions are chalk white or pale gray, and the dark areas range from blue or purple to dark gray or black. In any individual deva, either light or dark can be dominant, with the opposite shade appearing in simple, elegant patterns on the face, chest, and shoulders. A deva’s hair is typically the same color as these skin patterns.

When sitting or standing at rest, devas remain almost perfectly still, except for the occasional blink of the eyes. They don’t fidget or twitch, and their eyes move only when they are actively examining something.

Devas do not have children. When a deva dies, his or her spirit is reincarnated in a new, adult body that appears in some sacred place, such as a mountain peak, a riverbank, or a desert oasis. The new deva retains enough memory of past lives to speak and understand multiple languages and offer the proper prayers and sacrifices to the gods of good.

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The githzerai are descended from an ancient race once held In thrall by mind flayer overlords. After the bloody uprising that won these people their freedom, Ideological differences put them into two races: the githzerai and the githyanki. The githzerai rejected the cruel warmongering of the githyanki and withdrew to the Elemental Chaos and to remote locations in the world to follow a path of self-reflection. Harnessing the power of the mind and the soul. Centuries later the githzerai remain in such locations. leading disciplined lives and observIng their surroundings to determine their place in the universe.

Characterized by spare frames and an exotic appearance, githzerai are taller than humans and slender to the point of being gaunt. Their skin tends toward yellow tones, occasionally shading into brown or green. They have distinct angular fealures and pointed ears. as well as eyes set in deep sockets and flattened noses set high on their faces.

Male githzerai usually keep their heads shaved or tonsured and braided. They grow controlled facial hair. A typical style is a shaved pate with a long braid trailing from the back of the head. Females wear their long hair close to theie head in braids or tight buns. Githzerai hair is typically russet, but black and gray sometimes occur.

Githzerai live about as long as humans and they can speak common tongue and Deep Speech - Languages of the Immortals.

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Shardminds are centient fragments of the living Gate - which once stood at the pinnacle of the intricate lattice of the Astral Sea. Beyond that gate lay the alien Far Realm, and the gate's destruction during the Dawn War resulted in the rise of the mind flayer empire. Though loun's power holds the portal closed, shardminds seek to rebuild the gate and forever cut off the Far realm's ability to influence the world.

Shardminds are crystalline creatures consisting of hundreds of small shards of translucent green, while, red, or amber crystal assembled into humanoid form and animated by a force of pure psionic energy. Shard minds choose their forms to mimic the shapes of humanoids, sometake on forms that seem more masculine. while others appear more feminine. A shardmind's animating force glows dimly from within each of Its component shards, emanating most brightly from where the eyes of a natural humanoid would be. This Inner light sheds dim light in a shardmind's space, but a shardmind individual can squelch the light with an Instant's concentration in order to hide in the dark for example.

The crystalline fragments making up a shardmind's body are in constant, silent motion; almost like the circulation of blood. When a shardmind is stunned or unconscious. it might lose control of the tight mental reins that keep its body in humanoid form, a few shards slipping free into orbits around its body until the shardmind regains control.

Shardminds are living creatures only in the loosest sense. Their crystalline bodies require no sustenance. and they don't breathe. They don't need sleep. They don't have gender and don't reproduce, but the shardminds alive today aren't the same ones that sprang to life during the Dawn War. Shardminds say that the Living Gate shattered into countless fragments, and each timc an awakened shardmind is killed, another one somewhere in the universe stirrs into conciousness.

Shardminds are of Astral Sea Origin and thus considered to be of Immortal Origin. They can also communicate via telepathy with any creature near them aslong as they speak a language. Shardminds can also speak common speech and Deep Speech - language of the Immortals.

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