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Endrax: The Light Chronicles

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A story about a time of war 

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spellfire
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PostPosted: Mon Jan 11, 2010 2:47 pm


Here is a list of Races you can chose from


Gaians (Humans)
Elves
Dwarves
Fire Imps
Avians
Halflings
Beasts
Demons

Descriptions of these races are found below
 
PostPosted: Fri Jan 15, 2010 4:28 pm


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Gaians
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User ImageThe Gaians are the youngest of the races, having only been born into this Earth in the Fifth Age, much younger than the races from the First Age. The Gaians are the most balanced of all races, being able to learn many weapon styles with ease, however they cannot learn every weapon style as their learning capacity is limited to a certain degree.

As for magic, the Gaians have proven to be talented Wizards, though not as great as the Elves or the Halflings. Gaians are the most plentiful race, despite them being the youngest, thus making them take up the bulk of most military forces, mainly infantry and the like. Most Gaians tend to choose one weapon or magic speciality and stick to it, eventually making it to the point of mastering that speciality later in life. Outside of battle, Gaians are usually found working in shops or farming.

Physical Strength: Average
Physical Speed: Average
Intellect: Average
Offensive Magic Ability: Average
Defensive Magic Ability: Average
Healing Magic Ability: Average
Other Magic Ability: Average
Found: Everywhere
Weapon Speciality: All save for the Great Sword and Elven weaponry.

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PostPosted: Fri Jan 15, 2010 4:56 pm


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Beasts
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User ImageThe Beasts are a gargantuan race built for battle. Physically the greatest of all races, yet lacking greatly in magic to the point of actually not being able to use it. Being the only race to every physically match the Orcs of the Fourth Age, the Beasts have a reputation built for battle, and are often found fighting even just for fun. When not battling, Beasts spend their time acting as mercenaries or escorts, and more recently moving heavy objects as a job. One is advised never to agitate a Beast, as they are known to enter a primal fury.

Beasts are best at melee, but have been known to use bows and arrows, yet never to use magic. A beast will only ever take up one weapon in his life, and this weapon is then part of that Beast, if the weapon is ever broken and cannot be reforged, then the Beast shall give up battle, as is their tradition since the Second Age.

They are a tall, superior built race who bear resemblance to Gaians or Elves crossed with an animal, they have cat like ears and tails, and strong paws. They also have thin fur rather than plain skin. Their lifespans are slightly longer than Gaians, with 80 being the average and ages over 100 not unknown.

Physical Strength: Very High
Physical Speed: High
Intellect: Average
Offensive Magic Ability: None
Defensive Magic Ability: None
Healing Magic Ability: None
Other Magic Ability: None
Found: Curia, sometimes in other continents if working on tradeships or as escorts.
Weapon Speciality: Anything close range, famous for being able to wield greatswords, and sometimes far range weaponry, namely the longbow or crossbow.
PostPosted: Mon Jan 18, 2010 2:32 pm


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Fire Imps
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User ImageThe Fire Imps are a small, highly numerous race hailing from deep within the volcanoes of Brim, being naturally resistant to near enough sun temperature. They often share caves with Dragons, pinching the occasional shiny object that takes their fancy whilst the dragon slumbers. Often Imps steal from the charred corpses of knights that come to attempt to slay the dragon they live with, giving the imps countless swords, shields, helmets and other manner of things. Imps are insane creatures, and do not study disciplined training, yet are often feared in great numbers for their fearless and relentless attacking, not knowing the fears of death. Imps can speak perfect English, but often speak so fast that they are unintelligable. On a side note, they are capable of limited flight and hovering due to their small wings. Their lifespans are much shorter than those of Gaians, with an Imp living beyond 50 virtually unheard of. This is offset, however, by their childhoods being very short, even in proportion to their shorter overall lives; a typical Imp will be fully mature by age 6, if not earlier.

Imps are often used for study by Mages, and occasionally a mage will grant an imp great intelligence and loyalty, making them common lab partners or asissatants, some imps are even known to become Mages themselves.






Physical Strength: Very Low
Physical Speed: Maximum
Intellect: Very low/occasionally very high.
Offensive Magic Ability: Depends on training
Defensive Magic Ability: Depends on training
Healing Magic Ability: Depends on training
Other Magic Ability: Depends on training
Found: Brim, other continents sometimes.
Weapon Speciality: Anything small, sticks, short swords, daggers, shortbows etc.

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PostPosted: Mon Jan 18, 2010 2:50 pm


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Dwarves
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User ImageDwarves are a race infinitely famous for their mining and smithing talents, which makes them immensely famous. It is said every Dwarf can master mining and crafting in a matter of weeks. The Dwarves are almost all heavy drinkers, strangely unaffected by the medical aspect of drinking, yet all easily found drunk. If not found in the mines of Brim, they are found in battle. Battle is favoured among Dwarves, even among Mages. It gives them a mighty rush, or so they say.

Dwarves favour heavy weapons and armour of their own crafting in battle, often found swinging around battleaxes or flails and the like, so mainly bone-crushing stuff. However, Dwarves more often than not venture out to learn the ways of magic in Silmar, making very capable mages themselves. Agewise, they are a fairly long-lived race, typically surviving into their 150s or so.

Physical Strength: High
Physical Speed: High if momentum is gathered first. Average otherwise.
Intellect: Average, varies between dwarves.
Offensive Magic Ability: Depends on training
Defensive Magic Ability: Depends on training
Healing Magic Ability: Depends on training
Other Magic Ability: Depends on training
Mainly Found:Brim, other continents frequently.
Weapon Speciality: Heavy, crushing weaponry (Battleaxes, maces, flails etc.)
PostPosted: Mon Jan 18, 2010 2:55 pm


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Halflings
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User ImageHalflings are around the same height as dwarves, appeared at around the same time and live in a land which lacks the one thing the dwarves have an abundance of, metal, whilst possessing the only resource they have a hard time getting: food. Perhaps this goes some way towards understanding the intense rivalry, at times even loathing, between the two races, who have been at mass war with one another more often than not ever since their arrival on Endrax at the beginning of the Third Age.

According to ancient folklore, though hotly denied by some in each camp, dwarves and halflings were, before their awakening, the same beings; however, as they slept in the earth through the first two ages of the world, where they had been secreted during creation by Humus, God of the Earth, so that they may repopulate the world after the wars, foreseen by Undra, Goddess of Wisdom, amongst the elves which ripped apart the First and Second Ages of the world, the land changed, and the continents of Brim and Curia, though not yet separate from one another, became distinct in their terrain. And so, when the two races awoke, they did so in very different environments; it was from here that their differences began. This tale of a common origin is, of course, violently disowned by the more warlike in each race.

Even when they aren't openly at war, raids between halfling and dwarven kingdoms and settlements, particularly those on the borders of each continent, are common, particularly in times of famine on Brim or economic boom (hungry in metal) on Curia. Ambitious Gaian rulers on each continent have often made use of this enmity, playing on the hatred between the two races to further their own goals for power and wealth. But as with all prejudices, this loathing is not universal. There have been many great tales of halfling and dwarves being staunch companions and close friends. Sadly these are the exceptions; even today, when all-out wars between the two are rare, there is much bitterness between them.

Halflings are a similar height to dwarves, but slimmer in their physique. Earlier in their history they were great farmers, and some still are, but now they have mostly ceded this role to the taller and generally burlier Gaians; this has left the halflings divided into three main 'families': the field halflings, who continue to plough their lands and often live in small, agrarian duchies protected by but independent from their larger Gaian counterparts; city halflings, who live in Gaian towns and have adapted to the rather different way of life there; and woodland halflings who, at the expansion of the Gaians, chose to retreat into the forest and make their way in small, primitive communities there.

Field halflings are, in their physique, the most traditional, and closest to the dwarves; ironically, being closer to the older Halfling ways of doing things, they also detest dwarves the most. They have a great respect for White elves, for halflings more than any other race suffered from the days of the Black elves, and Gorak in particular. Thus they are ever-grateful to their saviours; it is a long-standing custom in field halfling households to offer any travelling White elf hospitality for a night and to give him or her the best room and meal in the home, better even than that of the head of the household. Due to their stronger physique, field halflings who leave home and go adventuring tend to be Warriors. By and large, though, they tend not to leave home at all.

City halflings are the most common sight out of halflings in adventuring parties. Small and wiry, they no longer resemble dwarves much in anything except height, especially seeing as they tend to be clean-shaven. City halflings are canny beings; many will sell anything for the right price, including their loyalty. They are often hired by Gaian rulers and merchants as mercenaries as sorts, though for less savoury tasks than mere protection or battle. It should come as no surprise that their class of choice tends to be Rogue, specialising in Thief or Assassin when the time comes. There are also a number of city halfling Magi, however; these tend to be drawn from the more savoury and virtuous characters in their ranks, often using White magic and other forms of supporting magic, perhaps in a nod to the ancient halfling respect of the White elves. City halflings, it should be noted, are the only halflings to (in some cases, not all) wear shoes; like many Gaian customs, other halflings consider it unnatural, especially given their tough, hairy feet, a sign of health and virility among most traditional communities.

Woodland halflings are much smaller in number than the other two groupings. They live in the woods and either make their homes in the trees or travel around in small, peaceful bands. They are perhaps the wisest of all halflings; they have a great tradition for folk tales and bardic epics great and small. Though they normally live separately from them, they are often good friends with the elusive but infinitely wise wood elves, from whom they have absorbed nearly as many traditions as city halflings have from Gaians (including, albeit to a more sensible degree, the drinking). Woodland halflings do, however, remember their history just as well, or even better than, the field halflings, and will offer any White elf equal hospitality. Young woodland halflings who go adventuring often make fine rangers, particularly trackers. However, a few woodland halflings have become skilled in the magic of their elven neighbours; unlike their city cousins in the art, they tend to be healers.

All halflings, despite these differences, have common aspects: they are short, less heavily built of stature than other races, but fast and generally intelligent. Though only city halflings and the occasional woodland halfling tend to be skilled in magic, all halflings do have a surprisingly good nose for magical trinkets, and can often tell them apart from more ordinary items. Thus a lot of the magic they use, particularly in the case of non-Magi, tends to be derived from talismans and amulets rather than their own casting. They are unable to use large weapons, but are proficient with knives and small sticks, as well as sometimes small bows and, more commonly, slings. They no longer live as long as their dwarven cousins, but they still tend to survive long than Gaians. For field halflings, 120 or so is the average; city halflings usually reach their 100s; and woodland halflings are somewhere between the two.

Physical strength: Average for field halflings; weak for city and woodland.
Physical speed: Fast, particularly city and woodland
Intelligence: High, particularly city and woodland
Offensive magic ability: Weak
Defensive magic ability: Depends on training
Healing magic ability: Depends on training for woodland; weak for others
Other magic ability: Depends on training
Found: Curia, also most Gaian towns and cities
Weapon speciality: Can't use large weapons such as great swords, battleaxes etc., or longbows. Prefer small, light weapons like knives and slings.

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PostPosted: Wed Jan 20, 2010 2:18 pm


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Elves
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The oldest and wisest race on Endrax. In their youth, the Elves were a proud race who spread to every corner of their world in their quest to understand it. Great kingdoms arose; empires were formed; and before long war broke out on a large scale. This mighty conflict reached scales never again seen since, even at the height of the most ambitious Gaian king’s power or the nadir of the most twisted Black Elf’s sorcery – for nothing is so terrible as the guardians of all the world’s knowledge fighting amongst themselves. Eventually, when the carnage reached unbearable levels, the four great rulers of the various elfin factions came together and, after a full year of conference, negotiation and fierce argument, at last signed an accord which declared that never again would the elves go to war with one another. Each tribe then returned to itself and quietly managed its own affairs; these would become four of the six future races of the elves: elves of Fire, of Wind, of Sea and of Forest, Glade and Wood. And so began the great peace of elven history, in which many of their greatest achievements in arts, sciences and mage craft transpired.

But it was not to last. As the Second Age dawned and new peoples entered Endrax, many at the guiding hand of the elves themselves, some elves began to yearn for something greater once again: they desired power... wealth... conflict. From the tribes of Fire, Wind and Sea, mighty warriors and cunning sorcerers united in their desire to rule by force, and they began to terrorise the land. But Endrax was not to be left without heroes. From the much scorned race of the trees, who would now be seen as among the finest of all elves, came those pure of heart and noble of deed; they rallied their brothers and their cousins against the oppressors; and like their enemies they cast off the yoke of their own tribe so as to be able to stand for all. In such a way were the White elves and the Black elves, whose divinely-moved conflict as bounded the pages of history to this day, born out of the other races. The genealogy of the elves was complete.

In the Ages to come, the elves faded. Their wisdom knew no bounds, but with it came the realisation that they were not a race meant to rule; too long-lived, too steeped in learning and power, too dangerous to enter the conflict needed to forge great nations and conquering empires. And so they retired from the daily affairs of the world, regarding interlopers onto their secluded sanctuaries with a wary eye but, for the most part, treating supplicants questing for wisdom with a welcoming gift of elven knowledge. Thus does the elven race, though it does not shape history directly, shape the heroes and wise-men who do. Their influence shall live on for many a year yet.

Elves, as mentioned, can be somewhat mistrustful of temperament. The Wind elves in particular adhere to this trait, choosing secluded places in the far reaches of the continent of Narga to make their isolated homes. However, they are also generally courteous to visitors who show the proper respect and will welcome any weary traveller who means them no harm – the magnanimous Wood elves are better known than the others for this, as are the virtuous White elves. They are, of course, ever fascinated by the world and its mysteries; Fire elves above all have not forgotten their urge for new knowledge and as such are perhaps the most common elves to be seen beyond their own settlements – unfortunately, the ambitious and enterprising Black elves have a similar thirst for new ways of doing things. But one must never forget either the art of the elves, who have crafted many a beautiful poem and song; the Wood elves in their natural sanctuaries have produced various epics, but it is the Sea elves, with the great Muse of the oceans, whose pensive character has proven the best suited for such pursuits.

Though they have generally retired from worldly conflicts, the elves do still have their warriors. Each race has its own unique style of armour, and all elven armour and weaponry, usable only by the elves themselves, is a class apart from that of other peoples. Of the six races, it is the White elves who are often said to be the finest fighters and possess the finest arms; particularly is this true with their graceful swords and lances, though it may be argued that Wood elves are superior archers, whilst Fire elven armour is most difficult to beat (it is advised that such racial differences are never brought up by anyone wishing to avoid a rather nasty argument). The scholarly elves are also well-versed in the lore of mage craft; the Black elves are, sadly, probably the most proficient, particularly in offensives spells, though the Wind and Sea elves also consider themselves talented wizards, above all in passive (amulet-crafting, etc.) and defensive spells respectively; Wood elves meanwhile are known for their healing ability. Each tribe, of course, practises a different element, which should be fairly intuitive to work out.

Elves are by far the longest-lived of the typical races of Endrax (discounting ones such as Demons) - they will quite easily live beyond 300. Elven children mature at a faster rate than Gaians proportional to this, but in absolute terms their childhoods are still longer - 25 is considered the age at which an elf becomes an adult, though biologically this can happen up to five years sooner.

Finally, it must be noted that the elves are far and away the wisest of beings in this life, but there is one facet of their nature which is less well-judged: a deep-seated love of fine wine in large quantities which spans each of the six races. An elf drunk is a most humorous sight, and far from a rare one if you can find them in the first place; unfortunately, it can also be a deadly sight for the first foolhardy outsider to mention it the next morning. Travellers, you have been warned.



Physical strength: Average (Weak for Sea elves; Light elves are slightly stronger than other elves.)
Physical speed: High (particularly Wood elves and Light elves)
Intellect: Outstanding
Offensive Magic Ability: High for Dark elves. Weak for all others.
Defensive Magic Ability: High for Sea elves. Average for all others.
Healing Magic Ability: High for Wood elves. Weak for Dark elves. Average for all others.
Other Magic Ability: High for Wind elves and Sea elves. Depends on training for all others.
Found: All four continents, but away from other races most of the time. White elves and Black elves travel more than other elves.
Weapon speciality: Elven weaponry.  
PostPosted: Wed Jan 20, 2010 4:02 pm


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Avians
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User Image
Proud rulers of the skies, the Avians inhabit the magically-supported continent of Narga, upon whose mountains they have built their twisting spires and gleaming cities. The nimble-fingered and quick-minded Avians have a long history of technological affinity dating back to the days when they were first created, at the dawn of the Second Age, by the elves to serve as their assistants in the pursuit of science and other knowledge. It was only in the Fifth Age that they were finally surpassed by the industrious Gaians - though it is a superiority they have hotly contested ever since. Temperament-wise, they are often a haughty and suspicious race, but make fierce and loyal friends once you have earned their trust.

The Avians' wiry forms and hollow bones make them one of the weaker races on Endrax, but also one of the fastest, particularly once they take flight. They are particularly skilled with lances and other pole arms as well as bows, often fighting in tightly coordinated groups which adopt deadly hit-and-run tactics with their opponents so that they never get close enough for their weak constitutions to be a disadvantage. Unlike Gaians, Avians do not distinguish between magic and technology, and as such are quite adept with both, often mixing the two for wondrous effects, a practice they have inherited from the elves before them but have taken to lengths far surpassing the Elder Race's wildest imaginings. By consequence there is many a skilled mage amongst the Avian race, though they tend to specialise in passive magic like the creation of magical objects and support spells. That said, their airborne nature has let them develop several potent wind and lightning casters in their ranks, so there are as always exceptions. Surprisingly, despite looking perhaps the most different from Gaians out of all the common races, their lifespans are the most similar - 60s, roughly, older if the individual in question is lucky. Their childhoods are also a similar period of length to the standard Gaian's.

Physical strength: Weak
Physical speed: Good on ground; outstanding in the air
Intellect: Very good
Offensive Magic Ability: Generally weak, but good with lightning
Defensive Magic Ability: Average
Healing Magic Ability: Weak
Other Magic Ability: Strong in certain areas
Found: Narga; rarely anywhere else
Weapon Speciality: Lances, pole arms in general, shortbows  

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PostPosted: Tue Feb 23, 2010 9:27 am


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Demons
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The Demons are a powerful race indeed. None know where they have emerged from, and there are many theories, but all documents say they existed before, or were made at the same time, as the elder elves. They were said to be a truly fearsome race, being even more powerful than Grand High Dragons in their prime. But over time, their power depleted. Nowadays Demons vary in appearance, where once they'd have been huge unstoppable forces of terror, nowadays they are more humanoid than their ancestors. Some demons look human but with some strange deficiency, such as a tail, wings or fangs etc., but some look more demonic, black skin, great horns atop their heads. Nowadays Demons are feared more for their appearance than their actual power. Demons are neither good nor evil, they simply work individually, joining the ranks of many guilds and organisations. They are proficient with many types of magic other than Light magic, and they excel in ark magic because of it. They are also ruthless fighters, it is said the only thing that has a chance of defeating an army of Demons is an army of veteran Gladiators led by all ten Champions.

When it comes to classes Demons are mostly found being Dark Mages, but it isn't uncommon for them to be Warriors and Rogues, and even Rangers sometimes. They possess massive strength, similar to that of Beasts, give or take depending on the Demon, so weapon choice isn't really a problem. Demons aren't, contrary to popular belief, all bloodthirsty maniacs. Some are in fact politicians and the like.

Physical strength: Very High
Physical speed: Average
Intellect: Average to High.
Offensive Magic Ability: Very High
Defensive Magic Ability: Low
Healing Magic Ability: None
Other Magic Ability: Natural affinity for necromancy and other types of dark magic.
Found: All over Endrax.
Weapon Speciality: All weapons.
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