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Posted: Fri Mar 07, 2008 2:30 am

When you first begin to grow a mature mind, you begin to wonder, why were you born? What was there to life other then, school, work and going home just to sleep or eat? Many questions would race through your mind thinking and always wondering what the meaning of life was. No one knows what the meaning of life is, there is no meaning, you just live it, and it gives the illusion of your life before you perish. What else is there to life other then living, doing what you must, then dying? How the hell did your world come to be? And how did your race first begin to breathe the air of life? What other strange mysteries can life unlock for you? And how do people come up with creatures and other things for their stories, without seeing them for themselves? There is always many answers to questions, many believe it is just your imagination suddenly seeing this new and magical creature, creatures like dragons and unicorns. Have they even existed before, so that people knew of them, and just put them into stories? Life is a strange thing, and there are still many mysteries we have not yet unlocked.
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Posted: Fri Mar 07, 2008 2:50 am
• Created March 7th 2008. • Under Construction. • Completed. • I don't take reservations. • You only get one character each. • If you have any questions you must PM me, don't post them. • Posts should be in third person all the time, no switching between first and third person. • This roleplay was moved from barton town to the guild so some things are useless, but I will not change it. • You may now have a max, of two characters each, if you want. • No more stealthy character classes such as, thieves or assasins will be accepted. There are too many already, and we want more of a variety of classes, such as mages. • Storyline, and Setting has been updated. It has been changed to suit where we are in the roleplay, seeing as we completely went against the original setting, and storyline. :3
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Posted: Fri Mar 07, 2008 3:22 am

• No Cybering. • No Spamming. • No Godmodding/Super Characters/Power Playing. • Romance is encouraged. • Keep this role-play PG-13. That is Gaia TOS and you have to stick to them. • Be Literate or at least Semi-Literate so people understand you. • Do not use these ::**-- for role-playing at all. • Do not post unless you have been accepted and told you could. • Do not use anything other then these {}[]||() for out of character chat. • Respect all your fellow role-players, It doesn't matter how much you hate them you still must respect them. • Make sure that you involve everyone in the role-play. Just leaving someone out and role-playing with a single person is unacceptable. • Use italics for thoughts only and "" for speech. • Make sure you PM me your profiles, and also make sure you read every single thing in this role-play on this first page properly. I will not accept profiles if I notice you didn't read the rules properly. • Make sure you have "Let the flower bloom" as the title of the PM with your profiles. Also make sure you include a " ninja " at the bottom in the center of your profiles. • Only use small anime pictures, descriptions, or urls as your appearance. Do not use large anime or real life pictures, avatars, signatures or profile pictures as your appearance. • If you join do not just disappear after one post. If you do this your profile will be deleted and your spot for the role-play will be taken by someone who will be active. • If you have any questions about the role-play or reason about why you are unable to post for a certain period of time, PM me. If you do not do this your profile will be deleted and your spot taken by someone else. • There will be a limit as to how many people I will accept into this role-play. • If you break any rules at all, you will be put on the blacklist and removed from the role-play completely. If you go by all the rules and do something good for the role-play you will be put on the whitelist. • I know people hate rules but without them things wouldn't run smoothly. I will add more rules if I really have to, which I hope I don't need to do.
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Posted: Fri Mar 07, 2008 3:36 am
• If you break rules you get put here.
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Posted: Fri Mar 07, 2008 3:59 am
• If you are special you get put here.
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Posted: Fri Mar 07, 2008 4:32 am

In the world of Hiannon, a great evil lurks in the darkest pits of hell. It is a strange evil, and has many followers. Many of this evils followers fear their master. If they fail, they will be killed without mercy. If they succeed in what they were asked to do however, they are rewarded a higher rank, and power from their master himself. The world of Hiannon is going through a dark time. There are evil creatures living anywhere you turn, there is no way to be completely safe. Even the great kingdoms of the different races are threatened by this evil.
The human king, has began to recruit people to try and defeat this enemy. So far none have succeeded, and the king has kept his weight in gold. No one that ever went on the quest returned, and they never will, for the darkness has already devoured them, making them servants in body and soul, or killing them without mercy to forever taunt their spirits, even after death. These tormented souls become the creatures that serve the great evil master. Some will become the servants of this evil, or never rest until the evil is defeated. But can this evil ever be defeated? Who can defeat this evil at all? Thus our story begins.
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Posted: Fri Mar 07, 2008 5:01 am
This is set in the medieval world of Hiannon. There are evil creatures lurking everywhere and the people forever live in fear of being consumed by the darkness, and changed into servants of the great evil that plagues the lands. This world is in a very chaotic time, the only way to travel is by land or sea, both of which are full of dangers. Supplies for trading between the kingdoms are running low, and becoming more expansive because of how dangerous both land and sea are. There is no peace, and all is in chaos.
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Posted: Fri Mar 07, 2008 5:19 am

• You must stick to this code completely; this means no changing it around at all, no adding colours and no changing the size.
[b]Username:[/b] [Your name] [b]Name:[/b] [First and last name required] [b]Nick Name:[/b] [A short name your character is called, or simply just a strange nickname such as, Nosebleed Peter] [b]Title:[/b] [A title, what your bloodline is, you could be of Royal blood, or of Noble blood. You may also simply be a farmer’s child, or a merchant’s child. You could even be a pirate of a Wind ship or a Water ship. You must have a title however] [b]Age:[/b] [No unknown, but you can appear to be a certain age] [b]Race:[/b] [Your choice, but you can't be any more then half of two different races] [b]Gender:[/b] [Male or Female, don't just have M or F] [b]Pets:[/b] [If any] [b]Class:[/b] [Warrior, Magician, Rogue, Archer, etc.] [b]Personality:[/b] [Be descriptive, have at least four sentences] [b]Likes:[/b] [The things your character likes] [b]Dislikes:[/b] [The things your character hates] [b]History:[/b] [Please make sure that this has a nice description so people understand what your character went through and what your character wants to achieve] [b]Special Skills:[/b] [You can have a skill to speed yourself up or power yourself up, and also a special attacking combo. You can also have special protection spells. But don't be god like about it at all because that is Godmodding] [b]Powers:[/b] [All classes can have a max of 4 powers each, no more then that] [b]Elements:[/b] [All classes can have a max of 2 elements each, no more then that] [b]Weapons:[/b] [The weapons your characters use such as, sword and shield, spear, bow, daggers or a staff] [b]Strengths:[/b] [Everyone has their strengths and you have to have at least two] [b]Weaknesses:[/b] [Everyone also has their weaknesses and you have to have at least two] [b]Armor:[/b] [You need to explain the armor that your character wears. Some armor is chain mail, plate mail and leather] [b]Other:[/b] [If there is anything else you would like to add, like that your character has a special pendant or something that they were given] [b]Appearance:[/b] [img][Only use small anime pictures, descriptions or urls as your appearance. Nothing else is accepted. If you use a description you must have it in detail completely so we can get a picture of your character in our heads][/img]
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Posted: Fri Mar 07, 2008 5:59 am

Females Profiles
1. Username: Aisu Enzeru. Name: Liniathe Lavich. Nick Name: Lin. Title: Lady Liniathe Lavich of Windshire Manor. Age: 180. (That is 18 in human years) Race: Elf. Gender: Female. Pets: She has a white stallion called Mist and a white tiger called Moondust. They are both her age in human years, and are her friends and companions. Class: Warrior. Personality: Lin is a very silent young lady, she is polite when she needs to be and addresses everyone, even those that don't deserve it, with respect, and kindness. She would do anything to help her people, even going on a dangerous quest so that she can bring back allies of a sort to aid in war. She enjoys getting creative by making gardens, toys, and clothes with her own designs. She can tend to become stubborn and stuck up at times because of her up bringing; however, she is usually kind and caring to those around her. She has a wild side to her, and always enjoys a good adventure no matter what danger might await her. Her temper is something that is not to be set off, unless of cause you want to lose her as a friend, and get your head practically bitten off in the meantime. Likes: Lin loves anything sweet. She loves animals, creating her own designs, and people who care for those around them, even if they aren't related. Dislikes: Lin hates anyone that bugs her and won't just leave her alone, she hates it when people treat others badly. She hates seafood; she just can't bring herself to eat creatures from the sea. The smell of it makes her feel sick, and she stays far from it when it is getting cooked. History: Lin began showing signs of being good with animals ever since she was but four years old. She once had a small puppy, one day however it died from an illness that couldn't be cured. Lin was devastated for the years until she turned eight. She found and helped a white tiger which was small like her, and wounded. It had lost its parents and had been attacked by humans. In secret Lin brought it up to health with the lore of herbs she was taught. Even at eight she was well educated and knew a lot about what went on in her lands and the world around her. She was always good at art, her writing, and reading skills were perfected as she reached ten. She knew how to fight and defend her self from and young age and even hunted alone, save that she had the white tiger, which always stayed with her.
After hunting, she usually came back with plenty of food; it consisted mostly of small animals that she was able to carry easily on her own. She became the sole air to the Windshire manor, this was because her mother wasn't able to give birth after her and she was an only child. Her parents would stay as head of the manor until they choose to hand it over to Lin, died, or became too old to handle the job of looking after it. All her life she was looked after, and once she turned 180 (18 human years), she decided she wanted to do things on her own. She got a white stallion and started to go out on her own little adventures, even if she was forbidden to. Special Skills: Lin has both the wit and the skill. The skill was taught to her after her parents found out she had it, none know she has the wit though. Powers: Light Beam [An effective light attack which has an area effect and comes from the sky when she calls it down], Ice Shield [A defensive power which enables her to put up an ice shield and block a few attacks before the shield is broken. It comes in very handy for area effect spells, and constant attacking spells], Flames of Light [Flames made from light which she can summon. It burns creatures like real flame and does the most damage to dark creatures. It is only a single target attack but can be charged up to make larger flames], Ice Shards [Ice shards are summoned by using the water in the air and shoots at her enemy. It is a ranged attack and comes in handy against large groups of enemies. She can manipulate the movement of the shards to change direction if she wants to trick her enemy] Elements: She has the elements of Ice and Light, they were always her most favorite elements but she had to be taught how to use them by her trainer. Weapons: Lin has three daggers, two short ones she keeps connected to each boot, and a long one which is connected to her belt. She has both a long, and short sword, which are also connected to her belt. The last weapon she has is, her trusty bow, and a quiver of arrows which are connected to her back. Strengths: She is strong in her elements and her personality helps her to make mostly good decisions. Her intelligence and good education are also strengths. Weaknesses: Since she can tend to become stubborn and stuck up at times, she ends up making rash decisions which could easily kill her. She is also weak if her animals get wounded. This is because of the bond she had with them both, thanks to the wit. Armor: Lin doesn't find plate armor or chain armor comfortable, and she claims they get hot too easily. Because of this, she chooses to wear white leather armor. This armor was specially made and fits over her most vulnerable body parts. it reflects the sun so she doesn't get too hot, because of its lightness, and the way that it is made, it allows her to use her agility, and move as fast as she was taught to. It adds to her maneuverable, because of how it was made, it makes it easier for her to move, as she would without wearing armor.she wears lighter armor because, if she wore anything heavier, her attacks, and even magic use wouldn't be fast enough. The armor has stitched in designs and the symbol for Lin's manor in it, which she herself done. This made her feel like she was a guard to her family and the people of the manor. It also shows how loyal she is towards her manor, and how proud she feels to be from it. Other: She has a pendant which was passed down through the generations of her family. It is of a bird, one called the bird of freedom. Made from gold with amethyst eyes and some strange language engraved on it, it clearly shows that, it is elfish made. Long ago it was created by her ancestors. No one in her family knows much of it, but they told her everything they were told by their parents before them. It is very special to Lin, her family, and her people. Appearance:

2. Username: Demidom. Name: Ryo Atami. Nick Name: Sorrow. Title: Traveling Musician. Age: Appears to be in the mid to low twenties. Race: Fallen Angel. Gender: Female. Pets: none. Class: Priest / Bard. Personality: Sorrow is a very quiet person and only talks when she needs to. Sorrow is a loner and doesn’t feel comfortable around other people for the majority of the time. She has little friends and only feels comfortable around people when she knows them personally and can trust them or if she’s performing a song on her lute. She often drifts off into space as her mind wanders, in other words she day dreams a lot. Likes: Ryo is a big fan of music and things music related. She likes helping people when she can but she usually doesn’t go out of her way to. Sorrow enjoys books and letters written to her by her pen pals. Ryo likes to design her own clothes although she never wears any but her gray zip up jump suit. She also enjoys cooking although she isn’t used to making meals for more than one. Dislikes: Ryo dislikes candy, rude people, crowds of people, and people who oppose and repress others. She also doesn’t like pets or shady people. History: Ryo ‘Sorrow’ Atami was once a respected angel who was a talented lute player for all those in the kingdom above. She was soon taken away from the kingdom in the sky to live amongst those who walk the ground. She was cast away for being too beautiful and her music too rich because of jealously of a former friend. She was stripped of her wings and taken down a peg because of hated. Whenever a person would talk to her, she would not tell them her name, she simply told them her name was Sorrow. She lives in grief over her betrayal and wishes some day to return to her distant land. She grew bored of living with the other Fallen Angels and began to travel vast and far, as far as she could possibly go. Often times she would be lost but she was never alone, as long as she had her lute and a song to play she would be happy.
Many years passed and her looks remained the same. Often times men would approach her after coming out from a bar and hit on her. But she would not speak to them, rather walk way to a distant seat and play her lute. Aside from healing the weak, music is her life, and she rarely does anything important other than play. She hopes one day she will find someone as musically talented as her, but until then she keeps on playing her happy cheerful songs, even though she is pretty much dead inside. Special Skills: Sorrow has many healing spells that can help those injured in battle as well as spells to do holy damage to those who oppose her. She also has powerful music that once played causes status effects on her teammates. Such as increasing speed or casting regen. (The slow gradual regeneration of health.) Also she has some affinity to wind spells. Powers: Healing, Holy Damage, Wind spells, and Random Status effects. Elements: Light and wind. Weapons: Her fists and her lute. She has no real offensive weapon like a sword or dagger. Strengths: Ryo is very quick so her opponents rarely get a hit on her. She is also very tactical and precise. Weaknesses: She is very clumsy, often tripping over rocks or walking into trees. She also has no real close combat abilities and never carries a weapon with her. Armor: Sorrow wears a thin dark gray zip up jump suit that offers little protection at all. Other: Ryo is very beautiful yet she often blushes and mumbles when she is near someone she is attracted to. Appearance:

3. Username: Nightwind-Dragon. Name: Ashe Windsong. Nick Name: Windsong. Title: The Violet Eyed Thief. Age: 180. Race: Dragon. Gender: Female. Pets: None. Class: Thief. Personality: Ashe is normally a silent person, she'd rather watch and listen than talk. This comes from being very curiouse about everything. She will sit for hours watching a blacksmith or leathersmith if they will allow her. She also loves to read and it is strange to see her without a book or scroll on her person. On the otherside of the coin, she is independent and freespirited to the point of stubberness. And she can be sarcastic. Likes: Reading, flying, learning new tricks. Dislikes: Anyone who talks to her while she's reading and those who try to tell her what to do. History: Ashe was born to Adrock and Arlene Windsong as one of seven children. Her parents where powerful dragons who tried to teach their children how a proper dragon should act. Ashe on the other hand never listed, she was always sneeking out to play or read. One day her father found out that she was playing with some of the local human children and tossed her out of the house. She didn't really care, she now had the freedom to go where she wanted, when she wanted, and do what she waneted. Special Skills: Her speed, the ability to move as silent as the wind, and a keen sence of smell. Powers: Shapeshifting, elemental breath. Elements: Wind/Air. Weapons: Two short swords and unarmed. Strengths: Nimble and Inteligent. Weaknesses: Her stubberness and major curiosity has caused some problems. Armor: In her dragon form: scales; other forms: light leather armor. Other: Always seen with a book on her, in her hand or her pack. Appearance: Dragon form:
 Human form:

4. Username: divine-beauti. Name: Luniya Twilight. Nick Name: Luni. Title: Rogue of the Moon. Age: 24. Race: Werewolf. Gender: Female. Pets: None. Class: Rogue. Personality: Luniya is a very friendly and outgoing person. However, she is distant towards people because she doesn’t want to harm a friend. She is loving and tender and always willing to help a friend. Luniya is also determined and persistent. Always finishing what she starts. Likes: Compliments and attention. She also like anything blue. Dislikes: Rude and obnoxious people. History: Luniya Twilight never had much opportunity growing up, even though her mother and father were distinguished. Their secret of being werewolves ruined their lives. Her mother and father abandoned her after killing 3 of her 5 siblings. She was the oldest of the 3 left after that incident. She always provided for her younger brothers and sisters and made sure they had everything they needed. Yet, she longed for more, she was not satisfied with just making her siblings happy. She wanted to be happy too, so she left her siblings on their own in their family home. Luniya still checks on them every once in a while to see how they are doing. Special Skills: Can create barriers around herself with her water. Can see 3-4 seconds into the future but is also takes up plenty of energy. Powers: Incredibly heightened senses, agility, and stealthy/sneaky. Elements: Water, wind. Weapons: She carries a pair of daggers in her boots with a short around her belt Along with a bow and quiver of arrows and a longsword which she doesn’t use often. Strengths: She is extremely stealthy and smart having a solution to almost every problem. Weaknesses: Her kind heartedness sometimes gets in the way of what’s best for her. Armor: She wears mostly leather armor made from skins of animals. Other: She carries the furs of her dead siblings with her. Appearance: Human form:
 Werewolf Form: Luniya
5. Username: Klepto_Kit. Name: Tyrdrop Cerulean. Nick Name: Tyr. Title: Tyr the Fox. Age: 18. Race: Half-elf. Gender: Female. Pets: Grey fox named Ferghall. Class: Thief. Personality: Tyr's a bit shy and introverted, preferring to keep to herself and out of the way of others. She's a very kind and caring person, and no matter how cruel anyone is to her she'll still help them out if they're in trouble and she can do something about it. She spent most of her life away from other people, so the only kind of physical contact she can really stand is fur to skin contact. Likes: Books and quiet days where no one bothers her and she can just do whatever she wants, Ferghall, petting any furry animal. She likes stealing and the feeling that comes from knowing she "got something back" from people who've done her wrong. Dislikes: Being put on the spot or made the center of attention, she dislikes being touched at all, and she even screams if you touch her with no warning. She doesn't like fighting but she will if she has to. ninja History: Tyr was pretty much abandoned by her family, they thought they had better things to do than to raise a child, and she grew up all alone with only books for comfort and any animal she had for a pet at the time. She started stealing at a young age, at first for food, and then to get back at people who were cruel to her. She was always picked on and made fun of by children her age, not only because she was "different" but because she disliked contact with others enough that she would often make herself the center of attention simply by trying to avoid it. By the time she reached an age where others did try to be around her, she had already retreated so far into herself that she would have nothing to do with anyone else. Tyr spends her days running messages for people so she can explore the woods and surrounding areas, and her nights stealing. Special Skills: The wit, an ability to sense coming danger, and an ability to speed up her running ability. Powers: Heightened senses, agility, extremely high tolerance to pain, empathy. Elements: Fire and earth. Weapons: A Dagger. Strengths: She's intelligent and she's an objective thinker, which means she can step away from a situation and think about from an outside point of view. Weaknesses: She's a weak fighter and pretty much terrified of the thought of being completely alone. Armor: Dark brown leather armor, thin and light weight, that only covers shoulders, chest, and legs, so that she can still maneuver easily in houses. Underneath she wears dark blue clothing, sometimes shorts or pants, depending on the weather. Other: Never goes anywhere without Ferghall either by her side or sleeping around her shoulders. Appearance:
 Her hair is really long and curly when it's not pinned up, ending just below the lower curve of her butt.
6. Username: Sierra_Lily. Name: Serisaria Liyemis Yahraeye Ilynne. Nick Name: Saria. Title: The Silver Huntress. Age: As old as time, appears 20. Race: Sanctuc Vesica. Gender: Looks female, sounds female, but is actually genderless. Pets: A butterfly named Liuwei. Class: Archer. Personality: Saria is quite serious in accordance with her race. She will not tolerate jokes nor laziness. That being said, Saria will still lighten up... provided she has a good glass of alcohol. Most would think from her appearance without her headdress that Saria was a kind and benevolent person, but in reality, she isn't. Saria is a ruthless warrior and would fight to her deathbed. Being one of the last members of her race, Saria has moments of sorrow when she remembers an old close friend of hers who passed on. Likes: 'hunting', alcohol, solitude, winning, Slewinyl (although Slewinyl is dead). Dislikes: others getting in her way, being in crowds, losing a fight, animals other than Liuweu, humans, the world in general.
History: Saria has been around since the beginning of time, so she has seen a lot. Created as a second generation Sanctus Vesica by the gods, she was immediately tossed into training. When she was discovered to be a prodigy with the bow, Saria was gifted a silver bow and a quiver of silver arrows by the gods. Once she was allowed to visit the world, Saria did with great expectations.
As time went by, Saria began to see what the world was like, and hated it. Her best friend, Slewinyl fell in love with an human, but when the man discovered that Slewinyl was really genderless, he was scared and promptly abandoned Saria’s friend. Slewinyl later passed on from grief. Saria remembers this to this day, and has vowed to hate humans. She spends her time ‘hunting’, or killing anything that gets in her path. This could include anything from a wild animal to a human to a dragon. She doesn’t care who it is; she just doesn’t care for anything anymore.
The thing was, Saria was in love with Slewinyl. With all members of the Sanctus Vesica race being genderless, it was perfectly reasonable for two of them who appeared to be the same gender to be lovers. The first living being she ever killed with her silver bow was the man who broke Slewinyl’s heart. However, at that point, the gods grew angry with her and as payment for killing a humanoid being, they took her eyesight. It was around this time that she met Liuwei and the butterfly became her eyes.
She currently travels the world, engaging in battle with whomever she meets. Once she starts a fight, she never ends it until one of the competitors is dead. She will pursue those she started a fight with for years on end if they run, and will eventually finish the battle. It was this habit that granted her her title.
Special Skills: Can communicate telepathically with Liuwei. Powers: Shining Ankh (blesses her bow with spiritual powers, can shoot farther). Elements: Divine light. Weapons: A silver bow, gifted by the gods and accompanied with silver arrows. Strengths: high speed and agility, master of the bow. Weaknesses: speed is her only defence, magic skills lacking, is blind, horrible at close range fighting, magic affects her harshly. Armor: Saria wears a brown leather tunic decorated with coloured beads in random places. Occasionally, Saria will wear a pastel green silk tunic if she wants to be more sophisticated (which isn't that often). She also wears a steel warheaddress when in battle and archer gloves to protect her arms from the bowstring. Other: Saria is a traveller, and Liuwei is her eyes. Appearance: Saria. • In casual clothes. • Eyes turn pure white in battle. • Bow is actually silver.
7. 8. 9. 10.
Males Profiles
1. Username: DemonDays2. Name: Flint Locke. Nick Name: Weasel. Title: Rogue (Pirate, thief, etc). Age: 54 (Basically a teenager. [Figured this using DnD rules. Got a gnome there.]). Race: Gnome. Gender: Male. Pets: None. Class: Illusion Mage. Personality: This is the hard part. Flint is cheerful, always cracking jokes, making sarcastic or obvious remarks, etc. Also believes in chivalry, showing that despite being a thief, he has a moral compass...of sorts. His moral compass is like a normal compass, but one that has been tossed off a building three times and held close to metal for a week afterwards. Likes: Free running, star-gazing, reading, playing music, and a good drink or two. Dislikes: Bullies, criminals (Wait a minute...), guys who hit women, guys who annoy him, snow, and cold. History: Flint grew up with a small group of gnomes out in a forest, and if anyone ever asks, he says his life was boring and basic. This is, in essence, true. Grew up in a good family, had a normal life...until he tried his hand a bit of theft. He stole a small bit of money from a passing traveler, and decided to head out and make a less-than-legal life for himself. He moved out from his small town, and went to the coast, along the way stopping at a small cabin in the woods, to steal some wire, wood, bit of metal, and animal skin to make up a banjo for himself. Flint finds it doesnt sound half bad. Anyways, when he made it to the coast, he settled into a small inn, able to secure a permanent residence inside it. He spends most of his day on the docks outside, playing away on the banjo for a bit of coin, and stealing when he needs to. Of course, he isnt all that bad. He steals if he needs to and mainly steals from other thieves, like a twisted, musical Robin Hood. He aspires to next to nothing, hes perfectly content with sitting on a table outside the inn, playing away. Special Skills: Has this knack to just disappear into thin air. In reality, he is just good at hiding in plain sight. Also good with sleight of hand. Powers: Can summon up an invisible force to help him out. It has the strength of your average human, and can do stuff like pick up objects, open doors, etc. This is basically it. Elements: Air. Weapons: A long bladed balisong, about the size of an average short sword (For a gnome). Strengths: Lockpicking, sleight of hand, banjo playing, and charisma Weaknesses: Fighting and cooking. Seriously. Armor: Occasionally a chain mail shirt under his normal shirt. Other: Just his hand-built banjo. Appearance: Not very tall at 3' 2", Flint has blue eyes and brown, straight hair that comes down in front of his face slightly. He has a dark-ish tan skin tone, and a slightly angular face with no real distinguishing features, save for his height and slightly pointed ears. He wears basic clothes, normally a baggy white, long sleeved shirt, brown leather pants (also slightly baggy) and boots, with a black vest over his shirt once in a while. Also has a brown leather belt where he keeps his balisong in a leather sheath.
2. Username: Sierra_Lily. Name: Rok'ryrukar Mantoph. Nick Name: Rok. Title: Lord Rok'ryukar Mantoph of Rarthor Hall. Age: 538 (23 in human years). Race: Minotaur. Gender: Male. Pets: No actual pets, but he has a sparrow familiar that he named Mantie. Class: Mage. Personality: Rok is very kind natured, but is set in his ways. He is quiet, yet would do anything to help his people gain more respect in the land. One of Rok's biggest personality flaws is that he doesn't readily adapt to change, which makes it hard on him when new customs are adapted by the Minotaurs. He works hard to overcome this, however. Finally, Rok is very organized, and reliable. Likes: Rok has a certain fondness for nature, art and youth. He also loves meat and taking walks. Dislikes: Rok hates to be in the center of attention. He dislikes bitter food, and will turn away from the colour blue. There isn't any rational reason for his last dislike. he just doesn't like the colour. History: Rok was born to the honourable Lord Rak'ryentre Mantoph and Lady Lis'lithee Mantoph of Rarthor Hall, leaders of a sector of Mahn-Tor, and thus was brought up to follow in their footsteps. At a young age, Rok developed a love of nature and spent most of his time away from Rarthor Hall, wandering through the woods at the edge of Mahn-Tor. There, he met a young sparrow who, although he didn't understand the little bird, he felt a connection to. To this day, he continued to keep visiting Mantie, and as a result, is not as hardened as his parents expected him to be. Rok's father was a powerful warrior, and Rok did follow his father in that he both inherited the title of Lord of Rarthor Hall, and became known as a fierce warrior when challenged. However, this was mainly an act to impress his father. He hates battle, and if he could, he would avoid all trace of it. Special Skills: Rok can combine his arcane magicks with his battleaxe to deal heavy damage to anyone who opposes him, he calls it Emperor Storm. Powers: Warmth Deflection (Rok can deflect any spells of the fire element, as long as he casts it soon enough. The timing is hard to get right), Knives of Magma (daggers of fire shoot from his fingers with questionable accuracy), Icy Chain (long streams of ice shoot from his fingers with horrible accuracy). Elements: Arcane style Fire and Arcane Style Frost (note: darker variety of those two elements). Weapons: A huge, single-sided ornate.battleaxe, decorated with his family crest on the side opposite the blade, and a plain battleaxe that he uses for small skirmishes.
Strengths: Rok has immense physical skills and high agility. Weaknesses: All of his spells have low accuracy and he can be stubborn at times. Armor: Rok wears black leather armour normally, but when he is called to battle, he changes into a chain mail shirt and plate armour over top. His plate armour used to belong to his warrior of a father, and he treats it with utmost respect. Other: Rok has an affinity for art, and can be found sitting in a corner, drawing out a scene from nature. Appearance:

3. Username: Solomon Marquis. Name: Usrah Iroziel. Nick Name: Usrah. Title: Usrah Iroziel the Torn Prince of House Iroziel. Age: 9,726. Race: Elder. Gender: Male. Pets: None. Class: Paladin. Personality: Usrah is simply tormented. He is very distant and frequently sulks. He is also calculating, passionate, charming, and vengeful. On the battlefield, he completely opposite, becoming a being of pure hatred and fury. Likes: Usrah enjoys the thrill of battle, the touch of a woman’s hand, geranium flowers, and slaying enemies. Dislikes: Usrah hates evil beings, betrayal, death of friends, and terrible food. History: Usrah was born into the renowned House Iroziel. At birth, he was given special treatment and a specific diet to make him incredibly healthy. At the age of three, he started his rigorous training in the art of swordplay, archery, warfare, and spellcasting. He excelled in all three fields, quickly becoming famous within his House. At the age of five, he was officially enlisted into the House Army. His prior training allowed him to surpass many of the other students and he quickly climbed the ranks.
After his training, Usrah was immediately put onto the battlefield. He fought in countless wars, becoming more hardened with each passing battle. The most infamous battle he participated in became known as The Day the Earth Screamed. His bride-to-be, Eva, was a fantastic warrior herself, fighting in just as many battles and wars as Usrah. The two challenged the general of the opposing army and began a battle of incredible skill. Usrah was knocked back into a group of enemy soldiers, who took a hold of him. Tried as he did, he could not break free. Eva fought valiantly, but was brutally slain by the general. In his anger, Usrah exploded with rage, breaking free from the grasp of the soldiers. He rushed towards the general with unnatural speed and performed an unseen sword technique, which is now simply known as "Eva". The speed, skill, and passion that was used to execute such a technique frightened the surrounding soldiers, making them easy targets for the military to overpower and destroy.
Since that day, Usrah has blamed himself for Eva's death, despising himself for not being strong enough to save Eva when she needed him the most. He constantly trains, keeping himself at the peak of physical limits, and continuing even after that. He has made a vow not to rest until he is powerful enough to rid the world of evil and sorrow. Special Skills: Usrah is familiar with many styles of swordplay, being able to execute and combine hundreds of techniques. He has a number of original techniques which are rarely used, unless the situation is dire. His archery is fantasic due to his trained accuracy and extensive knowledge of physics. His affinity for spellcasting allows him to use both damaging and healing spells with ease. However, his arsenal is very limited. Like all elders, he has the ability to fly. Powers: Vigor, Celerity, Heightened Senses, and Blood-Manipulation. Elements: Light and Darkness. Weapons: Usrah has a magical sword. Despite its five foot long blade, it weighs practically nothing, allowing effortless use. The sword is especially dangerous to creatures of evil origins. Usrah also has a magic shield that has the ability to float and defend him from incoming attacks without actually using it. Usrah has a bow that is custom made for his strength, making it incredibly difficult for a normal person to use it. His arrows are also custom crafted to have a great flying distance. Usrah carries a concealed dagger at all times. Strengths: Usrah has incredible strength, agility, and durability. Weaknesses: Usrah suffers from depression and pent-up anger. Armor: Usrah wears finely crafted, light-weight black armor. The armor is made from a secret metal known only by House Iroziel and forged only by them. It is crafted in a specific way that provides optimum defense and flexibility. During special events, the armor is complemented with a massive mantle, covered with intimidating spikes and complete with a black cape bearing the House Iroziel insignia, a red hand with a small flame above each fingertip. Other: Usrah received some of the finest schooling in the land, granting him an excellent education and mastery of many languages. Appearance:

4. Username: Demidom. Name: Contri Moyasu. Nick Name: Shift. Title: Lord Contri Moyasu of Trisfall Manor. Age: 260 (26 in human years.) Race: Elf. Gender: Male. Pets: None. Class: Time Mage. Personality: Cold hearted and harsh. He doesn’t trust anyone who is not of his race, nor does he put trust into people who he feels are weak. He thinks he’s better than everyone else and constantly tries to prove he is better in every way. Likes: People who are strong, other elves, defeating enemies, the smell of blood and tears. Money, people fearing him. Dislikes: Waiting for people or having other people wait on him. People who are weaker than him. All races except for other elves. History: Contri “Shift” Moyasu comes from a long line of Elves that specialize in dark forbidden magic, such as time magic and summoning magic. Their city is hidden deep underground a mystical forest where few would think to look for an Elvin capital. Contri is a noble of his country however it is so vast that few even notice him missing from their presence. Most of his people hate outsiders and seldom even think of humans or other races worthy of their presence. Most of them grew to hate outsiders so much that they banned entering or leaving from their capital. Shift was trained hard night and day to use time magic, a pinnacle of their teachings. He was able to slow down, speed up, or completely stop time for short periods of time. He was also trained in demi magic, the power to open up portals of darkness, literally ripping open pathways in time, to attack foes.
Contri became the lord of his manor when his parents had passed down the title to him after they felt they were too old to do much for their people, however he didn’t like being confined to one spot. He knew it was forbidden to exit or grant someone entrance to his city, however he grew sick of sitting underground governing a bunch of elves, when he could be outside doing something. He left a few years after gaining the reigns to his throne, escaping in such a way that others looking for him would think he was still there. His people think he still resides there because of the fact that he hired a body double to take his place while he was out. Currently Shift current whereabouts are unknown, however it is said he works for a dark lord. One who seeks his power as a tool for destruction. Special Skills: Time Control (the ability to manipulate the space-time to speed up, slow down, or completely halt the passage of time; control celestial bodies; or influence the pull of gravity.), Fast Casting Speeds, Magic Resistance. Powers: Time Magic, Demi spells, High magic resistance, fast casting speeds. Elements: Time, Space. Weapons: A short silver wand, etched in Elvin writing. Strengths: Very strong against magic, he is very quick and agile. He can also cast spells very quickly. Weaknesses: Weak against physical attacks, his anger and ignorance often get the best of him. Armor: Cloth robes with a large white sash. Other: Contri wears special rings that give him resistance to magic, he is also healed by all forms of fire magic. Appearance:

5. Username: Aisu Enzeru. Name: Shiango Vethinger. Nick Name: Shiango. Title: Death Lord Shiango Vethinger of the Shadow Realm. Age: Appears to be 26, but is really 2000 years old. Race: Demon. Gender: Male. Pets: He thinks of his followers as no more then disposable pets. Class: Dark Knight. Personality: Shiango is cold hearted, he hates everyone and everything. He thinks of only himself, and what he wants. He has never had friends, and never wants any either. His followers to him are nothing but servants, or pets which he can dispose of any way he pleases. His temper is horrible, when he gets angry, his world trembles with his rage. He stops at nothing to get what he wants, and never gives up. If he has to, he will stand and fight with anyone he wants. He gets easily annoyed, and is never satisfied with his servants, or followers. Likes: He loves power, death, blood, watching others suffer, and treating anyone in anyway he wants to. He loves darkness. Dislikes: He hates it when his followers fail him, he hates anything living that won't bow to him. He hates light. History: Shiango has always been evil, his parents were evil, and so were the rest of his ancestors. Many of his ancestors before him have tried to take over Hiannon, but have only managed to make plans, before failing miserably. Before they tried to do this however, they would always create offspring, since you never know if you will fail or not. At a young age, Shiango watched the downfall of his father, and has sworn to one day take revenge on those who did it. This means, he wants to kill anything living that refuses to join his side. Unlike his ancestors however, Shiango is a lot more powerful, because of his lust for revenge, and his constant practice in his skills. He won't accept failure or death, he only wishes to win, and finally succeed in what his ancestors before him could not. Special Skills: Like his ancestors, Shiango has a special skill in summoning up power from the deepest pits of Hiannon. Some of this power is extremely ancient, and full of evil. The evil power is not just that of Shiango's ancestors, there are also powers from greater evil, evil that if combined could destroy Hiannon, and everything on it. This power is very hard to harvest, even with the special skill Shiango has of his ancestors. Powers: The Dead Mists [The power to summon mist from the lands of the dead. This mist slowly covers an entire area, bringing all things dead to life, and along with it, a plague that could kill whole villages], The Dark Vortex [The power to summon forth a vortex that links to the lands of shadows. This allows all sorts of evil creatures to come into the world of the people, and cause all sorts of conflicts, and battles], The Shadow Flames [The power to summon up black flames which strengthen allies, and kills enemies with extreme heat. It may also wound them permanently, as well as cursing them in the process], The Summoning [The power to summon creatures of evil, and darkness to do his bidding without him having to do anything. This allows him to retreat without any trouble by keeping the enemy occupied]. Elements: Darkness. Weapons: The Shadow Blade [A powerful two handed sword, passed down through his ancestors. The Shadow Flames can be put into the sword so that it is covered in the flame, and does more damage to an enemy], The Staff Of Death [A staff which makes his summoning of The Dead Mists faster, and more powerful without tiring him out too easilly. It is the only staff of its kind, and is an ancient relic of evil], The Bow Of Impurity [Once shot, the arrows become covered in a dark shadowy power, it can be used to make holy places cripple under the hands of evil. It also allows him to call forth The Dark Vortex, without getting interrupted], The Dagger Of Doom [Usually used to sacrifice innocents in order to give himself more power, and to take control of that persons soul, or torment it until it can never rest in peace, or finally decides to join his dark army] Strengths: His strength is his element, and his powers. He is fast, and smart, plus more powerful then all his ancestors before him put together. Weaknesses: His weakness is the element that goes against his, which is light. He is weaker against the faster type of enemies, since all his weapons, except for his dagger, are slower to use then the lighter weapons. Armor: He wears demonic armor made out of a strange metal. This metal can only be found in the shadow realm, and is very strong. The armor is black, and usually has blood flowing through the metal, of the enemies that were slain. The blood appears to be like some sort of magic that glows among the black of the armor. Under the armor he wears his casual clothing, which is shown in his appearance. His boots, gauntlets, and helmet are also made of the same metal, along with his shield, and weapons. His weapons however have a few extra qualities. Other: He has a special demonic pendant. This pendant was passed down through the generations of his blood line, and he is the only one that knows how to use it properly. Not even his ancestors before him could unlock the pendant's secrets. He has the upper hand, because he has always been smart, and has learnt a lot from the mistakes that his ancestors before him made. Appearance:

6. Username: Solomon Marquis. Name: Elgarez Moonoath. Nick Name: El. Title: Grand Master Elgarez the Enlightened of Clan Moonoath. Age: 11,837. Race: Werewolf. Gender: Male. Pets: None. Class: Monk. Personality: In short, Elgarez loves life. He always seems to have a smile on his face, even when in the midst of battle. He loves to make jokes, knowing many from his years of travel and his natural wittiness. He enjoys talking to other people and is able to start and maintain a conversation with just about anyone. Elgarez is also quite charming, having had many lovers throughout his life. Like all werewolves, he carries the simultaneous blessing and curse of rage. Through rigorous training, Elgarez has managed to control his rage to a great extent. However, if something truly terrible occur and arouse his anger, be there woe to those enemies who stand alive. Likes: Delicious food, the thrill of martial combat, helping those in need, and beautiful women. Dislikes: The existence of evil, injustice, and the suffering of the innocent. History: Elgarez was born many years ago in a large werewolf community to the glorious Moonoath Clan. As the only son of the chief, he was raised by the entire clan, especially the elders and elites. At an early age, he quickly learned how to track, hunt, survive, and kill. However, the life of a hunter did not appeal to his ambitions. He sought justice, peace, and the power to uphold such beliefs. When Elgarez turned the age of ten, he left the community in search of something greater. Elgarez traveled the world and the many alternate planes of existence. His adventures brought him experience, friendship, and knowledge. He developed his own unique style of martial arts in order to defend himself from the dangers of the multi-verse, a style which utilizes the werewolves’ natural speed and power. This style was eventually perfected and Elgarez became a living symbol of freedom, justice, and hope for the innocent. He eradicated evil wherever he could, healed the sick and injured, and brought peace throughout many villages and kingdoms. The benevolent gods were pleased by his exaltedness and sent him into a deep trance. While in this trance, Elgarez fought his own inner darkness, and ultimately defeated that darkness, thus granting him a pure soul. His ascension to Enlightenment was a grand event and brought great honor to Clan Moonoath and the entire werewolf race. However, such happiness would soon come to an end. A powerful being of unspeakable evil was wreaking chaos and destruction on a relatively new plane of existence. The benevolent gods called forth the greatest defenders of peace to destroy the creature. Elgarez agreed to the task, knowing that he may never return or survive. Now, over nine-thousand years later, Elgarez returned to his home plane, discovering that the world he had once saved was now again in chaos. He knew that there would be others that would join his cause and he is currently searching for those who seek justice and peace. Special Skills: Elgarez created and mastered the Storm King martial arts style, allowing him to attack with both incredible speed and power, and perform a number of special techniques. As a werewolf, Elgarez has incredibly keen senses, the ability to shapeshift into his wolf-man form, and quickened regeneration. Through the years, he has also mastered the ability to partially shapeshift. Powers: Chi Manipulation, Magic Resistance, Advanced Healing, and Multi-Vision. Elements: Wind and Electricity. Weapons: His own body. Strengths: Implausible strength, agility, endurance, and willpower. Weaknesses: Elgarez’s pure spirit is strongly affected by darkness and he has not been able to overcome the werewolves’ natural rage, despite his ascension. Armor: Elgarez has enchanted tattoos on both of his arms, providing his body protection against weapons as a suit of armor would. Other: Elgarez achieved Enlightenment many years ago. His ascension caused his entire being to change. This change has given him eternal youth, given him greater control of his werewolf form, and eliminated the need to eat, sleep, or breathe. Appearance: Human Form/Wolf-Man Form

7. Username: tic_tac_joe. Name: Rorschin Karndell. Nick Name: Rorsch. Title: The Roaring Kindness of the Mountain Villages. Age: 29. Race: Mountain Folk/Barbarian. Gender: Male. Pets: No lasting pets, but Rorsch has a way with animals in general. Class: Druid. Personality: Rorsch is, in a word, a pacifist. He believes that there’s always a non-combat solution. However, this also makes him a bit of a pushover, despite his huge size. He generally prefers to let others take the lead. He likes it better when people come to him, instead of him trying to get to them. He is always willing to listen and offer advice when asked. He treats everyone equally, which sometimes leads to trouble with royalty. Likes: Peace, the sun, quiet, and a full belly. Dislikes: Violence, pain, loud noises, small spaces. History: Rorsch was born on the mountains to a Mountain Folk mother and a Barbarian father. His father left them to continue his raids. No one knows what happened to him. Rorsch grew up as a normal Mountain Folk, farming and living equally with the rest of the villagers and royalty. It wasn’t until he was 10 that everyone found out, including Rorsch, that his father had left him with more than huge muscles: Rorsch snapped and completely destroyed many people and buildings around him. Terrified of himself, he sank into depression and sought seclusion in the woods at the bottom of the mountain. There he found an old Druid who taught him the ways of the Druids, which Rorsch showed talent for. It also taught him to control his Fury, and he became who he is. He is called the Roaring Kindness because his name is similar to the word “roar”, but he is so kind that it makes no sense on its own. He goes out of his way to help people and animals, and he decided to try to fight the evil of the land so that people could live in peace. Over his lifetime, he has flown into a Fury only 4 times, each time with horrific results. Now, he struggles to keep it repressed for fear of hurting others. Special Skills: Fury, essentially a berserker mode in which Rorsch is completely uncontrollable, and the ability to use his energy to harden his skin in specific places for protection. Powers: Half-bear shapeshift, seal shapeshift, moon kin shapeshift, and limited healing powers. Elements: Earth, for its unyielding strength yet forgiving nature, and fire, for its passion and power when properly stoked. Weapons: A large war hammer, as well as any blunt object that happens to be laying around. Strengths: Rorsch has obscene amounts of physical strength, enough to do pretty much whatever he wants. He is also fiercely protective of friends and relatives, and when properly prompted he loses the ability to feel pain, such as when he is defending those in danger. He is also rather bright, despite his appearance, and has a way with words and the gift of Tongues. Weaknesses: Rorsch has extremely sensitive ears, so a particularly loud noise of the right pitch has the potential to put him out of commission. He is also willing to allow himself to get hurt in order to avoid letting others be put in danger, making him easy to manipulate. Lastly, when angered enough, Rorsch loses all control and begins a bloody massacre, which can be both good and bad. Armor: Rorsch wears light leather armor, not needing much additional protection, what with his huge, rock-hard muscles and tough mountain skin. Other: The few clothes that Rorsch wears are made of animal skins, not because he likes to kill, but as a marking that he has passed his manhood trials. Appearance:

8.
Username: MiketheDarkFireAlchemist. Name: Nero Angelo. Nick Name: Mike in previous life. Title: Nero Angelo. (stands for 'Black Angel') Age: 150+ Race: Demon, but half-elf in previous life. Gender: Male. Pets: None. Class: Warrior. Personality: Confused and mysterious. Though he is a demon, he is kind at heart. He doesn't slay humans unless provoked, and appears to be in deep thought most of the time. But he seems to believe in justice and loyalty, unusual for a demon of his caliber. Likes: Humans, animals, fruit, and white roses. Dislikes: Demon slayers, religious people, and demons, and whoever summoned him. History: Mike was born to a human father and an elven mother. He was brought up practicing both magic and swordplay, hoping to one day be a warrior for the elves. In his early teens, a group of demons destroyed his house and his family. Mike was deeply scared by this, and sought vengeance on the demons by any means necessary. To gain enough strength to defeat them, he allowed darkness to take over his heart. He hunted them all down like dogs, and when it came to the last demon, Mike's physical being was barely alive, though his soul burned brightly. In a final battle, Mike focused all his magical abilities and self-destructed in a mass of flames, incinerating both the demon and himself, as well as an acre of forest. This gave birth to Nero Angelo
Due to his suicide and darkness, Mike was cast straight to hell. His strong will and control over darkness made him a fine choice for Lucifer. He endowed him with his power, and turned the young elf into a terrifying demon, one that was supposed to destroy all that existed in the plain of existence above. He was called the Harbinger of Darkness, and was summoned to the plain above by a powerful sorcerer. In the confusion of the summon, Mike managed to escape and flew far before stress took over and he crashed to the ground, landing in a field of white roses.
From that day, Mike suffers from amnesia, and can only remember something if he crosses paths with something before his memory loss. These such things are a person, a house, perhaps even an animal. Until he remembers, he will search relentlessly, trying to find the meaning of his life. Though a demon, he saves those in need, and was called by an angel ‘Nero Angelo’, the Black Angel. He doesn’t have much of a life, but he’s going to find his old one and start anew, saving those who need saving. Special Skills: Nero has the ability to shape-shift into the form he originally had in his former life. As Mike, he is a half-elf, possessing all the quickness and agility that most elves do. His skill at sword play is quite high, and he can hear for a great distance due to his ears.
In his demonic form or Nero, he possesses wings that let him fly, as well as increased strength and sight in darkness. His flying skills can outmaneuver any bird, and he can become nearly invisible in the shadows. Powers: Burning Hellfire [flames erupt around his opponent before crashing down upon them.] Regeneration [if Nero's body is damaged, he can regenerate extremely quickly. If he is in his half-elf form, Mike regenerates, but at a much slower rate, though still faster than most.] Rage [in both demon and half-elf form, Nero/Mike can lose control of himself and attack blindly. His strength and immunity to pain increase, but his moves are sloppy and his intelligence drops to nearly nothing.] DarkFire [most powerful move. Black flames do both fire and darkness damage. If more power is used, they can actually vaporize trees and earth, as well as Nero/Mike himself.] Elements: Darkness and Fire [Only fire in Half-elf form] Weapons: In demon form, Nero has razor sharp claws, as well as his wings to bash enemies. In both half-elf and demon form, he has a sword called a Dark Demon Slayer, which was owned when he was originally alive. Strengths: In both forms, Nero/Mike is extremely fast and agile, though slightly faster as a demon. As a demon, he possesses great strength as well. Weaknesses: Nero is exceptionally weak to Holy magic in both forms, as he is technically undead in both forms, and a demon in one. As a half-elf, conventional weapons do normal damage [swords, arrows, ect.] and as Nero, a blessed weapon does the same, only more damaging, as well as briefly stopping his regeneration in the damaged section of his body. His mind is also fragile, due to the fact that he doesn’t have a past yet. So if someone mocks him, he could go into his Rage mode before breaking down and leaving himself defenseless. Armor: Nero has no armor. His body is strong and regenerates, so steel and iron weapons don’t give him much worry, as their effect is dampened by his powers. Mike is vulnerable to all weaponry, but does not wear armor because it slows him down. If the situation calls for protection, he can always turn into Nero Angelo. Other: Though Nero/Mike is a demon, he tries to atone for his sins. He helps people instead of hurting them, and protects those who need protection. He needs to find out who he is and why he is a demon now. He spent fifty years perched on a church, looking like a gargoyle for a long time before setting out on his journey. He sometimes thinks of himself and a heavenly warrior, filled with darkness.
In truth, he was supposed to destroy all that lived, but for some reason he remembers his human life and emotions. Therefore, the Harbinger of Darkness is now the biggest threat to the world of the damned: one who cannot be killed by darkness can fight the darkness forever. Appearance: Mike/Half-elf Form Nero Angelo/Demon form
9. 10.
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Posted: Fri Mar 07, 2008 6:06 am
Females
1. Liniathe Lavich – Aisu Enzeru. 2. Ryo Atami - Demidom. 3. Ashe Windsong - Nightwind-Dragon. 4. Luniya Twilight - divine-beauti. 5. Tyrdrop Cerulean - Klepto_Kit. 6. Serisaria Liyemis Yahraeye Ilynne - Sierra_Lily. 7. 8. 9. 10.
Males
1. Flint Locke - DemonDays2. 2. Rok'ryrukar Mantoph - Sierra_Lily. 3. Usrah Iroziel - Solomon Marquis. 4. Contri Moyasu - Demidom. 5. Shiango Vethinger - Aisu Enzeru. 6. Elgarez Moonoath - Solomon Marquis. 7. Rorschin Karndell - tic_tac_joe. 8. Nero Angelo - MiketheDarkFireAlchemist. 9. 10.
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Posted: Fri Mar 07, 2008 6:10 am
• None at the moment.
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Posted: Fri Mar 07, 2008 6:15 am

• You may ask why there are doubles. Well it is as simple as this, there are different ways to describe things and it is easier to double them then join them together and make things more confusing.
Thief: Thieves are usually stealthy and dexterous characters able to disarm traps, pick locks, and perform backstabs from hiding. Thieves are usually capable of melee or ranged combat, and tend to be focused on dodging attacks rather than withstanding damage. They often attack by dual-wielding daggers or other small one-handed weapons, relying on speed and number of strikes rather than sheer damage output. Thieves usually have stealth ability, allowing them to disappear from sight; often this is combined with attacking an unaware opponent to inflict high damage. Thieves are usually restricted to the lighter armors, leather and the like. While thieves typically cannot practice magic, they might use scrolls or magic items sometimes. In most fantasy settings, smaller and more agile fantasy races like elves, gnomes and hobbits are particularly suited for the thief class.
Druid: A nature-oriented class capable of fulfilling the role of damage-dealer, tank, or healer. The druid can shape-shift into many forms to increase its combat or movement abilities, such as a bear (for tanking), a "moon kin" (for ranged magical damage), and a seal (for water travel).
Hunter: A combination of a marksman/archer and animal specialist, the hunter specializes in ranged damage dealt by means of a bow, crossbow, or gun with the help of an animal pet. The hunter also employs a series of traps for damaging or disabling enemies.
Mage: The wizard-esque damage-dealer, the mage employs spells of the "arcane", fire, and frost elements. Mages can also conjure food and water to replenish group members, and teleport themselves and others to most major cities.
Paladin: A heavily-armored holy warrior. Like druids, paladins can specialize to fulfill each of the three major roles. Priest: A lightly-armored class that can protect and heal allies (With "Holy" spells) or bring harm to enemies (with "Shadow" spells).
Rogue: A shadowy assassin that can "stealth" to avoid being seen by enemies (providing near-invisibility). The rogue deals damage by dual-wielding small melee weapons, and also provide traditional thief skills like lock picking, picking pockets, and poison use.
Shaman: Unlike other hybrid classes (paladins and druids), the totem-wielding shaman's tanking abilities are quite limited. However, they can specialize to become effective healers, or damage dealers using either melee weapons or spells.
Warlock: Essentially a sinister combination of the mage and the hunter, the warlock deals magical damage like a mage but also has demonic "pets" (called minions) like hunters. Depending on their specialization, the warlock's damaging spells can come chiefly in the form of "damage over time" spells that, after being placed on an enemy, slowly deal their damage, or in the form of direct damage spells that deal damage all at once, as those of a mage or shaman do.
Monk/Martial Artist: Physically strong and excels in hand-to-hand combat. They have good agility, speed, and endurance, but they lack sufficient defense against magic and weapons since they do not wear heavy armor nor use magic other than basic restorative types. Weapons would be like gloves and claws and possibly poles if versatile.
Archer: Excellent eye sight and pinpointing capabilities. They are able to leap high and far to reach sufficient altitude for long range attacks. They are good acrobatics and have good speed. They are extremely vulnerable in close quarters combat since they are not trained as such. They use light armor. A small resistance to magic.
Ninja/Thief/Assassin: Excellent speed, agility, and overall maneuverability. They are not physically strong, but nor are they weak. They are designed for quick and easy kills and thefts without leaving a trace. A full throttle battle leaves them at a disadvantage. They use light armor and small weapons such as daggers, knives, and mid-range weapons. A small resistance to magic.
Warrior/Knight: They have the highest physical strength. They have great endurance and defense. They can wear the heaviest of armor and use the largest of weapons. They are not agile nor fast however. They do not have an affinity for magic.
Mage: Uses the elements, hindrances, and life as their tool. They can heal others as well as harm those using paranormal powers. They are not physically strong, they lack defense against physical attacks, and endurance is low. They have average speed and little agility. They use light armor. Weapons would include wands, staffs, and daggers.
Paladin/Ranger: They boast both magic and weapon skill. They can equip mid-weight armor and use medium sized weapons such as small swords, axes, and maces. They can combine their magical power with their weapons to give them an elemental boost. They however are not masters of magic, so only the elements are available to them and some healing spells. They can use mid-level magic. They do not boast the best physical offense and defense or magical offense and defense; they rather stay just a little over the middle.
Versatile Rogue: Rogues are able to use every type of armor and weapon. They can use magic and hand-to-hand combat. They cannot master any one class however. They can reach just below mid-level magic at best. Their strength comes from their unpredictability, not any one ability. They have average strength, speed, agility, magic resistance, magical attack, defense, and endurance. It is possible to better their stats, but not enough to rival any particular class depending on what that class's best attributes are.
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Posted: Mon Mar 31, 2008 5:21 am

• If you have any more races then please PM me with them fully described.
Drow: Spawning from the vast underground caverns to the southeast of Midgaard, these 'dark elves' are one of the most evil of the races to inhabit Kallisti.
The drow are an ancient race, similar in appearance to the elves or perhaps the mysterious elder. Generally shorter and lighter in weight than the human norm, they possess the same grace and slenderness as their distant cousins. Little else of the elven race can be seen in them, however, and discussions of similarity between the races are best left alone at this point. Drow tend to have dark skin (ranging from a dusky grayish-brown to nearly ebony), white hair and pale eyes.
Most drow have a fantastic ability to work magic and an incredible resistance to the same. Adventuring members of this race, however, cut themselves off from the source of their racial magic (unless they have chosen the path of the mage or the necromancer) and their magic resistance is noticeably lower.
Duergar: Engaged with the drow in an everlasting struggle for dominance over the vast underground realms, the Duerger are a vile race of beings.
On the whole, Duergar resemble their distant cousins, the dwarves. Ancient legend tells of a time when the two races lived together as one, and of a cataclysmic battle that forever separated the two peoples. Short and stocky, Duergar tend to make up for lack of height with increased breadth and body mass. Indeed, an average sized member of the race tends to outweigh a similarly average member of the human race by several stone. Features vary, but most of the race has dark skin, usually either grayish or reddish in hue, and hair and eyes as pale as those of any creature that spends a large amount of time in the deep caverns.
Duergar seem to have a mild resistance toward arcane [mage or necromancer] magic, a feature that serves them well against their drow enemies. Adventuring members of this race do not seem to have any inhibition in this area, however, and some of the most feared mages and necromancers have hailed from the caverns of the dark dwarvenkin.
Dwarf: Defenders of the mountain passes, the dwarves are a tough breed of folk with a love of fine brew and a fondness for 'bashin' the heads o' evildoers.'
Distantly related to the vile duergar, the dwarves are shorter than the average human but decidedly broader and stronger. As an example, dwarven folk who want to make an impact on their human companions will not hesitate to lift small livestock over their heads and proceed to bench press the poor beast. The females are only slightly less fierce in this regard. Their features vary from clan to clan, but reddish-tinged hair seems to be the norm, with a human-range of colours in the eyes and skin.
It should be noted that, with nearly no exceptions, dwarves on the whole are fanatically protective and proud of their beard. A male dwarf does not shave his facial hair from puberty onward and at best will clip it to give it some semblance of order. Many dwarves braid or otherwise decorate their beards as marks of status or honor. This practice varies from clan to clan.
Elder: Very little is known about the background of the elder, save that they are [according to legend] the eldest of the races on Kallisti.
Physically they bear resemblance to both the elves and the drow, though their ears, while pointed, are not nearly as upswept and have lobes. In addition, they are not small, but rather human-sized, or even taller. Their height is not balanced out by larger body mass, though, and descriptions of elder range from lanky to ascetic to downright wispy. Their colouring tends to be pale; white-blond hair and sky blue eyes are frequently seen, with skin the colour of new ivory. A recent rumor has surfaced of very old elder with hair and eyes the colour of silver or gold - and to the last, the sources insist that it is real metal.
Elder have long been suspected of being the favored race of one or more of the Creator gods and it is believed that the power of flight that is inherent to members of that race comes from a divine source. There is very little to back up this postulation, save a few vague references in the holy books of several religions that seem to indicate the elder have somewhat less than mundane origin. It is one more mystery about them that may never be solved.
Elf: Rumored to be one of the first races to be created by the gods, Elves are creatures of the forests and the wild lands.
Their history stretches back into the dawn of time, but their earliest recorded history is of their split with their dark cousins - the drow. Despite the millennium that has passed since this event, the hatred between the two races is as strong as it has ever been. Elven communities are generally far from most of the 'civilized' world and can be found in nearly every wilderness area that has any sort of tree coverage. One of the primary elven communities is to the west of the city-state of Midgaard, deep in the forest of Hoan-Dor. There, the Elven King and Queen hold court, in a magnificent city in the trees.
Elves tend to be roughly the same height as humans, although they have a much more slender physique and are usually frailer. The best-known trait they possess is their sharply pointed upswept ears. These and the slightly canted eyes make for a strange sight to the first-time viewer. Colouring ranges from deep russets to stark white for the hair and eyes
Gnome: A tiny race of inventers and mechanics, the gnomes are far and away the most curious of the races to inhabit the realms.
Gnomes are a small race, averaging around two feet tall and looking for the most part like miniature dwarves [a contradiction in terms?]. It has been postulated that the gnomes and the dwarves are related, and both sides seem to object just a little too strongly to this 'accusation.' Gnomes possess quick minds and nimble bodies and their insatiable curiosity pushes many of them into careers as mechanics, inventors, and engineers - though it should be noted that said inventions [while elaborate, detailed and well thought-out] rarely, if ever, work. It is, therefore, quite dangerous to be working around a gnome that displays the twin signs of curiosity and eagerness.
Their size, of course, precludes most of the race from choosing an adventuring life as warriors or even thieves and most take up the path of clerics and mages instead, their keen minds very well suited for the intricate knowledge of the arcane or divine. There are stories about feral, barbaric gnomes that live to the far north, but it should be noted that these are mere rumors and must, of course, be taken with a grain of salt.
Goblin: A small, vile race with utterly evil intentions, the Goblins are a blight to the cities and settled areas which they have raided since time out of mind.
Their history stretches back for eons and goblins have been at war with the city-states of Kallisti for nearly their entire existence. Living on the outskirts of society, goblins generally settle in the quasi-wilderness south of the great city of Rommena or in the forest of Hoan-Dor. These tribes tend to make their encampments in dank, dismal caves and caverns and the occasional moss-covered ruin. A marginally more civilized tribe has settled in the rubble of a forgotten Elven city east of Midgaard and a limited amount of trade exists between the two settlements.
Small and dark-complected, goblins have broad, flat noses and sharply pointed fangs. They are very agile and strong [despite their size] and are quite at home both in the wilderness and in the large towns and cities across the continent.
Half-Elf Elves and Humans have been interbreeding for centuries, spawning the only mortally created race that inhabits Kallisti - the Half-Elf.
No one is quite sure when the first Human-Elf relationship bore fruit, but half-elves have been spread throughout the lands as though carried on the wind. They are found in all walks of life, from remote Druid enclaves to the bustling town centers of Rommena and Evermore. Despite this, most half-elves lead a somewhat difficult life - though they are the children of both races, neither one is willing to assume responsibility for this. As a result, most of them tend to gravitate toward the life of an adventurer and never stay in one place for very long.
Adult half-elves tend to be about the size of a smaller-than-average human. Their elven blood gives them keen eyesight [indeed, allowing them to even see in the dark], but other than their slighter frame, many could pass easily for human. All half-elves have slightly-pointed ears, one last holdover from their Fae ancestors.
Halfling: Small and agile, and gifted with social skills as well, most halflings can be found in the enclaves which they tend to make within large cities.
No scholar knows what beginnings the halfling race has had, but all agree that halflings [for some odd reason] don't make settlements of their own. Indeed, all known halflings tend to hail from one of the neighborhoods in the great city-states of Kallisti. These 'halfling ghettos', as it were, tend to be fairly open and welcoming toward members of that race but decidedly closed off, even secluded, from others.
Halflings resemble humans [in fact, they are distant relatives] but are only one-half as tall - hence the name. Other than the size difference, halflings may be found with all the physical traits as their larger cousins. Halflings are extremely dexterous, even more than pixies, and it is not unusual to see one or more of them in a carnival show or other form of entertainment.
Human: As numerous as grains of sand, the human race makes up the largest segment of the population and is in control throughout most of the known world.
Originally conceived as a compromise between the gods, humans are [with the exceptions of Halflings and Half-Elves] the youngest of the races on Kallisti. Despite this, they have gone on to be come the most populous and can be found in every corner of the lands and across the seas as well. They are adept at nearly everything they try and it doesn't take long for humans to pick up new skills at all.
Physically, humans range from tall to small, from grossly overweight to very thin. Their hair colours cover the spectrum from black to white and their eyes may be any colour from midnight black to the palest blue. Furthermore, these variations may be found in all places that the human race has penetrated.
Kender: Ah, the Kender; that unusual race that you either want to love or throttle.
These curious creatures are not native to the realms. Legend has it that centuries ago several of these mysterious creatures 'tumbled from a hole in the sky and [as onlookers claimed] fell right into the fountain' of Midgaard's market plaza. Regardless, most of the Kender of Kallisti lives in or around the central city-state of Midgaard or in the heavily populated areas around Rommena or Evermore. There is a rather persistent rumor of a kender settlement to the southeast, but it hardly seems likely, as these creatures tend toward a parasitic relationship with other races. In combat, they favour a unique weapon called the hoopak, which is somewhat similar to a sling-staff.
Kender share many similar physical attributes with halflings, but tend to be a bit larger, about the size of a pre-adolescent human. Every last one of them has very long hair, which is tied up into a topknot to cascade down their back.
Minotaur: Huge and strong, the Minotaur are one of the more reclusive races in the world and very little is known about them.
It was only recently that the great city-state of Mahn-Tor normalized relations with the rest of the civilized world. Before then, the thought of an entire community of Minotaurs was deemed ridiculous in most parts. Difficult as it may seem, Minotaurs are basically a good-natured folk [although more than a little abrupt with certain people] who make fine adventuring companions. Due to the disputes Mahn-Tor has had with outsiders over the ages, most of the populace is under arms as warriors and militia. A fair number of them are mages, too - one of the first legendary mages was a Minotaur who rose above the stereotypes of the race.
Minotaurs are huge; even the smallest of the race tend would make a fairly intimidating human being. Even more fantastic is that Minotaurs having a bull-like head and are covered head to toe with a dark brown to black fur. Both male and female members of the race are graced with two massive horns on the sides of their head and learn how to use them in combat at a very young age.
Ogre: Brutish savage, Fearsome warriors, Terrifying magi. All these phrases have been used by other races to describe the ferocious Ogre.
Ogres have a very complex culture based on the worship of spirits and the afterlife. This is the basis of the most vulgar aspect of their society: they are the only 'civilized' race known to eat other humanoids! In truth, however, ogres have not only a highly advanced digestive tract [indeed, reports from the northern settlements have told of large areas of trees being devoured by ogres unable to find other game] but the eating of their enemies is considered [for them] to be a way to take that opponent's abilities into themselves. Whether or not this is true, it certainly makes for a frightening story to tell oneself around the campfire on those dark evenings when something is howling in the distance.
Ogres are massive creatures, easily the largest of the civilized races on Kallisti. They are possessed of thick hide and large muscle structures, with general colouring covering the human range. As a race, they are considered by most to be slow-witted and, frankly, grossly inept. However, once in a great while, a blue-skinned ogre emerges from the rest with a keen intelligence and takes up the power of the feared Ogre-Magi of old. Most seasoned adventurers shiver at the prospect of facing an Ogre-Mage in combat and steer clear of areas in which they have been sighted.
Orc: Aggressive in nature and brutal to outsiders, the Orc is one of the most hated races in the land and seeks to usurp the Human position as the dominant species.
Orcs society is based around the tribe, with the leader of the tribe holding onto his position by a show of strength. In times past, tribes have been known to join together to form a great nation [usually with the goal of swarming another society under and pillaging their lands] that would operate in a nomadic fashion, moving from area to area and plundering as they went. The last Orc Confederacy was crushed by the King of Evermore nearly 500 years ago with the aid of the Arch-Magi Valarian, who aids in the defense of that city-state to this day. Most recently, however, the tribes are more or less solitary and it's no surprise that reports of intertribal warfare have reached the more civilized areas of the continent. These lone tribes tend to settle in the wilderness areas in all regions and are well-known for raiding any and everyone who settles around them. There are vague rumors of an army of Orcs having moved into the ill-fated Mines of Moria, but as they are merely rumors, we won't go into further speculation.
Orcs strongly resemble the human race, although their skin is a more dusky grayish hue. They also have pronounced lower fangs, which often jut from their lower jaw. Many orc tribes have individual glyphs and tattoos which every member of that tribe must have scribed upon his or her forehead at birth. In addition, other tattoos are added for such things as manhood rites and participation in raiding parties, etc. It is not surprising to stumble into an Orcish encampment and be taken before a leader covered head to toe in the unusual purple-black tattoos of his clan.
Pixie: Easily the smallest of the known civilized races, Pixies have perhaps the most advanced knowledge of the magical arts.
Despite their eternally youthful exuberance and their good, kindly nature, Pixies are quite closemouthed on their culture and society. No other race has reported seeing an actual Pixie settlement and the members of that race that congregate in the city-states around Kallisti are inevitably 'passing through' with no intention to stay. Despite that, their reputation for deft use of magic makes them fine additions to adventuring parties - usually as mages or clerics. One final note: recent travelers to the frigid wastes north of the mountains have returned telling tales of a feral tribe of pixies that have, by all appearances, 'gone wild.' Strange as this may seem, it bodes ill for the future of the race.
Pixies are quite tiny - the tallest of them standing about a foot-and-a-half tall - and hence weak and frail, but certainly make up for it in quickness and intelligence. Alone among the races, Pixies have delicate gossamer wings and may fly. Only the Elder share this innate ability, although without wings it is hard to tell just how they do it! Pixies tend to be very fair of hair with colours ranging from light reddish hues to pale blonds and eyes of a similar spectrum. Most pixies have a deep tan, suggesting that perhaps they make their homes in the forested areas where such colouring is necessary for survival. It should be noted that the so-called 'wild' pixies of the north are supposedly possessed of a pale pinkish skin tone and blend right in with the snow.
Troglodyte: Dwellers of the world's oceans, Troglodytes are the only race adapted to life both under the waves and on solid ground.
Troglodytes are to the oceans and seas as humans are to the 'dry world' (as Troglodyte society refers to the continents), being the dominant race in their element. Unbeknownst to most surface-dwellers, the Troglodytes are engaged in an ongoing war amongst themselves for control of the world underwater. While the majority of them are found in the seas and oceans, a large number of them have taken up residence in the dank subterranean caverns several of the more mountainous regions and even live in or near the swamps south of the trading town of Boring. These are generally mistaken for lizard men, perhaps due to their physical similarity to that uncivilized race.
Troglodytes are roughly human-sized, with a thick hide of rough, leather-like scales covering them from head to toe. They have lungs as well as the gill system common in aquatic animals such as fish, allowing them to breathe with no difficulty on either side of the waves. Colouring generally ranges from a dark brown to ash grey, and nearly all Troglodytes have solid black or white eyes. Their bodies are completely hairless, as well.
Troll: Fierce as balrogs and possessing only the most rudimentary of civilized behavior, Trolls have one of the least developed, yet most feared, cultures in the lands.
Trolls hunt. Trolls kill. Trolls eat. Beyond this, troll society is, at best, sketchy. They congregate on the family scale, with only three to fifteen claiming a certain area for hunting and living at a time. Trolls are very nomadic as well, and families of them have been sighted on the outskirts of Dark port and then in the outlying farms of Rommena within a week or two. This mobility is part of what makes them so terrifying - one never knows when a pack of them will come upon the adventuring party in the late hours after the sun has gone down. The only safety precaution that seems to work is to have a large fire going all night. Adventurers who have fought against them have reported that they shy away from flames and are inflicted with heavier wounds when burned than other humanoids.
Trolls stand in the area of nine or so feet tall and, while lanky and seemingly ungainly, are filled with a tremendous strength and constitution that allows them to fight long after their opponent is flagging. One oddity: they have longer arms, in proportion to other humanoids, and more than one traveler has told of then running with a strange, though efficient, three-limbed stride that can overtake even the hardiest stallion in the short run.
Centaurs: Centaurs are a race of creatures that are part horse and part human. They have the torso of a human connected to where the neck of a horse would normally be. Their nature is one that is stuck between two worlds, the world of horses and the world of humans. They have an unruly, untamable nature but still many join armies in pursuit of gain. They make better cavalry than humans riding on a horses ever will. One mind is better than two.
High Elf: High Elves, or Koada'Dal, are the fair-skinned children of Tunare, Goddess of Growth. Tall and slender, high elves embody elegance and culture, having long made their home within the pristine stone walls of Felwithe. The Koada'Dal appreciates art and design, surrounding themselves with examples of their artistic and intellectual superiority. Above all else, high elves are an orderly and disciplined people. Though benevolent in nature, they look down on other races as being less pure than themselves. Their wood elf cousins exist chiefly to do their bidding, and most other good races are merely tolerated. Evil races, especially their mortal enemies the dark elves, are worthy only of a quick and efficient death. High elves see themselves as the chosen Elves of Tunare, a perspective that has caused the development of their well-known egos.
Wood Elf: Wood elves, or Feir'Dal, are the free-spirited cousins of the high elves. Far more tolerant of other races than the haughty Koada'Dal, wood elves are pleasant and friendly. They average five feet tall with golden-hued skin, blending naturally into the surroundings of their forest home. The Feir'Dal come from the tree city of Kelethin, a series of platforms and elevators built skyward into the awesome beauty of the Greater Faydark. Wood elves love celebration and song, dedicating their lives to the praise of their creator, Tunare. Their welcoming and accepting nature has lead to close ties to other races, especially humans. This particular closeness has, in turn, sired the vast majority of the half elf race.
Fae: The Fae were added with Echoes of Faydwer and Kelethin is their home, which they occupied after the Elves left. Fae are small and have wings resembling butterflies or other winged insects. The fae evolved from faeries and nature spirits to become larger and interested in worldly affairs, probably due to Tunare's Bloom. They are skilled with magic and prone to simple superstitions and belief systems. Many are prone to playing tricks on the unsuspecting.
Traditional stories about the Fae or faeries have depicted them as spirits of wildness and mystery, some of which were beneficial and helpful and others dangerous, mischievous or deadly. Modern writers have drawn from these tales and added their own changes.
Barbarians: Barbarians are a race of tall humanoids created by Mithaniel and Erollisi Marr. This hardy race originally settled in the cold lands of the north, building their city of Halas within the frozen tundra of Ever frost. Their buildings are somewhat primitive by Human standards, making use of raw materials and simple architecture. Interiors are often decorated with trophies from battle as well as skins and hides used as tapestries for recording their culture's history and lore.
The arrival of the barbarians on Norrath ushered in the Age of Blood. Barbarians moved outward from their northern home, initiating brutal battles with whatever races they encountered. Tribes would war with anyone, including other barbarians, as a means to grow in strength and power. Eventually the Marr twins sparked more insightful thinking among the barbarians, and these wiser folk became the fathers and mothers of the Human race. Barbarians are known for wearing their emotions on their sleeves, and have no problem with telling you exactly what they think of you. They will gladly back up their boasts with a show of force.
Erudite: Though descended from normal Humans, Erudites eschew all ties to their less intellectual ancestry. Disciples of the great mage Erud, they long ago left the shores of Antonica and headed west to the barren coast of Odus. It was here that the city of Erudin was founded as a bastion of intelligence and culture. With high towers built of white marble, Erudin possesses a lofty beauty unsurpassed by any other work of man. Some years after the founding of the City of High Men, a sect of Erudites began practicing the art of necromancy after obtaining the knowledge from the dark elves.
Labeled Heretics, these outcasts rebelled against their own people, and a terrible civil war broke out upon Odus. Magical forces took a horrible toll on all involved, and in a final epic battle a great hole was torn into the ground that touched the fringe of the Underfoot itself. Erudites consider all other races to be inferior, and have no qualms about saying so - especially regarding the kerra, who the Erudites see as little more than animals.
Kerra: Female Kerra are a bit larger than males, thus they have developed as a matriarchal culture. Kerra trace their ancestry back to their first great leader, Kejaan. He traveled the continent of Odus, uniting the various tribes into one kingdom and ushering in an era of peace and prosperity. One day, Erud and his High Men arrived to settle the continent. This splinter group of humans took over much kerra land; even worse, a great plague infected many and caused massive deaths. The Kerra blamed the Heretics and their study of necromancy. Kejaan succumbed to the plague, leaving his son Vah Kerrath as leader. He vowed to make the Heretics pay.
During the civil war between the Erudites and the Heretics, a huge explosion of mystical forces teleported an entire kerra village to the dark side of the moon of Luclin. Vah Kerrath survived this journey and renamed his lost tribe the Vah Shir. The Kerra on Norrath scattered; some went west to settle Kerra Isle, others east to a tiny island in Erud's Crossing, and others fled deep into the Stonebrunt Mountains. Much later, a path to Luclin was breached and some of the Vah Shir returned to Kerra Isle, breeding a new, stronger people.
Arasai: The Arasai are a twisted and malicious evil version of the Fae. They were corrupted by Dark Elf Queen Cristanos through torture and dark magic after the theft of spirit blossoms which allow Fae to be reborn. This is very similar to Innoruuk's original corruption of Tunare's previous creations resulting in their own state. The Arasai treat Queen Cristanos as though she were a goddess. They take great pleasure in defiling and torturing the lesser races of Norrath.
Iksar The iksar are a tall reptilian race created by Cazic-Thule. Their major sphere of influence has always been on the continent of Kunark, where they have long been one of the primary cultures. The iksar have a rich but painful heritage. At one time, their Sebilisan Empire controlled Kunark with a fierceness and utter dominance comparable to that of the original Rallosian Empire on Antonica. Though they ruled Kunark with a might challenged only by the dragons themselves, the iksar have also undergone long periods of enslavement and humiliation. This history has caused the race to despise outsiders and depend only on each other for strength.
The architecture and design of the iksar is exemplified in Sebilis, Cabilis and the City of Mist, revealing a penchant for dojo-like structures and minimalist design. As a race, the iksar exemplify perhaps the purest form of evil on Norrath. Rather than wallowing in pettiness and corruption, iksar embody orderly, direct wickedness. They do not hide their intentions or practice subterfuge; they hate everyone openly and equally. The iksar are a very strong race, well suited for the physical combat styles of the fighter classes. Their keen intellect allows them to be powerful mages, with a definite emphasis on dark forms of magic. Their cunning nature allows them to be excellent scouts.
Ratonga: The ratonga are a race of intelligent rat-like creatures approximately the same height as dwarves. Little is known of the ratonga's background. The race was first encountered in the Age of War; ratonga guides aided Freeport Militia troop movements through subterranean tunnels to the Desert of Ro, allowing supplies and troops to move while the great city was under a long siege. After this encounter, the ratonga vanished back into the depths they were found in. The ratonga did not reappear for ages, until the massive earthquakes of the Rending began to rip the continent of Antonica into pieces.
Rumors surfaced that the ratonga were a tribe of rat-men related to the Chetari of Dragon Necropolis, a theory that the ratonga themselves seemed to encourage. However, it quickly became clear that these new arrivals were an order of magnitude more intelligent than the Chetari, leading many to speculate that the race's origins might lie in the Underfoot itself. On this subject, the ratonga say nothing. The ratonga often emblazon a symbol on their chest. This symbol is always the same, whatever it may mean.
Froglok: Frogloks are a short amphibious race native to the swamplands of Norrath. Fiercely devoted to Mithaniel Marr, the frogloks have a longstanding conflict with the trolls of Innothule Swamp. Over 400 years ago, their deity blessed some of them with a heightened intellect and enhanced physical features. Shortly thereafter, these frogloks drove the trolls out of the city of Grobb, renaming it Gukta, Outpost of Marr in honor of their master.
In terms of architecture and design, the frogloks remain true to their primitive roots. They care little for ornamentation, preferring instead to surround themselves with reminders of their swampy home. Though of relatively stout build, the frogloks are a sturdy and intelligent people. They are able to fulfill any class role that does not betray the inherent goodness of their beliefs.
Shadow Elf: The Shadow Elves are distant cousins to the Elves that populate the known regions of the Realms. Cunning and ruthless, Shadow Elves are one of the most feared of all humanoid races. They hail from a cluster of islands on the eastern most reaches of the Realms. Their society is based on one simple rule; the strong enslave the weak. It's not uncommon for a Shadow Elf to even place their own blood kin in chains. They learn to kill without mercy from a tender age.
One would think their reputation as stoic killers would bind their fate to the gallows but in fact it lends them some protection. Many rich merchants see the value in a bodyguard whose mere presence will ward away many would-be bandits. Due to the savage life of their island habitat, most Shadow Elves never live to die a natural death. Because of assassinations and their hatred for the weak and frail, few members of their sick society die of old age.
Furfoot: Furfoots are odd folk indeed. They are well liked by most races and yet they tend to shun contact with all but their own. They resemble Elves in build but are much shorter, growing to only three feet in height. Elves are quick of body but appear sluggish when compared to Furfoots who amaze other races with demonstrations of speed and agility. They dwell in pleasant remote areas and seldom leave home to adventure. As with all races, there are always those that have a taste to see the Realms and the Furfoots are no exception.
Hobgoblin: Cousins to the more numerous Goblins, Hobgoblins grow much larger. With an avid appetite for violence and destruction, it's a wonder the race has survived at all. As it is, they are not very numerous as most other races will attack Hobgoblins at the first opportunity. Over the past decades the most violent tribes have been wiped out and those that remain show some sign of civility. For that reason many of the other races avoid outright warfare on Hobgoblins but still tend to shun them.
Half-Orc: Half-Orcs are about as low on the social scale as one can get. Lower than full blooded Orcs. They are a cross of Orc and almost anything else. Orcs are not known for being picky about what they breed with. Most Half-Orcs die shortly after birth but a few survive. Many are quite intelligent for they seem to receive a fit body from the Orc line and the Knowledge from the other blood line. Since almost anything (save Goblins) are more intelligent than Orcs it would be a plus save for the fact of their low social standing.
Kobold: Small reptilian creatures, the Kobold always travels in large packs. The typical Kobold tends to lean towards the evil side of things but it's not uncommon to find one of a gentler and forgiving nature; those individuals are almost always outcast from their tribe. Though somewhat brutal by nature, Kobold society will not harm these outcasts and in fact will lend aid to the isolated individual down on their luck. The small, thin frame of the Kobold does not give due credit to their actual physical strength, but their speed and quickness are their real assets.
Vampire: Vampires are an odd race as they are incapable of reproduction as most races know it. Vampires are capable of turning other humanoids into a Vampire by passing on a portion of their life force. This is never easy and the parent Vampire runs a great risk of death each time they multiply. Because of the dangers, they tend to shun the act of reproduction until they grow tired of their undead existence.
A typical Vampire will only be able to reproduce 2 or 3 times before the act ends his own un-life. Though feared by most races, they are tolerated due to their extreme volatility. Those that are of living flesh and blood seldom wish to risk death to vanquish them. As a rule the longer a Vampire has lived the stronger it becomes. It's rumored the first of their kind still lives nearly 13,000 years after his creation. If legend is correct, many of the lesser gods envy his power.
Lizard Man: Strong and brutish Lizard Men travel in small bands. They tend to live near aquatic swamps but are capable of life even in the dry desert. Unlike most reptiles they are warm blooded. They are excellent warriors as they coordinate well with their fellows to strike at a victim as a group.
Brownie: Magical in nature the Brownie is a very elusive race. There have been only a few reported sightings of a group of Brownies in excess of 3. Even Elves are amazed to catch more than a glimpse of 2 or 3 in their long lifetimes. The exact nature of their lifestyles is a mystery even to this ancient text but many elder sages believe the Brownie to be a young pupa stage of the flying Pixie. When asked about such things, most Brownies simply turn invisible never to appear to that individual again.
Leprechaun: Mischievous by nature, the Leprechaun loves to poke fun at others in a harmless sort of way. They frequent forested areas but are also known to dwell in the attics of larger mansions of humans and the cellars of Dwarven and Gnomish strongholds. Most other races find their antics enjoyable when not directed at them personally and tend to take a liking to them as a whole. It's believed by most races that the presence of a Leprechaun to be good luck as they are very sensitive to the probabilities of luck and shun those they find to be unlucky. Leprechauns and Brownies do not seem to get along well. This is a real mystery as both races are goodly and fun loving in nature.
Demons: Demons are not native to the plane of Realms but are often stranded here. Demons are brought to the Realms through rituals performed by sorcerers and enchanters. This is almost always done against the Demon's will. When arriving in the Realms, they often engage in a battle of mental power with the summoning Mage. If they are victorious they often kill the Mage and thus end any chance they have of returning to their native plane. If the Demon is out on a task for the Mage and the Mage meets his doom, a similar fate befalls the demon.
In their native world Demons are brutal and untrustworthy. However, they are not altogether stupid and realize their fate when stranded in the Realms. They realize it's in their own best interest to get along with those of this world as they are often isolated and have nowhere to turn to for aid if they should encounter hard times. They often accept room and board along with a moderate amount of wealth to act as guards to wealthy merchants. Even rogue vampires and large orcish tribes will shy away from a merchant train that boasts a Demon among its ranks.
Cathoon: Lithe and quick, the Cathoon are a strange race indeed. In physical appearance they seem almost a cross between a cat and a bat. Though they have no wings or retractable claws they do have incredible hearing, night site and a speed and dexterity unmatched by anything on two legs. Normally solitary in nature later in life, they have an innate curiosity when young. Often it is this curiosity that causes an untimely demise.
It's said that a Cathoon must be extremely lucky to live to a ripe old age. The old proverb "Curiosity killed the cat" was originally coined by a Cathoon philosopher who stated "Curiosity killed the Cathoon." When they reach their 30th birthday they perform a solitary ceremony known as "The Ritual of Nine Lives." Upon the completion of the ceremony they give thanks for surviving their youth and settle down with a mate to lead a dull and uneventful life.
Fallen Angel: Fallen Angels can live forever. Their physical appearance is as differing as humans and it is said that they once lived on a higher plain. However, they have been banished from that land for whatever reason and now they live in the north of this world. The Youle Forest, as it is closest to what their old world was like. Fallen Angels often work towards redemption or they might want to stay in Lilan. Fallen Angels can only be part of the Fallen Angel allegiance.
Mermaid(man): Merpeople are aquatic creatures with the head and torso of a human and the tail of a fish, shark or dolphin. Merpeople often sing to people on the shore or in ships and cause them to be distracted by their work and many walk off decks to their doom or cause shipwrecks. Other merpeople are more human loving and rescue them from shipwrecks. Merpeople remember forever and if they are scorned by a human, or by a creature from any other race they will not stop until they are drowned. It is not unheard of for a human and mermaid to fall in love, but it is a love that can never truly work and it always ends in disaster. Merpeople often foretell of rough storms ahead.
Satyr: Satyrs and Satyresses are half goat, half human creatures that roam across the mountains and woods. They are often associated with frolicking, flirting and sex drive. Satyrs and Satyresses are very prone to falling in love and sleeping with Humans and other creatures, and other creatures are often drawn to the Satyrs flirtful nature and sexual ways. Satyrs and Satyresses journey naked. They make great Bards, but it is not unheard of that they would learn how to wield a weapon. They can be any allegiance.
Werewolf: Werewolves are creatures that act like Humans save for every full moon they shape shift into a wolf-like creature. Werewolves are born werewolves and their offspring will be undoubtedly Werewolves, a normal Human, however, cannot become a Werewolf from a bite, like with the Vampire. When a Werewolf is in its wolven form it recognizes neither friend nor foe and will attack and kill everyone alike, even people they have known their entire life.
They do, however, respond to the call of their own kind and on full moon nights you can hear them howling in the distance. But you don't want to be near them. They have heightened senses of smell and hearing and are excellent hunters. Werewolves can be told apart from normal humans in the day by their bright yellow eyes. They can be in any allegiance.
Angel: Angels are the peaceful creatures that live to see all races coexist in harmony. They watch over others with their sparkling eyes and their duty is to protect them from the evils that lurk below the surface and that may sneak into the lives of their unwilling victims. They enjoy flowers, playing music, and dancing. They are also known for being able to see the light and kindness in one's soul.
Dryad: Elusive, mischievous, and beautiful, these small forest creatures are born of the elements, and live just to enjoy life. Dryads roam the forest creating various types of forest art. Their handsome green skin and high cheek bones make humans look twice when viewing these beautiful creatures. But look quickly at these swift little forest dwellers, for if you look a second time, you will undoubtedly find them long gone.
Dryads are creatures that have an amazing control over the elements. Because of this uncanny link to nature, dryads can not follow any real alignment. They are amazingly wise, and almost unbelievably intelligent. It is because of this intelligence that they have no need for being physically strong.
Giant: These massively large creatures stand anywhere from fifteen to twenty feet tall, and have enough strength to move a horse buggy with one hand. These creatures look almost identical to humans except for the fact that they are much larger, and a couple other points. Giants are known to live in the highest mountains, in large tribes. The average home of a giant is carved out of a peak of a mountain. This is where the giant’s family lives. A giant spends most of his time moving large rocks around in order to organize their ritual areas.
The one thing that is well known about giants is their immense appetite and extreme inability to grow food. As a result, they choose to feed off of the other races, literally. Giants have no real need for the intellectual side of life. Giants are unnatural beings, so they have no natural magical skills. Due to their extreme distaste for other races, giants tend to be shunned by the good aligned deities.
Nymph: These little tikes are often mistaken for elves because of their appearance, but in reality, Nymphs are quite different. Much smaller in height and darker in skin color, these creatures are most well known for their peacefulness. They are guardians of the woodlands areas. Most of their magic is used for healing the little creatures, but it is said that one sip of their blood can sustain even a human for at least another fifty years. This rumor keeps them on the run, forcing them out of the woods and into villages to hide.
Harpy: These interesting characters resemble a cross between a human and a large bird. They have large, colorful wings and talon-like hands and feet. Harpies are often very violent and greedy, possessing great stealth-like qualities despite their large size, and tend to stay in flocks of three or four. They answer to no one besides their queen, who believes herself a goddess almost and continues to wage war with many other races.
Dragon: These mighty creatures are long-lived, powerful, elementally aligned (usually) beings that are rumored to be evil fire-breathing monsters. In all actuality, Dragons are highly intelligent beings and often enjoy hobbies such as collecting shiny things. Evil dragons tend to be destructive while good dragons don't usually meddle, at least not in ways that would get them discovered. Dragons are almost always aligned with a certain element: Fire, Ice, Water, Wind, ect. which determine their breath (ex. Fire breathing). Those without an element, though rare, breathe a cone of force, similar to a blast of pure energy from their mouth.
All dragons have a shape-shifting ability, so they may take on the appearance of any of the above races, excluding those races natural abilities. Even in these forms the dragons maintain their massive strength, with the loss of flight and powerful breath weapon. All are highly attuned to magical based classes, common or uncommon. They are often good at their chosen profession because of their long, though not immortal, natural life span, which allows them to take their time and master everything to do with the class.
Sanctus Vesica: An ancient race, not many exist anymore. This is a race of the elements, normally found to be magical. They look like normal humans other than their gray eyes which turn pure whit during battle. This race is normally very serious in attitude not taking lightly to laziness or jokes.
Talith: The Talith are a golden haired race with pale skin. They were the only race closest to an ancient race which disappeared long ago. They were called the Faeren. The Faeren were like the Seelie Wight’s in some ways and no other race ever had their power. Being long gone however, many only see ghostly forms of the Faeren, whether that is an illusion or not, it is not known. The Talith, like the Faeren, are nearly completely gone. There are very few left in these days.
Ice Men: The Ice Men live at the very peaks of mountains where the weather is much cooler and no one dares to go. Before the times of peace the Ice Men had began attacking the people of other kingdoms. They were great fighters and now remain in the mountains never venturing down. Their hair is of a pale blue and their skin is pale like snow. They are usually wearing simple rags even in cold weather.
Mountain Folk: Like the Ice Men, the Mountain Folk live in the mountains, they are lower down however and are usually built for war, they have no real rulers and all work as a large kingdom together to harvest crops. The Royals of the Mountain Folk help the common folk in everything. Their crafts are very beautiful and the designs are always kept within the mountains. The Mountain Folk don't wear much in the way of jewellery, not even the royals do. Every one of them wears simple gowns and few to no pieces of jewellery.
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Posted: Mon Mar 31, 2008 5:22 am
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Navigation Introduction Announcements Rules Blacklist Whitelist Storyline Setting Profile Skeleton Profiles Roles Banners Character Classes Character Races 14-15 Reserved
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