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ChosenSavith Vice Captain
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Posted: Fri Sep 26, 2008 7:50 pm
Getting Started Concepts || Elf Types || Magic || Application Previous Section || Back to Table of Contents || Next Section
Getting Started - Elf Types We welcome your additional information, artwork, etc. Please, send a PM to any Crew Member, Subject: Elf Type - ((Type)), and we'll be happy to enter your contribution!
arrow Cat Elves arrow Dunerunners arrow Gliders arrow Go-Backs arrow High-Ones (Not Playable) arrow Plainsrunners arrow Sun Folk arrow Wavedancers arrow Wolfriders
Concepts || Elf Types || Magic || Application Previous Section || Back to Table of Contents || Next Section
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Posted: Fri Sep 26, 2008 8:33 pm
Getting Started Concepts || Elf Types || Magic || Application Previous Section || Back to Table of Contents || Next Section Getting Started - Elf Types: Cat ElvesCat Elves are a semi-nomadic, isolated tribe living in the vast jungle in the southernmost region. Cat elves have bonded with panthers and tigers to ensure successful hunts. Pros: Agile and quick in treetops, skilled hunters and keen senses. Have a panther/tiger mount to ride. Cons: Do not have access to metals or many magics. Do poorly in colder climates. Standard Magic: Animal Bonding (Jungle Felines) Magic Feeling Sending
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ChosenSavith Vice Captain
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ChosenSavith Vice Captain
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Posted: Fri Sep 26, 2008 8:49 pm
Getting Started Concepts || Elf Types || Magic || Application Previous Section || Back to Table of Contents || Next Section Getting Started - Elf Types: Dunerunner, Desert Nomads of Smoking Mountain Some of the group that would later found Sorrow's End meandered their way through the desert invariably broke away, and found themselves at the foot of the volcano known as Smoking Mountain. Unlike Sun Villagers, the Nomads are hardy, proud, and robust. They are survivors and are especially adapted to their clime. They are led by a chief, usually decided (once the old chief decided to "retire") through some sort of challenge set by the elders, which were everyone older than the two or three contesting for leadership. The chief holds full controll of the band in times of crisis, and maintains a fight-settling, decision-making role the rest of the time. However, in times of plenty, the main group migh split into sub-groups, and the controll of each group become somewhat democratic. Life is to be cherished and protected in your tribemates and yourself, and in other being when it will not cause youself harm. Death is a sad thing; but natural, however they beleive that sometimes if an elf has been exceptionally cowardly, dishonest, unkind or otherwise detrimental to the group, they do not go back to the stars, but their minds are ground to sand and left to blow the deserts for eternity. So yes, they have malevolent ghosts. They beleive the soul goes on after the body; having a great enough concentration of seers and senders to realize there's something more than brains in a skull. They believe magic to be a great thing, embracing it as fully as any other group, their environments too harsh not to take full advantage of their skills. Referred to as "the First" or "First Ones" Dunerunners don't worship or think often of their forerunners, although they do keep roughly the same stories as the rest of the tribes, with more of a focus on the rougher elements of the species. - Views on Humans Big, ackward things, and loads of fun to harass and play tricks on, but a good enough reason to head for the hills when tempers flare. - specialty skills Fire/Heat shaping, of course, rockshaping, and a knack (trained or natural) for sending long distances, not so much a clear message, but a noticable one. Superb travelers, having a great knowledge of using the stars and sun as navigation points and a hardiness to walk for days. There has never been a "soft" Dunerunner. Kind ones, sweet-hearted ones, but tough little bastards as a rule. Standard Magic Magic Feeling Sending If you would like more information about Dunerunners in play, or would like to be family / friend / etc with any current Dunerunner characters, please contact anyone listed below: Currently Playing Dunerunners - Nomads of Smoking Mountain:BlazingRock
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Posted: Fri Sep 26, 2008 11:54 pm
Getting Started Concepts || Elf Types || Magic || Application Previous Section || Back to Table of Contents || Next Section Getting Started - Elf Types: Gliders They were closer to the High Ones in looks and magic abilities than all other tribes. Their home was the artfully shaped insides of Blue Mountain. It was a very xenophobic and sheltered society, with only eight elves from the entire population allowed out for any reason. They were led by the twisted Winnowill, a dark healer that seduced and subverted the wills of many of her followers. After the fall of Blue Mountain, not many gliders were left. Pros: Great Magics including flight, rock-shaping, and telekenesis. Lithe and agile. The Chosen Eight are strong fighters and capable hunters. They are the only ones within the mountain able to bond to animals. Cons: Not many surivived, you must have permission and an incredible back story to play a Glider. Standard Magic Levitation (Gliding) Magic Feeling Sending Currently Playing Gliders:ChosenSavith Llune
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ChosenSavith Vice Captain
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ChosenSavith Vice Captain
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Posted: Tue Mar 03, 2009 6:25 pm
Getting Started Concepts || Elf Types || Magic || Application Previous Section || Back to Table of Contents || Next Section Getting Started - Elf Types: GoBacks
 Elves of the far north. A hunter-gatherer-waring society that have lost most of thier magical ways. Instead depending on their senses and knowledge to get through a harsh life. Pros: Incredible fighters, keen senses, access to metal weapons and armors which they bartered or stole from the Trolls. Trained Elk-Mounts for warriors but do not have the bond that wolfriders share with their mounts. Cons: No magics, shuns magic. Are a rough and tumble species and live only for what is now.
Standard Magic Finding (the Palace of the High Ones) Sending (limited)
Currently Playing Go-Backs: Go-Kember
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Posted: Tue Mar 03, 2009 6:28 pm
Getting Started Concepts || Elf Types || Magic || Application Previous Section || Back to Table of Contents || Next Section Getting Started - Elf Types: The High Ones (Unplayable)
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ChosenSavith Vice Captain
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ChosenSavith Vice Captain
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Posted: Wed Mar 04, 2009 6:08 pm
Getting Started Concepts || Elf Types || Magic || Application Previous Section || Back to Table of Contents || Next Section Getting Started - Elf Types: Plainsrunner
 Inspired by the Native Americans of the Great Plains.
Standard Magic: Magic Feeling Sending
Currently Playing Plainsrunners Creek Runner
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Posted: Wed Mar 04, 2009 6:09 pm
Getting Started Concepts || Elf Types || Magic || Application Previous Section || Back to Table of Contents || Next Section Getting Started - Elf Types: Sun Folk, Sorrow's End
Desert elves which were more isolated and lived in a peaceful community were known for agriculture and arts/crafts including silk-making, weaving on looms and crafting jewelery. Pros: Have knowledge of easily bendable metals, are immortal, and have more access to magics such as healing, and water finding. Cons: Sheltered and peaceful they seem to know little of what was outside their tribe. A softer race, not meant for harsh environments or heavy work loads.
Standard Magic: -NONE- Sun Folk have the full range of magic at their disposal, however are less likely to display it as their lives were soft enough not to require it.
General History: As the High Ones were scattered from the Palace, some fled from the humans by running south into the desert. They came to an oasis they named Sorrow's End. Over the generations, these full-blooded elves created a peaceful farming community centered around family, love, and the yearly Floods. Prior to Rayek, they ate little to no meat and knew nothing of hunting. After Dart founded the Jackalwolf Riders of Sorrow Holt, a number of villagers left the quiet harvesting life in favor of hunt the two humped zwoots and other hardy desert game.
If you would like more information about Sun Folk in play, or would like to be family / friend / etc with any current Sun Folk characters, please contact anyone listed below:
Currently Playing Sun Folk - Sorrow's End: Peyote (Sorrow's End)
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ChosenSavith Vice Captain
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ChosenSavith Vice Captain
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Posted: Wed Mar 04, 2009 6:11 pm
Getting Started Concepts || Elf Types || Magic || Application Previous Section || Back to Table of Contents || Next Section Getting Started - Elf Types: Wavedancers
A tribe who took refuge in the oceans of the world. Have characteristics of fish and other aquatic animals thanks to flesh-shaping magics. Pros: Agile and adept, able to hunt and escape danger with ease in the water. Posses magics much like the sun folk. Fire-starting, and flesh-shaping. Cons: If excessivly shaped, cannot survive well or long on dry land. Are mistrustful of other races intentions and can be hauty or pompus.
Standard Magic: Flesh Shaping or Healing (very common) Magic Feeling Sending
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Posted: Wed Mar 04, 2009 6:12 pm
Getting Started Concepts || Elf Types || Magic || Application Previous Section || Back to Table of Contents || Next Section Getting Started - Elf Types: Wolfriders
Wolfriders are a hunter-gatherer society of nocturnal elves who possess wolf blood, which gives them characteristics unique to their tribe. Pros: Wolfriders generally have wolf mounts to ride with the ability to "talk" through sends, have greater physical strength and endurance and have much sharper senses of smell and hearing. Cons: They have not much access to metals, are mortal (but have considerably long lifetimes) and are not known to have a lot of magics. Live for what is now.
Standard Magic: Animal Bonding (Wolf) Magic Feeling Sending
General Background: Collectively, all wolfriders are decendants of Timmain the High One. When elves first came to this world, it was Timmain that realized that the only way for elves to truly live in this world and not apart from it, was to become a part of this world. She rekindled the magic of Shape Shifting, and turned herself into a wolf. She ran with the pack, learned to hunt, brought the wolves in to trust the elves and vice versa, and in the end merged elf and wolf. She gave birth to a son; half wolf and half elf. He was the First Chief, Timmorn Yellow-Eyes.
Timmorn was prolific, siring children in and out of recognition with both elves and wolves alike, and as his progeny spread, so did the wolfrider elf. Wolfriders can adapt nearly as quickly and easily as a human can to any clime, favoring those that can support wolves.
All wolfriders can bond easily with wolves, and find themselve more drawn toward those wolves from Timmorn's line, those that have within them a touch of elf, just as the wolfriders still have a touch of wolf.
All wolfriders are mortals, and can die of old age.
The Now of Wolf Thought: The Now of Wolf Thought allows wolfriders to not fret over tomorrow or linger upon the past. Like wolves, they feel that what's done is done, what will be cannot be measured and that Now is what is truly important. While they learn from past mistakes and experience, and do plan for the up coming season, they don't worry about what their childern or grandchildren may encounter or need. Unlike humans, they do not count the passing of time past a few years at most. The track time in terms of chiefs, citing who was chief when a certain event happened if said event was great enough to warrant being remembered.
The Way: Much like a wolf pack, wolfrider tend toward pack mentally. The strong lead, the weak follow, and the incurable are run off. Disputes are handled by way of Challenge, and once a matter Challenged for is resolved the rivals hold no grudge with the other. In pack society, everyone has a role and everyone contributes. Those that do not, are an illness and so are run from the pack.
Challenge: The Challenge can range from verbal to physical to mental, but always involves a contest of Wills. When defeated, the loser defers to the winner in regards to the topic challenged over. There are no hurt feelings once the Challenge is done with.
Tribes: There are several known tribes of wolfriders. Father Holt (known as Lost Holt from TwoMoons MUSH) : Father Holt is the holt of wolfriders from the Graphic Novels and is home to Cutter and company. After the Palace War, and living in the Forbidden Grove near blue mountain, Cutter found that there were too many elves in one place. He split the tribe, leaving a strong hunter as chief in the Grove, and took the rest of his original family back to their ancestral home and the original Father Tree. The forest, in the time they were away, had begun to regrow, and with Redlance's Tree Shaping magic, they rebuilt the forest thicker and wilder than before. Grove Holt : Living in the Forbidden Grove, this tribe of wolfriders was originally founded by Cutter, but stayed in this preserver forest when Cutter and his group left to keep from overtaxing the local game. Their most recent chieftess was Hummingbird, Quickblade's adopted daughter. She was young, scatterbrained, and trusting. While she was not the best at anything, she was endearing and loving enough to make a good chieftess, while it lasted. Grove Holt was destroyed in the Shattering of the Moons. Sorrow Holt : Founded in the foothills that surround Sorrow's End by Strongbow's son Dart, these sun villager / wolfrider mix elves bond with the desert jackal-wolves. It is unknown if any survived, though if one villager made it out, it's quite possible some of this group did too.
If you would like more information about wolfriders in play, or would like to be family / friend / etc with any current wolfrider characters, please contact anyone listed below:
Currently Playing Wolfriders: Autumn's Joy (unnamed Holt) Dewpaw (Grove Holt) Huntress Starsong (Grove Holt)
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ChosenSavith Vice Captain
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