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PostPosted: Tue Jan 18, 2005 12:17 pm


This Topic has come up due to the fact that many questions arose to the EXACT abilities of a specific race, so in order to clarify, and get people off my back, and whoever's back in the future, I am creating this thread, with any characteristics/abilities of different races, you DO NOT need to be a moderator to post here, but any posts that do not specifically give information about a specific race will be deleted... This includes the mods...
PostPosted: Tue Jan 18, 2005 1:00 pm


Humans
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The general race, they are the middle road both having some ability for magic and physical strength. Humans have no profound weakness or ability to seperate them from the rest of the races. There isnt much else to say here, if you don't know what a human is then I can't begin to help you.

UltimateBiscuit
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Baron Von Badass
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PostPosted: Sat Jan 22, 2005 7:35 am


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PostPosted: Sat Jan 22, 2005 7:55 am


Angels
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AS THE moderns edit it, the first dreadful chapter in human history has been recast, the roles changed so that the victim is now victimizer. Originally the angels stood at the gates of Paradise, inexorable, their swords flaming, as the first man and woman trudged out of the Garden disconsolate to begin their long, lonely exile. Today it is the angel who is banished and man who stands, inexorable, his words a flaming sword, guarding the barriers of the world. Of course, an angel is a difficult person to get at, even with a flaming sword; but the moderns have done the best they could. If it were possible to imagine a bedraggled angel, the victim of the modern decree would be a sorry sight; for here there is no promise of a redemption or a Redeemer. Indeed, if the angels had to take this stern exile seriously, their lot would be much more serious than was that of Adam and Eve: the first man and woman were forbidden a corner of the earth and made to climb the hill to heaven; the angels, if the moderns had their way, would have no corner of the earth left to them, nor any place in heaven or in hell. They would be ruled out of existence.

Baron Von Badass
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PostPosted: Mon Feb 28, 2005 12:56 am


Gohla


Introduction:
Gohla's are a relativly new idea, and race. They have only been in existance for the past 65 years, the first being Thufir Hawat who set the trend for all future members of the race : that of the assassin who dies to save their cause, and the world from evil.

Gohla Anatomy:

Generally there is only a 5% difference of any large living animal's dna from anyother animals. Gohla creation expliots this, and the resiual self image that soul structure supports. A gohla is born, and while still an indeterminent zygot, the matter signature is modified to attract a soul from the district anima library Scion. Once the soul is attacted to the cells the DNA reflects the resisdual self image. And that 5% difference is nothing during the growth phase as the soul is induced to a higher strenght of will to shape matter. However most Gohlas are givin growth hormones to increase the speed at which they become useful.

Growth Phases:

Juvinile : Gohlas embody the epitomy of human form as they hold a generic form of homo sapian during their early years. However accelerated growth blinds many, and also cause their skin to be fair to translucently white, eyes a light blue because of lack of pigment.

Adult : During the transistion between child and adult gohlas recieve several things. First being, all their racial, genelogic, and cellular memories are restored. Next they gain the ability to shape thier bodies however they see fit by massive hormone doses. Next the ability to go into Trans awakens in their soul, like a lurking monster. Trans is a beserking quality that is invoked when they become upset, and when they are imersed in water. Both Half Trans and full Trans is possible. Other ablities are possible, but are mostly inherieted from the DNA host. Gohla anatomy changes to adapt to most environments, so their final form is varied. One became a zombie like creature, losing major organs, and metabolizing directly from the environment. Another modeled himself after a holy deitiy, pure white and shining. And aother still became simply human.

History:

After the first a small population explosion occured as the army contracted them as soldiers. The first entrance into Trans of one of those first cause both the victory in the war, but also the death of everyone on the battle feild. Gohla production dropped off. Until news arrived, almost 60 years after the end of that war, that evil was approaching, and had already taken several states. They needed a hero, someone to end the war in a heart beat. The solution was the Resolution Program. However 276 batches, and 12 canidates later they realized that they were out of practice, none of the Resolutions had lived. But they tried once more, #276-13 woke up. Three years later he had finished the war before it started. His data was used to create a new line of gohla. The current population is 21.

Personality:

The weight of memory is on the entire race, but they keep an almost idioticly happy appearance. However they will crusade for any cause they beleive in, and have a love that rivals the power of Trans.

Weapons:

This race is the only one that can weild a flometal weapon, as the material needs a will to encase it, and most creatures can only manage to excute willful actions just above their skin,. Gohlas can envelope a couple of cubic kilometers with their will.
PostPosted: Thu Mar 24, 2005 3:35 am


Dragon Demon
Dragons are known for their ability in magic their strength
and of corse their ability to breath fire
this demon is the most powerful of all demons except the dragon vampire
mix and are the rulers of the demon realm. They r the rulers because of their ability with magic and their strength.
the Demons of Avalon do not alow any one who is not atleast half dragon to rule because the dragons have the ability to protect the entire realm with out much help from the other demon species...
(will get more info)

CHICKEN MAN 427


Tenma Keigou

PostPosted: Thu Mar 31, 2005 12:59 pm


Elemental Demons

Specific: Earth
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Abilities: Elemental demons that have the elemnt of earth tend to have control over forms of earth. Such as metals, rock, dirt, wood, plants. Many through living with these plants have either gained a knowing for herbs and poltices or have gained healing abilities. Earht demons, like otehr demons often hold their power in a human like vessel, making them fit in more.

Parameters: Earth is normally associated with defensive abilities, often used to mkae shields form rock, fend someone off, and other such defensive movements. Earth demons may also use this as attacks, using sharpened spires of rocks or metal, making an efective shrapnel blast. Earth demons are known for their perserverence, but not their speed. some have trained to become fast but in their full demon form most are quite slow.

Lifespan:The lifespan of an earth based demon is like others, hard to gauge by a humans lifespan due to the major difference. depending on whether it is a pure demon may make a difference of over a thousand years, or a stronger demon may make a much larger difference. The greater demons in the past, that supposedly could create and do things no one now could imagine are belived to be still alive after well over 100 thousand years. An average strength earth demon now is belived to live about 40 thousand years maximum.

((i plan on adding more elemental types, specifically ice, fire))
PostPosted: Fri Apr 01, 2005 10:50 am


Skole

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Once noble allies of the elves and humans, these fierce lupines have been reduced to little more than roving packs of rangers or escaped slaves. Skoles are big creatures, and typically rather intimidating, standing close to seven feet tall, with muscular frames and piercing golden eyes. Skoles have very heavy coats of grey, black, or (rarely) white fur, which keeps them warm in their cold habitats. Their long legs allow them to run faster than the average man, though their bulk also makes them slightly less graceful. The skoles speak their own language, though they are not a talkative species by any means. Despite the dark times that have befallen them, they are still a very honorable and honest people.

Skoles have a pack mentality, much like their ancestral cousins. They typically elect a pack leader, often through contests of strength and skill, and follow said leader by example. Generally, these packs range from four to as many as twelve, with a polarized group attitude enforced by the pack leader. Young are raised by the pack as a whole, and the sharing of mates is common and generally accepted. A skole's life is hard but fair, filled with trials and sacrifices intended to sweeten the finer moments of love and war. They are a very noble people, and while they do not welcome strangers, they often grow to respect any individual who displays courage under fire.

Most skoles see battle as the ultimate truth, and use it to celebrate, to redeem, and to purify the spirit. They are not a brutal people, in spite of this attitude, and view the bullying of weaker beings as a sign of considerable cowardice. They have no respect or mercy for slavers and their ilk, or any who would rule with terror instead of bravery; they view themselves as the enemies of fear. However, rather than defend weaker beings, skoles often take it upon themselves to chastise and educate those who are unable to protect themselves or overcome a lack of courage. They honor fellow warriors of any species, with the possible exception of the czath, whom they despise for obvious reasons.

Above all else, the skoles are concerned with survival. The czath have pushed them further and further from their habitat, overpowering their packs with sheer numbers. Once highly-organized allies of the Solinar, the skoles now wander the plains as nomads and hunters without permanent homes or any sort of established presence. In any group, it is usually the largest, strongest, or most skilled warrior who leads, and then only as long as the pack feels confident in his or her ability. They are not motivated by wealth unless they require such wealth to equip themselves with weapons and armor. Once these needs have been met, most skoles would rather kill their own food, line their own beds, or make what they need for themselves as opposed to purchasing it from others. To the more civilized folk, they can come off as quite crass and often randy - skoles are far more comfortable with their appetites than most folk and aren't afraid to show it. They also make it a habbit of being brutally honest.

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PostPosted: Tue Apr 05, 2005 7:46 pm


"Sarnaks:"
The sarnak race, an intelligent race of snake-men was designed to attack a fortress by a summoner. He designed them to overrun the garrison with numbers, then after the stronghold was laid to waste, they would breed throughout the continent, making an entirely new race. They are built just under nine feet tall, not including their tail. Several different 'breeds' exist now such as Cobras, Rattlers, and Contrictors. Throughout time, they have refined and perfected their hunting skills to a point where weapons isnt necessary, although they can use and make weapons with extreme professionalism. Many wars have been fought with them often on both sides. The Sarnaks carry a nomadic life as well, the beleive that constantly moving eliminates the chance of any rapid extinction of their race. They are just a tad bit faster than a human and more graceful in battle, but have a hard time traversing difficult terrain such as cliffs. They do not carry a pack mentality and speak their native tongue. They are intelligent, as there are several scholars living within human city walls and teachers that travel throughout the continent teaching anybody willing to listen. Despite many stereotypes, they can be very hospitable. Not initially trusting, but can be won over by maintaining a position of respect. If you lose face in their eyes, then you will definitely not be accepted as worthy of anything from trade to speech with them.

((Im sorry if this is a bit jumbled, but will get around to editing. Just very busy right now.))
PostPosted: Fri Apr 08, 2005 7:44 pm


THE DROW
Also called Dark Elves, were not always as they are today. They once lived on the surface with the other elves, mostly in the hotter regions of the south. They were called "Lil'Ilythiiri", meaning "Elves of the South". During the Elven Wars Araushnee bade her followers to rise up against her husband Correllon, Creator and God of all Elves. For this Araushnee was banished and became the goddess we now know as Lolth. Her followers were banished as well, and became the elves we now call "drow".

After their descent into the Underdark, they were renamed 'the drow'. The original term was "Dhaerow", an elven word meaning "traitor". It was later shortened to "Drow" by the humans.

APPEARANCE
The most notable feature of drow is their black skin, and pale (most usually white) hair. Drow on average are rarely more then five feet in height. Drow females tend to be bigger and stronger than males. Male drow weigh between 80 and 110 pounds, and females weigh between 95 and 120. They are typically elven in appearance, other then their skin color. Both sexes tend to be lithe, slim, and graceful in build, features, and movements, much as other elves appear to human eyes. They have long delicate fingers, pointed ears, and almond shaped eyes.

Drow vary in shape, features, and hair color as greatly as humans do. The only exception to this rule is their uniformly jet-black skin (the few exceptions tend to be bone white albinos). The majority of drow have snow-white hair from birth, yellowing (if female) or graying (if male) and thinning with great age. Rare drow have naturally silver or copper-hued hair, although there are those who deliberately dye their hair silver (these drow are the followers of Eilistraee).

Most drow have red eyes. Others have green, brown, or black. Various shades of gray, even amber and rose-hued eyes are not unknown. All drow eyes tend to grow redder when they are angry or upset. Yellow eyes usually denote illness, disease, poisoning, or the presence of certain detrimental magics. Blue and purple (and all the tints thereof) are the most unusual eye colors, and usually denote human or surface elven blood somewhere in the drow's ancestry. Drow teeth may be black, white, or purple, and their gums, tongues, and throats pink, red, or purple.

INTELLIGENCE
Drow are also very alert an inquisitive, simply as survival traits in their twisted society. This mental readiness gives them an intellectual advantage over most creatures. Note that while drow intelligence is augmented, drow wisdom is not -- the all pervasive teachings of Lolth, and the limited exposure to other societies, beings, and surroundings, are not conducive to a wide and reasoned experience of the world.

Drow are rarely surprised. This is because drow always expect attack, whether in the Underdark or surface world; in their own cities (where rival drow may strike with a dagger, dart, or spell at any time), or even at home (where rival family members may seize an unguarded moment to "prune the family tree").

Typical drow tactics include arranging ambushes where known dangers can be used, such as loose rocks that can be knocked down atop intruders. Anti-personnel traps, such as strategically placed phycomids, and glass bulbs filled with ascomoid spores, are also not uncommon in the Underdark.

Drow who fall in combat are customarily animated as zombies (so long as their lower limbs are usable) by drow clerics, not left for others to plunder. Such zombies are often commanded to carry less-mobile dead and wounded, and are also useful as "shock troops."

SENSES
Drow eyes can see heat patterns in air and rock thanks to their 120' range infravision. Against a dim gray "cold" stone backdrop, progressively warmer hues show as subtle blue, purple, red, and warm yellow. The warmth comes from hot springs, magma, seeping water, and fissure breezes.

Drow learn to use the "shadows" of these varying hues for concealment when stalking, in much the same way as a surface creature uses the shadows produced by the sun, moon, and other light sources. Like surface dwellers, drow must learn to 'read' heat hues; the meanings of various shades and patterns become known to drow only through teachings or experience 'in the field'.

Near areas of drow habitation in the Underdark, the varying heat hues of the natural Underdark are blurred by the higher ambient heat of many gathered, living beings and their activities. Drow cities also sport magical glows, a few actual lights (notably the sharp, foreign radiances of the candles of studying wizards and important rituals to Lolth), and the far more common continual faerie fire glows that highlight drow sculpture. Drow are proud of the beauty of their designs, and usually outline the most impressive works with this spell.

Drow hearing is highly developed. In the Underdark, one learns to find water by timing the echoes of dripping or running water, and to detect coming rock shifts or collapses by listening for the natural grating and groaning sounds of unshaped rock. Drow have long, slender, sensitive fingers, and a highly developed tactile sense. In addition to their silent language of gestures, stances, and expressions, they are able to read subtle, braille like "secret signs" left on rock walls, message stones, and other places by fellow drow.

The drow sense of smell, however, is not so acute. The all pervasive smell of the rock and damp air all around, tainted by ever-present mold and fungus spores and the scent of drow and slave bodies, is a strong background. Most drow have been exposed to strong incense and offering-burnings since infancy, which further serves to dull the olfactory sense. Drow still enjoy perfume, incense, and the like, but their smell is only about as acute as that of most humans - far less than that of many native inhabitants of the Underdark.

PERSONAL MAGIC
All civilized drow receive training in wizardly magic, both to test their aptitude for casting spells and to train them in the mental concentration necessary for control of their natural spell-like abilities. Spell-like abilities fade with time on the surface world, and eventually fade completely away.

These innate powers are the abilities to evoke dancing lights, faerie fire, and darkness. All drow are born with them, and with practice can learn to use them without formal tutelage. These powers vary slightly from place to place according to lineage, natural differences between individuals, differences in the prolonged favor of drow deities, and variations in the local intensity of the natural radiation of the Underdark. Drow control over them varies with mental state, sickness, age and training, and other conditions. A dying drow may knowingly pour his or her life-force into the exercise of these powers, doubling or even trebling their area of effect, duration, and/or damage. Concentration is not necessary for a drow to control base power effects.

In general terms, these powers may all be used only once every 24 hours. For example, a drow who levitates may not re-awaken that natural power until 24 hours have elapsed from the instant the levitation ceased. Any natural spell-like power can be used continuously for a period of time related to the level of the drow. It can be ended prematurely by certain hostile magical effects (such as dispel magic) or by the will of the drow employing them. Drow of above fourth level gain "mature powers" of levitate, know alignment, and detect magic.

Drow priests and priestesses also gain additional spell-like powers (in addition to their spells) through divine favor. These include clairvoyance, detect lie, suggestion, and dispel magic. Optional additional abilities include detect undead, ESP (other drow only, 20' maximum range), and invisibility to undead. (It is suggested that clerical drow have more of a chance of improving an existing power and a small chance at gaining a new power, for each level attained; augment these chances to simulate deities rewarding truly exceptional service.)

Drow of noble blood or name typically gain the ability to use all of their base and mature powers more than once a day. An additional daily use is granted at the end of each decade of life; senior noble drow have practically unlimited use of their powers. All exceptionally intelligent drow or exceptionally experienced drow can wield a natural spell-like power and a spell simultaneously (e.g. casting a spell while levitating), or employ a maximum of two natural spell-like powers simultaneously (e.g. levitating while launching darkness to enshroud the head of an opponent).

The presence of strong light hampers drow concentration. Common and untrained drow typically lose the ability to cast any spells or use any base powers (though they can maintain active ones) in any light equal to or greater than normal sunlight. Noble drow must make a saving throw versus spell to launch any spell or spell-like power (active ones are automatically retained), and all drow are reduced to the use of one spell-like power or spell at a time; no combinations are possible. The creation of light in any meetings with drow typically brings instant drow attack, and the launching of hand of darkness spells against the light source.

Drow also possess an incredibly high natural magic resistance. Newborn babies and infants have weak, fluctuating magic resistances (continuously varying from 02-40% at any given time). To protect endangered young, drow alchemists have devised a potion of magic resistance, whose use in battle has spread among the race. This resistance grows and stabilizes as drow mature. A drow youth has 40% magic resistance, and by adolescence, it has reached a stable 50%. Magic resistance increases from this 50% base by 2% for every level of advancement gained by a drow individual, above 1st. (Multi-classed drow gain this bonus only from the class in which they have the highest level, not from both classes.)

STATION AND RANK
Drow society is strongly matriarchal, with females holding all positions of power and responsibility in government, the military, and in the home. Males are effective fighters, and can become priests and wizards of minor power. Outside drow communities, they are rarely encountered without female commanders.

Male commanded drow groups are generally either streeakh, "suicide squads", or are dobluth (outcasts) who have rejected the traditional authority structure of the drow.

Social station is the most important thing in the world of the drow. Ascension to greater power is the ultimate goal in drow society. Assassination is the preferred tool in this job. It must be used discreetly in the city setting, for to openly murder or wage war (on a rival House) brings down the merciless might of drow justice (not because of the act itself, simply as punishment for the boorish act of fighting in public).
Outside the patrol range of cities, however, might is right, and Houses and merchant clans often battle each other openly in the wild Underdark.

SOCIAL ORGANIZATION
There are two major social groupings among the drow. These are the relatively unimportant (according to the priestesses of Lolth) merchant clans, and the staid, monolithic noble houses. In truth, both establishments are vital to the survival of the drow.

Merchant clans vary in organization. They are usually headed by an "inner ring" or council of the most experienced and/or wealthy merchant members, and hence are usually led by males (the "demeaning" and dangerous occupation of trading with outsiders is an almost exclusively male one).

The membership of an inner ring of a given merchant clan consists primarily of male wizards who have either passed or evaded The Test. Removed as they are from drow society at large, the merchant clans have no compunction about dealing with the surface world. In fact, a great number of the "second ring", or managers, are non-drow of various races.
The lowest rank in the merchant clan, the "assets", are nearly all non-drow. These are the laborers and soldiery of the merchant house. Together, the merchant clans form the trade links with the outside world that enable the Noble Houses to survive.

Noble Houses are led by a matron mother, the senior female priestess. In Lolth-worshipping drow communities, her rule is absolute, enforced by the priestesses beneath her (usually her daughters). All females of the mother's blood, in order of their age, follow in rank, although they wield no authority until they are trained and of age (past puberty).

Below the daughters come the male officers of the House; the weapons master (leader of the fighters), (chief) House wizard, and the patron (current consort of the matron mother). These ranks may be combined, and even held by the traditional next rank down in the hierarchy: the male heirs of the House.

Male heirs are also ranked by age: elderboy, secondboy, thirdboy, and so on. They are not allowed to look at the faces of other drow, or speak unless spoken to or bidden. This treatment teaches them their subordinate place in drow society.

Below them are the "war leaders" of the House (veteran warriors, who lead House patrols, attack squads, and guards, under the command of the weapons master), and the House mages (under the command of the House wizard).

Beneath these "blood" members and officials of the House rank its common warriors, its craftspeople, its servants, and its slaves. All ranks are decreed, and can be changed at the whim of, the matron mother. Her position changes at death - often at the hands of her eldest daughter.
In a Lolth-worshipping drow community, it is a deadly thing to slay a matron mother who holds Lolth's favor, so mothers may reign for hundreds of years, kept alive by the magic of Lolth and the diligent service they perform to get and keep it. The assassination of a matron mother is often a punishment for losing Lolth's good will, and marks either a new direction for the House, or - if it is weak, and has strong rivals - the beginning of its extinction.

If one House in the city openly wars on another, and fails to eradicate it entirely in a single attack, the survivors of the ruined House can call down the city's justice on the attacking House. When this occurs, all Houses combine forces to wipe out the offending House. Houses who send assassins and saboteurs against each other for years will be forced into an open battle by the city's ruling council, with the same results as above. This type of no-win scenario allows the internal strife of drow to be strictly controlled, so that drow communities are not torn apart by continual, bloody warfare.

Most internal combat therefore takes the form of eternal maneuvering for small advantages. Underhanded intrigue, poisoned knives in dark alleys, vicious trade rivalries, and dirty dealings are all a part of normal drow life.

WIZARDS
The most dangerous of drow, and the most likely to be encountered along outside of their Underdark communities (as opposed to fighting bands) are wizards. Drow wizards, especially males, are often driven into exile out of fear at the treatment they expect from those of rival Houses, jealous priestesses, and the angered authority of Lolth.

Dark elven wizards often become or accompany merchants, dealing with the surface world where their magic serves to protect and disguise them. Their endless need for more magical knowledge and spell components drives them into lots of adventuring, or the frequent hiring of professional explorers.

Some unusual familiars can appear in the company of these folk. Drow wizards favor watchspiders and hunting spiders as familiars, but more often employ snakes, spitting crawlers, pedipalpi, solifugids, and all manner of spiders, instead. The really fortunate ones acquire the companionship of an azmyth.

DEALINGS
Drow trust no other creatures, including (or especially) other drow. The relations of such a paranoid race with others is uneasy, to say the least.
Possible equals (the drow admit to no race as their superior) such as illithids and duergar are dealt with by a mixture of armed truces, hard bargaining, subtle threats, magic, and mutual gain pacts. Only exceptional drow individuals come to trust another being fully (and live to tell the tale!) in the cities of Lolth-worshippers. Trusting drow are more common among the worshippers of Eilistraee, but even theirs is hard to gain.

The drow are the most widespread and powerful of the known Underdark cultures. Strife among themselves, and a lust for a personal power and commercial gain, always prevents drow from gathering in any concerted effort against foes. This is probably the only thing that keeps many kuo-toa, jermlaine, and disir communities intact; the drow could easily wipe out weaker neighbors if they took up arms in earnest. Oddly enough, rule over all the subterranean races (even to the powerful mind flayers and aboleth) is the ultimate goal of drow - "the First Part of the Destiny of the People," as priests of Lolth put it. The Second Part is the extermination of all other elven races, including the seizing of surface lands and holdings. Lolth and her clergy do not, however, advocate any sort of "holy war". Lolth sees her People best served by the competitive striving of individuals, cabals and factions among drow society and her priesthood, and by the efforts of individual drow communities. In this way, the race grows stronger without breeding in decadence, weakness, and laziness.

Drow even practice cannibalism when their numbers grow too great for a given hold or community. Only the aged are used as food, as the survival of the young is seen as the future of the People. Population pressures like this result because sending out expeditions to found new holds is thought too likely to provoke war with powerful neighbors.

Plans to further drow rule and influence are supported with the greatest enthusiasm by drow whose present social position is good, if they are not threatened by the plan. Drow of low class are most likely to support plans that involve open warfare, or strife among drow.

If drow are treacherous among themselves, they are even more so in their dealings with others. Drow will readily "negotiate" with other races over matters of boundaries, trade, and peace. They will break any such agreements and treaties the moment that terms no longer seem advantageous (bargains with "lesser races" are not considered binding). Most races have learned to be cautious and alert when dealing with drow, and to have several tricks up one's sleeve to deal with the treachery when - not if - it comes.

Above all others, deep gnomes hate the drow. Conversely, in all the Underdark, there is no creature the dark elf enjoys slaying more than a svirfneblin. Other traditional drow foes include dwarves, humans, and other elves of all sorts. Duergar, illithids, and lesser races of the Underdark are traded with, but never trusted or befriended, except by the most worldly and experienced drow merchants.

This is not to say that drow are an unruly, unpredictable mob of violent berserkers, engaged in a sort of endless civil war. (Elminster: Actually, a more apt description to some would be that they are a decadent, status obsessed nest of vipers engaged in an endless controlled civil war.) They strive always for personal ascendancy, yes, but their striving is governed by rules and group loyalties.

Even if freed from the authority of an established House, ruler, or realm, drow instinctively band together in groups. Survival, to these warlike folk (so often at sword's point among themselves) is often a matter of numbers, trusted battle companions, and tactics.

SLAVES
Certain surface dwellers know the rumors of drow slaving to be true. Some human slavers and orc slavers trade with the drow - and have learned not to trust them. Drow place far less value on a slave's welfare than do surface dwellers. To most surface slavers, a slave is a valuable trade good, not to be damaged more than is necessary, for fear of driving down its value. To most drow, a slave is but a pair of hands, without limits that need be thought of; if it is killed, there are a million replacements to be had.

Slaves must give way to drow nobles, and are not allowed to look any drow in the eye. Slaves may only bear weapons when a drow noble allows them to (usually only in gladiatorial "entertainment" fights, or to defend a House under attack).

Slaves encountered in drow society are usually of the goblin races: goblins, orcs, hobgoblins, and the like. Kobolds and jermlaine are too small, agile, and independent to make good slaves (in the minds of most drow), and such creatures as trolls and giants are too large and powerful. Drow only enslave other drow captured in battle, particularly debtors and noble drow whose families do note pay ransoms for their return. Some drow communities don't enslave drow at all, sacrificing or merely killing captives and dangerous criminals.

Humans are valued slaves, but are considered dangerous unless they have no fighting or magical skill; human craftsmen are the most valued slaves, but seldom thrive for long in the dark, cruel drow settlements.

A FEW CUSTOMS
A drow gesture of surrender is dropping to one knee, letting fall any weapons, before the being one submits to (usually performed by male drow, to female drow).

Drow like to give and receive massages - long, skilled massages involving scented oils, hot water and steam. This is close to ultimate luxury for them.

Drow enjoy magic, and exult in wielding its unleashed power. They are fascinated by new spells and effects.

Drow love beauty - the beauty of sculpture and made items (especially weapons) and the beauty of the body. Drow of both sexes are proud of displaying their physiques - and all children exhibiting any physical deficiency are slain.

Drow communities celebrate several annual festivals. There is always a wild feast when wizards, fighters, and priestesses graduate from their decade long training (during which they taste all three branches of drow expertise: wizardry, clerical teachings, and weapons training), involving the worship of Lolth and the summoning of denizens who serve her.

Many drow communities also observe "The Blooding", a rite of passage into adulthood for both sexes, during which the young participants must kill an intelligent or dangerous surface creature of some sort (e.g. a human warrior or wizard). If the community is not near the surface, merchant clans provide captives (for high fees) who are let loose with weapons for the young drow to hunt.

Drow communities near links to the surface world usually hold "The Running" instead: a hunt and revel on the surface in which all who walk participate, once a year. (Understand that what the drow call a "hunt and revel" the surface dwellers refer to as "looting and killing".) The blades of many drow rivals seem to accidentally find each other during the raids on surface communities. Young drow participating in their first Running are expected to carry out The Blooding (as described above). Drow communities tend to vary the timing of this annual event slightly, to prevent surface communities from hiring and readying strong guard contingents to await them. It should be noted that drow can, through training, experience, and repeated exposure, become accustomed to light, and use both normal sight and infravision. This process takes about ten years. The only encountered drow likely to be immune to the detrimental effects of light are veteran surface raiders and wizards (who traditionally study by candlelight).

MARRIAGE AND FAMILY LAW
Among Lolth-worshipping drow nobles, females can choose and discard mates freely (sometimes merely leaving them, but usually slaying them). Among drow commoners and drow of other faiths, marriage is still a transient thing. Marriages usually last from summer to summer, or for a decade, always with possibility for renewal.

In drow merchant clans, security demands that mates be of the same clan, or that an outsider be taken into the clan, if a relationship develops. This clan induction is forever; death usually comes if the outsider decides to leave. In noble families, the honor of the House demands the family name be given (if only temporarily) to mates of other families, or of common blood.

Child rearing is the responsibility of the whole family (House, or clan), not merely of the direct parents. A long-lived female drow, choosing to have children only after an active career, normally gives birth to ten children before her fertility wanes.

Drow rarely live past their seventh century, and 94% of them die of natural causes before age 800. Rare individuals (usually those who are subjected to the least hardship, such as the matron mothers of powerful Houses) may live more than a thousand years, becoming withered and worn. Drow do not show their age until after their six hundredth year.

CLOTHING AND HOUSE INSIGNIA
Most drow wear a magical, shielding cloak, called a "piwafwi". Under its collar, most drow wear a neck purse. In it, noble drow carry their house insignia. Commoners will carry a black medal medallion denoting the house they serve, of the merchant clan they belong to.

In the streets of a drow city, house insignia are usually displayed openly (as adornments) only by the members and servants of the "First House" (most dominant family) of the city. Insignia of lesser houses can be seen on the walls or gates of their strongholds, and are often worn openly inside such strongholds.

The house insignia if nobles that the form of distinctive sculpted images, often equipped for use as brooches. All carry several magical powers - minor abilities known in detail only to members of the House.

STRUCTURES AND SETTLEMENTS
Drow often emulate spiderwebs in the layout of buildings and passages. Traps and falling walls force intruders towards the radial center of the "web" where the drow of most power will be found.

Even a simple villa usually sports traps to discourage intruders, such as "spring-guns" crossbows fired by someone tripping fine, dark trigger-lines of spider silk or waxed cord).

Common drow live in small caves, or in circular, walled houses, with dug-put cellars and adobe like construction. These are always as beautiful as possible, and increase in size and grandeur with the wealth of the owner, until they become the grand villas of wealthy merchants, merchant clans, and noble Houses.

SPIDERS AND THE DROW
Drow have a strong affinity for arachnids. Most of them worship the spider goddess, Lolth, whose priestesses dominate drow society - and whose ritual Test is forced on many drow of 6th level or higher. The Test, is an examination of loyalty and skills, and is thought to be infallible. Failure carries its own horrible price.

Those who pass are rewarded with increased status in their community, usually with immediate promotion within the priesthood. Others are sent on a quest set by the goddess. This usually involves a dangerous mission against specific targets in the surface world.

Even among drow who do not worship Lolth, an affinity for arachnids is strong. Spiders and similar creatures often dwell among drow communities, and are prominent in drow sculpture, art, and fashion. Drow door carvings and frames, for example, are apt to sport a pattern of repeating crawling spiders. Drow homes are often decorated by translucent, draped gray hangings that emulate spiderwebs.

Even games of tag, especially the courting games of hide-and-seek played at festival times by young drow, are known as "spider hunts", and any battle or endeavor in which a drow dies fighting is known as his "last bite".

T_rae_03


Sakura_DeVara

PostPosted: Fri Oct 21, 2005 4:17 pm


SAPHRIANS (AKA PHOENIX CHILDREN)
Though they were not known by any race because they preferred to be alone, not much is known about their beginnings. They are a form between Angels and Humans. They are the link between the two and guide souls that need help out of tough situations. But after a time they grew tired of this and rebelled, their arrogance in thinking they were better than mere humans and wiser than the angels. And so they were cursed to be forced to suffer the deaths of those whom they cared for that were not their mates. It would happen at a young age for the children and only one child was born per couple. And so even now they are dwindling into nothing.

APPEARANCE
The Saphrians children usually have either silver or black hair. there are few and rare that have hair that changes shades. Their eyes vary in a variety of colors, going from the palest gray that was almost white to black. Most eyes are crimson black with white in them. All the adult females are no shorter than 5'7". The men are rather shorter than the men and barely reach the height of 6 feet. Each person has a pair of wings signifying their heritage. There are two main ones. Demon and Angel. There are few those where they are both. Those are rarely trusted and tend to be banned. They are naturally a pale race and dont tan so well. They always wear clthes that are set for battle and rarely take time to enjoy lie. On some occasions, Children have been able to avoid the curse.

INTELLIGENCE
Saphrians are known as the proprieters of knowledge. They release what needs to be released in the worlds and yet their own understandings exceed even that. They say when a child is born, the wisdom of their history appears in the childs head as well as terms and equations for anything and everything. Sometimes their intelligence is on of their vanitys and it is hard to decide on what is worse. Either their looks ar Intelligence. They have developed their minds so that they far succeeded over any civilization, performing tests andideas that would suddenly pop into their head.

SENSES
Saphrians are as sensitive as youkai are. Their sight, hearing, smell, tste, and touch exceed far that though of even a youkai. Everything is heightened tenfold and so dealing with sudden things sometimes takes a toll on them like hearing. That is their one flaw though they are loath to admit and pretend that they dont care.

PERSONAL MAGIC
Saphrians generally do not have their own magic. Each one has their own pendant that has their elemental strength on it. Each Element is directly involved with an Elder who is the advisor to the Queen. For each element there is one Elder and the elders magic, though it is a bit less restrained is still directed through the Queen. The Queen is the direct connection between the People and the Phoenix. The Phoenix is no more than a sign of their Goddess.

STATION AND RANK
They are mainly Matriarchical and that is how it has been over the years. The heir to the throne is always the first born female. No matter the marriage, the surname is kept the same. Most of the time the Queen will have at least two daughters and one son before dying. It is a curse to have children for them.

For the lower classes, it is a matter of equality. The women nor the men are truly in charge. They work together and it is decided together on who gains the inheritance.

The Lord Classes usually take on after the people of Earth and the males are Heirs. They are raised to rule over women and in some cases it makes trouble.

SOCIAL ORGANIZATION
There are no more than 6 classes. The lowest is the servants. Though there are few, they are paid freely. The servants usually can gain a higher ranking but it is not very often.

Next up is the surfs. They usually work for aliving although they have to work in certain places depending on what their parents did. Some dislike but there is no change for them as it is strict.

Next is the Lower class. These are the ones who have money but not enough to impress anyone much.They usually deal in small things that make them some money and they have a certain respecatability.

Next is the Middle Class. These are the ones that fit in with both the Lower class and the Lord Class. They generally have one or two servants and own more businesses.

Next is the Lord Class. These are the ones that have extravangants amount of money and do as they please. They are almost as cozy with the royals. They are the ones that direct the mines and such, along with shipping goods. The middle class is usually the ones who are the merchants for these things.

Lastly is the Royals. That consists of the Royal family and the Elders. There are never that many and never do they mix with anyone below their class usually.

DEALINGS
Saphrians are entirely suspicious of every single thing especially their own race. There have been times when even families did nt rust each otehr. They hate humans and anything that look like them but when it comes to trading, they allow only a few to trade with the other races. They consider themselves too important, even the servants, to trade with a human let alone look at one.
PostPosted: Sat Jan 14, 2006 1:58 pm


Constructs


A Brief Overview of Constructs (or rather, as breif as I get):
You're most common idea of a construct is some sort of golem, someone makes a pact with a demon or other spirit, sticks it in the mechanical body, and they have a giant minion. However, in essence, it's the fact that it's magic creating artificial life that I consider to make it a construct. Thus, magically created 'flesh' or else any proper vessel- even a corpse, taken proper care of for the animation- would be usable if you could get a soul to use and the process to pull it into the vessel and bind it to you.
Also, most people would generally, I think, agree on this- a person's soul has a sort of attachment to their body, of some type or other. Thus, rather than go through the process of drawing a demon or other spirit to the physical realm and then placing it, it would be greatly easier to retrieve a soul once attached to a vessel once it was found through similair process.
It could probably infact be forced with a little power put into it, and thus you avoid having to make a pact with a demon or something of the like, where you might have to give something up.
Once there, it is bound to the controller, and the vessel, forced to stay where it is and take commands. It relies in part on this link to exist, as while it's body has it's own magic and energy because of it's own soul, the extra energy of the link to it's master helps maintain the connection of soul and body, and assists in maintaining life as well. Thus, assumably and with a few somewhat simple conditions met, just about anyone could be made into a "construct".

Psychofish

Dedicated Loiterer

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