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Fractured Moonlight Captain
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Posted: Fri May 04, 2007 1:14 pm
Ilindal Crest  Races *Please not that when you choose a race, be knowledgeable about them. For instance, elves don't sleep, dragon-folk like to hoard shiny things.* **Also, you can be a well established member of the place, not a stranger to it** ElvesBoth 'surface' and 'dark' elves exist in this world. Much like any other elf and in the way of elves that is how they act. Often the craftsmen of Ilindal. Weapon and magic inclined, mental creatures. Dragon-folk((Not half/half breeders)) Beings that in thier true form are dragons but have the ability to adopt semi-human like forms. Their wings, tails, and horns and variosu patches of scales remain but they also can shift to a more dragons-esque or human-esque look beyond those features, tail is prehensile. In natural form they range from 30 ft to 60 ft tall. Breath weapon, magic, and hand to hand combat implied, protectors of Ilindal. HumansNormal everyday varying degrees and looks that humans tend to take. Proficent in weapons and martial arts, some blessed with mental or magic aspects. The creative, ambitious group in Ilindal. Laerethe(( Learethe do not breed tradtionally. They are not a half/half producing species with any other species. If you want to play a Laerthe, you must play two characters, one male and one female, either or can be a main character and a NPC, and you should contact Picking Up Stars for specifics.)) Special artisans that appeared and lived on the plane in peace. Originally born from the Goddess Ulrhyda, the Laerethe were given special gifts to travel amongst the planes and gather information for their goddess. They bestow favor upon those that have a deep respect for Ulrhyda, their version of Mother Nature. They share many of the same characteristics as elves including the pale skin although they have no tan pigmentation whatsoever and the sun has no effect on their skin. They are smaller than their elven counterparts, with the tallest male at 5’2 ½ and most females 4’0 and above. Slightly elongated ears with patches of fur on them and pointed incisors that bespeak of their ability to change and adapt, they are peaceful shapeshifters and knowledgeable artisans. Known by the star shaped pupils and series of natural markings in the shape of stars somewhere on their bodies, they are not easily recognizable for they are not highly social creatures and prefer to stay to themselves. Only females can shapeshift. Each female’s method of trapping can be different. The females are the more active of the race, possessing the urge to hunt and provide as well as protect. Males are much more mind-related with telekinesis and the ability to craft legendary objects. All possess the basic elementary magic though they prefer not to use it. They possess vast knowledge of the world, gained through their longevity of life and passed down throughout the generations. Laerethe travel in pairs. They are paired up by the Goddess, as they are extensions of her sent to the plane to do her bidding. Each pair consists of one male and one female. Pairs are ALWAYS called back to the goddess together. One cannot exist without the other. The race is not capable of surviving if fallen from the goddess' will. Breeding: Laerethe do not breed traditionally! A new Laerethe is created through the will of the Goddess and a chosen male subject. Likewise, Laerethe are not raised in the traditional way either. They are spawned from the Goddess as full adults, ready to be used for her service. Appearance: Between 4’5 and 5’0. Tallest male is 5’2 ½. Pale skin varying from very white to slight darker variations. No tan pigmentation. Sun will not change the color of their skin. Hair color varies between the lighter colors of the spectrum. Often blonde or variations thereof, light colors: light green, light blue, light purple, or silver. No black and no red. Eye color is determined by father and tends to compliment the hair, i.e. blue eyes, green star, pupil, silver hair or variations of such. Dress: No specific dress code. Genders are given free reign to choose own style. Males: loose pants, tighter shirts and often vests or overtunics, boots. Note: Females can also adopt this style as their choice. Females: Long, flowing dresses/robes, usually covering almost all available skin. Can opt to wear skirts and tunics or other appropriate tops.
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Posted: Thu May 31, 2007 10:50 am
Other Beings Seon(The word "Seon" is the Korean version of "Zen energy".)Although the Seons are intelligent and independent sentient beings who have given themselves to the service of 'mankind', they cannot truly be classified as "living creatures". They are known to be a race of mystical beings that Ilindal scholars believe are somehow connected to the Laerethe. Some of them maintain that Seons were originally created by the Laerethe at the beginnings of Time, while others argue that Seons were only somehow introduced to the plane with the Laerethe's help. Whatever may be the case, Seons are extremely rare but great companions to the scarce number of people that possess one. Physically, they can only be described as mysterious floating balls of magical energy. Each Seon bears a distinctive foreign rune at its center, which glows and causes its light. Color of the light usually indicates age of the Seon, but bear in mind that since this is not a physical change, we can assume that age in their case can be measured as wisdom. Light that is more in the warm color spectrum (such as reds and violets) identifies Seons that are wiser and more experienced. Light from the colder side of the spectrum (such as blues and greens) are usually the more carefree and "younger-at-heart". Seons do not verbally speak until they choose a master, since they can connect with their own kind through magical impulses. In terms of facilitating communication by distance, two people that both possess Seons are able to accomplish this. During the process, the light around both Seons molds into a glowing bust-like form of the other person and its voice also changes to match that of the person. The two people are then able to communicate through their respective Seons. Seons are also unnamed until they choose a master. Names can be picked by the Seon itself or its master. They are usually short, no more than 6 letters and neutral in gender. Although Seons possess a wide range of personality traits, they cannot be characterized in terms of sex. Under highly stressful conditions, a Seon might choose to release its rune. Following this action, the Seon loses its light source and the cloud of magical energy around it seems to dissipate. This is their form of "death". It is said that the Laerethe are able to revive these dead Seons, breathe life into them again, but it has never been seen nor documented.
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Posted: Sun Jun 03, 2007 7:54 pm
Pirates Pirates ride the sands and the few lakes or ocean like areas with virtual impunity. Atolls, villages or city-states/towns may have some semblence of naval power, but for the most part can't use it due to either being outdone through experience, or can't afford to lose the pirate's gold in trades and deals. Ilindal's naval forces as well are virtually non existant, but they don't really need a navy. the large quantity of dragon-kin give them a powerful air force instead. they are scoundrels, rogues, renegades. most simply prefer the sandseas, others are out for riches and fame. the follow thier own codes and rules, and while it is unsure how they all seem to know them, they do all seem to follow the general codes. they may lie, cheat, steal, adn kill at will or for needs others might find trivial, but for a pirate, the slightest advantage must be taken. or else they get taken. There are few ships that have some fame to them. and some are legends even to the pirates... The Chimera - Captian Hunter Deacon. She's a virtual swiss army knife of the sandseas...fast, manuverable...though light on the guns. her danger lies not in her firepower, but her many 'tricks' that can take even the most seasoned sanddog by surprise. The Black Dagger - Her Captain is under constant struggle, and the title changes hands regularly since the rumored death of her original captain. Heavily armored and armed, she's still among the fastest, if not the fastest, ship on the sands. rumor is she's not an ordinary ship, and the large amounts of dragonic items that adorn her seems to help solidify that belief. The Serpent - Captain Fang. the Serpent is not fast, nor heavily armored...but she is heavily armed. and her captain is calculating and cold....and knows exactly how to lure faster ships into situations that appear to give an advantage only to be destroyed by the Serpent's overwhelming firepower. The Gale Claw - Captain Gem Neerem. as fickle and fierce as any woman, the Gale Claw serves her captain well. she's got speed and guns, and knows how to use them to the best effect. when it comes to speed, she's not as fast as the Dagger, but she is a slight bit faster than the Chimera. she boasts regular cannon and deck guns...and her captain seems to have a fetish for shooting damn near anything out of them. The Burning Prince - Be it Sand or Sea....there's always a legend. for this ocean, that ship is the Burning Prince. a legendary ship, and captain...the Master of the Sands...some call him Davy Jones, others call him Simaril...and many other names beside. though Davy Jones is the most common. No one that has seen the Burning Prince is the same afterwards. some go mad, others fearful...and more don't learn anything but the secrets only death can bring. No one knows her full range or power...but many legends state she simple rises out of the sands...and disappears again beneath them after she does her Captain's will.
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Posted: Sun Aug 26, 2007 3:34 pm
Riders It was many many years before the storms took all. Everyone was fortuitous and prosperous just as intended. The, Grisharne, the Dragonlord, became too powerful. He led a faction of dragons that left no quarter for mercy to what he considered lower races and in less than a few centuries, he was breeding killers. The humans were on the verge of extinction and elves were shortly following. The only thing left was for the Laerethe. The council had immediately convened and deliberated and finally annihilation had been chosen. But not all at once; instead the council voted that the descendants be weaned off their killer ideals slowly until they were once again civilized. In the meantime, a group of straggly humans and elves had been chosen and trained in the art of subduing and changing dragonlings to destroy the killer instinct. The group gained power and soon the Laerethe, confident in all that they had taught, removed themselves from the conflict, giving the warriors the location of Grisharne's cave. Immediately the group fell upon Grisharne and his most loyal followers as they lay, content and lazy from their latest meal of human and elven young. The dragons were slain where they dozed, the eggs stolen and the group became known as Riders. Today, formally as Dragon Riders, their purpose is the same; the procurement of Dragon-folk for riding among other uses. This bunch of peoples consists of human, elves, and even other Dragon-folk that are deemed ‘inadequate’ either by their own saying or by that of others of their kind. Acquiring Dragons:Riders prefer to obtain their dragons when they are still inside eggs. Occasionally they will strike out to capture full grown mature male and female dragons for breeding purposes, but are more likely to raid nests of Wild dragons, or even go so far as to take from those in Ilindal, or those who are traveling the Sandseas. Making the Perfect Mount:This process starts when a dragon is still in its egg and still in its early development stages. Dragon eggs must be kept at certain temperatures and angles for the young dragon inside to develop properly. Normal development consists of body mass forming firstly, then wing membranes, then talons, teeth and horns, followed by body blades/spines and armor scaling. To modify the dragon as needed, certain factors must be eliminated; dangerous/hindering tack and riding components, size, and intelligence. In order to modify these factors the environment and condition the dragon egg is kept in must be carefully observed. Firstly, they must be kept at a temperature that is below normal draconic standards. However like all eggs, they must be kept warm, in this case they will be kept barely lukewarm. Secondly, a crack must be made and kept in the egg and it should be set at a less than straight up angle, preferably switched or rolled every day. These two things will keep the temperature from sticking to egg as well as confuse the natural defenses of the egg as it will continually try to heal itself and thusly momentarily neglecting the dragon inside. These first two measures will keep down a dragon’s development. Ideally, a dragon will not develop armor scales, spines, or blades, and they will also be restricted in their size as they grow further. Dragons also treated to this process will have faded scale coloring, their colors coming off a more pastel or old look than the vibrant and saturated coloring naturally found of dragon hides. Thirdly, as one is rearing the hatchling, they must be treated as a common animal and given no intelligence enhancing means of contact. Any show of intelligence beyond that of mere command understanding is to be punished and thus be reinforced as something discouraged. Such intelligence restriction includes; talking, magic, reading, voluntary disruption or regard for rules and mounts, and voluntary use of breath weapons. Such measures will continue as needed to condition the hatchling. To restrict the hatchling’s size as it grows, they are to be caged in compartments no bigger than ten feet in height and length. They will grow into this space and not beyond it. During this time, it will also be taught through simple command and reward/punishment process riding commands as well as a commond for the dragon to use it’s innate breath weapon. Once a dragon is at its “Riding Height” it will be fitted for tack and used as needed, much in the fashion of the commonly found horse. Disposal:When captureing full grown draons for forcible breeding, they are to be killed with as soon as the male is no longer useful or controllable, and the female will be held to the same standards but only after she had laid a clutch of eggs. In the case of ‘unusable’ modified dragons, they will be put to the same ends if a purpose is not found for them. A dragon’s body should never be wasted. They are good money, the hide can be used for clothing, shelter, weapons, armors, ship hulling, pretty much the extent of one’s imagination. Bones, talons, horns, and spines can be used for much of the same purposes. Meat and fat as well as internal organs can serve as food.
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Fractured Moonlight Captain
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Fractured Moonlight Captain
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Posted: Sat Nov 17, 2007 9:15 pm
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Posted: Sun Jan 03, 2010 10:13 pm
Kil'Tas as Created by Me...and my mules. ninja
The Basics The Kil'Tas are a race of only women. No Kil'Tas woman has ever given birth to a son. They are free to mate with whomever they please, though most of the women force their mates to live amongst the women. There, the men are treated as nothing more than vessels for daughters, the men being chosen for their strength or whatever the woman is looking for her daughter to have, as his qualities will be passed down to his children.
The Kil'Tas stop aging at 20, always appearing to be barely just adults. Their life expectancy depends on what kind of life they lead. These women, though witches, are still mortal, and can be killed just like any other person. However, they are immune to disease and old age, and so cannot die from something so simple. They are a solitary type, so most live to be thousands of years old.
Each woman has a familiar, a companion that is their until the day that they die. This companion appears, for reasons that none know, when the girl is 20, her age of maturity. It is a magickal companion, tied to the spirit or soul of its Kil'Tas mistress. The creature will only die when its mistress does, and will live no longer than she. This creature is usually a symbol of some sort of the Kil'Tas spirit, and so the women believe that they are gifts from the spirits of their Haken ancestors.
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Nature of the Beast The Kil'Tas are a people of magic, created by the Hakens eons ago by possessing humans with magic. Somehow, it became genetic and formed a new race of people. They are always in fear of the Iikans, their natural predators. Amongst various magic abilites, the Kil'Tas are known mainly for their powers of enchantment, giving them the ability to control emotion. However, because of their Haken ancestry, they are able to learn most any kind of magic, if they devote the time to it. Aside from their manipulation of emotions, they are also known for their ability to use magical tools without much study into their purpose. However, this makes them susceptible to dangerous side-effects.
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Appearance They are defined by their swirling eyes, which come in several different color groups. There are red/black/silver swirls, green/blue/yellow swirls, and silver/black/any swirls. The colors signify their strongest traits, things they are born with that cannot be changed. Their hair colors vary, as well as their skin, depending on their lineage.
~~
Temperament The Kil'Tas are loyal to their Haken ancestors, but they live amongst the people of the cities.
Many of the Kil'Tas women are very seductive, due to their drive to procreate and bear more daughters. However, because of their abilities to control others emotions, they are also very cold toward people much of the time, and have difficulty showing their own true feelings about things, unless they are unsatisfied. Also, because of this ability, many of the women have also been known to be very quiet and shy, keeping to themselves mostly, though always toying with others. The Kil'Tas are very manipulative people.
Loyalty is key with these people. A Kil'Tas woman will more likely than not remain in contact with her family until they are extinct. Though they live amongst the peoples, they are only true to themselves around their own kind, since their manipulative powers are ineffective against the other women. A Rogue Kil'Tas is considered a traitor to her heart and her people, as well as to her ancestors. Depending on the conditions of her leaving the family, she may be hunted down, or simply hated. No Kil'Tas can be banished from her tribe, but she can be punished. However, once marked as a traitor, it is the duty of her people to kill her upon sight, and preferably before she mates, in order to keep clean the bloodline.
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Posted: Mon Jan 04, 2010 8:09 pm
Desverto (As created by NeoVendik) Born of a storm comprised of spiritual and electrical energy, the Desverto are a relative to the dragon race. This race of airborne creatures resemble erect humanoids in general body shape (two arms, two legs and torso). They are covered in stiff feathers all over the body with wings that protrude from the shoulder blades. At the end of their finger and toes are curved, non retractable claws. Their heads and faces are reptilian in shape with slitted nostrils and sharp carnivorous teeth. The most distinguishing feature is their eyes, which are all red and contain a white faceted pupil. This faceted pupil focuses the light to allow accurate far sighted vision, so as to spy over large distances from the air. The Desverto range in size (while in comfortable standing position bent knees and straight back) from 5’6” to 6’4” with an average tail of 6 feet. When full erect they are near 3 feet taller. In general the females are smaller but are much more aggressive and agile. The race, being born from storm energy, live by feeding off this very energy. Living in such a highly, for the lack of a better word, energized environment, they evolved quickly and gained the ability to control the charges of particles as well as open temporary portal to other planes. In either of these cases they have a limited ability based on the amount of energy they consume from the storms. This consumption of energy also gives them a fairly high resistance to magic, as it permeates throughout their bodies and feathers, which also gives them the high sheen. For the sake of time the action of use the charge ability is known as “Polarizing.” Polarization allows an object of any assortment EXCEPT mythril and precious gems, to be attracted or repelled with 6 feet of themselves or held object. Also can transmute materials into any similar material (basic alchemy, ex: gold to lead) With this they can make coal in a diamond but cannot undo it. The larger or stronger the object requires more power. Through the polarization process elemental abilities can be formed (strong lighting, simple flame and cold). The Desverto are a violent, more sinister race that live in the belief that they are the strongest of beings due to their quick evolution of powers. After the Learethe created the Rhythmic Orb the storms began to die within the plane. Due to the dissapearance of the storm, the Desverto began to die and are now believed to be an extinct spieces. Firstly is that although mothers give birth the fathers are the more attentive to offspring. Given birth as eggs, the shell of the eggs are nearly impenetrable to all magic but are extremely fragile to physical means and are small so as to stay aloft in the clouds. Each egg is spherical, about 2 inches in diameter, and transparent. After hatching the Desverto are born with scales that develop into white downy feathers around 5 years, while they grow no larger than a small cat and live off of local quiescent energy. From the ages 5 to 50 the downy feathers begin to lengthen and stiffen while the color of their plumage depends on the forms of energy they consume. During this period of their age they grow extremely fast and are left to fend for themselves around 20 years of age. It is extremely difficult for the Desverto to survive beyond this age range as flight begins to appear around 25 years of age. If they survive to age 50 they have become equivalent to an adult. They actually stay in their prime as an adult for around 900 years due to their diet. After around 950 years they are considered elders of the race and age very badly and quickly to die around 1000 years of age. 1-5: Hatchling, scales, no powers at all 5-20: Downy feathers form and begin to lengthen, fed my father not mother 20-30: Begins to learn how to fly and develop polarization 30-50: Fully develops flying 50-950: adult with fully depolarization (gains ability of planewalk around 150) 950-1000: Elder 1000: Death
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Posted: Wed Jan 06, 2010 11:14 am
The Storms This is the name given to the electrical currents that swept through the plane in the form of black clouds that rained red lightning onto the plane. This happened due to an mass planar energy imbalance that occurred as the plane evolved in it’s own course. These storms covered the whole of the plane with few places being protected. The lightning and energy was so intense that almost all vegetation was disintegrated, oceans and water were evaporated and places were broken down quickly. In their wake the Storms left little more than sand and in some places massive runs of glass from heat contacting the sand. Such places like the Glass Seas show the sheer power of such things as sand that was struck and blasted up formed into grand wave like crests. In time the Storms ebbed and took their destruction with them as the planar energies came back into a harmonized balance. The once lush plane was left nothing more than vast miles of sand, glass, salt, and sparsely habitable pockets of water and vegetation that escaped the damage.
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Fractured Moonlight Captain
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Fractured Moonlight Captain
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Posted: Wed Jan 06, 2010 11:18 am
The Rhythmic Orb This Orb was a special gift to the Guardians of the city of Ilindal. It appears to be made of glass with rainbow swirling colors inside of it. This object was created by the Laerethe as they saw the devastation that was created by the Storms and how the people suffered from the now barren wastelands. Being creatures of a higher power and not looking to see their plane die they thus made the Orb, gifted it, and then started to show the plane natives how to use it within Ilindal’s walls. The Orb can within a certain radius affect: Weather, growth, land masses, water, temperature, and other such things of nature. The Orb can not be used against plane inhabitants.
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