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The Bestiary; Generic Races
Tweet Topic Started: Oct 20 2007, 09:11 PM (202 Views)
Post #1 Oct 20 2007, 09:11 PM Project.Seeds
Bestiary

This is your generic topic for many of the beasts you will likely encounter, and those you have already fought in the form of simple character sheets. Again, this topic will be regularly updated concerning the events in the RP, so check this regularly. Also, this basically describes the races as a whole as well as the terrain and major cities of the nations: all other information shall be evoked from the GMs themselves, and added here if necessary once the RP starts.

Humans

This short-lived race is one of the youngest races to set foot upon Tesher and Audril, characterized by their resolve to gain power and expand. As a race, they appear short sighted and have the tendency to focus on immediate situations than ones further down the road. They are well-rounded in intelligence and power, but vary significantly from person to person. This makes them difficult to categorize and describe, as their ordeals and characteristics could be complete opposites of each other.

Their race consists of three powerful kingdoms in the world: Steadhill, Uma, and Aquan.

The Kingdom of Steadhill

As the most powerful of the three kingdoms, its land expands out along the northern and western coasts of Tesher, also filling the void between the northern portion of the Windswept Mountains and the Marshes. The capital, Merchen City, rests just outside the Marshes along the north side and is a center of trade between the humans and the other races. Another major city, Upetil Sumith, rests between the Marshes and the Mountains within Tesher and is another major pit stop for traveling merchants, engineers, and miners; being the second largest human city aside from Merchen, it is unsurprisingly one of the least sanitary due to all the new industry being done by the humans and dwarves.

The Kingdom of Uma

The rise of Uma was a surprise to many within the Realm: it started out as a large expedition of thousands seeking to explore the nearby continent of Audril from the kingdom of Steadhill. Through trial end error, they slowly inhabited the western lands of the new continent, though most were not daring enough to go further east once reaching a certain point. Regardless, the huge province became difficult to manage, and after some negotiating long ago, Steadhill’s rulers allowed the explorers to form their own nation: Uma. Though currently the weakest Human country, they are growing in power the fastest, their lands slowly swelling and their resources beginning to stockpile from new discoveries by the few bold adventurers willing to challenge the harsh climates and creatures waiting to be found.

Settlements are few and far between, with the largest being Fort Bask, resting just outside of the isthmus connecting Tesher and Audril. It is also considered the unofficial seat of the country, and though the rulers of Uma tend to move from settlement to settlement, they are most often found within the fort. It once served as a first defense against any possible outsiders wishing to enter Steadhill, but with the expansion of human society, it has instead become a place of commerce and trade. The majority of Uma stretches along the western half of Audril, an area predominantly called “The Sound”.

Empire of the Sea (Aquan)

By far the smallest country, it makes up for its lack of land for its power on the high seas. Its capital city, Skocut, found on the Isle of Topi, is the largest island settlement within the Realm, with trade between Aquan and Steadhill commonplace between them. The only major threat to the nation is rogue pirates, who often impersonate Aquan vessels and raid nearby Steadhill colonies in order to try starting a war. For its size, the Empire has many thousands of inhabitants, and has a huge navy that makes Aquan arguably the most difficult country to attempt invading.

Dwarves

Short, stocky, yet full of endurance, the Dwarf is likely one of the most powerful melee combatants of the four dominant races in the Realm. Most carry thick, rugged beards and muscled bodies with a rough voice – whether male or female. A stout, long nose often encompasses the front of their face, and their preferred clothing consists of something metal during war and something made of hardy cloth during most other times. They carry a love for working with the earth and industry, and even a stronger enjoyment for Ale and a good fight. Dwarves carry favor in axes and hammers, and if they require range, carry a number of throwing axes. Few ever learn magic, but those who do are often quite skilled in the art of using fire or earth.

They only have one nation in the Realm, titled “The Iron Peaks” for the majestic mountains in which they occupy. It rests within the northern part of the Windswept Mountain Chain, separated by a small bay of water from their Gnomish allies to the south. It is said that the Dwarves descended from an underground race before coming to the surface world, much like the Gnomes were believe to have. The only problems the Dwarves have concerning enemies lies with the Goblinoids and wild humans who patrol the narrow straight between Human and Dwarven lands. Gnomes rarely ever enter melee combat, but favor the small, light daggers as it is fit for their size. Some mages also carry around specialized wands, which carry a number of magical charges in case they deplete their own energy reserves.

Elves

The Elves, or ‘Wood Elves’ as they’ve been called, are a bright, long-lived race, and the oldest of the four dominant races in the Realm. With graceful movements, slender bodies, and pointed ears, they tend to look unusually attractive to the other races. Unlike the Dwarves or Gnomes, Elves have little interest in manipulating the Earth itself, instead finding comfort in the forests and wilderness of their home in the Frozen Forest. Their nation, titled “Athoven”, contains but a few true cities, but they are treasured by the Elven people: many newcomers notice that when they approach the city, the weather suddenly becomes temperate and calm, opposed to the harsher climes of the surrounding area. This is because they use magic crystals to provoke an aura around their settlements, changing the weather to make it more acceptable for the families that live in them.

They rarely leave their home other than for trade, though there have been several adventuring souls as of late wishing to explore lands outside their own. They favor the bow and sword for combat, and when it comes to magic, it often deals with the elements of Nature itself through water and wind.

Gnomes

Gnomes are a short, thin race – even more so than Dwarves in size. However, they are likely, as a species, the most intelligent but clumsy of the four dominant races. They are also known for being social, particularly with other races, to the point of annoyance for the listeners. However, their intelligence makes up for this, making them wonderful mages, Tinkerers, and strategists. They particularly favor Illusion magic.

They often grow thin yet trimmed beards and grow no taller than four and a half feet. Gnomes prefer light clothing, as they aren’t as well muscled like their Dwarven cousins. Regardless, they share the dwarves’ love for industry, and have become quick allies since both of them finally arrived to the surface world eons ago. They only have one nation: Technokan, which rests within the southern portion of the Windswept Mountains on Tesher.

(There are many, many more races to discover, but these four are your best bet concerning character creation. Other races will be added over time depending on what the GMs decide to use for their plots, and short descriptions will be added in once they are introduced.)
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