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Post by Pa'landri on May 14, 2014 19:55:34 GMT 1
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Post by Pa'landri on May 15, 2014 11:31:39 GMT 1
Mundane Human Description: The trademark human race. Mundanes make up about forty percent of Palandri's total population on their own, and can be found in every major city across the land though generally with a lower standing in those controlled by Elementalists. What they lack in magical abilities they make up for in diversity and numbers; No other race vary as drastically from person to person as the Mundane do, nor do any other have as wide a range of classes as them, some of which are even exclusive to their race. Every up comes with a down, however, and though they have many good things going for them, they also suffer as the only species who can turn undead, causing others to sometimes keep their distance or regard them as inferior. Appearance: (Look at yourself in a mirror) Life expectancy: 80 - 110 Name customs: Mundane names vary based on which county they are from, if any. See "Terramentalist", "Pyromentalist", "Aquamentalist", and "Aeromentalist" for name customs in Quakerion, Volcanion, Sieron, and Thorion. Mundane from Palandrion have longer names, typically both beginning and ending on a consonant, with a double letter in the middle or at the end. Ex: Millicent, Geoffren, Peronell, William. Surnames always begin with a P. Mundane born in one of the free cities or anywhere else have simple random names and no surnames, but just goes as "[Name] of [Name of city/town/village/birthplace]". Ex: Ulric of Highwell, Anastia of Westerhedge. Pros: - Wide range of available classes to choose from.
- Can travel freely across Palandri.
- Can become an undead.
Cons: - Has a lower standing in Elementalist controlled societies.
- Can not practice any form of magic.
- Can become an undead.
Available classes: Swordsman, Shield Master, Rogue, Ranger, Hunter, Alchemist, Herbalist, Civilian
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Post by Pa'landri on May 15, 2014 19:22:12 GMT 1
ElementalistPyromentalistDescription: Pyromentalists are masters of fire and originates from Volcanion County in the east; The most heavily militarized of the five counties. They resemble the mundanes in many ways but differ on the point that they lack the same physical strenght, and instead has fiery magic flowing through their very souls. Appearance: May vary like it does with the Mundane, but commonly Pyromentalists tend to have darker skintones. Life expectancy: 90 - 120 Name customs: Surnames usually begin with a V. First names mostly begin with an R, F, or N, typically starting and ending hard. Ex: Fredric, Radek, Nagib. Pros: - High standing in Pyromentalist controlled societies.
- Can develop rare magical abilities.
- Can not become an undead.
Cons: - Unwelcome in other Elementalist controlled societies.
- Limited number of available classes.
- Can not become an undead.
Available classes: Pyromentalist, Aeromentalist, Terramentalist, Ferrumentalist, LuciementalistAeromentalistDescription: Aeromentalists are masters of air and originates from Thorion County in the North; The most secluded of the five counties. They resemble the mundanes in many ways but differ on the point that they lack the same physical strenght, and instead has whirling magic flowing through their very souls. Appearance: May vary like it does with the Mundane, but commonly Aeromentalists tend to have very light colored eyes. Life expectancy: 90 - 120 Name customs: Surnames usually begin with a T. First names mostly begins with an A, H, or O, typically starting soft and ending hard. Ex: Houdéet, Aaliyaht, Ofer. Pros: - High standing in Aeromentalist controlled societies.
- Can develop rare magical abilities.
- Can not become an undead.
Cons: - Unwelcome in other Elementalist controlled societies.
- Limited number of available classes.
- Can not become an undead.
Available classes: Aeromentalist, Aquamentalist, Pyromentalist, Luciementalist, GlaciementalistTerramentalistDescription: Terramentalists are masters of earth and originates from Quakerion County in the South, whose population values knowledge more than any other county's. They resemble the mundanes in many ways but differ on the point that they lack the same physical strenght, and instead has rumbling magic flowing through their very souls. Appearance: May vary like it does with the Mundane, but commonly Terramentalists tend to have short or no hair. Part of the population spend large (or even entire) parts of their lives underground and tend to have lighter skin, while the population that resides on the surface or at the border are more tan. Life expectancy: 90 - 120 Name customs: Surnames usually begin with a Q. First names mostly begins with a T, G, or E, typically starting hard and ending soft. Ex: Timoth, Gabie, Eastonn. Pros: - High standing in Terramentalist controlled societies.
- Can develop rare magical abilities.
- Can not become an undead.
Cons: - Unwelcome in other Elementalist controlled societies.
- Limited number of available classes.
- Can not become an undead.
Available classes: Terramentalist, Aquamentalist, Pyromentalist, Ferrumentalist, FoliumentalistAquamentalistDescription: Aquamentalists are masters of water and originates from Sieron County in the West; the largest of the five counties. They resemble the mundanes in many ways but differ on the point that they lack the same physical strenght, and instead has cooling magic flowing through their very souls. Appearance: May vary like it does with the Mundane, but commonly Aquamentalists tend to have more slender frames. Life expectancy: 90 - 120 Name customs: Surnames usually begin with an S. First names mostly begins with a C, I, or Z, typically starting and ending soft. Ex: Innaa, Cecil, Zaahe. Pros: - High standing in Aquamentalist controlled societies.
- Can develop rare magical abilities.
- Can not become an undead.
Cons: - Unwelcome in other Elementalist controlled societies.
- Limited number of available classes.
- Can not become an undead.
Available classes: Aquamentalist, Terramentalist, Aeromentalist, Glaciementalist, Foliumentalist
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Post by Pa'landri on May 15, 2014 19:22:29 GMT 1
AnthromorphLupineDescription: The Lupine are a race of humanoid wolves, living as bigger tribes in the most northern part of Palandri where they are largely undisturbed by other races - just the way they like it. Albeit social and comfortable in crowds of their own people, they are cold towards others, and are shunned by most in return. They have a particularly bad reputation among the human races, where they are commonly believed to be the cause of the lycanthropy that plagues them. This, of course, is untrue, and Lupine take great offense at being accused of such a thing. Non the less, they are a hardy people, capable of surviving in the difficult climate in the north, among the mountains and the snow. Occasionally they migrate south to insure a steady supply of prey, but the majority stays in the snowlands, making them the least likely anthromorph race to encounter outside of their territory. Appearance: Like large wolves walking on their hind legs. Their hands, chest and abdomen resembles a humans (aside from the fur), other than that they are not much different from their animal counterparts. Their fur comes in variations of a mix of grey, brown, white, and black. In rare cases an individual may only have one single color. The fur around their head, neck and shoulders comes with varying lengths. Life expectancy: 50 - 70 Name customs: Composed out of two or three words describing the individual and is not bestowed upon them until they come of age. Ex: Cloud-Chaser, Sings-With-Birds, Missing-Eye, Deer-Bane. Pros: - Physically stronger than other humanoid races.
- Well accustomed to colder climates.
- Has hightened animal senses.
Cons: - Can not practice any form of magic.
- Generally at odds with other humanoid races.
- Vulnerable to magic.
Available classes: Shield Master, Barbarian, Beastmaster, Herbalist, CivilianFelineDescription: The Felines are the rough opposite of the Lupine; The Felines are mainly solitary or live as pairs. A few "prides" exists, which can consist of up to six members, but those are either a group of elderly Feline or just one family, which most youngsters leave as soon as they are of age. Their territory lies south and borders on the Quakerion County, so more often than not they've had to deflect Terramentalist assaults to protect it. Thus far they have been largely successful.They are silent, stealthy, masters of camouflage and excellent hunters capable of taking down opponents twice their own size. In fact their main source of food is the fellow anthromorph race, the Columbine, which have one of their main nesting grounds in close proximity to the Feline territory. Appearance: Fur clad, humanoid cats. The color and pattern of their fur is usually in the style of a cheetah, lion, tiger, or puma. Their hands, chest and abdomen resembles a humans (aside from the fur), other than that they are not much different from their animal counterparts. Some have slightly longer fur adorning their heads, and a few - mostly male - have full blown manes. Life expectancy: 50 - 70 Name customs: Are named after an action, typically one they can most often be found doing. They chose their own name after leaving their birth pride. Ex: Swimming, Swims, Hunts, Hunting. Pros: - Physically stronger than other humanoid races.
- Well accustomed to humid climates.
- Has hightened animal senses.
Cons: - Can not practice any form of magic.
- Generally at odds with other humanoid races.
- Vulnerable to magic.
Available classes: Shield Master, Beastmaster, Scout, Herbalist, CivilianElapineDescription: Elapine, the desert snakes. Or the largest ones, at the very least. They are the only completely solitary race among the wild tribes, resembling dragons with their distaste for sharing or living together with others of their own kind. However they are also the anthromorphic race to have the longest lifespans - almost on par with the Mundane - whether that is because they live alone, with no room for conflict amongst themselves, or because they lack natural enemies is debatable. As they prefer the driest of terrains for their lairs they are limited to the eastern areas of Palandri, namely the barren wasteland of Volcanion County. Because of this they every so often cross with the Pyromentalists that also reside there, although their ability to produce venom keeps the humans away most of the time and makes the ones who dares come closer regret it dearly. Appearance: They generally have the upper body of a human with the lower of a snake; an enormous scaly tail instead of legs. The scales continue up the back and sides of the body, stopping just over the shoulders, leaving the chest, abdomen, neck and lower arms completely human. Even the head is human save for the snake-like eyes and sharp fangs. Hair exists but grows incredibly slowly, thus finding long haired Elapines is near impossible, and any other body hair is out of the question entirely. Life expectancy: 60 - 80 Name customs: Mostly consists of double s's, f's, and "th" sounds with a few random vowels in between. They choose them themselves, and may change as they see fit. Ex: Ssitheliss, Ssyff, Ffathuss, Thithiss. Pros: - Physically stronger than other humanoid races.
- Well accustomed to dry climates.
- Can produce venom.
Cons: - Can not practice any form of magic.
- Generally at odds with other humanoid races.
- Vulnerable to magic.
Available classes: Shield Master, Barbarian, Beastmaster, Scout, CivilianColumbineDescription: Columbine are the only anthromorphic race of which the majority are not actively hostile towards humans. While still physically stronger, they are a generally peaceful people, if only a bit shy and easily frightened. Most can be seen roaming all over Palandri in flocks of five or six, with a few designated nesting grounds and gathering areas. However some members of this race are actually found living alongside humans in both Elementalist and Mundane cities, acting as far more effective messengers than plain doves. Because they are herbivores and thus hunted in the wild (primarily by the Feline and Elapine) working with humans are beneficial for both races, providing the Columbine with protection they can't find anywhere else. Appearance: They are smaller than all other Anthromorphs. Their frame is humanoid but covered with layers of feathers; Usually they resemble doves, pigeons, magpies or crows, but can rarely be found with a more colorful feather coat. Their legs are bent back and scaly like a birds with feet clawed and meant for gripping, while their arms are completely replaced with large wings. From their behind falls tail feathers of varying lenghts. They do not possess a beak like bird rather their head is more human than not, with longer feathers sometimes covering the top and sides almost the image of hair. Life expectancy: 40 - 60 Name customs: Columbine names typically follow the lines of consonant, double I's OR double u's, ending on a vowel. They are named at birth and siblings often share the same name. Ex: Tiio, Fiie, Riia, Luui, Muuy. Pros: - Physically stronger than other humanoid races.
- Well accustomed to windy climates.
- Has hightened animal senses.
Cons: - Can not practice any form of magic.
- Does not get along well with other anthromorphic races.
- Vulnerable to magic.
Available classes: Barbarian, Beastmaster, Scout, Herbalist, CivilianPiscineDescription: Also commonly called "Mermaid". The Piscine are an aquatic anthromorphic race that lives (and hunts) in large clusters along many of the coasts of Palandri. They are the most widespread of all anthromorph races and a common - but not very good - sight for seamen and Island residents, famous for their mischievous and often cruel ways, they enjoy stealing the fishermen's catches, flipping over boats, and luring men and women out into the water only to drag them bellow the surface and watch them drown. Arguably these antics are not entirely unjustified given an old but widespread belief that capturing a so called "Mermaid" brings good fortune, and drinking the blood of one increases virility. Appearance: The males are smaller and less colorful than the females. Both have long, slender bodies similar to that of a human albeit covered with shiny scales and fins along the back, as well on the sides of their arms and legs. Hands and feet are webbed with fingers. In place of hair they have several long whisker like appendages sprouting out from the back of their head. Their nose is flattened to prevent water from entering while swimming and they have two large gills just bellow their jaw. Life expectancy: 40 - 60 Name customs: Typically has very short names consisting of no more than three letters, which can often be pronounced with a single sound. They name themselves as soon as they can speak. Ex: Ti, Keh, Pa, Du. Pros: - Physically stronger than other humanoid races.
- Can breathe both over and under water.
- Has hightened animal senses.
Cons: - Can not practice any form of magic.
- Generally at odds with other humanoid races.
- Vulnerable to magic.
Available classes: Shield Master, Barbarian, Scout, Herbalist, Civilian
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Post by Pa'landri on May 15, 2014 19:22:44 GMT 1
UndeadVampireDescription: After a disastrous vampirism epidemic on Blackmount Island a mere century ago, the Mundane are on constant guard for this affliction. Vampires are greatly feared by all but the Beastial races, being able to easily pose as a human to avoid detection and draw in their pray. They feed on the blood of the humanoid beings they once were, getting more powerful for each day they make a kill, and weaker each they they do not. It is also not uncommon for Vampires to travel together as groups since they can easily turn others to one of them by transplanting part of their own blood into their victims' bodies, adding to their already considerable numbers and strength. The best course of action for dealing with a Vampire is by either staying as far away from them as possible (preferable with an ocean in between) or to get close enough to be able to separate their heads from their bodies. Appearance: Somewhat paler than their past human form with fangs and retractable claws instead of nails. Life expectancy: Immortal Name customs: See " Mundane". Pro: - Physically stronger than Mundane and Elementalists.
- Both magical and physical classes available.
- Immune to poison and disease.
Con: - Needs to feed on the blood of Mundane or Elementalists.
- Shunned by Mundane and Elementalist societies.
- Can not cross large bodies of water.
Available classes: Swordsman, Barbarian, Rogue, Ranger, Hex MasterWerewolfDescription: Lycanthropy is a disease that only infects the Mundane, causing them to once a month - on the full moon - take on a half-man half-beast form, a state in which they lack self control and coherent thought. The permanent effects lycanthropy has on a person is a great increase in said person's physical strength, speed, and stamina, but at the cost of suffering a deadly allergy to silver. Because of the nature of the disease and the Mundane's refusal to see werewolves as anything other than rabid animals, they are widely regarded as a separate species entirely despite the infected still being largely human. This state of mind is shared by the Elementals, and even the Lupine tribes loathe them due to having been falsely accused of creating and spreading the disease. In reality, infection is contracted through the bite of another werewolf, though no one knows where the first one came from. Appearance: A werewolf retains their human appearance at all times save for the night of the fullmoon. Once transformed, they acquire a more wolfish look; they gain several feet in height (trumping even the large size of the Lupine), their skin takes on a dark grey tint and is covered with irregular patches of short, coarse fur. They gain no tail, but their hind legs and their face warps into those of a wolf, both teeth and ears gaining sharper points, as well as claws sprouting from their toes and fingers. Life expectancy: 80 - 110 Name customs: See " Mundane". Pro: - Physically stronger than Mundane and Elementalists.
- Both physical and beast classes available.
- Immune to poison and disease.
Con: - Can not control their animal form.
- Deathly allergic to silver.
- Shunned by Mundane, Beastial and Elementalist societies.
Available classes: Swordsman, Barbarian, Ranger, Beastmaster, CivilianSpiritDescription: A Spirit is a person who died, yet remains in the world of the living for an unknown reason. Some say it's a punishment from the Goddess for displeasing her in some manner, others that these are people simply too stubborn to move on to the next life. Both theories are difficult to prove true or false, however, as no Spirit retains a single memory of their life before they died. While equally as disliked as their fellow undead in Beastial and Elementalist societies, the Mundane are surprisingly adoring of Spirits. Commonly possessing valuable magical abilities in void of any negative side effects (at least, none that the mundane care much about) they are generally a welcome sight in non-elemental societies. A few smaller groups of people even go as far as to worship them; intentionally killing their own flesh and blood with hopes of being reborn as a Spirit. Appearance: Mostly retains their mortal appearance. The only notable changes are their eye color, which turns into a silvery grey, and an added mark on their foreheads resembling a third eye. Life expectancy: Immortal Name customs: Spirits typically remain nameless until they either discover and adopt their past name, or receives a name from another being. Pro: - Physically stronger than Mundane and Elementalists.
- Both magical and physical classes available.
- Incapable of dying of old age.
Con: - Retains no memories of their past life.
- Shunned by Beastial and Elementalist societies.
- Vulnerable to fire.
Available classes: Swordsman, Barbarian, Rogue, Ranger, Seer
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