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Medieval RP :: Character Development :: Lore :: The Bestiary (Races of Carme)
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 The Bestiary (Races of Carme)
« Thread Started on Jul 17, 2008, 10:53am »

(Thanks to Serris, Ules and Claude for creation)

The following is an ongoing list of races known in Carme. For the moment, I'm allowing people to post here with more racial information and to correct me if I've made some errors. Naturally, the races here will probably have somewhat different stories than on other Role-Play sites. Unplayable races will be marked with a *.

Humans

The most successful and widespread race of Carme. They have no
inherent abilities but neither do they have inherent weaknesses. The success of this race lies in their extraordinary adaptability and technological achievements. History has been dominated by humans for they are the most vibrant and diverse of the races. Humans are the standard against which other races are judged.

Elves

In general, the elves are the eldest of the mortal races and perhaps the most immaculate in appearance and grace. While physically weaker than humans, the elves are lithe and given to deep thought augmented with incredible surpluses of spiritual energy (mana) and due to their elongated lifespan, gain extraordinary wisdom but are also highly austere and arrogant, thinking highly of themselves look on others as inferior.

The elven race has seen many conflicts among their people. Such strife has given the original race (called the Blood, Sun and High Elves) many cousin races.

  • The Drow were once like the Blood Elves but their magical arts and spiritual arts became fueled by anger and hatred which soon consumed them. Seen as impure, the Drow were banished and just as Skiasca broke from the Pantheon, their fealty became hers. The Drow are the only race of elves that are inherently evil and look the part with gleaming red eyes, skin resembling polished obsidian and hair being either snow white or silver. Rare bloodline traits have given some Drow arachnid characteristics which has further added to their alienation and are then called Driders. If a Drow is able to emerge from his darkened outlook and return to the elven fold, he becomes a Dark elf. Their skin usually lightens and hair shifts to dark hues.

  • Sylvan Elves dubbed Wood Elves are a reclusive race often considered to be boisterous and hedonistic by the the star and high elves. Probably off-shoots of the Moon elves, their lives revolve around the forests often becoming rangers or druids.


Hydreleans

Hydrelians are an aquatic race of humanoids often referred to as Sea Elves or Auatic Elves. Just as easy as their elven ancestors can breath air, Hydreleans can gain oxygen from water and even breath air for short periods of time, usually several hours. Given to seclusion to maintain their neutral standing, the Hydreleans are a mysterious race with an affinity towards the magical arts, most notably as Mages, Elementalists and Clerics. Breathtaking feats of archetecture throughout their submerged cities boasts the Hydreleans success, untouched by war and protected with arrays of barriers that allow air to circulate for the rare occasions they lend council to the rest of Carme. Their skin tends to vary between shades of blue and usually with white hair. Elongated ears stick out more prominently than the Elves and with an impressive array of senses, can see and hear far greater than most creatures in water while their sleek frames allow the Hydreleans incredible agility and speed. Affinities with other sea creatures is common among the Hydrelean society just as Rangers have 'familiars'. Just as the Elves proclaim themselves as the closest race to the Gods, Hydreleans see themselves in much the same light, proclaiming Tryiu as their patron deity (though she holds rights to no race) but are perhaps less arrogant.

Dwarves

A short and stocky race with human features. Their muscles are tightly packed making them very strong but not very fast. The greatest of weapons (aside from bows) and sturdiest of homes are made by the Dwarfs, craftsmanship being a passion that runs in their blood. Honor is highly prized by the Dwarves and this often leads to the insatiable need to prove themselves, often through conflict.

Anthromorphs

Anthromorphs are humanoids with bestial traits attributed to ley lines, wild magic areas, evil druids, stone circles, or catastrophic spell failure. This manifests as light fur and exotic facial features. Those of this race suffer from the obvious ethnocentric tendencies human society carries. Other races as well will treat them as outcasts, most never able to serve in the royal courts or hold any high social status. With magical training, an anthromorph has the ability to conceal his animalistic traits for short periods of time or invoke more of said traits. The common weak and strength of this race is that animalistic mental patterns also arise being that of blood-lust, feral tendencies, inability to reason fully like most humans, etc... usually spurring from moments of intense stress.

Orcs

Orcs are large beasts with barely recognizable humanoid characteristics. They are shamanistic and often participate in great barbaric rites. Taller and bulkier than humans, Orcs are incredibly muscular with tough, leathery skin ranging from shades of green, gray and black. Strong jaws, usually wide protruding out with two tusks add to their bestial appearance. While less intelligent than humans, some orcs tend to do well in the shaman arts and also as barbarians but don't do well in more intricate arts as paladins or mages. They are also somewhat slower than the average human but their leathery skin offers good protection as well.

Half-Dragons

Somehow, some way or another, a dragon will sometimes mate with a human. It could be a chromatic dragon with a polymorph or similar spell that takes advantage of one, or it might be a metallic dragon that truly did fall in love with a human. Regardless, they are a strong and charismatic race, with frames bulkier and larger than a human's and draconic snouts and wings (which enable flight). They also gain a weakened form of an elemental breath, the same kind as their dragon parent.

Half dragons live longer than regular humans given their ancestry, which theoretically would allow them to learn more over time, but dragons rarely rely on anything but innate ability, so they learn new abilities and advance in power much slower than a human, or even an elf would. Very few half-dragons dwell on this, as anyone snarky enough to comment about their lack of skills tends to have a scorched face a moment later.

Sanguis (Vampires)

The Sanguis, often referred to as vampires are considered a race of their own, despite their mixed bloodlines and that none are born such; instead 'breeding' is a ritual known as the sire in which one is drained of blood until their heart almost stops; then the blood of the Sanguis is consumed. At that moment, the mortal's organs will fail and they will die for but an instant only to re-awaken, sloughing their imperfections as their body and soul remain in a tension between life and death. Their lungs do not exchange oxygen nor does their heart pump blood as it used to throughout their veins to warm their now cooled body but they still bleed if but a little. The skin of a Sanguis is often pale, their lips a sickly bluish hue and their scent almost nonexistent. Lengthened canines allow them to pierce their victims flesh and drain the blood from their veins from which the Sanguis derive sustenance and thus, prey on the life essence of mortals.

Perhaps the rarest race in Carme, many belong to Covens hailing from the catacombs of ruined castles and in the night, they are a devastating force with strength surpassing any human and their swiftness carrying them almost effortlessly across the land. Blessed with the gift of immortality, they cease to age the moment they 'turn', the many lifetimes granting great wisdom. Most Sanguis are intoned to their prey, so much so that they can track most any mortal and even create illusions or prick at their consciousness to distort the surroundings. Healing quickly, the Sanguis do not bleed much since their wounds close almost instantly. Despite the allotted abilities with this gift (or curse) the Sanguis' flesh burn in the sunlight, prolonged exposure turning them to ash. Holy relics backed by divine belief cause devastating afflictions. Cities have risen monoliths and totems which reflect many Sanguis, though individuals have managed to slip in relatively unnoticed.

Generally speaking, vampires in the late age of Carme are diverse in appearance and heritage, so much so that it's hard to give an exact description of what one would look like. However, common traits shared by the bloodlines include, but are not limited to: fangs, claws, slightly pointed ears, pale skin, and red eyes.

Vampires are an intelligent branch of the undead race. They are the product of a terrible, soul-killing disease unleashed by devil-worshiping cults in the ancient age. Due to evolution and adaptation, vampires only share a few universal weaknesses, and they're generally well-known thanks to the circulation of folklore and legends. Sunlight, wooden weapons, and fire are the three weaknesses shared by all vampire bloodlines.

Regarding the powers possessed by vampires, they vary, and are vast in number and variety. The abilities frequently mentioned in the old legends are regeneration, enhanced strength, speed, and endurance, along with mind control, invisibility, and even flight.

Since they are so diverse, vampires are able to excel in almost any area, whether it's martial combat, magery, or priesthood. It is unlikely that one will ever encounter a vampire empowered by demons or devils. By definition, vampirism is a unique illness in that it consumes the soul upon death, leaving nothing to be salvaged. This would explain why Alyara and Ethayarajan have such a strong dislike for vampires.

Although vampirism is highly contagious, there are some races that are naturally immune to the affliction. Whether it's because of differing gene make-up or reasons supernal is unknown. Races such as plane-touched humans (or similar), as well as most half-breeds involving outsiders or dragons are immune to vampirism and may never become vampires.

Goblinkin

Goblinkin include goblins, hobgoblins, bugbears, and scravenger mutants. All share a low intelligence, brutish nature, and generally unclean way of living. They mostly rely on clubs and daggers for their warriors, though tribes generally have a shaman or two, though such casters pale in comparison to elvish, human, or even dwarven casters.

  • Goblins: The weakest and scrawniest, they actually have slightly higher intelligence than the other breeds, though that really doesn't say much overall. Their numbers are great and it isn't uncommon for new adventurers or mercenaries to start out doing nothing but clearing goblin dwellings near human villages. Shamans are generally always seen in their tribes, and though the spellcasting isn't great, it definitely tips the scale against those without spellcasters and otherwise equal armament.

  • Hobgoblins: Bigger than goblins and with a yellowy skin, they are even stupider than their kin and far more violent. Their clubs are bigger though not as well-formed, and a hobgoblin shaman is a rare sight. Even a human barbarian will generally laugh at how stupid they are.

  • Bugbears: Like bigger, hairier hobgoblins, they are roughly human-sized. Stupider than hobgoblins, but perhaps slightly less violent, they are sometimes used as mercenaries for those not minding their awful smell. Bugbears don;t ever cast spells, and a bugbear shaman has never really been seen. Still, the fact that they're slightly more organized makes up for this in comparison to the others.

  • Scravenger Mutants: A rare sight, even in Scravenger lands, these are basically goblins that have succumbed to a dark mutation, making them nearly as large as an ogre. They carry giant clubs and possess the same low intelligence regular goblins do, but often seem to be good leaders among their kind, if only because of their intimidating stature. The mutations give them basic magic and weapon resistance (*) and an Unnatural Stamina (*).


Plane-Touched

A plane touched is a human (or other the standard race) who has evidence of a Fiendish or Celestial Ancestor, creating a Tiefling or Aaasimar, respectively. This gives them some supernatural abilities, but also clouds them slightly, removing a bit of the normal human adaptability and learning abilities. Other races also lose a bit of their normal advantages, though the effect is a bit more random.

  • Aasimar have a celestial ancestor, which grants them increased wisdom and charisma (+1 each) because of the keen insight of celestials and the heavenly look it adorns them with. They can also create light at will several times a day, have keener senses, and some minor elemental resistance.

  • Tieflings have a fiendish (devil, yugoth, or demon) ancestor of some sort. Their ancestry gives them increased dexterity and intelligence (+1) due to fiendish cunning and agility, though their appearance makes most distrust them (-1 charisma, though treated as +1 instead when dealing with evil outsiders). They can create patches of magical darkness at will, have darvision, and have an innate ability to deceive and hide, making most of them good rogues. Like Aasimars, they gain some minor elemental resistance. Tieflings also have a much easier time gaining demonic/fiendish magic.

Elementoid

Elementoids originally came from different elemental planes as regular elementals, but with time on the mortal plane, they've become more mundane, almost humanoid. Elementoids look like humans that are missing features. Their eyes are pure in color, they have no ears, their noses are merely simple protrusions from the skull and they have absolutely no hair. Their skin takes a form depending on their element. A Fire elementoid has a melty, lava-like skin, though it doesn't hurt to touch, water elementoids have a smooth, moist, blue skin, earth elementoids have a rough, sandy, and brown sort of skin, and air elementoids have a soft, almost formless skin.

Elementoids have some basic control over their element, and a high resistance to that type (though a high weakness to the opposing type, i.e Air-Earth and Fire-Water). While they can;t cast any amazing feats of Elemental control, they could do simple things like manipulate forms of such things or telekinetically move them around. More powerful elementoids can also create some of their element and manipulate that as well.

Most elementoids have a high wisdom and intelligence, making powerful spellcasters, but have low charisma due to their calm and straightforward personalities. Their physical attributes depend on the type of elementoid, with one attribute increased, one attribute decreased, and one attribute neutral. Of course, there's variation, but one would be hard pressed to find an agile earth elementoid or an unhealthy water one.

  • All elementoids gain +1 Intelligence, +1 Wisdom, and -2 Charisma

  • Earth Elementoids gain +2 Strength and -2 Dexterity.

  • Air Elementoids gain +2 Dexterity and -2 Strength.

  • Fire Elementoids gain +2 Dexterity and -2 Constitution.

  • Water Elementoids gain +2 Constitution and -2 Strength.


The Aeon


The Aeon are spirits that have dwelled upon the earth long enough to manifest a physical form once more.
This period could differ from one hundred years to an entire era.
In this time who they where what their race was whom they harbored feelings to all these memories of their previous lives are lost.

Their physical appearance is nothing but a shell in which the spirit
and arcane force are stored.
They are slender and about the size of an average human.
They have no mouth ears nor nose they only have eyes which are filled with the glow of the arcane force stored within.
they are quite intelligent as well but lack in physical strength as well as in numbers.

The Aeon need mana (ill just call i`t mana from here) in order to continue existing, once they run out of mana they would die again once more.

there are two types of Aeon:

Furion
These Aeon are light red colored, they spend less time as a spirit and thus have lesser knowledge of the world then their Glacian cousins but greater strength then them.
Since they spend lesser time as a spirit some of them still have a faint recollection of their previous lives.
these Aeon make up the bulk of the Aeon forces

Glacian

These Aeon are light blue colored, they spend greater time on
earth as a spirit and thus have a larger understanding of the world then their Furion cousins.
They have the lesser strength of the two but a greater intellect.
They have no recollection of their previous lives.
These Aeon usually stay at the background recording the knowledge they have gained over the years.

Fae


Collectively referred to as 'fae', this often diminutive race are at home in the forests much like their elven cousins whom bare many similarities. The pixies are an offshoot of this race, differentiated in modest ways. The most common distinction being pixies tendency to average only about 6 knuckles in height while the sprite-like fae may either naturally or through magical means, grow to the size of young children. Generally, they too span the same height and since they are so closely related, it is often difficult and perhaps impossible for an outsider to tell the two apart.

Pixies are most widely known for the trails of twinkling dust left in their wake. This is just as common amongst nearly all fae but popularized due to the pixies generally more playful/sugary and haphazard attitude. This dust lasts only a few minutes and is fanned out by the fae's wings; its magical properties are widely sought after especially by magi but the dust most importantly enables fae to mend and keep balance to the forests and its denizens while also granting the fae a torrent of natural magics.

Fae skin tone range from alabaster to ebony, most often have a green or bronze glow but due to their natural affinity, they are as diverse as the plants and habitats from all around the realms. Their wings often bare intricate and colorful patterns and usually are reminiscent of a dragonflies six veiny wings that span their height. Hair and eye colors are just as diverse; fae features are often angular especially their eyes toward their temples and their ears pointed. Antennas are not uncommon, some have been known to grow other insect-like traits. The build of fae tends to be thin mostly due to their playful and adventurous nature marked by a high metabolism.

By physical standards, the fae are the weakest of all races but make up for this with incredible agility and high intelligence while longevity grants great wisdom. Some fae are greatly in tune with the forests and are able to derive great power from it but should the forests suffer, they will as well.

Nymphs


Nymphs are a race of females greatly associated with the mystical nature of the world in all its forms. In this way a nymph associated with the forests is known a Dryad, Naiads presided over fountains, wells, springs, streams, and brooks - wherever water flows. They are a curious race but also highly spiritual and consider their ties to the forest an expression of the Goddess Bellisa. In fact it is often believed that Nymphs are the manifestations of the forests and seas.

Most nymphs are playful, an expression of the winsome nature of the world in all its untamed mystery. Described as nubile maidens, Nymphs are often unclothed and this further adds to their playful image of course it also lends to some beliefs that they are also promiscuous which is generally untrue. The purpose of this is not to arouse, although to entice may be accurate, but to be in their purest state. Nymphs enjoy taking a more relaxed attitude and to frolic playfully and unhindered. This playful air often lends to frustration for those who do not understand them or who simply do not share the same sense of humor. Alseids, those nymphs of glens and groves like to scare travelers, Dryads have been known to lace roots and vines in ways to cause travelers to stumble, and rearrange the scenery to veer them off course but have also aided many an adventurer from the throes of starvation, of death to an animal or of simply bringing a lost child back to his family.

Nymphs are always envisioned as beautiful maidens with skin tones from alabaster to ebony and without mar or imperfection save for in some cases where their bodies actually sprout leaves or vines in their true form. In this way, the nymph can meld into the scenery and even merge with a tree to steal herself from damage.

Nymphs are not the strongest of the races, nor are they able to pursue magics outside of their influence but that influence they do have is one pulsing within their veins, able to have the trees, in the case of a Dryad, bend to their will, command the vines and cause flooding or rain, some even able to conjure storms in the case of the more powerful of this race. All nymphs are known to cast illusions that even the most learned of magi find difficult to tell apart from reality.
« Last Edit: May 27, 2009, 4:02pm by Serris »Link to Post - Back to Top  IP: Logged

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