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| Fantasy Races and Groups | |
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| Topic Started: Feb 19 2008, 02:54 PM (222 Views) | |
| ~Darthanis Galbraith~ | Feb 19 2008, 02:54 PM Post #1 |
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============================================ Race: Dwarves Location: Earth Country Elemental Allegiance: Earth ============================================ Author: Darthanis Spoiler: click to toggle Dwarves are a Humanoid race, one of the core races available to the RPers. Most Dwarves are not geared to magical means but instead use Mechanical devices. However Dwarves DO love enchanted weapons and armor. Dwarves are renowned as Axe wielding and exceptional Blacksmiths. All male Dwarves Grow facial hair and take pride in the length and thickness of it. It is usually a sign of mourning for a dwarf to shave his facial hair. Dwarven Females do NOT grow facial hair contrary to common misconception. Dwarves appear as short stockey fellows, usually decked out in fine armor and finely muscled.Dwarves tend to live under ground or build elaborate fortified cities above ground. They tend to keep to themselves and tend to get in squabbles with the other races. There Garb often reflects there Clan or City. Mostly in earthen tones and in tunics with loose fitting britches. Dwarves tend to stick together with a brotherly companionship despite heated competition between clans. Dwarves are also renowned for there tunneling, siege and war skills. Gold Dwarves are shorter and more charismatic than their shield dwarf cousins, these are the dominant Dwarves in the southernmost part of the Earth country. There appearance usually holds up to their name, often appearing blond, fair skinned and blue eyed. They tend to be kinder in nature than the rest of the Dwarves. Shield Dwarves are the dominant Dwarves in the southern parts of the earth country, they are taller than their gold dwarf brethren. Primary they reside in the Earth city. Urdunnir are also known as orecutter Dwarves, these Dwarves focus on the ability to shape metal and stone, as well as the many atributes of the earthen element Wild Dwarves are Short, primitive Dwarves found in the deep jungles of the northern Earth country. ========================================= Race: Elves Location: Wind Country Elemental Allegiance: Wind ========================================= Author: Darthanis Spoiler: click to toggle Elves are renowned for their grace and mastery of magic and weapons such as the bow and the sword. Elves Mature physically at about the age of 25 and emotionally at around 100. They are also renowned for their longevity and can live up to half a millennium while remaining youthful in appearance and ability. Elven cities tend to be elaborate in nature often complementing the natural beauty of the surroundings. They can be small settlements or massive cities floating in the sky or fortifications in the forest. There are a few variates of elves. These include High elves, sun elves, wild(nomadic) elves and wood elves. High elves tend to be exactly as they sound, they often come off as "superior" to the other races and despise anyone lacking pure elven blood. The most commonly inhabit the High Elven City. Sun Elves are less common across the rest of World. With bronze colored skin; gold, black, or green eyes; and gold, blond, black, or red hair. Sun elves are less physically fit, but more intellectually advanced, than their cousins. These Elves live on the western outskirts of the High Elven City. Wood elves are a reclusive sub race. they prefer to live in heavily forested areas. They place more emphasis on strength than learning. Wood elves are considered by other elven sub races to be boisterous. This Tribe tends to roam the south western part of the Wind Country. The most reclusive of all the elves would be the wild elves. They are a nomadic tribe that prides themselves on their isolation and skill at keeping hidden. Their skin tends to be brown and they have similar colored hair which lightens with age. These Tribes live scattered throughout the Wind Country. ============ Race: Gnome: ============ Author: Arivial Spoiler: click to toggle gnomes are a humanoid race. They are closely related to dwarves, but are more tolerant of other races and of magic, and are skilled with machines and illusions. Gnomes are Small sized creatures, standing 3 to 3 1/2 feet tall. Gnomes have an intricate society based on their love of all kinds of arts, pranks, and their long lives. Gnomes love indulgence, and they make most celebrations on a grander scale. Their society is based on art; all gnomes must take up some form of art whether music, painting, cooking, building, or any other form that is considered creative by the time they come of age. There most notable accomplishment is in inventing. Gnomes created explosives and primitive forms of guns and cannons. They're constantly creating new and more effective objects. ======== Race: Halfling: ======== Author: Arivial Spoiler: click to toggle Halflings are a humanoid race, and as the name suggests, they stand half the high of a human. They tend to live peaceful lives in small country towns and villages, liking leisurely activities. They're often mischievous and jealous and will steal small objects that they consider unimportant to the original owner. They also love to eat and partake in merry making. They usually fall into one of the following categories: troublesome opportunists, nomadic wanderers, or seekers of wealth. ========== Race: Half-orc: ========== Spoiler: click to toggle The half-orc is a creature born to mixed orc and human parentage. This usually occurs through rape during an orccan raid on a small village. Half-orcs are typically born in wild frontiers where human and orc tribes come into contact. Half-orcs are between six and seven feet tall and usually weigh between 180 and 250 pounds. Half-orcs have grayish skin, jutting jaws, prominent teeth and coarse body hair. They have poor relations with other races. Half-orcs have no native lands; they most often live among orcs. When not living among orc tribes, half-orcs almost always live in human lands, as humans are more accepting of them than other races. They are frequently rejected by civilized society. They are drawn to violent careers suitable to their temperament and physical strength. They often find companionship among adventurers, many of whom are fellow wanderers and outsiders. There are many exceptions to this rule as they take after the nature of humans the less orc they have in them. There are many cases of Half-orc societies and Kingdoms accepted by many. These tribes have been known to produce scholars and magic users. ========================================= Race: Serafos Location: Fire Country Elemental Allegiance: Fire ========================================= Author: EP Spoiler: click to toggle The Serafos are a primarily underground race that relies heavily upon magic, specifically, the fire element. The race as a whole is extremely exclusive, and outwardly uncaring. They stick to themselves, and share little of their knowledge with outsiders. Their physical appearance is humanoid, with the standard two arms, two legs, and a head. The race has, over time, become a more frail race physically, as they rely more and more upon magic. Their skin is generally a dark charcoal color, along with their hair, which features veinlike highlights. When not amongst their own kind, The Serafos also wear a stone mask that covers all but their eyes. They are generally dressed with darker colors mixed with yellows and reds, with their garb usually carrying a seal or pattern that represents the clan they were born into. Unlike the other races, the Serafos are not bi-gendered. they reproduce asexually by a process of nerve system division, making all members of a clan extremely similar in appearance and mannerisms. This is further reinforced by the clan mentality of their society. The clans themselves are usually composed of several different branches of the same clan. Depending upon the history of that clan, the more impressive the feats and actions of that clan are, the greater their renown will be among society. Occasionally, the subclans may change in position due to the action of their members, such as a major disgrace causing a ruling subclan to be shamed, and forced into a subservient position, while another subclan takes their place as the ruling group. ===================== Race: Wolves of the Seasons ===================== Author: Scout For every season of the year, there is a corresponding wolf pack. They are imbued with extraordinary powers, but nothing magical. Just heightened reflexes, strength, speed, intelligence... stuff like that. None of the packs are restricted to appearing in a particular season, they are just in most prominant and at home during their seasons or climates. Wolves have coats of fur reflecting their seasons, not straying outside the norm for gray wolves though. ================= Spring Pack ================= Author: Scout Spoiler: click to toggle The most playful of all the packs is the one that belongs to Spring. The wolves delight in playing games, running through fields and sometimes even playing the occaisional trick. They can often be seen frolicking in fields of flowers, playing around with other animals. The Spring Pack is the largest and weakest pack, due to the fact that their season is a soft season when it comes time for an animal to choose a mate. This doesn't mean they aren't deadly when threatened, though. The Spring Pack is rivals with the Autumn Pack. ============== Summer Pack ============== Author: Scout Spoiler: click to toggle The most pragmatic of all the packs is the one that belongs to Summer. The wolves are calm, calculating and rather legislative, although not unwelcoming. They feel above the other packs, and they feel that they can make decisions concerning all four seasons. The Summer Pack is the most widely spread and least destructive pack, due to the nature of Summer; warm, welcoming and found in many places. This doesn't mean that they can't drive away intruders when they feel like it. The Summer Pack is rivals with the Winter Pack. ============== Autumn Pack ============== Author: Scout Spoiler: click to toggle The most reclusive of all the packs is the one that belongs to Autumn. The wolves greatly dislike social interaction, making them the rarest pack. In their territory there are clear warning signs that should clearly state that they do not wish to be bothered. When they are approached, they actually run away more often than drive away the irritation. The Autumn Pack is the most diverse and clearly unwanted pack, due to their season being one of the most dreaded, because it signifys that Winter is approaching fast, although their pack is highly colorful. This does not mean that they can't be welcomed as friends, though. The Autumn Pack is rivals with the Spring Pack. ============= Winter Pack ============= Author: Scout Spoiler: click to toggle The most aggressive of all the packs is the one that belongs to Winter. The wolves are particularily resiliant, and they enjoy the thrill of the hunt greatly. They are usually found in the harsher climates, although sometimes the pack can be seen in more temperate areas. A common misconception is that the wolves of this pack are evil, but it is not true. The Winter Pack is the smallest and most harsh of the packs, due to Winter being devoid of most life and cruel to those who do not hibernate through it. This does not mean that a wolf of this pack is not capable of friendship or love. The Winter Pack is rivals with the Summer Pack. These are just guidelines for the wolves. Individual ones vary. Edited by Darthanis Galbraith, Feb 19 2008, 10:08 PM.
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| ~Darthanis Galbraith~ | Feb 19 2008, 10:03 PM Post #2 |
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============ Group: Necromancers ============ Author: Darthanis ------------- Summary ------------ Spoiler: click to toggle Necromancy spells hold dominion over life and death. Their effect can drain stamina out of an opponent's body, control the undead or instill paralyzing fear into a creature's mind. People who specialize in this art call themselves necromancers. Their philosophy is waste not want not. Most spellcasters abhor and shun this practice because they feel it holds no respect for the dead but necromancers defend their art on the premise that the dead care little for their bodies especially if it is being put to good use. Controlling bodies of course is secondary to controlling life. Necromancers view magic as based on the idea that life is an essential element of the universe one that can be controlled and manipulated just as energy and matter can. They believe that they hold the reins of life by surrounding themselves with undead creatures. Others claim that necromancy weakens the barrier between the dead and the living realms, causing the two to draw ever closer, encroaching on each other more ands more every day. Unlike summoning necromancy uses whatever is on hand at the moment as opposed to conjuring. Unlike clerical powers, necromancers do NOT restore life to the biological avatar of a being. Instead they reanimate the corps by instilling it with just enough life force to act semi-cognitive or anchor a summoned spirit to the body thus creating undead rather than true living beings. Most undead are without any inherit wisdom or intelligence and instead rely on the caster providing "programming" in place of higher thought, flailing madly at all opponents rather than fighting with any of the prowess it possessed in life. If a necromancer has time, he can summon and bind sentient spirits to their raised corpses creating much more independent allies that can sometimes call upon their past life's abilities. However there is a drawback to these "higher undead" The more freedom you give to the captured spirit, the more you risk having the spirit turn on you, angry that you disturbed their rest. The same with binding the soul of a dead once able minded wizard. The stronger the will of the spirit the more domain you must exert over it. If this dominance is broken the spirit has a good chance of turning on you in an irate rage. =============================== Undead available to Necromancers (For the most part..) =============================== Author: Darthanis Spoiler: click to toggle ========== Ghoul ========== Ghouls are undead creatures that haunt graveyards and crypts and feast on the dead . . . or, whenever they're handy, the living. Ghouls are terrifying to because one scratch of a ghoul's filthy claws may cause even the most resolute to freeze up in complete (but thankfully short-lived) paralysis. The ghoul's bite carries with it a supernatural disease that days later might weaken or kill those who survived the initial encounter. Ghouls exibit an almost Ferral intelligence that mist be tamed by the Necromancer. Having a base intelligence, these creatures hold many advantages over their mindless peers as long as they remain under the spellcaster's control. ========== Ghast ========== These creatures are exactly the same as ghouls save for a superior intelligence. These creatures make much more potent allies than Ghouls. Again, the risks of controlling a sentient creature increase based on how intact its soul is. The smarter the creature, the stronger the will of the soul. ========== Zombie ========== Zombies are corpses reanimated through dark and sinister magic. These mindless automations shamble about, doing their creator's bidding without fear or hesitation. Zombies are not pleasant to look upon. drawn from their graves ant quite often partly decayed they appear decked out in burial cloths. Because thy poses the intelligence of a shoe, the commands to a newly created zombie must be very simple. ========== Skeleton ========== Skeletons are the animated bones of the dead, mindless automations that obey the will of their masters. A skeleton is often naked but can be commonly found sporting any weapons or armor that it carried to the grave. Like Zombies, Skeletons lack any wits whatsoever. Skeletons will attack with whatever weapon they have in hand or claw and or bite any enemies they may come across. ========= Mummy ========= these creatures mirror that of a zombie. However, their movements are much slower due to their funeral wrappings. Necromancers often use these features as sentient battle tanks. The necromancer usually anchors a spirit torn from the netherworld to a mummy. This practice causes a mummy to often exhibit many battle prowes of the soul's memory. Furthering the mummy's effectiveness it its thick wrappings that often make for a good place to anchor protective spells. A fully customized Mummy can make a fearsome opponent shrugging of your attacks and wreaking havoc among its opponents. If a mummy has no modifications, it acts as a zombie would. An added benefit of soul binding is, If the chosen spirit used in the anchor ritual was a spellcaster in life, chances are the spirit will remember some of the magic it knew in life. Anchoring a spirit is no easy feat, Spirits of this magnitude tend to be moody and ever so hard to control. ======== Shadow ======== Shadows are creatures of sentient darkness. They hate light and all living things. They sport a touch who's effects can be felt at a distance by a drop in temperature. on contact it is a lethal weapon that chills you to the bone. Shadows naturally blend in with a dark enviorment making them the standard choice for a necromancer in a particularly dark area. They are highly mobile and attack with vicious abbadon. Being semi corporeal these undead are hard to hurt but easily destroyed once the proper method is discovered. ========= Flesh Golem ========= A flesh golem is the masterpiece of a absorbed Necromancer. This creature is constructed of assorted parts of humanoid creatures all sewn and bolted and nailed together. A basic intelligence is then instilled in the construct much like a basic artificial intelligence, exhausting the bestowing spellcaster. The creature may wear whatever the necromancer desires, sport any weapon and poses any item that is given to it by the caster at its creation. The necromancer must be able to use the item and or weapon given to the construct as its knowledge of the item is based off the caster's own proficiency. These constructs do not poses enough intelligence to speak coherently but may grunt groan and roar in response to basic stimuli. Depending on mow much time, effort, research, quality of component and money invested in this creature, it may have varying levels of power. Flesh Golems may not cast spells but can use a enchanted item if properly taught how to use it. This spell is only mainly only attempted by the evil as it is considered highly barbaric in most magic society including all but the most twisted necromancey circles. ---------------------------------------------------------------------------------- =============== Group: Soul Cursed =============== Author: Twilight Spoiler: click to toggle The Soul Cursed are humans whose fates was to become great heroes who would prevent major world catastrophes, however because of the curse their fates become twisted and most turn to evil to find some, if only a little, protection from the curse which eats away at their soul. The so called "protection" given to the Soul Cursed when turning to the cause of evil is a barrier within them that prevents them from feeling the pain the curse gives them. The origin of the Soul Curse is unknown, however some soul cursed has been studied after capture, especialy those who clearly has sided with evil, has always mentioned some "voice" that began to speak to them at some point in their cursed life, and from this they have concluded that either they are all insane, which is a big possibility due to the pain the curse brings to the host, or that there is a dark entity that created the curse and is constantly attempting to manipulate those afflicted by it. A few years after being inflicted with the curse the hosts aging process stops, but you can still see some signs of age on their bodies, hair is an example. A grey or white haired human that appears in the age of fifteen to thirty is most likely a sure sign of a Soul Cursed, however some have tricks to hide the signs of what they are. A soul cursed's soul slowly withers away, which is why they are forced to feed on the souls of others to restore their own souls, naturally only the core of their own soul remains after some decades. While no one knows the reason for the soul being drained it is in truth the dark entity itself that feeds on the soul essence that dissipates from the souls of those unlucky few who bear the curse. After a long time a soul cursed can learn how to use the soul essence he drains in different ways, such as to regenerate (Although in this case it must be a directly drained soul, and the result is often that the form of that which is regenerated is not natural), empower themselves or even use magic fueled by the corrupted soul essence within them. However, the curse also rewards the host by increasing their physical strength and endurance, while their will and mind is enforced by withstanding the constant pain the soul curse brings, and because of these things a experienced Soul Cursed is a fearsome opponent. When the soul curse first appears in someone they probably will not notice for a few years, but during this period they will grow weaker and at times will experience pain as if from nowhere. If a cursed ones soul essence is near depletion they will go into a mindless rage, only their instincts are working during this bloodlust and it does not end until their hunger is sated or they die from lack of soul essence, this is what usualy happens at first for those who just recieved the curse. The first decade or so after the curse surfaces is spent struggling to survive and leard ones own abilities, and how to cope with what they have become, most die at this point, or the decade after, but those who survive the early stages tend to survive for a long time, and is mostly only slain by hunters of evil and the like. A soul cursed is a dark being, no matter if they have sided with evil or try to stay on the path of good their soul is corrupted and tainted by the curse, making them vulnerable to holy, or heavenly powers, even magical healing hurts them. But they are not undead, their bodies is alive and functioning and they are forced to eat and drink as normal humans. Something unknown to most, even the soul cursed themselves is that if they live so long that only the core of their soul remains they will be consumed by the curse at death, destroying them in the same manner as they have destroyed countless lives at this point. Luckily there are very few soul cursed, about one appears every decade, and most die during the first 100 years of their lives, leaving about two or three alive for every hundred years. While this can become quite a big number after some time it is not unusual that they are hunted down by witch hunters and the like. ---------------------------------------------------------------- ===================== Group: The Elemental Legion ===================== Author: Twilight ---------- History: ---------- Spoiler: click to toggle Almost a thousand years ago a large and prosperous human nation lay where the central capital city now is, their faiths and beliefs to the elements that surrounded them. While they were the most powerfull nation at the time they did not crave for more, no they were in peace with the other nations that at this time were much smaller than today. It was now, when the world was at peace that the Master Crafters decided it was time for them to embark elsewhere, however the peace would not last, for there was those lesser crafters that had no intention of leaving, no they wanted to rule everything themselves. And so, four lesser crafters, each being a master of one element appeared before the five leaders of the human nation, convincing them that they were the true gods of the elements and that if they worshipped them their kingdom would prosper even more. And so the nation began to build monuments and temples for their new gods, suddenly the life of all in the kingdom became easier, harvests became abundant and there was plenty of metals to be found in the mines. Some years later they were approached by elementals that pledged their loyalty to the kingdom as long as they served the four gods. Word began to spread around the different nations of what happened within the large human nation, and some were getting suspicious. Rumours of how they worshipped false gods began to flourish and trade stoped with the nation. It was at this time that the crafters saw the potential within the human body, and were eager to create a race superior to humans that would be bound to them, however having free will, unlike their elementals. When the gods gave this gift to one hundred humans they chose one to carry the "blood of the gods", as they called it, and gave him the essence of all four elements. This man was Arias Elaidron, a young noble that had worshipped the "gods" like a religious zealot. Now that they had achieved a power that they though of as much more superior than any other nation the greed for more land and more power began to spread within the higher ups of the nation, and when the crafters saw the development within the nation they decided to give it to them as their "sacred mission". As the nation prepared for the upcomming war the other nations was warned of the threat by the Kitsune, and was thus able to react in time. After only fifty years of serving the four lesser crafters the nation later to be known as the Elemental Legion was struck down from all sides by the nations of the world, the lesser crafters in turn was defeated and banished from the world by the remaining crafters. The survivors of the nation was persued to the end of the known world, where they scattered in order of having some chance of survival. Some years later, once the world thought they had wiped out the remaining survivors the Half-Elemental Arias Elaidron gathered the remaining half-elementals and humans, at the same time summoning all elementals loyal to the crushed nation. Once unified they formed a new government and called themselves the Elemental Legion, they were determined to take revenge on the world, but knew that it could not be done yet. Arias Elaidron was elected to be the leader of the new nation, and was called the Elemental Lord, however they still had many decades left to struggle for survival, but after a hundred years the Legion had created a large city, with several smaller villages and towns surrounding it in a valley within the southern part of the needle pass mountain chain. They had a rough start but once their situation had stabilized rapid progress started to take place. They had now reformed their system to be almost completely millitary, all people got some degree of millitary training, especialy the half-elementals, who possessed powers beyond those of the human population. After five hundred years the Elemental Legion had grown even more powerfull than the old nation, they had developed several new skills and the human and half-elemental population had grown formidably. Among the many skills that the legion had now mastered was to imbue a weapon or armor with a quasi vastus, a crystal that made the weapon or armor capable of storing elemental energy. And at this time the Crystal Citadell had been constructed, a huge tower made of white stone and several types of gemstone, as well as having many quasi vastus embedded in the top, where the throne room was. While the citadel was huge it was not large enough to be seen over the mountain peaks, they did not want to risk detection. The progress continued to go forward, and the legion became increasingly powerfull up to the present day. They were now preparing for ways to bring their army into the lands that had been taken from them quickly without having to pass the mountains once again, but it would need time. By command of the Elemental Lord scouts was to be sent to the lands that had crushed their kingdom before, their purpouse was to find out as much about the countries as possible, and return periodically. ----------------------- Race Information: ----------------------- =========== Half-Elementals =========== Author: Twilight Spoiler: click to toggle The Half-Elementals were long ago regular humans that was gifted with the essence of the elements by their gods, thus gaining inherent elemental abilities and potential for magic, and manhy generations later they had evolved into a race of their own, physicaly not much different from humans, but their minds and souls had changed completely. The Half-Elementals are mostly seen as demi-gods among the normal humans of their society, the Elemental Legion. Half-Elementals, as their name implies are a combination of a human and a element. Or in some cases many. Only the 'savior' was a half-elemental with the combined power of all elements until recently. Half-Elementals generaly look like humans, however there is mostly something that signifies them as a Half-Elemental of their Element. For example a half-elemental with the essence of fire might have flames instead of hair, or simply 'burning' eyes, their body might also be made fully of the element, as in a human that appears to be made of water. Normaly however they can controll their body structure so they can appear human or appear like a humanoid elemental. The Half-Elementals personalities are mostly affected by their elements, but can also be completely different, although most have a great bit of patience since they dont need to rush things due to them not having a known age limit. =============== Humans of the Legion =============== Author: Twilight Spoiler: click to toggle Unlike humans of the normal world the humans within the legion are constantly surrounded by all four elements, which has made them capable of adapting all four elemental styles, although most tend to only learn one or two since they otherwise wont be capable of mastering them without an insane amount of time. ========================== The Elemental Magic of the Legion ========================== Author: Twilight Spoiler: click to toggle The Legion follows a different but similiar magic style than the rest of the world, instead of creating the element from their pure will they use those around them instead. While this style has a big weakness it also has a great strength, for if there is none of the element the user wishes to utilize in the area around him he has to use his own power to create it, which unlike the normal elemental magic takes a large amount of stamina, but using a element which there is plenty of in the area is like breathing. Of course this may make one think that earth is the naturally strongest of the four, but unlike fire, water or wind earth is more solid, obviously, and because of that takes more stamina to controll than any of the other three. ============== The Elemental Order ============== Author: Twilight Spoiler: click to toggle The Elemental order are a group of mages, both human and Half-Elemental that have the ability to harness the powers of their surroundings, and create powerfull invocations and destructive spells. While the order mostly consists of Elementalists trained for battle there are some that focus in mending the land of the scars that a battle can have on the land. While normal magic focuses on combining different elements to form many different effects the Half-Elementals can only manipulate the elements around them, but instead having a larger control of their surroundings. ======================== Ranks and Titles of the Legion ======================== Author: Twilight Spoiler: click to toggle Elemental Lord - The Rank that only the leader of the Legion holds, currently it is the 'Savior', and until anyone can defeat him he will remain the Lord of the Elementals. Grand Elementalist- The Grand master of the Elementalist order, the mages of the Elemental Legion. The current Grand Elementalist is a human who mysteriously has been alive for over 150 years and still seems to be in good health (Appearing like an old man nontheless). Lord - One of the four human leaders of the Legion, each lord rules over a region within the Elemental Legion, and are also part of the council. While they are not Half-Elementals they are still seen as important in the Legion, and the only ones who have the right to give them direct orders are the Elemental Lord and Grand Elementalist themselves. Master Elementalist - One of four other Elementalists that inherit the title of master, mostly being focused in one element while having advanced knowledge in the others. They serve under the Grand Elementalist and are his closest subordinates. Champion - The title of the Half-Elementals who serve under the Lords as captains, generals or bodyguards. Some even have the honour of serving the Elemental Lord or Grand Elementalist, however that is in very rare cases or when they posses remarkable strength. Crystal Knight - A Elite Half-Elemental who has served as a Champion and completed countless tasks for over 100 years may do the trial for the knights of the Crystal order, and if succssesfull are granted a "full legion crystiil armor" and a "Elemental Mount". The Crystal Knights are fearsome opponents in combat, fighting in melee and controlling the elements around them at the same time flawlessly. Other, Mortals - The rest consists of what can be found in any human society, captains, generals, peasants, anything prety much. Other, Half-Elementals - Lower Half-Elementals, those who do not have the strength to become a Champion. Most join the Warriors of the Elemental Order, the Legions Half-Elemental footmen. ========================= The Gods of the Elemental Legion ========================= Author: Twilight Spoiler: click to toggle AKA the lesser crafters claiming to be gods.
(Note: All written below is the views of the Elemental Legion, it may or may not be true) The god of fire, Khaydan. Khaydan is the god of fire, embodiment of destruction and also of the purifying flame. While most connect him to violence he is also belived to be the god of rebirth, which is one of the reasons he is depicted as a grand phoenix. Khaydan is quick to anger but he is not unjust or cruel in any way. The goddess of earth, Gaia. Gaia, the goddess of the land is depicted as a beautiful nymph or dryad, and is connected with plant life, as well as the form of the earth. To ruin the earth and trees without a thought is to anger Gaia, and if her spirits of the wild are present the one responsible will most surely meet his death at the hands of what he destroyed. Gaia is friendly and forgives much, but there are limits even for her, and when that limit is reached she will not let the person leave without a punishment. The god of wind, Zephyrus. The god of the wind is a strange one, for his mood can go from good to bad in moments, however when not having one of his mood swings Zephyrus is a friendly good that aids his worshipers. Being the embodiment of the wind there is no true depiction of Zephyrus, he is merely everything which is not earth, fire or water. The goddess of water, Leviathan. Leviathan, the goddess of water is depicted as a grand sea serpent with scales that reflect the ocean. Leviathan is very territorial, the only good it fully tolerates are the god of wind, Zephyrus, who's winds spread the water over the world. And the reason for all the storms at sea are, despite comming from winds, Leviathans powers at work. While normaly allowing passage for those who pray and ask for it, those who do not take the risk of falling pray to one of her 'children'. Edited by Darthanis Galbraith, Feb 19 2008, 10:05 PM.
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