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Thread for Species Write-Up Descriptions That We've Got So Far
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Mab 6:29am, December 16, 2003 [Edit] [Delete] | Here is where the write-up descriptions of species that have been established will be posted until we admins can think of a more attractive way to present it.
*********ONLY ADMINS SHOULD POST TO THIS THREAD*********
In recent news. Some of the species in this thread have been revamped or will be revamped to make them more fair and to set parameters for their natural gifts BEFORE it becomes an issue to be argued in actual RP, or at least we can hope. heh.
Unless otherwise specified or spelled out in the species writeups, innate magical abilities of a species, as far as being able to dispell them, is determined by the level of the character with that ability. In other words, to dispell a demon being able to teleport who is a level 3, your mage doing the dispelling must also be a level 3 to have a prayer at success.
Edited 5:48pm, November 29 by Mab, author. |
Demons |
Mab 6:36am, December 16, 2003 [Edit] [Delete] | Species/Creature Name: Demonius Nectus (in demonic tongue it reads "New Demonia"; Demonia being their once undisturbed home at the center of the earth)
Average Lifespan: 6,000 yrs.(although, this is the average due to said demons dieing in battle)
Disposition to Magic: (younger, less experienced Demonius Nectus [age 10-3,000]) keen sense of fire/fire magic, open portals for SHORT DISTANCE travel(1-3 miles on avg.); (older, more experienced Demonius Nectus [age 3,000-5,000]) open portals for LONG DISTANCE travel, and the ability to "fire dance"(the "fire dance" is what the Demonius Nectus refer to as the full embodyment and understanding of fire, where, when needed they can embody fire and stay in that form for a given time. Although, I would like to note though that the "fire dance" isn't fully utilized until around 4,600 yrs. old, on avg.) Also, at age 10 and higher they can do telepathy limited to thought speech.
MAXIMUM Achievable Parameters for Innate (i.e. not spells, but species specific) Magical Abilities:
Fire Dance: Can occur for the duration of 3 posts and can be done once a day. (a lot can happen in 3 posts)
Control Flames: There needs to be an existing flame and combustible fuels to start with for these abilities to work. Abilities include the following:
1.The ability to make existing flames flare to 4 times their size and intensity in a quick burst.
2.The ability to make a flame continue to burn at twice the rate and intensity that would exist in nature as long as fuel remains to burn.
3.The (for lack of a better term) Whoosh flare that covers a range of 10 feet for a torch sized flame and will burn most of the hair off a person and sear their skin, but that's about it. (It requires focus and so can't be done with more than a torch sized flame)
4.And a demon can make flames dance in artful patterns and images for as long as the flame has fuel to burn.
Teleporting: **3 times a day for level 1 demons. (this based on number of other spells they know.) 6 times a day for level 2, 8 times a day for level 3 and 12 times a day for level 4** for any distance in a straight line that is not interupted by a large body of water like a large lake, river, sea, or ocean. If a large body lies in the path to their chosen destination, they might have to teleport twice to go around the body of water, or to stop at the body of water and find a way to cross it, etc.
Telepathy:They cannot sense people with it. They have to already know they are there. They cannot read people's minds, but can only hear the thoughts the person they are sending to wishes them to hear. They can mind speak to and pester anyone that doesn't have some magic ward against it.
Spells: Demons can only learn spells that are fire in origin. This still covers a wide ground.
Common Physical Traits: humanoid, although, some stray and look as hideous beasts.
Common Physical Abilities: Unhumanly strong, fast and agile
MAXIMUM Achievable Parameters for Innate Physical Abilities:
Strength=X5 man's
Strenght Endurance=X5 man's
Speed=X2 man's
Speed Endurance=X4 man's
Skin Toughness= about the equivalent of chain mail.
Disposition toward other creatures/species: they don't particularly hate each species more than the other, although, they feel the humans are poisoning the world called Bettenchi, their home, & thus should be slaughtered like cattle when the chance arises.
Prefered Dwellings & Topical Locations: [Earth equivalent of Dakar, Senegal] Gryshnag'sa (meaning town or place by the water power [ocean]) which is the capital of their empire spanning most of the Earth equivalent to northern Africa; Gryshdaeke (where they appeared 15 yrs. ago; caves, forests, anywhere they hold the tactical advantage of being able to hide amongst the darkness and ambush anything that enters their "territory"
Weaknesses/Limitations: due to where they originated, they have a sensitivity to light, thus they only move around in darkness, and younger demons(age 10-3,000) can not use their powers as well or as often as the more skilled demons(age 3,000-5,000)Light does not shrivel them up, but sunlight or a magical equivalent can stun and incapacitate them as far as their powers, except the traveling short distances, which they can use to get out of the light. If they don't flee the light within 10 minutes, they'll start to weaken physically. Daylight travel for a demon usually involves a good shrouding cloak.
Country or Domain: "if this were earth they would live..."in a massive crater around the northwestern portion of Africa (known as Gryshdaeke) where their kind had "risen up" some 15 yrs. ago as well as the majority of northern Africa where their empire resides. The capital of their empire is Gryshnag'sa (meaning town or place by the water power [ocean]), the Earth Equivalent of Dakar, Senegal..but larger.
Architecture: reminiscent of that of ancient Egypt. Demonius Nectus have an affinity to large monuments of ancient "Gods" and great warriors, these tend to have small, short scriptures near the base which tell a part of a myth or give directions to a specific place.
Style of Kingdom (Who is thier leader and how are they governed?): Ezekiel
**NOTE: Demonius Nectus DO NOT, in ANY CIRCUMSTANCES, develop any powers what-so-ever until the age of 10**
Edited 1:57am, July 23 by Mab, author. |
Moon Elves |
Mab 6:44am, December 16, 2003 [Edit] [Delete] | Species/Creature Name:
Moon Elves (a.k.a. silver
elves, gray elves, or Teu-Tel'Quessir)
Average Lifespan:
Immortal, but subject to mortal wounds and some rare mortal illnesses
Disposition to Magic:
Typical to find Mages, Wizards, or a combination of a warrior and magic user. They have spent many centuries discovering and researching magic, and through this, have mastered the skills of enchanting objects along with other talents they have perfected in the realm of magic.
Common Physical Traits:
paler than most elves, with faces of bleached white tinged with blue. Their hair tends to silver-white, black, or blue, though all normal human hair colors have been reported in this race. Their eyes are blue, lavender, or green with gold flecks
Common Physical Abilities:
Height: 4'7" - 5'4" (males) 4'2" - 5'0" (females)
Weight: 93 - 120 lbs (males) 73 - 100 lbs (females)
Owing mainly to their size, Moon Elves are extremely dexterous and tend to be proficient in the realms of archery and swordsmanship. They rely extensively on speed, stealth, silence, and surprise while in combat.
Disposition toward other creatures/species:
Owing to events that have occurred within the past few hundred years, Moon Elves have begun to shut themselves away in their lands. They still trade with the Dwarves however, and have an alliance with them that ranges far beyond modern history. Humans have become universally despised by the Moon Elves. They view them as being clumsy, and incapable of harnessing the power they have suddenly been gifted by their gods. Because of this, very few humans have ever been inside a Moon Elf city and lived to tell the tale. Their gates are open for all elves with the exception of the Drow. As for any other species, they will usually let them in (under heavy guard) for as long as their business lasts.
Prefered Dwellings & Topical Locations:
Moon Elves can be found primarily in the forests, or in the mountains. In the forests, they have built cities around the ancient trees, and have been known to defend them with their lives. In the mountains however, great cities are carved out of the rock itself (with much help from the dwarves). The Royal Family lives in a city such as this.
Weaknesses/Limitations:
Moon Elves while quick are extremely frail and fragile. A hard punch from a human will quite possibly shatter the bones of a Moon Elf. Because of this, not any are found without armor or some kind of protection.
Country or Domain:
Moon Elves can be found all over the world. They have waygates that allow them instant travel across seas, continents, etc... You will find them in the great forests, and mighty mountain ranges.
Style of Kingdom/Government:
The Moon Elves are governed by a Royal Family. It is presided over by a Matriarch, who delegates tasks to her offspring, siblings, and other members of the family.
Species description by Jace
Edited 2:16am, June 10 by Mab, author. |
Pegasi |
Mab 7:28am, December 16, 2003 [Edit] [Delete] | Species/Creature Name:Pegasi
Average Lifespan:1000 yrs, but age normally to puberty like humans before their longevity kicks in.
Disposition to Magic:Can learn spells like a human mage could. Can take on either the equine form of a winged horse or the angelic form of a winged humanoid. They can switch back and forth at will and are as comfortable in either form for as long as they like w/o any special effort. There do exist spells that can hold them against their will in one form or another for a given time. They think as well as humans in either form. They don't learn to take on the equine form until age 4. **note: They only propogate the species in their humanoid form (nuff said about that).**
Common Physical Traits: Their equine and humanoid appearance varies as much as horses and people vary, but their wings have the same pattern that they were born with in both forms. In both forms, they have digestive track made to digest grass/hey/oats/etc. They prefer greens and plant food of any edible kind and don't eat meat at all. They do not wear skins or leather of any kind. They wear woven linens of varying qualities, depending on the richness of their tribe. They sometimes wear armour they purchased through trade.
Common Physical Abilities:Like that of humans with the addition that they can fly in either form unless something happens to their wings to prevent it. They can live off grass/hey/oats/etc. in either form.
Disposition toward other creatures/species: They are fearful of giants, because giants like to capture and enslave them, keeping them in giant bird-like cages like pets, or forcing them to do labor etc. Giants just see this as a normal and acceptible high society pratice. Pegasi will willingly barter and interact with any other friendly species as long as those individuals aren't seen as posing a threat to their tribe.
Prefered Dwellings & Topical Locations: High caves in mountains and canyon areas where grass plains and orchards exist below or nearby, anywhere like that where flight would be a particularly nice asset.
Weaknesses/Limitations: They have the normal weaknesses of humans in their humanoid form. Flight isn't that much of an asset that they need additional. They have the normal weaknesses of horses in their equine form, except that they think like humans in that form as well.
Country or Domain: They are nomadic and can be seen at given times of the year flying in bird-like formation to new locations. The planet is dotted with their usual caves & plains-valleys combo stopping points.
Style of Kingdom/Government: Tribes and clans. Most of the time these tribes and clans get along and work together. The cheif can be male or female, but is most often male. They are most times very old fashioned with females taking care of the family and males defending and providing, but the males have the added responsibility of gathering, because Pegasi don't hunt, them being vegetarians. |
Unicorns |
Mab 8:09am, December 16, 2003 [Edit] [Delete] | Species/Creature Name:Unicorns and various other names given them in earth legends.
Average Lifespan: Immortal, but subject to mortal wounds. Can be killed. age normally to puberty like humans before their longevity kicks in.
Disposition to Magic: Only a good and pure human with a great deal of innocense can see a unicorn's horn and recognize them as being such. All other enchanted races can recognize them regardless. Can heal and restore with their horns, but must rest a day after a healing of 2 near death people/creatures/etc. (just for a capacity gauge). They can restore a recently killed person to life if they can get to them within the 5 minute window of opportunity before they sink beyond all hope. This isn't the case with a person who has had half or more of their body blown away including vital organs. Let's not be silly. They can purify air & water with their horns also (a gauge for this capacity will be determined later, as we see what is fair and realistic through the course of RP, at which time it will be updated and posted here). Also, forests they dwell in have a tendancy to become lusher and greener and the animals more elusive to hunters, in other words, enchanted. Can take on either the equine form of a spiral horned horse or the form of a spiral horned humanoid. They can switch back and forth at will and are as comfortable in either form for as long as they like w/o any special effort. There do exist spells that can hold them against their will in one form or another for a given time. They think as well as humans in either form. They don't learn to take on the equine form until age 4. **note: They only propogate the species in their humanoid form (nuff said about that).**
**Note: All of their natural magical abilities are level 3 with the exception of healing, which is level 5, yes, 5, but extremely rare is a unicorn who is a mage on top of that and it probably won't be approved if you ask to have your unicorn be a mage as well.**
Now, concerining ghouls, a unicorn can remove the ghoul taint from a person up to a week after they are infected and restore the person to full, untainted life. After a week, it's too late for even a unicorn to help.
The question has come up. What happens if you cut off a unicorn's horn? Here's how it works. The unicorn falls into a haunted and lost kind of state, easily depressed and not easily cheered. A shield of chaotic magic (level 5 like the power that was taken) erupts around the unicorn, because to take away the unicorn's life giving force creates an odd void in magic around the unicorn. This shield protects against any kind of attack, magic or mundane. Least we can do for a unicorn losing his or her power. Only someone of decent (doesn't have to be innocent) heart can weild the unicorn's horn and perform the same acts a unicorn can with it. A bad person cannot make the horn work for them w/o a decent person, usually a reluctant captive, doing the horn weilding.
Can a unicorn get his or her horn back after it's been cut off? Yes, but it isn't a simple case of sticking it back on. If the horn is recovered, it requires at least one level 4 mage and one level 3 to perform the magic to restore it back on. They do not have to be healers. This is a thing regarding a severing of magic, not really a wound. If the horn cannot be recovered, there is still hope. The same horn restoration magic can be performed to regrow a horn, however this requires another unicorn present and at least one level 4 mage to boost the magic enough. The magic to restore a recovered horn takes an hour with the proper persons present. The magic to regrow a horn is more taxing and takes several hours.
When a unicorn's horn is regrown, the old horn turns to golden or iridescent pearly dust, which can only then be used for one time healings when mixed with drinks, because the renewing magic will be returned to the unicorn it was stolen from.
Now, only unicorns know this about their horns. It's hardly common knowledge. Please RP accordingly.
Common Physical Traits: Their equine and humanoid appearance varies as much as horses and people vary, but they're a bit etherial (spell?) in both forms. In both forms, they have a digestive track made to digest grass/hey/oats/etc. They prefer greens and plant food of any edible kind and don't eat meat at all. They do not wear skins or leather of any kind. They wear woven linens and silks of exceptional qualities, that they get as gifts from various races and creatures that revere them. They sometimes wear armour which they also acquire as gifts. Many cultures feel great respect and reverence for them, especially humans. They sort of live off that. They are few in number because of this societal practice, that and an odd twist with the way humans sometimes show their "reverence".
Common Physical Abilities: Like that of humans in their humanoid form and that of a horse in their equine form. They can live off grass/hey/oats/etc. in either form.
Disposition toward other creatures/species: Good and pure humans can get near them and interact with them, but warlords and other such ambitious types have been known to try and capture them and use them for their abilities. This has happened most especially amoung humans and not so much with other races. So, as a result, it takes a lot for a human to gain the trust of a unicorn. Unicorns will willingly barter and interact with any other friendly species as long as those individuals aren't seen as posing a threat to themselves or their people. Unicorns are never bad guys and will tend to steer from those they see as wicked or unjust. However, for every rule, exceptions might occur. (talk to an admin if you have ideas for that) Rarely (next to never/only heard of in vague legends that most dismiss) does one mate with another humanoid species and if they do, their offspring will either be wholey of that other species or completely unicorn, never a blend, except in the has-never-happened-yet case of Pegasi, in which case a blend of both might occur.
Prefered Dwellings & Topical Locations: Enchanted forests and groves are where they dwell most often. Basically, any forest they reside in for at least a year becomes enchanted to some extent, growing lusher and greener and the animals more elusive. They're usually in small family groups and it is not unheard of for a lone unicorn to dwell in a forest before they find a mate.
Weaknesses/Limitations: They have the normal weaknesses of humans in their humanoid form. They are peaceful and will usually flee rather than fight. They are not great fighters at all, in most cases (rare exceptions might occur). They have the normal weaknesses of horses in their equine form, except that they think like humans in that form as well.
Country or Domain: Forests. They pick a forest as an individual or family group and will only change forests when finding a mate. As teenagers and young adults, they go on a lot of countyside searching jaunts to find others of their kind in other forests or running into others of their kind who are searching along the roads for the same reason and such in their search of a mate. This method of propogation is another reason for their small size in number.
Style of Kingdom/Government: Small family groups and individuals. No real established governing power or rules. They are naturally good and nice and haven't needed strict societal rules put in place. They follow the golden rule. A couple will raise offspring equally in an equal partnership.They mate for life and eternity. Upon reaching adulthood, they go off on their own, but will still visit family, as families will do.
Edited 12:31am, August 18 by Mab, author. |
Drow |
Palladia Mors 6:10pm, December 16, 2003 [Edit] [Delete] | Species/Creature Name: Drow Elves (a.k.a. Dark Elves, Moredhel, Fallen Ones, Eliessa'n'tarul )
Average Lifespan: Immortal, but subject to mortal wounds and being killed that way.
Disposition to Magic: It is quite common amongst Drow society to dabble hither and thither in magic, though full time scholars of the craft are not unknown. Those who do become full time magicians (mostly women) find themselves in the Order of Lloth (their patron Goddess)
Common Physical Traits: darker than all elves, their skin ranges from a very dark midnight blue to ebony in color. Their hair however is pure snow white. Their eyes vary in hue, but are ALWAYS some shade of red with the very rare and occasional silver.
Common Physical Abilities:
Height: 5'5" - 6'0" (males) 5'2" - 5'6" (females)
Weight: 93 - 120 lbs (males) 73 - 100 lbs (females)
As with all elves, the Drow are reknown for their dexterity and their ability to hide in familiar surroundings..this helps with their sneak attacks (their favorite tactic)
Disposition toward other creatures/species: Yes they hate elves..they hate all non Drow elves as they are a reminder of the fact that they will never ever be allowed to live on the surface ever again. Other races however are seen as nothing more really than potential slaves and are treated as such. In truth, that's really the only time you see a Drow, is when he or she is out slave catching.
Prefered Dwellings & Topical Locations: The Drow live in a massive underground system of caverns, craters and pits known collectively to them as the Underdark. There are 4 main entrances to this Underdark...one in a jungle so overgrown the sun rarely shines through, one in a frozen wasteland, one on a archapeligo, and one in the mountains at the center of a continent (If this were Earth think: Amazon Rainforest, Antartica/Siberia, Japan, and the Alps mountains in Europe)
Weaknesses/Limitations:
To put it plain and simple...sunlight. The light of the sun is extremely painful to a Drow's eyes (which can see almost perfectly in total darkness) and it is for this reason alone that they only come out of their domain at night. The term "sunlight" applies not only to the sun's actual rays, but also to all magical lights that mimic the same effect.
Country or Domain:Caves, pits, dungeons and other dark places with little or no light
Style of Kingdom/Government:
Theocratical Matricarchy. Meaning their entire government is based on and ruled by women in religion. They have one diety they worship and that is Lloth, whom they call The Spider Queen. From Lloth, it goes down to her Priestesses who run the day to day operations, the head of which is called Matriarch. Males in the society are seen as little more than breeding stock and inferior to the females of the species save for one regard.. the Knightpriests of Lloth. Those are the only males who hold any real power in Drow society, which is based on a similar style to that of the Code of Bushido, save for the fact that women may kill, steal plunder ect ect so long as they are not caught in the act
No "good" drow characters will be accepted from this time forth, because that seems to be all anyone was registering and drow are supposed to be evil.
Edited 3:05pm, January 30, 2006 by Palladia Mors, author. |
Fairies |
Mab 11:14am, December 17, 2003 [Edit] [Delete] | Species/Creature Name: Fairies, Faeries, The Fae, etc.
Average Lifespan: Immortal, but can be killed. After 9000 years the men grow beards showing their wizened age.
Disposition to Magic: Can learn the magic of wizards and sorcerors, but only if the ability is unleashed by a royal fae, for instance Queen Mab. They can shrink as small as the size of a large beetle and grow back to regular human size, and be any size inbetween, all comfortably and w/o effort, just by will. When reaching human size, their full natural size, they can have their wings disappear and almost pass off as human. Some fae have the ability to change their wing style and color according to their mood and pleasure, but these are rare. Most have one style of wings at a set from birth color, but from fae to fae the wings vary greatly. Also, fae can choose to cast light from their person.
Common Physical Traits: In human size they are human like, but with a graceful ethereal quality. Almost always very attractive, however there are exceptions to everything. They wear a great variety of styles and things, but very typically dress how most accept fae to dress, in gossamer linens and things reminiscent of nature, etc.
Common Physical Abilities: Like those of humans, except they can fly as well and do the shrinking thing.
Disposition toward other creatures/species: They are skittish with any species other than Elves, not including the Drow. They have reason to distrust many species for treatments in the past and they are almost never seen by humans, at least not in ways that give them away as fae.
Prefered Dwellings & Topical Locations: Most often enchanted forests, but they also have secret mountain, undersea and underground escapes that they can flee to.
Weaknesses/Limitations: Well, if you can catch them while they're in their smaller states in some kind of container, they're stuck in a size that fits the container you have them in and won't be able to get out w/o outside assistence, unless you're silly enough to provide them means to pick the lock or lift the catch or what have you. There are oddly no spells that work for a fae to get out of these situations. They have to be aided from the outside or find non-magical ways out of the predicament. Other than that, they have the weaknesses of regular humans.
Country or Domain: The capital city of the fae, where the ruling monarch resides would be in an enchanted forest called Ryphendel Forest and would be located where Berchesgarten (spell?), Germany would be if this were Earth, which it's not. hehe. The forest is a lot more fantastical and the hills and mountains also are a little more fantastical, but it's a lot like that area just for reference.
Style of Kingdom/Government: They are ruled by Mab, Queen of the Fae and by the royal court of the fae under her.
Edited 6:58pm, December 22 by Mab, author. |
High Elves |
Sileen 8:59am, December 18, 2003 [Edit] [Delete] | ((Bare with me, I was half asleep while writing this))
Species/Creature Name: High Elves
Average Lifespan: Immortal, but can be killed by mortal means.
Disposition to Magic: They do have some minor elven magic that come naturally to this race.. healing, some elemental lore.. but they also have the ability to learn to be wizards, and develop other magics as well.
Common Physical Traits: Slender, tall, sharp yet delicate features, pointed ears... a lovely race, all in all. Even the, to elven standards, plain elves are enough to make a human's heart flutter. High Elves do not get facial hair.
Common Physical Abilities: Ever read Lord of the Rings? Yeah. They are extremely dexterous, nimble, quick on their feet... but they are not as hardy as a human. High elves are born with magic, most with only minor abilities. Some few, for instance the royal family, are born with greater abilities. This has tended to give them... shall we say.. swelled heads. They do not view other races as inferior, however, they do view them on a level of mere children.
Disposition toward other creatures/species: The High Elves have a mighty respect for dragons, and dragon kin, which is why they were entrusted with a great treasure from the dragons. Towards other elves, they treat them respectfully, but still stay aloof. Dwarves and other humanoid species, they are treated very warily. Humans, they are treated either with open distaste, or on a level with children, depending on the elf. Drow... they are not permitted at all. A drow caught near high elf lands is taken into custody and severely questioned. She/he may, or may not, be released later on.
Keep in mind, they are called High Elves for a reason. They are an old race, and will see themselves as wiser then other races, and tend to be rather cool and collected. The occasional fling between a high elf and another humanoid will happen, but very rarely.
So the chances of there being a slutty high elf bar wench calling for a mug of ale while giving calf eyes to random male B? Nada.
Prefered Dwellings & Topical Locations: High elves live predominantly in forests, though there is a city ot two in the plains and mountains.
Weaknesses/Limitations: They have the same weaknesses any other mortal do. Although not very common, high elves can get sick, and can sometimes die from said sickness. They are more frail then a human, and will likely play the parry/dodge game in a fight, or just flat out flee if they cannot handle their foe.
Country or Domain: High elves cities tend to stick fairly close to their capital, Quenill. Quenill sports the world's most beautiful gardens, and the largest number of the high elven population in one place to tend said gardens.
Style of Kingdom/Government: Monarchy. The high elves are ruled by High Lady Naurlote Tindomerel.
Edited 12:26pm, January 09 by Mab, moderative. |
High Elves Continued |
Sileen 12:33pm, December 19, 2003 [Edit] [Delete] | As well as being nature lovers, the high elves also pride themselves on their fighting skills, and have one of the mightiest armies on Bettenchi.
White Dragon, in elvish, Nim'loki, is the leader of the armies of the high elves. In his own right, he is also an excellent fighter, a one man army in his own right.
After the Nim'loki, there are three Tsorova, or Generals in common. They are each required to be excellent fighters in their own right, and a master of each elven weapon. There is one general for the calvary, one for the archers, and another for the elven form of infantry.
Each Tsorova has under his command four Nikerym T'preshe, or in common, Knight Captain. Like the Tsorova, the Nikerym T'preshe is required to be able to pick up any weapon handy, and be able to fight with it. They do not, however, require to be master at any but the style of combat they rein from.
Each Nikerym T'preshe have under their command four Nikerym, or Captain in common. Captains are required to be masters in their style of combat, and profiencient in at least one other.
Each Nikerym have under their command ten nikym each. Nikym must be exceptional in their style of combat.
Each nikym have under their command thirty nilaa each. Nilaas are just required to be good fighters, and good at commanding, and each have three soldiers beneath them, and are able to break off as scouts with their party whenever called to.
Edited 12:27pm, January 09 by Mab, moderative. |
Sylvan Elves |
Mab 6:32am, December 20, 2003 [Edit] [Delete] | Species/Creature Name: Tree Elves or Sylvan Elves
Average Lifespan: Immortal(though thier bodies are as mortal to wounds as humans)
Disposition to Magic: Like that of High Elves, although their magic most often leans toward plants and animals and nature along with healing.
Common Physical Traits: Tall, often fair skinned, but not always. Hair color ranges to colors leaves of trees can take, from auburn browns, reds, blondes, to even some pale blondish greens or darker brownish greens. Eye colors vary, but are most often hazels, greens, and browns. Their attire is usually reminiscent of woodlands with that elven grace.
Common Physical Abilities: Keen eye sight to where they can spot something moving through the forest between trees and brush up to a mile away, if nothing is completely obstructing their view. Like most elven cultures, they are extremely adept at archery. They are light of foot.
Disposition toward other creatures/species: They love good magic creatures and dislike or hate evil creatures like orcs, ghouls, undead, drow, etc. They do not usually trust humans, but have been known to treaty with those nearby where they live and cooperate with them cautiously, but usually only for a limited time for a specific thing. They tend to think themselves better than non-magic creatures like humans. They're leery of goblins. They also do not trust giants and are at odds with them like many other cultures are, but do not dispise them.
Prefered Dwellings & Topical Locations: Heavily forested areas. The deeper and denser the forest, the better.
Weaknesses/Limitations: Can be injured like most humans can and are about as strong.
Country or Domain: Capital is the elven city of Andaith in Laidor.
Style of Kingdom/Government: King/Queen has full control
Edited 6:40pm, August 09 by Mab, author. |
Dragons |
Palladia Mors 2:35pm, December 23, 2003 [Edit] [Delete] | Species/Creature Name: Fire or Ice Dragons
Average Lifespan: Ageless (though still mortal to wounds.....if you can get through their armoured scales.)
Disposition to Magic: Dragons, are often described as the very heart of magic...while this is more or less true for the Dragons, they do not use it often until they are at least 1,000 years old, when they are among some of the more powerful magic users on Bettenchi, but they tend to be very magic stingey. They prefer the power of their claws and their firey breath over hiding behind the magic, firey cores of their beings.
MAXIMUM Parameters for Innate Magical Abilities:
Spells: Learned like anyone else, but they have a natural knack for it and is shows in the flourish with which they cast, those rare times they actually choose to cast spells.
Common Physical Traits:
FIRE Dragons- Large winged lizards with reddish gold to gold eyes; often have forked tongues; and scales ranging from red, copper, gold, orange, and other hot colors, but most often in reds (very rarely green or golden green, but sometimes). The color of the scales depends on the age.
ICE Dragons- Large winged lizards with purple, green, aqua, blue, or any hue in the cool colors family; often have forked tongues; and scales ranging from blue, aqua, white, purple, black and other cool colors, but most often in blues (very rarely green, more often an aqua green, if green.)
BOTH Kinds of Dragons- The color of the scales depends on the age. Hatchlings are a deep dark, rich version of their color. Young dragons are of more a brighter, but still deeply and richly soaked, color. Adult dragons are more of a brighter version of the color, Ancient dragons often have more than one of the hot colors in gradient waves across their scales or stripes develop, etc. Ancient dragons get more ornate, in other words. Dragons' horns, barbs, fins, etc vary greatly and some say it has a lot to do with how their personalities develop. Who knows if that is fact or fiction, but the way they vary makes it as good an explaination as any as to why they vary so much. It should be noted that no dragons that would fall under the "young" category will ever be encountered unless the mother is there...and I don't recommend raiding a dragon's nest.
APPROX. MAXIMUM SIZE DIAGRAM GAUGE
The little red dude is laying on the ground and represents your average 6 foot tall person for a referance. The dragon depicted is just your most average dragon. Keep in mind dragons vary in styles greatly. He is just a gauge for approximate maximum allowances for Bettenchi.
Approx. max length = 105 feet
Approx. max wingspan = 150 feet (Yes Steve, you were right. :oP )
Approx. max height on all fours = 30 feet
These figures are based on this diagram and the very well thought out 3D model of a dragon used in the diagram. Cheers.
Common Physical Abilities:
1.Unhumanly strong (would take 40 men to hold down a netted adult dragon and even that would be tough)
2.Most can fly.
3.Fire OR Ice Blasts: Whether a dragon is fire or ice (can't be both), this applies to both. Up to 30 foot blasts. Maximum of 8 blasts before needing to recoup their fire or ice ability. Can only post a blast every other IC post for the dragon shooting fire or ice. After the dragon has done 8 blasts, he/she is likely done for the day, because they can't consider themselves recouped until 60 posts later. (there is a good reason we go by posts for things like this. We do realize the RPs vary for how much can happen in one post, etc. However, a clear, unmistakeable standard it was felt was needed for things like this.)
4.They are practically immune to fire and all heat based attacks if they're a fire dragon. They are practically immune to ice and ice magic if they're an ice dragon (encasing ice dragons in ice might hold them in suspended time until thawed might be the only exception). Using the opposite element as what they are will greatly hinder and slow them down normally, even possibly to a stand still. It takes a powerful wizard or entity to produce enough of the opposite element to do them permanent damage.
5.Their scaled hide is lightweight but among the hardest to pierce, like extra strong plate mail.
6.For Fire Dragons, cold climates don't hinder them much, but they prefer places of extreme warmth and require it for their hatchlings who cannot take the cold in their first tender years. The opposite is true for Ice Dragons.
7.All Dragons are also known for their seemingly magical abilites to cause an almost mind-numbing fear in the hearts and minds of those they fight against...or generally dont want to be bothered with. However, it isn't magic. It's just they are so awe inspiring, one can hardly help but feel that way.
Disposition toward other creatures/species:Dragons are tempermental, violent and cunning with long memories and an overdeveloped sense of vengeance. It is not unheard of for a Dragon to strike down the decendants of a man who slighted them years before...in fact entire royal houses have been destroyed that way. So...when dealing with a Dragon be very cautious. The smallest slight will be seen as a huge affront to their "honor" and in which case...you're toast..or maybe that's you're ON toast..hmm... that or you're a popsicle.(This tendency was only heightened by the betrayel they felt from the humans they once adored in their ancient history. They remember, oh yes, they remember. Some have grown resentful. Some have grown down right hostile toward humans) Most dragons have a respect for High Elves and Laumil Elves and elves in general, so much that they placed the High Elves as guardians to the seeker stones. This is probably due most to the respect the elves give the dragons as well. Other species on their tentative "good" list generally would be Unicorns, the Fae, and Pegasi, due to their tendancy to have honorable natures.
Prefered Dwellings & Topical Locations:Very very warm places like Volcanoes and natural hotsprings for Fire dragons. Cooler climates for Ice dragons.
Weaknesses/Limitations: While they are Dragons and are extremely intelligent, they are also very very very short tempered and once their temper goes off they are little more than a rampaging beast. They can also be weakened and even killed by Dragon's Bane, which is very difficult to locate. Takes injesting the dragon's bane to kill them though, otherwise it just weakens them to a sleepy stupor or unconsciousness.
Country or Domain: For Fire Dragons - Volcanoe-y type places So if this were earth the Pacific ocean Islands(The Ring of Fire), Iceland (though they wont venture from the hotsprings) anywhere there is an abundance of heat. For Ice Dragons- The tundras, snowy mountain tops, etc. Keep in mind that temperate medium climates can house both kinds of dragons as long as they're not nesting. Nesting times will take them to their prefered more extreme climates.
Style of Kingdom: None, they are solitary creatures. Occasionally you'll stray upon a clan/family unit type Consisting of no more than 2 Ancient, 5 Adult and 3 Young dragons (along with any number of eggs/hatchlings) However, in the ancient times, back when they adored humans, they had a council of dragons set up and a real established dragon kingdom, but that is long ago and only ancient dragons truly think on those golden days.
This dragon depicted is about 600 years away from reaching his maximum size, but he's pretty close to the maximum size. Just another reference. Remember that dragon styles vary greatly. This is just one of many styled dragons.
***Anyone wishing to play a dragon, please get with an admin with your ideas for that dragon before submitting an application. This due to the power and strength of a dragon normally far exceeding other species at initial registration on account of what they are.***
**Pictures Property of Mab, no reuse on other sites or chats or for commercial gain w/o permission of artist**
Edited 10:05pm, June 12 by Mab, moderative. |
Ghidra |
Mab 8:04am, December 24, 2003 [Edit] [Delete] | Species/Creature Name: Ghidra
Average Lifespan: Elders are known to live into the thousands, i.e. 2 to 3 thousand.
Disposition to Magic: Earth and plant based.
Common Physical Traits: They generally have 3 forms that they can take. A human looking form, a half animal looking form, and a full animal form. They come in two different varieties, canine and feline, but the styles of canine or feline vary greatly as do their half transformed characteristics. **These are the close to werewolves Bettenchi equivalent, close as you gonna get.**
Common Physical Abilities: They have advanced strength and speed. Also, they have keen eyesight and smell so they are great hunters.
X3 human strength
X3 human speed
X5 human eyesight ability
X10 human sense of smell.
Disposition toward other creatures/species: They fear and hate humans for they have been hunted and enslaved by them for years. They are enslaved regularly for they are thought to be good workers. They have more respect for elves & the Fae for they share common knowledge of the forests. All other creatures are considered either prey or predators. Although they're proned to consider unicorns to be fae or elven, due to unicorns looking and acting the part by their very nature.
Prefered Dwellings & Topical Locations: Deep Forests or Jungles.
Weaknesses/Limitations: They are easily frightened by things they do not understand or have experience with. If they've not been made to understand something awe inspiring like a magical lights display, they will tend to cower before it. This is a great tool to cause them to fall into servitude by threatening them with some bit of magic that is really more display than dangerous, because they won't know better, unless previously taught. It is deep instinct for them to fear what they've not been properly introduced to, deeper than a human's ever could be.
Country or Domain: If Bettenchi were earth they'd be in Brazil, or Africa depending on the group.
Style of Kingdom/Government: They are ruled by their elders, but stricktly in a cerimonial way. The strongest men tend to rule in an alpha male kinda way, but the elders are looked to for their wisdom.
Species description by Phoenix.
Edited 1:45pm, July 07 by Mab, author. |
Merfolk |
Mab 8:29am, December 26, 2003 [Edit] [Delete] | Species/Creature Name:
Merfolk, Mermaids & Mermen, Sirens, etc.
Average Lifespan:
Immortal, like High Elves
Disposition to Magic:
It tends to be geared toward the sea, but those that can work extra sea based magic are extremely rare and probably won't be approved for this chat, seeing as how what most can do is pretty darn powerful anyway. So, a magician merperson will likely not be approved unless it's a very trusted player with a very good idea for the character. They all possess, though, the ability to sing the siren songs to some ability. This can drive men and most magic creatures to plunge themselves into the sea or do other radical things. It works best for most sirens if the instructions are for their victims to do something chaotic and not too specific. Only 2 or 3 merfolk exist who can craft their songs to influence humans and most magic creatures to do things more specific and less chaotic, the chaotic being waaaaaaay easier to influence upon others, requiring less concentration for the siren. Now, the siren songs can be directed toward specific individuals or groups of individuals, but the instructions are what require heavy concentration and so are kept to simple chaotic behavior, like jumping in the sea and such. Women are not susceptible to a female siren's call. Males are not susceptible to a male siren's call. Since most ships are predominantly male run, the sirens that attack them are usually female. Male sirens just usually use their songs to seduce women for the various purposes that a male likes to seduce, although female sirens are known to do that too.
Chat parameters for Siren Songs:
*Can do any one of the following combinations per day*
a)Sing 4 songs to effect 4 individuals on 4 different instances a day.
b)Sing one song to effect a group and 2 songs to effect 2 different individuals.
c)Sing 2 songs to effect 2 groups in two different instances a day.
Siren song is level 3, but as mentioned above only can be used for the most basic instructions like throwing oneself into the sea and not trying to swim or other similarly basic and not too specific instructions. Only exception would be if your character has been admin approved to learn water based spells and has achieved level 4 in those, then it can be assumed that your character would have higher concentration for the siren songs and be able to influence with more detailed instructions.
Common Physical Traits:
Their fishlike tails can vary anywhere from dolphin, orca to different varieties of fish in style. Their tails vary as much as sea creatures do and the mixing of very different tail types in parents have produced some really neat fantastical results, although there are dominant genes that will make one tail style more prevelant over another. When they dry off on land, they acquire legs and appear human. Sometimes their hair color will change to something more natural human colored, if they have something like green hair in the sea. Ever see the movie "Splash"? It's that general concept with the transformation thing.
Common Physical Abilities:
Strong swimmers. Fast swimmers, like many sea mammals. They can tolerate high water pressure that occurs in the more deeper parts of the oceans, although they don't tend to live in those areas for the most part. They are also very strong, as a consequence of the environment they live in. X3 human strength. X8 human swimming speed.
Disposition toward other creatures/species:
They can go years out of the water and live amoung humans and never be detected as being anything other than, except they tend not to age past a certain point and tend to be very fetching creatures as is the case with many magical beings. They will yearn for the sea greatly if they choose to stay away and will eventually get hit with a mad drive to get to the sea at all costs if they've stayed away for overly long. The length of time a merperson can stay away from the sea on an emotional level varies. Some can only tolerate a few months, others many years. Some are taught meditating techniques to quell the desire to return to the sea, especially those sent inland to scout and report on humans' and other creatures' doings. Merfolk are very much into espionage. They don't trust hardly anyone, not even Elves and Fae, mostly because of lack of interaction with them more than anything else. Many ships lost at sea might be blamed on merfolk and their pets, but they'll only attack a ship or vessel if it has performed some afront to the sea. They are highly defensive of the oceans. They don't mind fishing, if it's not over fishing, and other reasonable harvestings of the sea's bounties, but when they view something as destructively encrouching, they don't ask questions of the encrouchers, they attack. This has led to many superstitious acts of sailors to appease the water folk.
Prefered Dwellings & Topical Locations:
Most ocean waters, tending to the medium depth areas and secluded coastal areas where reefs provide them dwellings to hide away in.
Weaknesses/Limitations:
There is a tiney curved spine that grows from the back of their heads at a downward arch, following the curve of their skull, under their hair. If this spine is removed, i.e. forcibly pulled out, they are in servitude to the one who holds their "luet" as these spines are called. Almost no one knows about these though. It is not common knowledge. A few mages know of it, but they keep it to themselves for either noble reasons or to have a personal advantage, depending if they're good or bad. Some wise old ones may know of legends, old sea hermits and the such. It's very hush hush generally. Merfolk also have the usual weaknesses of a human, except that they are significantly stronger, can tear nets made to hold great quantities of fish, etc.
Country or Domain:
The oceans and seas.
Style of Kingdom/Government:
They are governed by the sea king who has his capital somewhere in what would be the Meditarranean sea on earth, if this was earth, which it's not. There is the usual monarchy type system of nobles under him and their kindom stretches over the entire oceans.
Edited 3:21am, June 08 by Mab, author. |
Gargoyles |
Mab 11:03am, December 31, 2003 [Edit] [Delete] | Species/Creature Name: Gargoyle
Average Lifespan: 200-500 years
Disposition to Magic: They have the ability to learn and use magic but most often it is feared. Very few Gargoyles use it. However, what is not viewed as magic by the Gargoyles, but nonetheless is, is the ability they all possess to turn to stone and back to organic at will. When stone, they are ageless and are in a sort of trance that can only be roused from by their own desire or their magical ability to be warned of danger. A statue of a Gargoyle on a castle may not be a statue afterall. While stone, they can hear on some level what is within their normal hearing range. They are remotely conscious if someone touches them as well.
Common Physical Traits: Gargoyles are known for their horns on their head, whip like tails, wings of all type and razor sharp claws. Not to mention their fangs, just as sharp as their claws. Average height
6-8 feet tall. Gargoyles have been known to be as short as 5 feet but it’s rare.
Common Physical Abilities: Fast runners only on all fours, can leap nearly 10 feet in the air, and are as strong as 7 men. The skin is thick as leather armour and works like such.
Disposition toward other creatures/species: With out question Gargoyles hate Orcs and Demons most of all. Aside from that they also hate Trolls, Ogres, and Goblins, they believe no good can come from them. They are friends and close allies with Dragons. But when it comes to humans their opinion varies, some gargoyles like humans and often take work in protecting their villages and kingdoms. While other gargoyles have a deep hatred of humans and will live as far away from them as possible. All in all Gargoyles get along with
most creatures.
Preferred Dwellings & Topical Locations: Gargoyles live in high areas such like mountain tops, cliffs, or even abandoned towers. Some will even live in caves, or tree tops in forests but it is rare.
Weaknesses/Limitations: The light of the sun turns them to their stone state if their body is not covered. Mostly during the day they sleep in dark areas or hybernate as statues, but can venture out if they are heavily cloaked and stay to shadowy areas.
Country or Domain: Gargoyles have been known to live all
over.
Style of Kingdom/Government: Gargoyle live in clans or tribes, their leader is often the strongest or the wisest of the tribe. Their leader
selects his second in command from the tribe as well to lead in case he dies or steps down. The second in command is rarely the leader’s child, and females from the tribe can lead just as well as the men.
Species decription by (I'll have to get back with ya on the name) additions by Mab in italics.
Edited 9:06pm, July 20 by Mab, author. |
Nightmares |
Sileen 12:45am, January 02, 2004 [Edit] [Delete] | Species/Creature Name: Nightmare (Note, nightmares are rare creatures, and as such, will be very limited in character useage)
Average Lifespan: Immortal
Disposition to Magic: They are creatures of magic themselves, and tend to be immune to most types of magic. Because of their immunity, and tendacy to shunt aside magic cast directly at them, they cannot themselves cast.
Common Physical Traits: At first glance, a nightmare looks like a large, powerful horse with a jet-black coat. At closer look, one can see the flames wreathed about it's steely hoofs, flaring out in place of a mane and tail, trailing from it's nostrils, and smoldering in it's eyes. They also have sharp, viperish fangs. They are also mainly predators.
In a more human form, they are unnaturally beautiful, pale humanoids with jet black hair, and firey red eyes that smolder like flame when they are mad. They are wild and restless creatures, and will haunt the dreams of any who have crossed them.
Common Physical Abilities: **WHILE IN NIGHTMARE FORM , during battle, a nightmare can fill a 15 foot cone area ahead of it with hot, sulfurous smoke that can choke and blind opponents. Plus, anyone coming in contact with the nightmare must either be resistant to flames, or they will be burned. Nightmares are also tough creatures, able to take a few arrows, or stabs, and keep going. As mounts, they are far superior to normal horses, IF one can be caught. They also have the ability of flight.
**IN EITHER FORM nightmares have a nifty magical ability. They can project themselves into the dreams of other's, and either speak to the person in the dream.... or turn their would be peaceful dream into their namesake. This causes no harm to the sleeper, other then cold chills when they jerk awake, and much difficulty in sleeping again. Also, their immunity to third level and below magic (aside from exceptions) works in either form.
Disposition toward other creatures/species: Nightmares are either nuetral to all species, or just flat out hate all species. All nightmares have a strong -hatred- for unicorns that runs blood deep. It's about like the racial hatred between elven kind and orcs, only more extreme. Once a nightmare sets eyes on, or smells, a unicorn, their first instinct is to attack, and kill. It is very difficult to overcome this, but it has been done a few times in the past.
Prefered Dwellings & Topical Locations: It varies from nightmare to nightmare. Though the night, the darkness, is in their blood, and as such dark or well shaded living areas are preferable.
Weaknesses/Limitations: Holy / Light related spells can affect them, so they tend to shy away from unicorns, despite their hatred for them. Plus, though they are hardy and can take quite a few hits, they can still be taken down eventually.
Country or Domain: They are exceedingly rare, but can potentially be found all over the map
Style of Kingdom/Government: They have no government.
Edited 6:27am, October 20, 2008 by Sileen, author. |
Skeletons |
Sileen 9:27pm, January 05, 2004 [Edit] [Delete] | Species/Creature Name: Skeletons
Average Lifespan:N/A
Disposition to Magic:Skeletons are magic based creatures but can not use magical spells or scroll
Common Physical Traits:The skeleton race is well bones. Whatever creature they once where in life they are now in death.
Common Physical Abilities:Whatever the creature they where made froms normal physical abilites (So lets say Adam Darkheart Summons an undead snake, the undead snake would have the attacks speed and a bit of a climbing ability of a normal snake. But lets take it up to a more diffcult setting lets say Adam makes a human skeleton that was once a wizard, Now wizards are hardly fighters right? well the undead verison of a human skeleton is always the same, they should be treated as a low level fighter, they can weild weapons and sometimes armor if the necromancer is strong enough. they can fight rather well and can block and parry)). But skeletons have a few good things for them, they don't take much damage from piercing weapons((such as Crossbow bolts, arrows, Epee, and the foil))they take half damage from slashing such as short swords knives and daggers. They take full damage from blunt weapons, such as clubs, flails, and maces.
Disposition toward other creatures/species: N/A they
are summoned creatures obeying there masters
Prefered Dwellings & Topical Locations: N/A
Weaknesses/Limitations: Anything holy will always
damage the skeleton race, also anything that has bones
can be made into a skeleton.. so if that has a
weakness such as frail bones or height, they skeletons
will be affected, also one last thing if the
necromancer makes a skeleton out of a bird or a flying
creature it will not be able to fly no matter what.
Also one last thing, the skeletons are held together
by dark magics so if you use a good counter spell you
will Damage them.. not destroy them
Country or Domain: .N/A
Style of Kingdom/Government: N/A
Species Description by Robert Dolark
Edited 8:21pm, July 03 by Mab, moderative. |
Oni |
Sileen 4:48am, January 06, 2004 [Edit] [Delete] |
***All pictures property of Mab. No using on other sites or for commercial gain without Mab's permission**
(Note: Like Nightmares, we're not getting carried away with registering this species)
Species/Creature Name: Oni (our chat's elementals!)
Average Lifespan: Immortal
Disposition to Magic: They have magic only for their element
Common Physical Traits:
Earth- About 4-9 Feet Tall, composed of dirt and stone. Would have a bulky look but semi humanoid. They are constructed from what ever is around them at the time of taking a physical form. There form can vary.
Wind- Size in a constant flux, no weight. They can take a mist/ fog form.
Water- also can flux in size, weight is around half a ton of water, they can also harden there body into a ice form .
Fire- their bodies are a constant flame, a supernatural fire that can never be put out. If they choose to their form will change into a magma like form. Melting all that it touches.
Common Physical Abilities:
Earth Oni: 4X Strength. Can manipulate the earth 30 feet around them on all sides they can also sense what ever is in their radius of 30 feet.
Wind Oni: Their abilities, can do things ranging from causing a light breeze to flow from their wispy form, to turning themselves into a decent sized tornado (though the tornado form lasts only 3 posts, and then they cannot do it til the next day) They can even create a void of 10ftx10ft, suffocating anyone caught in it, unless they can get out.
Water Oni: When in a body of water, water oni can manipulate the water around for 30 feet, making anything from small waves, to a 3 post lasting whirlpool. The water oni can also only be seen as a dim outline while in the water. Outside, it appears as a large form of water, something humanoid, sometimes not. It can harden it's form into ice.. so it's best not to let it engulf you, as that wouldn't feel too good.
Fire Oni: Fire Oni are hot boogers. Anything touching them gets scalded. Best thing with a fire elemental is throw water at it, don't let touch you, be a demon... or run away like a mad fiend.
All Oni: All Oni can mind talk to each other if they are the same element. They are also resistant to physical damage to an extent. A blade isn't going to do much to most of them for obvious reasons. Though something like dropping a humungous boulder (good luck doing that) could crack the stone of an Earth, throw out the air or water of a wind or water oni so it has to recollect, or squish out the magma/firey form of a fire oni.
Disposition toward other creatures/species: they have a liking for Fey and elves. Humans they are neutral. And goblins orcs and the darker races are hated… also necromancers and the undead will usually feel their wrath. Anyone or anything that harms the balance of nature on Bettenchi can expect to be treated with true hatred.
Preferred Dwellings & Topical Locations: Anywhere where their element might be found.
Weaknesses/Limitations:
Country or Domain: Tirion is where most of them gather for a sort of oni council.
Style of Kingdom/Government: They have no set government. They do have a council made up of one of each element that meets only in times of need.
(Thanks to Riddonnel for the species description)
Edited 9:56am, March 16 by Mab, moderative. |
Concerning Dwarves.. |
Durin 10:07pm, January 12, 2004 [Edit] [Delete] | Species name: Dwarf ( though they sometimes refer to themselves as the Khazad)
Average Lifespan: 500 years
Disposition to Magic: Dwarves have little to nothing to do with magic, prefering the sturdiness of metal and stone, of which they are familiar.
Common Physical Traits: The Khazad are normally anywhere from 4'5" to 5' in height. They are broad shouldered, sturdy and a bit stocky. The males always have long beards. The females DO NOT possess any such facial hair. Their hair ranges anywhere from the very rare blonde to the very common brown and black. Their eyes are usually dark, but may also be green or blue.
Common Physical Abilities: Dwarves are extremely strong for a being of their stature, noticably stronger then Man or Elf. They are able to see up to twenty feet in complete darkness as if it were day. Dwarves are able to suffer horrible amounts of punishment and still fight. They are also resistant to fire.
Disposition towards other creatures/species: They get along fairly well with most, the only exceptions being Trolls, Orcs, and most Elves. Trolls and Orcs are their constant enemy, and Elves they see as pompous and arrogant.
Preferred Dwellings and Topical Loactions: They prefer living in caves, under mountains, and the like( where most of their great cities are built), but are fairly adaptable.
Weaknesses/Limitations: Obviously, the Dwarves are lacking in the height department. They sometimes become greedy concerning gold and riches and when gold-lust gets the better of them, it's difficult to quell.
Country or Domain: If Bettenchi were the earth, The majority of the Khazad would have lived in the Swiss Alps, north of Italy. They are called the White Mountains and the interior is riddled with Dwarven cities and mines. The capitol is called Mithrenberg, which is right next to their primary mine, named Oryin's Mine. Unfortunately, after their common enemies, the Orcs and Trolls, that frequently attacked in the hopes of stealing the wealth under the White Mountains, allied themselves and launched a surprise attack on Mithrenberg, the Dwarves, who had lived there for ages upon ages, were finally driven out under the fierce assault. Many dwarves died that day, and those that were forced to flee now wander the world, homeless.
Style of Kingdom: The Dwarves were ruled by an elected Lord Under the Mountain. The latest Lord was named Oryin Darkune, but he has since fallen from power, ousted from the Throne after the dwarves were utterly defeated..They are presently a scattered, leaderless people..
Edited 7:03pm, January 15 by Mab, moderative. |
Centaurs |
Palladia Mors 4:41pm, January 19, 2004 [Edit] [Delete] | Species/Creature Name: Centaurs
Average Lifespan: 150 years
Disposition to Magic: While not overly fond of magic, some do take up the arts and become Shamans
Common Physical Traits: These are a comination of horses and humans. Their sizes vary from 6 feet full grown to 7 and a half feet full grown. Their lower half is that of a powerfully built horse and the upper half is that of a human with very thick long hair that looks almost mane-like in appearance, though builds for the human half varies from centaur to centaur.
Common Physical Abilities: Can gallop really really fast and can fight like a horse while otherwise enganged in Melee combat
Disposition toward other creatures/species:
Centaurs are territorial and nomadic, so generally they do not favor unwanted invasion into what they percieve is their lands. However, if you earn the trust/respect of a Centaur, you have it for life (unless you abuse the trust and then you have a fearsome enemy indeed) They hate in particular Orcs, Uruk-Hai, Goblins and Lizardmen and will generaly slaughter them on sight. Elves and to a lesser extent, dwarves are more acceptable provided they mind their manners.
Prefered Dwellings & Topical Locations: Vast open plains/steppes. Anywhere where there is room to roam in their large tribes.
Weaknesses/Limitations: Same as any horse
Country or Domain: A vast area of unclaimed plains and steppes that stretch from the Central Russian plains all the way down to parts of what would be Hungary...if this were Earth, but its not..so Ha.
Style of Kingdom/Government: They have a Tribal form of government headed by a chieftan who has prove himself in battle, and at the side of the Chieftan there would be a Shaman (magic using Centaur).
Edited 10:47am, January 19 by Palladia Mors, author. |
Goblins |
Jerren Skulldeep 6:05am, February 13, 2004 [Edit] [Delete] | Species name: Goblins
Average lifespan: 40-50 years is generaly considered to be the age cap on goblins, though most will generaly die much younger due to environment or violence
Disposition to other races: Goblins consider most other races and other goblin tribes simply targets for raiding. Goblins feel no real kinship towards any race and raid them all equaly. Other races tend to look down upon goblins or despise them outright. As an interesting note, Goblins and Fairies seem to fight fairly rarely. A legend of some unreliability claims that Goblins are the decendants of a particularly mean spirited and wild group of fairies that were banished millenia ago.
Disposition to magic: Goblins normaly do not train in magic and there are few goblin magicians or shamans as they usualy refer to their magic users. Oddly though, Goblins seem to have a knack for magic, especialy low level magic, perhaps lending some credence to their origin story. That aside, goblins trained in magic can become quite powerfull. It helps that goblins are quick learners. Goblin magician-tinkerers have within the Goblin kingdom have developed a type of magical enchantment of beads. Individual the beads do little more than give off a light magic aura. In small groups they can give the wearer a small boost of strength or power with results highly variant. As the number of beads in a group grows, the power grows exponentialy. The beads are ususaly found in woven wrist bands, belts, or other such items. Note: The Cobbler Goblins have slowly been gathering knowledge from all of their Kingdom's shamans and are begining to train what might be called a true mage in human society.
Range/Dispersion: Goblins can be found throughout Bettenchi, with a notable concentration in the Dark Forest (earth equivalent to a highly expansive Black Forest of Germany). There is a Goblin Kingdom in the northern portion of the Dark Forest, close to Krondor that is an unusually well organized and is essentially a forced alliance of seven major goblin tribes as well as a host of minor tribes. Most tribes outside of the Dark Forest are relatively small, consisting of
perhaps 20 to 200 goblins, only a quarter of which are armed. The Dark forest has Goblin tribes that number in the thousands, though they are of course scattered into towns and roaming bands.
Description: Goblins are a short people, measuring roughly 4'5" to 5'1". Their skin is green, varying it the exact shade and hue from individual to individual. Goblins tend to have black, greasy hair on their heads and sometimes facial hair, but have no other body hair. Their eye color runs the spectrum, from red to green to blue, though green is considered "prettiest" in most goblin culture and therefore, over many generations has come to be predominant. Goblins have somewhat pointed teeth and are largely carnivorous by choice, though their stomaches can handle nearly anything. Goblins have a slightly
knobbly look to their frames and have large pointed ears. Despite their small bodies, goblins soak up damage surprisingly well and bludgeoning a goblin a few times does little more than stun them.
Goblins have a very fast reproductive rate, pregnancy lasting 5 months and reaching physical maturity at about the age of eleven or twelve. As such goblins are surprisingly quick learners that retain their keen ability to learn well into old age in their 40's.
This is of course largely unrecognized by other races that only know of their normally savage mentality (roughly about that of violent 8 year old humans). An exception to this normal mentality is the Cobbler
tribe, which happens to be part of Jerren Skulldeeps Goblin Kingdom. They tend to have a greater focus and are more methodical, leading to them becoming the "smart" goblins of his empire.
Culture and Society: Goblins, though normally savage, are also very group oriented and get along fine in massive communal huts and bunks. In combat, an untrained goblin will usually be timid and offer little resistance. In a group of five to ten, they become aggressive, and in larger and larger groups they can be amazingly daring. Goblins organize themselves into tribes, with small town and roaming bands as subunits. Most tribes have a specific type of animal that they prefer for riding, usual wolves, boars, or warthogs, though exotic animals such as giant spiders and large cats have been heard of.
Goblin children live very fast lives, owing to their rapid growth rate and as such age groups tend to blur with each other and with the adults. Goblins raise their children but there is a greater emphasis on the community as a whole educating and raising the goblin young than in most human societies. Goblins normally find a niche during their youth that they find appealing that they are most likely to take up as their job in their tribe such as pig farming, tanning,
sewing, etc. Goblin society tends to teach goblin young the rudiments of pack fighting, though less by design as by moderately violent games that appeal to goblins.
While most goblins are capable of fighting tooth and nail, only half have any true capability with weapons, a quarter that actually own weapons, and only a twentieth of the population that fight as part of
their livelihoods. Most are militia or raider goblins that do more farming or hunting gathering for their tribe than training for battle. Jerren Skulldeep's forces are a notable exception in that he has a standing army that fight as a profession as well as a militia goblins.
Most goblin customs are very regional or tribal and can be highly different even within the same tribe.
Knacks and abilities: Goblins are neither very strong, nor very bright normally, but they make up for their strength in numbers and their intellect with rapidly learning from others. Goblins are also, as noted before, rather durable against blunt trauma and can walk away from severe blows without being severely impaired (where a normal human would be a lump of bruises and unable to move, a goblin would be able to painfully hobble off).
Goblins, due to their high pack mentality can go into a "group madness" when gathered into a very large group. In this frenzy, they loose any fear they have and become swift and brutally efficiant fighters. Further, they are unable to be affected by even magical fear. On the down side, they are in an almost beastial state and become disorganized and willing to fight with tooth and nail just as much as the weapons in their hands.
As an interesting note, the Cobbler tribe is known among the other goblin tribes near it as the "smart goblins". Their intellect is of roughly human standard while still being rapid learners and a few have learned enough to be on equal footing of most human craftsmen. They have begun developing their own rough brand of enchantment magic involving weakly enchanted beads that form a more powerful magic whole in large numbers. Further they have been making great strides in alchemy and some forms of engineering to be just above the human standards of most kingdoms.
Note: There is a small set of mountains within the Dark Forest that is home to an offshoot race of Goblins known as the Kobolds. They have hair all over their body down past the neck (normally about as thick as a very hair man) and look much more knobbly in their body structure. Their skin has a molted yellow or brown color to it. They are an extremely savage, to the point that most goblins mistrust their cousins. Despite this, or perhaps because of it, goblins consider the Kobolds to be a single tribe, despite the numerous inner factions. While they are distinctly different looking from their cousins, they are enough alike and raid far enough from their home territories to sour what little good reputation goblins might have. Jerren Skulldeep has been able to absorb the majority of the Kobold sub-race into his empire.
Edited 9:33pm, July 20 by Jerren Skulldeep, author. |
Tree Ents & Dryads |
Mab 1:25am, June 01, 2004 [Edit] [Delete] | In Bettenchi, Tree Ents and Dryads are the same species. This is a Bettenchi thing. :)
Species/Creature Name: Tree Ents & Dryads. (Often called just Ents)
Average Lifespan: difficult to gauge, just like with some ancient trees on earth. Some might be considered immortal.
Disposition to Magic:
**They can only work these magics in ent form unless otherwise stated**
1.They have a natural fire proofing magic, which includes proofing against magic born fire. The natural magic resistence to Fire is level 3. So it would take a level 4 to burn them and even then they would not burn quickly and could likely, under ideal conditions, survive the flames and get them put out. **Note-dryad form is only level 1 fire proof. It's their tree extention that makes them an ent that is level 3 fire proof whether the dryad is in it or not.** There is no casting time required. This is instant & automatic and not a cast magic.
2.They can cast their fire proofing magic into plant things they grow at level 3 fire proofing protection, but this is draining on them and so they need time rooted to the ground to recover and they are vulnerable for that time period with only level 1 fire resistence to themselves overall until they've recouped. Again, once the growing plant thing is embued with the magic, the fire proofing is automatic and need not be cast after that.(parameters and recouping time needs to be set, how many posts to embue growing things with this gift and how long they need to recoup after doing it)
3.They can cause plants to grow at alarming rates, fast enough that over a 6 month time period, Bettenchi time, they were able to grow the great wall of the Fae that surrounds a sizeable mountain range. (Description of this wall will be posted in the near future to the Hot Spots thread. It's been described several times in the chat logs while it was being built.)(Some kind of gauging table is needed and will be added in the future.)
4. They can, themselves grow parts of themselves to spread out over wide areas very quickly and then pull it back in or break those parts off. Breaking those parts off costs them though. They subsequently can't grow out that big again and will shrink in core size if they try, because they'll be drawing too much from themselves at that point to maintain their usual size, in the event they spread out and break off those parts and try to spread out again. They need a given time to recoup to not suffer these effects in the event of a parts break off. Most opt to pull those parts back into themselves, sort of ungrowing, instead of breaking parts off, but sometimes it's unavoidable. (post rate speed and level of growth parameters need to be set for this)
5. Kind of the same thing as number 4, but with a little clarifying info, they can grow and recede roots into the ground, planting themselves temporarily in place. The advantage to this is they can send those roots a goodly radius around them in the ground and then pull those roots up from the ground when they choose. Great for gardening. :o) They can do this very, very quickly and pull them back just as fast.
Common Physical Traits:
They have two forms and this is where the dryad aspect comes into play. They have a humanoid looking form at humanoid size. Their hair is leaves and branches artfully arranged around their heads and their skin looks like carved wood that is slightly moist, but doesn't have a varnish on it, basically meaning that it is richer in color and smoother looking than unfinished wood, but doesn't look like finished wood either. That is their humanoid/dryad form. Their other form isn't so much a form as an extented version of themselves. This is where the Tree Ents come into play. Now, this is important. ONLY FAE know that Tree Ents and dryads are the same species. Most cultures think they are two seperate species if they believe they exist at all. A character needs to have a close and intimate association with the fae people and their other species to be able to claim to know a tree ent and dryad are the same critters. Fae don't go around blabbing this. They really only mention Tree ents. Now, Tree ents is their larger form. Each dryad has a large tree that is part of them. It is an extention of themselves and they are part of it. They absorb/enfold themselves into their extended tree self, where they left it rooted last, and then that tree slightly transforms to look more like the tree ents in LotR and can then walk around. As I said, these are not bonded beings, these are all one being. The tree is a literal part of the dryad and combined make up the tree ent and the whole. It is one soul to both parts, not two or a subsoul or anything like that. (parameters for how fast they can enfold into their tree self extention and transform needs to be set) Now, what happens if one or the other part is destroyed? If the dryad is killed or destroyed, the soul of the dryad will go to his/her tree and it will take a goodly time for the dryad to regrow themselves (again, time needs to be set for how long this is) If the tree without the dryad inside is destroyed, this is more dire and the dryad will fall very ill and require fae intervention and care, because a new tree extention seedling will need to be produced. During this time, the dryad is incapacitated. So, in a chat sense, your character is dead, but not dead. You can't play them anymore for a very long time, so dead in a being able to RP them sense. It's a bummer if it happens, but at least you have the consolation of knowing that some day in the distant, distant, future, they'll live again fully. They can't talk if their tree dies. They are comotose until the seedling they'll naturally produce from their navel grows to at least a 6 foot sappling and it grows at the rate of a regular tree. It's much faster to recover if the dryad part dies. In that case, all is not lost and you don't have to consider your character gone from the chat. In that case, they'll just be out for the count for a goodly while. Okay, now, for the combined tree ent. Well, it's kinda hard to destroy them, but if both parts are completely obliterated, they're gone, dead, finito (no idea how to spell that). More than likely, however, a large enough portion will survive, such as the dryad within and a good chunk of the tree. (Again, some kind of official chat gauge is needed for recovery times)
Common Physical abilities:
1.Regeneration (described above in Physical Traits and Disposition to magic and that's the extent of it, except they recover from minor damage really quickly. Parameters for minor damage needs to be set, just a one example gauge point.)
2.As a dryad X2 human strength. As a tree ent X20 human strength.
3.Ability and need to root to the ground now and then and feed off of the nutrients of the earth the way a tree would. Fae often create special fertilizer (not manure or any kind of poop, yuck) for the tree ents as a service to them.
4.A stab wound, etc, isn't going to do much noteworthy damage to them. An axe, if able to chop at them repeatedly, might do something, but they're not going to sit around a let anyone do that for long.
Disposition toward other species/creatures: They are loyal subjects of the kingdom of the fae and generally friendly to any friend of the fae. Their enemies are the fae's enemies. They do tend to shy away from fire sorts, even though they're fire resistent. It's an extra cautionary instinctual thing. Doesn't mean they won't brave it in a battle or defending scenerio. They're not so afraid of just plain fire, except where it threatens the normal trees (if you can call any tree on fae land normal) which are their stuards (spell?).
Prefered Dwellings & Topical Locations: Outdoors anywhere a natural forest can thrive so can they. Most live in the kingdom of the fae as far as known Bettenchi records show. However, not much is known about some tropical lands that are far south and across the wide oceans. Perhaps a tropical variety might live there. Also some have the roaming instinct and travel much of the countries around the fae kingdom.
Weaknesses & Limitations: Most of it has already been described. One thing extra is when an ent wife is with child. She doesn't carry it in her dryad form, but in the tree extention form and her dryad form cannot enter her tree extention while her seedling children grow,up to 4 seedling children at a time. The dryad form of the children grow within the ent wife's tree first to a halfway developed point and then cast forth seedlings for their tree extentions and those seedlings get planted and watched over by the ent wife and husband while the baby dryads and their seedlings tree extentions finish growing enough to be born. So, they're all a little more vulnerable at this time, especially the ent wife in her dryad form. The ent husband is a powerful guardian of his family while his wife is with child, though and the female can be a pretty viscious protector herself for being in her dryad form. A tree ent cannot reproduce with any other species. It just plain doesn't work, even though they mate in simalar fashion, at least for the first part in their dryad forms. Unattached ents do have an almost irristible urge to flirt with and tease humanoids of the opposite sex in other species, but they usually aren't serious on an emotional level. If they do develop real feelings for a different humanoid species, well, that's super rare and of course no children will result. **Little tidbit note, not a weakness: Ent wives nurse new born dryad babies with a kind of tree sap much like a human nurses her babies. They are just as private about it as a human would be and just as tender to their young. It is for this purpose when they're babies and their later desire to speak fae and human tongues that they even have mouths.**
Country & Domain: Kingdom of the Fae for the most part.
Architecture Style & Other cultural styles: Umm, they live outdoors like trees. They wear vines and moss clothes if they wear clothes. Usually clothing in their dryad form is as a courtesy to other humanoid species. They're not as sensitive about that amoungst themselves.
Style of Kingdom: They are part of the Kingdom of the Fae.
Edited 9:31pm, July 16 by Mab, author. |
Ghouls |
Sileen 10:11pm, June 04, 2004 [Edit] [Delete] | Species/Creature Name: Ghouls
Average Lifespan: Well, they aren't exactly alive...
Disposition to Magic: Ghouls cannot themselves cast, but they do have some spell like abilities.
-Creating more Ghouls: Once every three days, one ghoul can, instead of completely devouring a taken down humanoid, leave them chewed up and such, and they will rise in 1-4 days as another ghoul.
-Negation: Mind-influencing, poisons, body influceing, etc. spells do not work on them. Only a high level heal can effect them.
-Just keep on going!: Example being, if the ghoul is cleaved in half, the upper half of his body will keep moving. If they've been flash burned, but not enough that it would completely melt them, they can keep going. Etc.
-Stinky Doom: 1 out of 50 ghouls get another spiffy ability.. they reek. The stench of death is sickening, causing most to be wracked by nausea. This effects up to a 10 foot radius, and those outside the 10 feet for a little ways still would want to plug their noses. Phew!
Common Physical Traits: Creeepy buggers! They appear more or less humanoid, but their skin is drawn tight on them, outlining clearly visible bones. Their eyes burn like hot coals, in very sunken sockets. They retain intellegence, but are almost always completely insane from their transformation. Now adays 90% of ghouls are feral, often refered to as "Wild Ghouls". The other 10% are sentient. (these are what PCs are)Every now and again a Wild ghoul will become sentient, and usually heads for the Black Fortress, or in some way try to serve the ends of their god, know as the Shrouded One or simply as "The Master".
Common Physical Abilities: Ghouls are as fast, and as strong, as they were in life.
Disposition toward other creatures/species: Most of them taste good
Prefered Dwellings & Topical Locations:
Weaknesses/Limitations: Though a 1st or 2nd level heal will not do too much, other then cause burning discomfort. A 3rd, or 4th level heal will remove the ghoul taint enough to kill it, it will just drop to the ground. The horn of a unicorn, if used within a week after the initial transformation, will bring the ghoul back to it's original living self.
Country or Domain: "if this were earth they would live...": Where ever they are created or sent
Architecture: Pfft!
Style of Kingdom (Who is thier leader and how are they governed?):
Edited 8:50am, June 08, 2005 by Axis, moderative. |
Sea Monster (Non-Sentient, but Wiley Animals/Feral) |
Mab 7:32am, June 10, 2004 [Edit] [Delete] |
Species/Creature Name:
Sea Monster (for lack of a better name for now)
Average Lifespan:
Can live up to 500 years old. They can get pretty wiley by that time, like that legendary fish you can never catch, only these are likely to be hunting you.
**Pictures Property of Mab, no reuse on other sites or chats or for commercial gain w/o permission of artist**
Disposition to Magic:
None, but they do have a natural immunity up to level 2 dispelling regarding direct attacks on them (That's to make them more exciting and dangerous. hehe)
Common Physical Traits:
Maximum Length is 105 feet with long neck and long tail. At birth they are around 4 feet long. They reach their max length at around 400 years old.
X5 Skin thickness and durability of human skin.
Common Physical Abilities:
x2 the swimming speed to that of a fast clipper ship.
Disposition toward other creatures/species:
Consider most creatures lunch unless tamed and that usually has to be done from birth and requires a certain finesse. They are highly dangerous animals.
Prefered Dwellings & Topical Locations:
They range all over the warmer oceans from about halfway out from the equator to the poles in both directions. They are most especially concentrated close to Croydon where natural undewater caves serve as great spawning beds for them.
Weaknesses/Limitations:
They can be harpooned and other such tactics like you see in the movies, but they're very formiddible creatures.
Country or Domain:
None, but see topical location. They are used by the leader of Croydon quite heavily.
Style of Kingdom/Government:
None, they're feral creatures governed mostly by instinct.
**Pictures Property of Mab, no reuse on other sites or other chats for commercial gain w/o permission of artist**
|--|------|------|-------
Head, neck, body, tail. Each dash is five feet.
So.. head is at most, 10 feet long. Just big enough to maybe swallow one person whole.
Now to clarify on skin toughness. X5 human skin toughness, and thickness. About 3 inches deep, and as tough as hard leather. As in.. you can punch a weapon through it, about as easily as you could through a wall. A sharp weapon thrown hard, would punch through it.
Edited 4:03am, August 22 by Sileen, moderative. |
Gryphons |
Mab 10:30pm, July 04, 2004 [Edit] [Delete] |
Species/Creature Name:
Gyrphons
Average Lifespan:
Immortal, but subject to mortal wounds.
Disposition to Magic:
They are beings of knowledge and so their innate magical abilities reflect this:
1. Super Sight: This ability allows them to see things as though their eyes were adjustable microscopes or telescopes. They also have adjustable x-ray vision. Depth range of their x-ray vision is 6 feet, so they can't see through an entire castle, but they can see through the outer walls, etc.
2. Distance Sight: They can see places that they've been to before upon going into a sort of trance, even though it might be around the globe. They're not able to do this until age 100 though and they can't hear sounds that far, just see. The trance to see it takes 3 posts of meditating preparation.
3. The Gryphon form: They are as comfortable in this form as their more humanoid form and can stay in this form as long as they like. They basically look like a gryphon. All four feet have birdlike talons and are birdlike in style. Their lion shaped body has a short, dense, downy like fuzz that could be mistaken for fur. They have a falcon or eagle's head. It can be with or without fancy crests. Their lion like tail is tufted with fluffy feathers. And, of course, they have feathered wings. Their head, of course, is covered with bird like feathers, unlike their soft fuzzy bodies and their forearms and back legs have longer feathers around where the feathers end and the bird-like skin begins.
Common Physical Traits:
They are naturally of a more humanoid form, but they still have many tell tale attributes of a gryphon, things like talons. The skin on their hands and feet and up their forearms and shins has a birdlike texture and appearance. Their feet are more birdlike, with longer grabbing toes, talons, etc. They are covered everywhere else with flattened, tight to skin and smoothed feathers, except on their wings, where the feathers fluff out more. They retain their wings. Their faces are humanoid, but in a very alien looking way with sharp turned down noses and lips that have the upper lip dip down more in the middle to make a subtle point. The feathers on the face tend toward the edges of the face and the center of the face is very soft with short, tiny fuzz. Their eyes are bird like still and their head can be covered with fluffy feathers or slicked back feathers, depending on their genetics and sense of style.
Common Physical Abilities:
They can fly at speeds like that of a bi-plane, not a jet.
X4 Human strength in classic gryphon form.
X2 Human strength in humanoid-ish form.
Disposition toward other creatures/species:
They are only solitary to a point, because we've certainly got enough solitary types in this chat already. They don't allow people and other creatures into their kingdom or homes and will capture any intruders and ritualistically drive them out down a ravine that leads out of their kingdom, doing a fair amount of painful damage to the intruder as they do so. Some intruders don't survive this. There is NO acceptions. Even if they like a person, if that person sets foot in their kingdom without invitation by a chieftan or higher (and only allowed access to certain official places designated for that, that if guests stray from they will suffer the penalty for intrusion), they are subject to this custom and law. They do, however, venture into other kingdoms that allow them to. Kinda hypocritical? Well, they don't see it that way. They think that if those other kingdoms did not wish to welcome them in, they would respect it the same as they expect their custom to be respected. They are noble creatures, but have their own sense of right and wrong. (to be better defined and established through RP) They can come across as arrogant & annoying know-it-alls to other cultures. However, they come by this nature honestly, since they do study and collect knowledge extensively.
Prefered Dwellings & Topical Locations:
Mountain roosts, cliffs, and canyons.
Weaknesses/Limitations:
They are extremely curious and inquisitive, extremely. They can also come across as annoying know-it-alls, due to their knowledge gathering tendancies. (Think Vulcan arrogance)
Country or Domain:
(Will get back to you all on this one)
Style of Kingdom/Government:
Cheiftans, very tribal like structure, with clans and one big chief leader over all the clans.
Edited 11:20pm, July 04 by Mab, author. |
GIANTS |
Mab 5:28am, July 08, 2004 [Edit] [Delete] | Species/Creature Name:
Giants
Average Lifespan:
800 years
Disposition to Magic:
They hold the secret to magic bonds making. This secret will not get out, cannot be forced out of them. It's like they're magically charmed to be able to keep the secrets.
The collar bond: It chokes its wearer until he/she passes out, should he/she be discovered missing by his/her master.
Range = unlimited
Activation = The giant who made the collar shouts, "(name of slave)Stop!" upon discovery the captive is missing.
Dispell Level = 4
Duration = Until giant says "Release (name of slave)"
The shackle bond: Just wristbands and/or anklets, but should their wearer try to escape and it is discovered by their master, the shackles will weight with such tremendous gravitational force to the ground or floor where their wearer is located.
Range = unlimited
Activation = same as collar bond.
Dispell Level = 4
Duration: Same as collar
They can also learn magic like most creatures. The magic level of the magic bonds is not dependant on their actual magic level and is a seperate case, a craft innate to them and a result of their ancient culture.
There is legend that a once super powerful mage giant from before time was time got hold of some super powerful thing which spat out the curse that created the weakness of the fae in regards to their being trapped without the ability to use magic to escape when closed in containers. Whether this is true or not remains speculation, but it is a story the giants like to boast about all the same.
Common Physical Traits:
Average height = 15ft
Bulk = They tend to be muscled and big boned.
Their hair color ranges, tending to be darker for the desert culture and lighter for the northern one. They can be handsome or beautiful, but will have extremely strong features, especially the jaw and brow. They are also extremely vain about their appearance and like to dress nice and if they have a slave "pet", especially for the female giants, it is not uncommon for them to dress their slave to match them. The females also commonly have their hair woven in elaborate fashions. The men often have their hair either cropped really short or braided elaborately. Furs often are part of their apparal in some way or other for the northern culture, not so much for the desert culture.
Common Physical Abilities:
Strength = X10 human
Speed Running = X5 human. although they find few places where they can really take off running and so are not known as runners, per se.
Agility = not their stronger point, but they're not clumbsy.
Warriors and conquerors, they learn to fight with weapons well, but they'll often employ nets or other entrapments over lethal weapons, but it does depend. Sometimes a conquering force has to kill the first bunch before enslaving the rest. They favor axes, clubs, maces and slings for that.
Disposition toward other creatures/species:
They are the big slavers of the world. They like to collect and trade humanoid flesh of smaller beings like it was baseball cards and force other cultures to serve them. They are known to have cells built into their walls where they keep other sentient creatures like pets or decorations and will often have one on a leash or shackled to a stand for display. Some will actually dode on their slave like they were a pet, even have affection for them and pamper them, patting them on the head, grooming them, etc. but it depends on the creature and the giant's personal tastes. Their collection of other sentient creatures is a sign of statis. They are a very statis driven society. The species they enslave, which they find less rare or prized they work mercilessly to make their standard of living better.
Prefered Dwellings & Topical Locations:
They favor large cut out mountain caves or great structures of stone. They do not like wood in their architecture except as the occasional decorative enhancement. They tend to be more northerly in preference to climate, although there is a slightly different looking culture in the desert where the sahara would be if this was earth, which it is not.
Weaknesses/Limitations:
They can be wounded and are mortal, but it needs to be to scaled for their size to do them any real damage.
Country or Domain:
They have a country in the north. There is a different country in the desert to the south.
Style of Kingdom/Government:
They are a very organized monarchy with a king and/or queen. This is the case for both of the cultures. Men and women giants enjoy equality.
Edited 12:35am, July 08 by Mab, author. |
Plant Monster (non-sentient) |
Mab 12:47am, July 20, 2004 [Edit] [Delete] |
Species/Creature Name:
Plant Monster (I know, real creative name)
Average Lifespan:
like that of a tree, it depends on the support of the climate. They can be ageless.
Disposition to Magic:
They were created by magic to serve a purpose. They are one of the most dangerous things a person can encounter in the forest, but as long as their makers or some other killer that knows their nature doesn't come along to collect the plants' victims, they are also the least lethal of anything one will encounter. However, the down side to this is that the victims will often wish they could die. This gets back to the plants' purpose. Their purpose was originally to capture opposing forces persons and hold the victim and subdue them until their tenders came to collect the victim. They were also designed to alert their tenders when they'd trapped one. How they did all this was and remains the really cruel and viscious part. The plant monsters have a sappy like liquid substance that they coat the victim with when they're enclosed in the flytrap mouth. It takes about 20 to 30 seconds for the victim to get soaked enough, but when they do, the victims learn the true meaning of pain beyond description. It sears through the body, effecting the nerve endings and traveling on in and working its way quickly into the victim's system. The pain it causes flares up every 20 to 30 seconds in waves, giving the victim plenty of time to catch their breath and do their inevitable screaming for the next wave of pain. This is what tells the tenders a victim has been caught. A victim has practically no choice but to scream in horrible agony after the first couple waves. First couple are usually met with silent screams due to the shock and intensity being the reason for the delay. However, the plant monster doesn't stop there in its designed cruelty. The plant will keep the victim awake and "alert" with that same magic embued sap, at least very alert and conscious to the pain. That sap will also sustain the life of the victim for up to a year, providing needed nutrients, etc. The sap will also keep the victim from being parched or having their throat become scratchy or lose their voice. It's designed to keep the victim screaming, afterall.
When a victim is released, the waves of pain will for the first hour continue as they had while the victim was inside the plant. Then, for 3 days after that, the pain will flare up every half hour until the sap has had time to work its way completely out of the victim's system. The pain is practically as bad as inside the plant for the first day when it flares up every half hour; enough to get a screech or a yelp and tensing up the second day after release, and enough for a great wincing and probably a whimper every time it flares up on the 3rd and/or 4th day(s) after release from the plant. There is only one way to get released from the plant without magic that is stronger than that which the plant was embued with.
Important note is that the sap needs to be rinsed from the victim as soon as possible after their release. If it isn't rinsed off, the sap continues to torture the victim as though they were in the plant for up to 3 days after or until the sap is rinsed off and then the victim starts the normal recovery days after that time. Orcs would often not rinse the plants' victims back in the day, the meanies. After about the 3rd day of non-rinsing the sap will crystalize enough to stop being active. Like honey, though, it can be reliquified by heating it up and be just as potent. Mean stuff.
Plants are level 4 magic resistent, including magic made fire.
Plants are fire proof. If you burned down the forest they're in, they'd be the only things left practically.
Plants are magically armoured as is described in their physical traits.
Common Physical Traits:
Average height = 15 feet, but they hunker down to only 6 feet when not active.
They have a huge venus flytrap like head part that is big enough to enclose their cage like "teeth" protrusions over up to a 8 foot tall person, but usually look like they could only hold a petite person, because their head parts stretch a little. Under the head, radiating around the stock of the plant are 4 or more (up to 8) tenticle like vine arms. They have no leaves on them.
Their plant bodies have the strength of the hardest steele under an outer skin the strength of thickest leather. This goes for their tenticles too (and is a little magic that way).
Common Physical Abilities:
Strength = X10 human (goes for tenticles too)
Their tenticles can grab any humanoid and try to drag them to their awaiting flytrap mouth. They can almost seem clever in the way they instinctually sneak up on people to grab them.
Their flytrap mouths can hold securely any humanoid creature x9 human strength or less.
They can feel the slightest vibrations and air currents and guess the size of the creature by it.
They have nodes on their tenticles that can register if a grabbed creature is humanoid. Any forest animals of comparible size will be immediately releases upon brushing those nodes. Dead leather and fur is taken as being over a humanoid, so don't try that route. The nodes can feel for pulse and have other senses to determine if they're grabbing a humanoid.
Disposition toward other creatures/species:
They're indiscriminate about who they grab except orcs. It was the sorceror and leader of the orcs who created them in ancient times. Naturally, they won't go after their "tenders." However, in these times, most of these plant monsters will have been abandoned and forgotten and will have no such "tenders" to come and collect from them. The tenders have to collect the victims by the same method as anyone else would.
The kind of people that would know about these plants as far as knowing how to subdue the plants would be the tree elves/sylvan elves, fae, gryphons, orcs, and mages that specialize in plants and nature. The salt water bit is NOT common knowledge. Most people that encounter the plant might think a captured companion to be done for with only the screams to tell them they're still alive. Please don't mode all knowingness regarding these plants. If your character wouldn't know, RP accordingly. It can add some interesting twists to story if you do.
Prefered Dwellings & Topical Locations:
They can be around and be flourishing in any forests, tropical or non-tropical where orcs might have frequented at some point in history. They can even survive quite well in colder forested climates, although they stand out a little more in those and might not have been used as much in those places for that reason, but one never knows.
Weaknesses/Limitations:
They were not made to be weak things, but one weakness that was built into them in order to be able to retrieve victims for interrogation by their original masters was a weakness for salt water. Pour salt water over the flytrap opening so that the salt water seaps through the cage like teeth protrusions into the inner trap where the victim is and the plant will collapse and spill out its still suffering victim. The plant will not just let someone march up and do this, however, so you must be clever about it. One way is if a branch or cliff is over them not to high up. One could stealthily climb over the plant and pour down. The plant will dodge and weave to avoid salt water attack if it feels vibrations or air currents. Flying overhead, usually doesn't work for that reason, if it's a winged creature. The plant will be incapacitated for a couple days after, but still has its magic armour and resistence in place. These things are near impossible to kill, not impossible, but nearly so.
Country or Domain:
N/A
Style of Kingdom/Government:
N/A
This really isn't the kind of character you register. Anyone can play an NPC plant monster wherever one deems it would be fun to have one. Watch out! If you've got a group in the forest and someone decides to get cute and bring in a plant monster to interfere, as long as they're playing the monster right and fairly, you're obligated to respond within chat rules reason. These are not supposed to be an expected danger. It's more fun if they're not.
Edited 10:24pm, July 19 by Mab, author. |
Sand Wurm |
Xyva 5:32am, September 11, 2004 [Edit] [Delete] |
Species/Creature Name: Sand Wurm
Average Lifespan: 8000 years
Disposition to Magic:
They are highly resistant to all forms of
magic level 3 and below, though they don't use any.
Common Physical Traits:
They are long thick worm like creatures born around 2 feet long and
growing up to 30 feet. They can have anywhere from 3 to 5 arm like tongues extending
10 feet from their mouth, which they use like to grab prey before gulping it down (they
move as fast as anyone could move their arm). They have a hard beak and thick skin.
Teeth lining their throat prevent escape after a their prey has been swallowed. Thin,
highly sensitive hairs cover their body. They are somewhere between 15-20 times stronger
than a human.
Common Physical Abilities:
They could be considered intelligent because they are very quick learners,
and when working together almost always catch their prey. They can live up
to 3 months without eating. They can burrow through soft ground at speeds up to 30 mph,
and harder ground up to 20 mph.
Disposition toward other creatures/species: If its not too big to eat
its food.
Preffered Dwellings & Topical Locations: Anywhere there's dirt, though
they stay out of the water.
Weaknesses/Limitations: They cannot travel through solid rock though
they can break through if its thin enough. They can be injured by
stabbing them in the eyes ore cutting their tongue. Also their only
weapon is their mouth making it hard for them to fight when stopped
on surface level.
Country or Domain: They live in the deserts of Urald though people
have captured and taken some to other locations.
Style of Kingdom/Government: Most these creatures hunt alone though
they have been known to hunt in pods when after more difficult prey.
Edited 12:42am, September 11 by Xyva, author. |
Write up for the Phoenix |
Phoenix 8:42pm, June 15, 2005 [Edit] [Delete] | ((Posted with Admin Permission))
Species name: Phoenix
Average lifespan: Eternal forever to be reborn from their own ashes.
This rebirth from their ashes happens every two years and their bird form has to grow back up to the maximum phoenix size over the course of one year.
Disposition of magic: They are more known to use fire spells, and are known to manipulate flames, and even create them at will.
Innate Magical Abilities:
Phoenix form: Allows the Phoenix to transform into his true form a large bird of fire.
Fire plane: The Phoenix is one of the few creatures that can survive in the fire plane.
Healing tears: A phoenix's tears have the ability to heal even serious wounds up to level 2 magic ability.
Common physical Traits:
When in Human Form When a Phoenix
Strength x2 x5
Speed x2 x5
Stamina x2 x4
Reflexes x2 x4
There are very few phoenixs in the world, thus their appearance does not have much of a chance to vary. While in bird form they appear a large birds completly set ablaze, thouh the fire is magical and only damages what the Phoenix wishes it to damage. This creature in uncommonly large, and this form is taken rarely. Maximum size a phoenix can reach is half the maximum size a dragon can reach.
Disposition toward other creatures: They are protectors of weak creatures, and tend to step in when ever they can to defend, however, they do not like Dragons, and a dragon will be largely ignored if it were to attempt comnuning with the Phoenix.
Weakness: The Phoenix is not accustomed to the world of men and is easily confused by nanipulation and lies. Also, water based magical attacks deal them double damage.
Stlye of Kingdom: They only position of power the Phoenix recognizes is the Queen of the Fae, Mab.
***Anyone wishing to play a Phoenix, please get with an admin with your ideas for that phoenix before submitting an application. This due to the power and strength of a phoenix normally far exceeding other species at initial registration on account of what they are.***
Edited 4:20pm, June 15, 2005 by Phoenix, author. |
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O.R. 4:07pm, July 02, 2005 [Edit] [Delete] | This is posted with MAb's permission. Please note that this species is not finalized by the administrators and is subject to change slightly.
Species/Creature Name: Shadow Beings or Gwaith En’Wethril in the Elven tongue, meaning ‘People of Shadows’
Forms: A Shadow Being has two forms. One being the shadow form and the other being a physical form.
(Shadow Form): This is the form all Shadow Beings are in naturally. By no natural means can they change to physical form or interact with other beings of physical for. In this form, a Shadow Being more or less simply IS and behave as most other shadows do. Everything to them is like a blurred shadow, moving slowly and without definite boundaries.
(Physical Form): When a Shadow Being is in a physical form, they must be called from their original state of being by some sort of magic. Usually this is in the form of a summoning spell. Often spell casters summon a Shadow Being into a temporary shell to do their bidding as servants. More powerful spells will cause the Shadow Being to actually take form from their original state of being. This is usually a high level ‘Summon Shadows’ spell used in conjunction with a ‘Shape Shadows’ spell, perhaps as well as a few others. Usually the duration of these spells last until the Shadow Being has completed the task it was summoned for, the magic simply is not powerful or bound enough to last, or some other means. At this point, the Shadow Being will revert back to it’s original form.
Average Lifespan: Unknown. The lifespan of a Shadow Being has been unable to be determined due to their nature. It is near impossible to communicate with them in their natural form and when they are in physical form, their knowledge of their ‘life’ in shadow form is very limited.
Disposition to Magic: When in it’s natural shadow form, a Shadow Being cannot perform any sorts of spells whatsoever. In it’s physical form, Shadow Beings are VERY rarely able to learn spells outside of it’s own racial ones.
MAXIMUM Achievable Parameters for Innate (i.e. not spells, but species specific) Magical Abilities: These spells are in relation only to Shadow Beings in their physical form.
Shape Shadows: The ability to give shape to shadows. The general duration of this spell lasts until the shaped shadow is disrupted for whatever reason or the Shadow Being no longer wishes it to hold shape. The durability of the shaped object usually is directly proportional to how old the Shadow Being is (Physical form, not entirely). The longer a Shadow Being has been in physical form the more durable the shaped shadow is subject to be.
Note: Only small items can be formed. The largest object usually can be proportionate to the mass of a sword. IE: The skinnier or thinner it is, the longer it can be. Or the shorter it is, the fatter it can be.
Hide in Shadows: Shadow Beings have a 95% chance of blending in with surrounding shadows to the normal eye. A person with dark vision or ‘Penetrating Vision’ would have a hard time picking out a Shadow Being if it isn’t moving.
Shadow Sight: A Shadow Being can see almost perfectly in complete darkness. In the darkness, objects tend to be more on a blue-white spectrum then normal visible light.
Shadow Walk: Similar to teleporting, but allows a Shadow Being to move freely between shadows. The Shadow Being actually creates a darker shadow in the shadow it is ‘walking’ into and out of, and is often referred to as ‘stepping out of a puddle of unmoving ooze.’
Shadow Shift: Note, this ability is rare among Shadow Beings and is usually only gained when a Shadow Being has been in a physical form for a long time. Talk to Mab about this one.
This ability allows a Shadow Being to shift between a Physical Form and a higher Shadow Form at will. When shifting into this Shadow Form, the Shadow Being assumes most qualities of a regular shadow. The only difference is freedom of movement, slight shape alteration, and behavior.
Racial Skills: Hide, Move Silently
Racial Feats: Agile, Alertness, Blind-Fight, Dodge, Mobility, Stealthy
Other Racial Abilities: Immunity to charm or sleep spells. Immune to poison effects.
Spells: None
Common Physical Traits: Humanoid, dark skin, usually have black pupils.
Common Physical Abilities: Inhumanly fast and agile.
Wounds and Death: Shadow Beings do not bleed blood. Instead a flowing shadowy substance will drift from the wound. Likewise, when a Shadow Being is ‘slain’ in it’s physical form, it will revert to it’s lowest Shadow Form. It is impossible to summon the Shadow Being into Physical Form for some time. An actual death of a Shadow Being is unknown. The closest thing is entrapment and banishment.
Disposition toward other creatures/species: Uncaring unless it involves them or their charge. However, it has been known to vary from Being to Being.
Preferred Dwellings & Topical Locations: Darker places, but will go anywhere should their master command.
Weaknesses/Limitations: Light Sensitivity. Being beings of darkness, they are naturally sensitive to lighted places. Gradual light introduction usually does not cause them much harm, but sudden intense blasts of light often leave them stunned momentarily. The longer a Shadow Being has been in physical form, the more accustomed to light they would be.
Country or Domain: None
Architecture: None
Style of Kingdom (Who is their leader and how are they governed?): None
|
Malevoiy |
Mab 12:52pm, July 06, 2005 [Edit] [Delete] | Species/Creature name: Malevoiy
Average Lifespan: Ageless
Disposition to Magic: They are steeped in it for their whole existence and are highly skilled with it. Any magic that exists, they can learn to use and the more pain it causes, the better. Even healing spells can be used for torture in their foul talons. They have a slight magic resistance, and are affected One Magic level less damage than normal because of it. This means that if you are a level 3 casting against a level 2 Malevoiy, they can still have the same chance to dispell as a level 3 would. Basically, the Malevoiy's ability to dispell is one level above whatever magic level the Malevoiy is. They also have unique and very vicious magics that only they can use.
Innate Magical Abilities:
Phasing: This is an ability similar to the demon's teleporting, only it works much differently. Magic floods the world of Bettenchi, as anyone who can see the number of magical beings and creatures should be able to tell. This ability allows them to kind of flex the magic that floods it. Like bending two ends of a piece of paper together. They then step through to where the magic they flexed would be at, and everything snaps back into place and they are there at the new location. To someone watching them, it seems there is a rippling affect in the air, then they just step out of sight and bampf they are gone. This goes unnoticed by most others, though anyone near where they are appearing or vanishing at might feel a sudden dizziness or disorientation for a moment or two. This takes two posts to do.
Learned Spells Only Available to Malevoiy:
Vile Blade (lvl 1): This spell draws out and crystallizes a sword-shaped piece of the user's life essence that springs out from his hand. This is wielded as a long sword or bastard sword. This unholy blade is magically sharp, and gets stronger as the caster does. Almost all Malevoiy know this spell.
Note: This spell can be advanced to a level 3 version of it with time and practice (and advancements through levels). When like this, the wounds left by this blade are corrupted by evil. and can only be healed by a unicorn's pure touch, or by the herb Woundbane, which only grows in the ruins of Acedenwan, an elven country annihilated by evil.
Atrophy (lvl 2) This spell causes one limb of a victim to wither and become useless. This limb cannot be used to hold weapons or cast spells, and if it is a leg the victim cannot run and can only limp. This withering can be healed by bed rest for 1 day or magic healing.
Curse of Corruption: (lvl 3) This spell causes stone structures and fortifications to weaken, the stone becoming soft and spongy, and possibly not able to hold it's own weight, depending on the size. This curse can only be removed by casting a remove curse spell near the point or origin, otherwise the remove curse just makes it stop for awhile. The curse initially affects a 10X10 ft area, then spreading at the rate of 10ft every post made by the Curser. (It's just a way to gauge chat time). If the RP is paused, then the spreading rate is also paused and will resume growing with posts when the RP resumes. It grows at a steady rate if the RP jumps a period of time, say a full day passes or a night.
Bone Spurs: (lvl 4) When this spell is cast the victim feels a flash of agony as long shards of razor bone grow from them. These slice, tear and rend flesh as they grow into fantastic antler-like shapes. These cause horrific agony and damage. The growth can only be stopped by the application of a lvl 4 healing spell or a unicorn. Regardless in 24 hours or at the end of your average RP session the bone spurs drop off, leaving the wounds. The victim will be left with terrible scars from the wounds and will need days to recover, so RP accordingly, should this happen to your character.
Common physical Traits:
Darkvision
Strength X3 human
Speed X3 human
Reflexes X2 human
Generally the Malevoiy have alabaster pale skin and thick jet black hair. Their nail/claws are long and black, and they often paint fantastic designs on them in the blood of slain foes and precious metals. They have refined features and almost all of them have an aristocratic bearing and a deep-set pride. They are generally intelligent, sophisticated and are always chill hearted and universally evil. There is NO such thing as a good or neutral Malevioy (It won't be approved if you try to reg a goodie Malevoiy). From their ancient prison they mine odd minerals and ores. They build dark fortresses, often raised in a single night by level 4 magic (but this takes one level 4 Malevoiy and two level 2 Malevoiy to lend the level 4 their added magic and the level 4 Malevoiy needs to have the proper spell under his/her belt). By slave labor helped along with magic and some of their larger mutated creatures, it takes the short time of a week to build a fortress. They breed foul disgusting dogs, savage and ugly, willing to kill any non-Malevioy they come across. The only reason they wouldn't kill a non-Malevioy is if they were ordered by one of them not to.
Disposition towards other creatures/species: All other things exist to be tortured, enslaved, or massacered. All the world will be covered in darkness for the Malevoiy's enjoyment. Dragons especially exist to be tormented, tortured and finally...annihilated. Some especially powerful races might make temporary allies...before they are slaughtered or enslaved. They make a practice of using their unique magics and sophisticated surgury to mutate humaiods into twisted vile servants, often used in war.
Weaknesses: Due to their being steeped in Magic for millenia, any time they are in a complete absence of it, such as in an anti-magic field, they become paranoid and distracted and after two posts in those conditions, weakened. Due to their dark vision, they can be temporarily blinded for about 3 posts by bright sunlight level lights, if they don't shield their eyes in time. If they're taken by surprise, chances are their eyes won't be shielded.
Style of Kingdom: They are ruled by a council of 13 elected by the aristocracy, after all they are too powerful and chaotic to let any despot rule them.
Edited 6:19pm, January 19, 2006 by Axis, moderative. |
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