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Fantasy Eternal Plains Character Creation & Lore

guul66

Funk Police, Anti-Edgy Department
RP THREAD


OOC THREAD


[SIZE=10.5pt]Somewhere deep inside the wild Endless Forest exists an area of sprawling civilization. Eternal plains and sparse forests, a perfect place for the 8 intelligent races to live in. Compared to the dark dense and dangerous Endless Forest surrounding the area, it is a place of relative safety.[/SIZE]


[SIZE=10.5pt]Yet conflicts occur, be it over religion or power, and monsters raid the races, making them yet weary of the wilderness.[/SIZE]


[SIZE=10.5pt]In recent years conflict between the Elven Empire and the many clans of Northern Humans has been brewing because of the races different beliefs regarding the Pantheon Of Four. Many think that full out war is not far off and its just a matter of time before one of the factions attacks the other. A war of this caliber could bring in other races, maybe even the isolationist Orcs.[/SIZE]


MAP

IK The maps are quite ugly. I'm not good at making maps, especially on a computer.


GEOGRAPHICAL MAP



Spoiler



[SIZE=10.5pt]
aQ2hWKuS0l6VIk0_PBGksUdUYFxY1nd8T_PP4yLJ9FlqAqd45vjWYaWQtH8Jda_aP5664aVoyh9Lw_O5yxTa66t0Sb2_VCOD8efyZZod1_Yih2wa7TuJzBKpxbDhDO-qOCLvjj8d
[/SIZE][SIZE=10.5pt] [/SIZE]


[SIZE=10.5pt]Dark green is Endless Forest.[/SIZE]


[SIZE=10.5pt]Lighter green is sparse forest.[/SIZE]


[SIZE=10.5pt]Lightest green is plains.[/SIZE]


[SIZE=10.5pt]The blue going through the map is a river. It starts as the Golden River from the east, splitting into the Gray and Pearl rivers.[/SIZE]


[SIZE=10.5pt]The lighter blue at the top is the cold tundra. Its usually snowing there.[/SIZE]


[SIZE=10.5pt]The darker blue at the very top is the frozen lands. Its always covered in snow and ice. [/SIZE]


[SIZE=10.5pt]Black stripes are mountains.[/SIZE]



POLITICAL MAP

[SIZE=10.5pt]
SDAd1eaLxEprlb6yJ39xPAUTGWXSpxsaPEnWkKDbTCWeEP8Kdo5dTIf9CQ9iodSBnIGUM2UK-cN7oi3cUdrATgH1biz_aQm0Uenx3653PdruiMEVPBMCyiZAFIcgCfmSj8KnCJbG
[/SIZE][SIZE=10.5pt] [/SIZE]


[SIZE=10.5pt]Yellow is Golden Province.[/SIZE]


[SIZE=10.5pt]Light gray is Wild Province.[/SIZE]


[SIZE=10.5pt]Dark gray is Old Province.[/SIZE]


[SIZE=10.5pt]Blue at the top is Northern Clans[/SIZE]


[SIZE=10.5pt]Green dots are Orcish towns.[/SIZE]






RACES

[SIZE=10.5pt]here are 8 intelligent races living in the Eternal Plains - High Elves, Dark Elves, White Elves, Northern Humans, Nomadic Humans, Orcs, Lizardmen and Ratmen.[/SIZE]


HIGH ELVES



Spoiler



[SIZE=10.5pt]High Elves are tall and thin Elves, usually with light gold or light yellow skin. Their hair is usually golden or yellowish white. Their eyes tend to be light blue, light gray or light green. Like all Elves their faces are vertically slightly longer than other races, usually with straight chins. High Elves are often considered attractive among most other races. High Elves tend to live the longest among the elves, with Elves being considered old after they are 800 years old and most Elves living well over a 1000 years old.[/SIZE]


[SIZE=10.5pt]High Elves tend to not have surnames. Only young High Elves, who have yet to choose their own names, have surnames, which tend to be either their fathers or mothers name, or both, followed by either -child or -blood and a number if they are not the first child in their family. High Elf first names tend to be long and complicated. Male names usually end with a consonant, often, but not always a "n", while female names end with a vowel, often, but not always an "e". Adult High Elves often also say their fathers and/or mothers name when introducing themselves and its often used when referring to someone. Some examples for male names being Darahoustin, Cossoladion, Herdevirc. Some examples for female names being Elganesse, Laurennalge, Xenvellinne. Some examples of children's names being Anle Perlaposse-child, Olet Harhvav-Kelonnale-blood, Uit Gostovennover-child The Third. Two examples of a full High Elf names would be Elanorenne, daughter of Selovergen and Astoxin, son of Xavicorssen and Ralennulli.[/SIZE]


[SIZE=10.5pt]In combat High Elves prefer the use of a spear and sometimes a shield. Their armor tends to be either medium or light. High Elves are often talented in magic, especially the schools of Illusion and Restoration, though all schools of magic are largely represented. They are also usually very proficient talkers.[/SIZE]


[SIZE=10.5pt]High Elves don't usually have gender roles, only ideals how a male or female should look. These ideals overlay with other races - females tend to have long hair and wear robes or dresses as clothes, while men have medium or short hair and wear clothes with pants. They tend to be arrogant and think very highly of themselves. High Elves usually pretend to be honorable and other races usually have the impression they are so, while in reality they'll take any method to make things go their way. High Elves think all of their own deserve good lives and so help out other High Elves in trouble. This mercy doesn't extend to other races, even other Elves. Like all elves they are slow to change compared to shorter lived races. They tend to live a luxurious life, yet they are often stressed because of fear of losing it all. If a High Elf doesn't live a luxurious life then he or she does all in her or his power to work towards it. High Elves usually find a partner that suits for them. They are exceptionally good at figuring out if a partner is for them or not, often quickly ending a relationship after realizing it. Once they find their partner they quickly marry them. While divorcing is not seen as taboo High Elves tend not to do it, often being content with the partner they have selected.[/SIZE]


[SIZE=10.5pt]High Elf cities tend to be overly grand. They use expensive materials, mainly stone to build giant buildings, with lots of decorations, columns and light. High Elves despise dirt, so other races are often employed as cleaners in their cities.[/SIZE]


[SIZE=10.5pt]High Elves get along well with other Elves, as other Elves see them as their ruler, as they believe in the Elven Pantheon Of Four made High Elves to rule over them. As Nomadic Humans bring in a lot of trade and respect their take on the Pantheon Of Four they get along with High Elves fairly well. High Elves are mostly neutral towards Orcs. While the fact Orcs tend to value hard work over hygiene disgusts High Elves, their abilities as smiths makes them desired among many Elves. Northern Humans and High Elves have bitter resentment for each other because of mostly religious reasons. High Elves despise Ratmen, as they are generally untidy, often thieves and tend to form the bulk of people in their slums. Ratmen are, however, sometimes hired as assassins or thieves by the High Elves, but the bulk are still disliked. High Elves think Lizardmen are savages and dislike them for that.[/SIZE]





DARK ELVES

[SIZE=10.5pt]Dark Elves are like all elves quite tall, but usually bulkier than other Elves. Their skin is either dark gray or a mixture of dark gray and dark blue, along with their eyes which tend to be dark gray, dark brown or dark blue. Their hair is in most cases dark brown, black, dark gray, among with some other similar tones. Unlike other elves their whole eyeball is the same color. Their face shape is almost identical to that of the High Elf. Dark Elves live to be around 800-900 years old.[/SIZE]


[SIZE=10.5pt]Dark Elven names tend to be short, up to six letters, but with lots of consonants, mainly h, k or s. There are little differences between male and female names. Surnames are an important part of a Dark Elf's name and are often worn with pride, even if their family has committed some less prideful things. Noone knows where their Surnames come from, however. Some examples of first names are Huhsk, Dsoh, Kos, Bahk, Shek, Duk. Examples of surnames are Darkblood, Puresword, Highlive, Clearhive.[/SIZE]


[SIZE=10.5pt]Dark Elves tend to use heavy armor, a shield and a sword. They tend to use Conjuration or Attack magic, but despise the usage of Summoning magic. Dark Elves are not alien to the profession of thief and are common in criminal groups. Dark Elves are quick to learn Alchemy if they do so.[/SIZE]


[SIZE=10.5pt]Dark Elves tend to be morose and misanthropic. They usually anger quickly and are rarely seen crying or being happy. Dark Elves don't search for happiness in life, they hope to get by and live their life like they want to, but even if they live exactly how they want to they are not happy, but at most content. Dark elves despise large amounts of light and so they are mostly awake during the night. Dark Elves also respect ancestors and even compared to other elves are slow changers. They follow tradition as a lifestyle. Dark Elf women often wear their hair braided, while men wear their hair in one short pigtail. Dark Elves love warm or even hot temperatures. Dark Elves take a long time to find a partner to marry, as divorcing is a huge taboo Dark Elves rarely do. While in most cases Dark Elf couples live a happy relationship, cheating still happens in more than a few couples.[/SIZE]


[SIZE=10.5pt]Cities dominated by Dark Elves are usually full of basic mostly stone buildings, with small windows and basic hay or wood roofs. Larger cities have bigger, multiple story houses, with the first floor usually being large and made out of stone and all of the upper floors made out of wood, getting smaller as they go upward. Houses often have small traditional decorations, like different jewelry and weaved decorations.[/SIZE]


[SIZE=10.5pt]Dark Elves approve of the High Elves as their lords, because they believe the Pantheon Of Four said it to be so. While Elves as a whole don't get along with Northern Humans well Dark Elves understand them the best and the races share an appreciation for tradition that brings them together. Dark Elves and Ratmen get along somewhat well, with while Ratmen being common criminals in their cities slightly ruining their relationship. Dark Elves are mostly indifferent about Orcs, respecting their hard working nature, but otherwise not caring about their existence. Dark Elves mostly don't care about the Nomadic Humans, with some spite for them because they sometimes remind them of White Elves, but they appriciate them for the trade they bring in. Dark Elves and Lizardmen don't get along the best, because Dark Elves believe Lizardmen to be savages because of the High Elves word. Most Dark Elves hate White Elves and this can be because of multiple reasons. First off White Elves are direct opposites from the generic Dark Elf, being quite upbeat and eccentric. For second while the two races can agree High Elves were created as the first race, they can't agree who was created after them. Dark Elves claim they were first, while White Elves say that the privilege was theirs. There are many other reasons the two Elven races despise each other, but they continue to live under one banner, because both races tend to be devout to the Pantheon Of Four, which states that they shall have High Elves as their rulers.[/SIZE]





WHITE ELVES

Spoiler

[SIZE=10.5pt]White Elves, also sometimes called Light Elves, are Elves with either pale, white or really light gray skin. They are usually slightly taller than other Elves, making them seem thinner. Their hair tends to be either white, very pale yellow, pale gray or really light brown. Their eyes tend to be light lime, very light blue or very light purple. While their face is much like that of the High Elf, its also slightly similar to that of the  humans, having slightly more roundness to it. White Elves live the shortest lives out of the Elves, usually around 600 to 650 years.[/SIZE]


[SIZE=10.5pt]White Elven names tend to be short, easy to pronounce names, sometimes followed with their mothers or fathers name, depending on if their female or male and ended with -kin if they're a child. Some examples of male names are Ardon, Oldin, Celeric, Rosern. Some examples of female names are Sele, Ylip, Elda, Allin. A full childs name could be Dele Sanle-kin. A full adults name could be Hande Xavon.[/SIZE]


[SIZE=10.5pt]White Elves adore the usage of magic. They tend to use Summoning to create minions, whether it be for a fight or just in everyday life to do their jobs for them. Next to Summoning every proper White Elf knows at least a little bit of Restoration. They are not alien to the art of Defense magic. In combat they tend to use a bow or a shield and short mace in short range.[/SIZE]


[SIZE=10.5pt]White Elves are known as a happy or upbeat, but eccentric race. They are one of the most social races. They have trouble making choices and because of that try to have a carefree life, not worrying about the grander scheme of things too much. They approve of the High Elves as their rulers, because most White Elves are devout believers of the Elven Pantheon Of Four. White Elves tend to spend most of their time either having fun or trying to start an event or anything of the sort that would let them have fun. They adore the outdoors and often hold festivals, gatherings or just small parties there. Their mood often goes with the weather. They tend to be somewhat sadder when the weather is bad, but light-hearted and happy when the weather is clear and warm. White Elves tend to live short relationships, quickly marrying a divorcing, unless they find a partner that suits them.[/SIZE]


[SIZE=10.5pt]White Elven cities tend to look more like sparse villages with some larger and grander houses. White Elves make their houses as small as possible, only as a resting place or for any job that can't be done outside. Government buildings also tend to be larger. White Elven houses tend to be made out of a light colored stone foundation and floor, with straight light wood as the walls and roofs tend to be made out of specially prepared leaves on a wooden frame.[/SIZE]


[SIZE=10.5pt]White Elves approve of High Elves as their leaders, because they are devout believers of the Elven Pantheon Of Four. White Elves get along with Nomadic Humans quite well, because both races tend to have a social need that unites them. White Elves are quite indifferent of Lizardmen, believing them to be savages, but somewhat relating to them. White Elves dislike Ratmen because their affinity to be criminals. White Elves don't understand some parts of the Northern Human's culture and think they resemble Dark Elves in some regards. They don't understand the serious Orc's either and think they should "lighten up". White Elves dislike Dark Elves with a passion, because of many reasons. They don't understand their fondness of tradition and think they should live happier lives. Also the two races have been quarreling for centuries over which race came first after the High Elves.[/SIZE]







NORTHERN HUMANS

Spoiler

[SIZE=10.5pt]Northern Humans are the pale skinned human race from the north. Their hair tends to be either blonde, pure white or lighter tones of brown, rarely black. Their eyes tend to be blue or in rarer cases green. They tend to live to be over 70 years old, but rarely over 80.[/SIZE]


[SIZE=10.5pt]Northern Human names tend to be anything from short to medium in lenght. They tend to use lots of "j", "h" or "r", but rarely use letters like "q", "z", "x". Female names tend to have more vowels than male names, while children often carry nicknames that derive from their names. As a surname Northern Humans carry a title that consists of two words, if they have one, and their clan-name. For example some male names are Yllar, Horha, Gjavon. Some female names are Ulla, Salme, Annel. Some examples of clan names are Harvhojn, Pjergrad, Srehren. Some childrens nicknames could be Dedja, coming from Djonrik, Sori, coming from Shorar, Arko, coming from Ahrkor. Some examples of Northern Human titles are True-Hammer, Golden-Hand, Fire-Sword. A full Northern Human name could be Rekart Frost-Fighter of the Drahkjar clan. A childs name could be Tarko of the Horsthbrone clan or using the real name Tjahrkor of the Horsthbrone clan.[/SIZE]


[SIZE=10.5pt]Northern Humans tend to use heavy weaponry, like battleaxes and greatswords, together with light armor. While their usage of magic is primitive and most of them have a hard time learning it, the school of Defense being the only school properly represented within them, they make up for it with their hardy nature and strong, somewhat cold resistant skin.[/SIZE]


[SIZE=10.5pt]While Northern Humans have gender roles, they can be quite easily broken. If a women shows off manly traits, like skill in battle, she is treated like an equal to other men. Men tend to be very romantically interested in these strong women. Meanwhile men that are weak and show off feminine traits are often thrown in the bunch with women and made to do often humiliating jobs for "disappointing their ancestors". Because of this both Northern Human men and women are usually strong and skilled in fighting, while men still tend to be the ones doing most strong labor, like mining, building, hunting and women usually tend to household jobs, like cooking, raising children and cleaning. Children themselves are usually grown up depending on their sex. Boys are mostly taught by their fathers and other clan males after they reach the age of 5, while girls are raised by their mother to do household jobs, but still often learning from their fathers to properly learn fighting and sometimes even manual labor. Northern Humans tend to see a clear line between work and rest. When its time to work, they work, when its time to have fun or rest, they do so. When they work its so that in the future they can be happy and waste all the effort they've done away. As such feasts, arena fighting and other similar things are usual between them. Northern Humans think devoutly of tradition and act as they believe their ancestors would want them to act. Northern Human males tend to quickly choose the "best" women available when they reach the age of 17, the age after which marrying is allowed, and after a brief courting marry them. Divorces rarely happen, although no taboo surrounds it. Cheating is also rare in a relationship.[/SIZE]


[SIZE=10.5pt]Northern Human cities tend to consist of warm stone and wood huts, with an stone stronghold in or near the town. Most Northern Human settlements have a clan that lives in it, with most of the people in the settlement being part of the clan and its usually named after the clan, either directly the clan name or a slightly changed version.[/SIZE]


[SIZE=10.5pt]Northern Humans feel a strong kinship towards Nomadic Humans and their relationship is strengthened by the trade Nomadic Humans bring with them. Trade between the two Human races is strong. Northern Humans respect the Orcs for being hard working and skilled in the arts of smithing. Northern Human respect Lizardmen for being hardy survivors and experts of unarmed combat. While Northern Humans respect Dark Elves for their affinity for tradition, they dislike them because they believe in the Elven Pantheon Of Four giving a love/hate relationship. Northern Humans severely dislike White Elves for believing in the Elven Pantheon Of Four and for their tendencies to be less serious. Northern Humans severely dislike Ratmen because they often tend to be thieves, a profession they strongly disapprove of. Northern Humans hate High Elves, for claiming to be the rulers of the world and being the main force behind the Elven Pantheon Of Four.[/SIZE]







NOMADIC HUMANS

Spoiler

[SIZE=10.5pt]Nomadic Humans are a tanned-skinned Human race found all over the Eternal Plains. Their hair tends to be darker brown or black, rarely lighter brown or darker blonde. Their eyes tend to be hazel, green or brown, very rarely strong blue. Their average age changes a lot depending on different things, like the region they live in. Usually its between 65 to 80 years.[/SIZE]


[SIZE=10.5pt]Nomadic Humans have simple first names, followed by either a long family name or a caravan name or both. Some examples of Nomadic Human male names are Pater, Seamul, Doniel, Codrik. Some examples of Nomadic Human female names are Alve, Celi, Telise, Elva. Some examples of surnames are Elvaroien, Ohvallinnio, Aulsvalle. Some examples of caravan names are Sunflower, Hillworker, Forestdoor, Lakewarm. A full name with a surname could be Kaile Pallenne. A full name with a caravan name could be Dervin Warmhearth or Dervin of the Warmhearth caravan. A full name with both could be Goven Apanne of the Rivertrue caravan or Goven Apalle Rivertrue.[/SIZE]


[SIZE=10.5pt]Nomadic Humans prefer the use of swords, either as double wield or with one greatsword. They tend to use light armor. Most schools of magic are represented within them, but Amplification and Restoration are the most often seen schools among them. They tend to be good traders.[/SIZE]


[SIZE=10.5pt]Nomadic Humans usually live in caravans, that travel around the Eternal Plains, mostly living off of foraging or whatever they can buy while in a settlement. Caravans are often one family, but caravans with members of multiple families aren't rare. In any case Nomadic Humans care for their fellow caravan members and treat them like family, whether they are it or not. While Nomadic Humans tend to be rich because of trade, they like to live an humble life and often carry their extra money in valuable goods, or hide it away in case of a bandit attack. Nomadic Human caravans can change quickly in terms of traditions and culture. A caravan that sticks towards the areas of Northern Human clans might be a lot different than a caravan that stays around the Elves most times. It should be noted Nomadic Humans don't do trade to become rich, but to support their lifestyle of traveling around. Nomadic Humans tend to "flow into" relationships. They usually don't actively search one out, but when they find someone they feel romantically interested in they become a couple. Marriage is rare, but even without it once Nomadic Humans enter a romantic relationship they tend to stay in it for life.[/SIZE]


[SIZE=10.5pt]Nomadic Humans don't usually have settlements, but they tend to set up camps to spend the night. These camps tend to be tents and carts in a circle around a fire. Sometimes these camps do turn into temporary or even permanent settlements. Then they tend to be mostly basic wooden houses, all around a big bonfire, the whole village surrounded by a wall made out of any spare materials.[/SIZE]


[SIZE=10.5pt]Nomadic Humans tend to be fast friends with their Northern counterparts. Nomadic Humans often enjoy the company of White Elves, for they both tend to be a social race. Nomadic Humans usually get along with High Elves quite well, because they have learned to respect the Elven Pantheon Of Four. Nomadic Humans somewhat admire Orcs for their craftsmanship. Nomadic Humans are quite indifferent of Lizardmen, but think of them as savages and tend to be weary around them. Nomadic Humans don't enjoy the brooding nature of Dark Elves. Nomadic Humans somewhat dislike Ratmen for their affinity to be thieves and black market dealers.[/SIZE]







ORCS

[SIZE=10.5pt]Orcs are a tall, muscly green-skinned subterranean race. Orcs that have lived on the surface for a few generations tend to have lighter skin than their subterran counterparts, but are otherwise physically the same. They tend to have black hair and dark brown eyes. When compared to Humans, it is revealed that their jaw and lower lip are a little forward, revealing their strong and big lower teeth, of varying sizes. A normal Orc tends to live to be around 100 years old, possibly older.[/SIZE]


[SIZE=10.5pt]Orcish names are simple, two word names, connected by a hyphen. The first name is their given name, the second name their fathers name, which is tipped off with an “sa” if they’re female or “so” if they’re male. They use a lot of constants, like "k", "r", "h". Female names end with a vowel, usually "a". Some examples of male names would be Hrkoh, Dorhk, Trakr. Some examples of female names are Hrenki, Photra, Datrhe. An example of a male full name could be Shrk Krhaldso. An example of a female full name could be Hkri Rkarksa.[/SIZE]


[SIZE=10.5pt]Orcs tend to use heavy armor and tend to use large and strong two-handed weapons, namely large warhammers, while battleaxes are used more than greatswords. Orcs are the best blacksmiths out of the 8 races. Orcs rarely have any magical talent, but when they do they usually learn Enchantment magic and/or Telekinesis.[/SIZE]


[SIZE=10.5pt]In Orcish culture having multiple wives is regular practice. There are as many male Orcs with 2 or 3 wives as there are those that have only 1. Many outsiders mistaken the existence of polygamy for Orcish women being forced into marriage, while the reality is quite the opposite. There are no laws or traditions restricting Orcish women from rejecting advances or marriage proposals and some Orcish women are known to even willingly propose themselves. Divorces among Orcs are allowed and aren't seen as taboo, although they rarely happen. When two or more Orcish men want to marry the same woman they have a competition which includes tests of smithing skill, strength, combat skill and some other areas. The woman in question can't stop the competition from happening if the men agree to fight over her. If the woman disagrees from marrying the winner its considered a severe taboo unless the woman can beat the winner in the same challenges or the winner already has 4 or more wives. Divorcing is rare in Orcish marriages, but is permitted. Orcs that live on the surface tend to work for rich people or nobles, as they pay them good money for being their personal smiths. Orcs are isolationists, they barely trust anyone but their own race. They tend to have a strong focus on work. Orcs find themselves a job suits them, which usually tends to be smithing, sometimes being a fighter. Orcs that have learned Enchantment magic tend to become so called "Magical Smiths". These smiths tend to smith weapons and armor with the Enchanment built into them, so that the Enchantment lasts for a long time, if not forever and is usually much stronger. Orcs only have a basic need for hygiene and don't care too much about it. Orcs have a straightforward understanding of war. They are ones to only use warriors or their constructs in battle, not practicing tactics like sabotage or ambushing. Orcs respect the elderly, as they have more skills than the young.[/SIZE]


[SIZE=10.5pt]Orcish cities lie below the surface, with only a few small strongholds existing on ground. The subterran cities are carved or built out of stone, many pieces reinforced with Orcish Metal. Factories and smithies are found everywhere in these cities and Orcish Constructs are frequently found to roam around, either doing work their creators make them do, keeping the peace or anything else from the big list of things they could do.[/SIZE]


[SIZE=10.5pt]Orcs like Northern Humans the most out of the surface races. They admire their honor and respect their work ethic, which is the closest to Orcish work ethic out of all of the races. Orcs believe physical strength to be one of the strongest virtues a person can have and thats why they have a certain respect towards the Lizardmen. Orcs get along with Nomadic Humans as they bring in trade, remind them of Northern Humans and aren't sleazy, a trait which Orcs despise. Orcs are quite indifferent towards Dark and White elves, slightly disliking White Elves for not taking the world seriously and slightly disliking both for thinking High Elves are the greatest race. Orcs severely dislike High Elves, because they see right through them pretending to be honorable and because High Elves tend to use war tactics they consider cheating, like sabotage, instead of direct combat. Orcs hate Ratmen, because they are thieves and infest every corner of the world they can.[/SIZE]



LIZARDMEN

Spoiler

[SIZE=10.5pt]Lizardmen are a colorful race. Their scales can be almost any color, though they tend to be any shade of green or darker red. Unlike their reptilian brothers Lizardmen's noses aren't sticking out as much, meaning their face is flatter than actual lizard's faces. They usually have a short, scaly tail. Unlike some races think, Lizardmen are not reptiles, but scaly mammals. They give birth to their children directly, without having them incubated in an egg beforehand and they feed their babies with breast milk. Lizardmen usually live to be around 55 to 60 years old.[/SIZE]


[SIZE=10.5pt]While the exact naming tradition differ from tribe to tribe so much you can find any type of name on a Lizardman, they tend to have 4 names, all connected with a hyphen. The first name is their given name, their own name. This is the name their closer aquantances and friends call them by. The second name is their mothers name. The third name is their fathers name and the last name is the tribe name. The differences between female and male names are hard to spot by anyone outside the tribe. Usually male first names emphasize the constant more, while female first names to the same with the vowel.  Some examples of Lizardman names could be Saarak-Ellor-Crac-Koropolon, Petur-Dore-Larkak-Strankerk, Xaxak-Liere-Pakro-Joltaler.[/SIZE]


[SIZE=10.5pt]Lizardmen's combat traditions vary from tribe to tribe, but a tradition to learn unarmed combat is found in almost every Lizardman community. Most tribes tend to use light armor, as its the most accessible armor to them and fits well with unarmed combat. Lizardmen use the Amplification and Defense schools the most out of all the magic schools, but learning Restoration is common among some tribes. Most Lizardmen have survival skills, at least to some extent.[/SIZE]


[SIZE=10.5pt]Lizardmen are some of the most diverse races. Because they live in tribes traditions and personalities differ greatly depending on the location of the tribe. As such there isn't a lot of stereotypes that can be said about Lizardmen and their culture. Elves largely believe them to be savages, sometimes accusing them of eating other races or even their own kind, but these customs are only seen in a few, more crazy tribes that stay away from the civilized world.[/SIZE]


[SIZE=10.5pt]Lizardmen's settlements do usually have a unified aesthetic to them, however. Most of their settlements are usually in the edges of the Endless Forests,while some are inside the eternal plains. They tend to be tepees and/or huts made out of leather, wood or both surrounding a village center, which can be a bonfire, marketplace, just an empty area or something else. Usually this village center is where different rituals and ceremonies take place, such as marriage or sacrifices for whatever gods the tribe worships.[/SIZE]


[SIZE=10.5pt]Lizardmen admire Orc's cities and enjoy their company, because the two races usually get along pretty well. Lizardmen somewhat admire Northern Humans, because of the strongholds they can build and get along with them pretty well. Lizardmen admire the level of culture, the grand buildings and the honor they believe High Elves have. Lizardmen understand the struggles of Ratmen and the two "beast" races get along quite well. Lizardmen are indifferent of White and Dark elves and Nomadic Humans.[/SIZE]







RATMEN

[SIZE=10.5pt]Ratmen are a furry race. The color of their fur can be gray, black, white or almost any shade of brown. The skin under their fur is always pink. Unlike actual rats their face is flatter, though their nose is much more prominent than other races. They tend to live to be around 50 years old.[/SIZE]


[SIZE=10.5pt]Ratmen don't have their own names and adopt the naming traditions of the race they live nearby.[/SIZE]


[SIZE=10.5pt]Ratmen dislike outright combat. They tend to use stealth and surprise attacks in most combat, often being masters of both. They are also good at pickpocketing and lockpicking, their favored schools of magic are Illusion and sometimes Telekinesis. Ratmen are known for often being good at alchemy.[/SIZE]


[SIZE=10.5pt]Ratmen are often the criminals, black market traiders and otherwise the "scum" of the towns and societies of other races, earning them a less than favorable reputation. They are often sleazy, greedy and willing to steal anything, backstab anyone for personal gain. Few Ratmen actually gain for others and act upon it. They are a race with few heroes.[/SIZE]


[SIZE=10.5pt]Ratmen don't have their own settlements.[/SIZE]


[SIZE=10.5pt]Ratmen admire High Elves for their material belongings and grand buildings. They admire the Orcs for their craftsmanship, which Ratmen like to steal and sell on the black market. Ratmen and Lizardmen get along well with eachother, as both get some kind of disliking from other races and because both are "beast" races. Ratmen are indifferent towards White and Dark Elves and Nomadic Humans. Ratmen dislike Northern Humans, for they usually have little to profit from and Northern Humans dislike them[/SIZE]



HALF-RACES


--------------------


[SIZE=10.5pt]When people of 2 different races mate their offspring are usually the race of the mother, with many traits common for the fathers race. But very rarely, with certain races, instead of being much like one race a hybrid is born.[/SIZE]


[SIZE=10.5pt]Also note that all races can have offspring with eachother, even though the offspring might not be a hybrid. Do note that any hybrids not mentioned don't exist, instead the offspring is always of the race of the mother. Its also possible I have forgotten about a hybrid, so be sure to ask me if you don't see a hybrid you were hoping for. And last, but not least, hybrid races are very very rare, keep that in mind.[/SIZE]


[SIZE=10.5pt]Quarter races, the offspring of a half race and another half race or a pure race, also exist, but are extremely rare. If you want a quarter race character, contact me.[/SIZE]


HIGH ELF-DARK ELF

[SIZE=10.5pt]High Elf-Dark Elf hybrids, also known as Noble Elves, are dim-yellow-skinned Elves, who are slightly shorter than High Elves.[/SIZE]


[SIZE=10.5pt]They are quite rare, as High Elves rarely fall in love with anyone outside their own race.[/SIZE]


[SIZE=10.5pt]They have some level of respect in Dark Elven areas, because Dark Elves think very highly of High Elves, but because they are a hybrid race Dark Elves tend to have some spite towards them.[/SIZE]


[SIZE=10.5pt]High Elves dislike hybrids between their own race and other races and often tend to avoid Noble Elves.[/SIZE]


[SIZE=10.5pt]Noble Elves tend to live either in Dark Elven towns and farms, separated from others, or on their own, in the wilderness, more often than not that wilderness is in the Old Province, or completely outside of the Elven Empire for example in a remote village or with a Nomadic Human caravan.[/SIZE]





HIGH ELF-WHITE ELF

[SIZE=10.5pt]High Elf-White Elf hybrids, also known as Lord Elves, are bright-yellow-skinned Elves, who are around the same height or taller than High Elves.[/SIZE]


[SIZE=10.5pt]They are quite rare, as High Elves rarely mate with anyone outside their own race.[/SIZE]


[SIZE=10.5pt]As they look a lot like High Elves they are usually respected in High Elven cities, unless its found out they are indeed a hybrid, in which case they are shunned.[/SIZE]


[SIZE=10.5pt]White Elves tend to accept these hybrids with some caution. If they are accepted, however, they are often "pillars of the community", working hard to do great things for their towns, villages and other settlements.[/SIZE]


[SIZE=10.5pt]Lord Elves are often in either White Elven or High Elven settlements. Sometimes they are also found outside the Elven Empire, but in that case tend to stick to larger independent settlements, or in other words settlements which are under no nations power and are completely sovereign[/SIZE]



DARK ELF-WHITE ELF

[SIZE=10.5pt]Dark Elf-White Elf hybrids, also known as Grey or Gray Elves, are light-gray-skinned Elves, who are around the same height as High Elves.[/SIZE]


[SIZE=10.5pt]They are quite rare, as Dark Elves and White Elves have a lot of hatred between each other.[/SIZE]


[SIZE=10.5pt]They are usually looked down on in both Dark Elven and White Elven settlements and tend to either live alone, in a so-called "Elven peace settlement", where Dark Elves and White Elves live alongside eachother or outside of the Elven Empire, in a caravan or "rouge" settlement[/SIZE]



ELF-NOMADIC HUMAN

[SIZE=10.5pt]Elf-Nomadic Human hybrids, also known as Tan Elves, are tan-skinned Elves, with more human looking face, ears, eyes etc.[/SIZE]


[SIZE=10.5pt]They are somewhat rare, the most common Tan Elves are those that are between Nomadic Humans and White Elves.[/SIZE]


[SIZE=10.5pt]As its often hard to distinguish which of the Elven races was one of the parents for the Tan Elf, all of the pure Elven races often act the same to them, no matter their relation to them.[/SIZE]


[SIZE=10.5pt]High Elves despise Tan Elves, but don't show it out, out of fear of upsetting Nomadic Humans, who have good relations with them, much to the profit of High Elves.[/SIZE]


[SIZE=10.5pt]White Elves enjoy the company of Tan Elves and get along with them greatly.[/SIZE]


[SIZE=10.5pt]Dark Elves usually hate Tan Elves. Tan Elves who live in the Old Province usually have a hellish life of getting bullied, attacked, stolen from and much more.[/SIZE]


[SIZE=10.5pt]Tan Elves usually either live in Nomadic Elf caravans or White Elven towns, the former being more common[/SIZE]



ELF-NORTHERN HUMAN

[SIZE=10.5pt]Elf-Northern Human hybrids, also known as Cold Elves, are light-skinned Elves, with a little pit of human skin tint in their skin. They look much more human than other Elves, pretty much the same as Tan Elves.[/SIZE]


[SIZE=10.5pt]They are very rare, as Northern Humans and Elves don't get along too well. The most common Cold Elves are those born between Northern Humans and Dark Elves.[/SIZE]


[SIZE=10.5pt]All Elven races have a large bias towards the Cold Elves. The Dark Elves have this to the least. They usually can appreciate Cold Elves for their work ethic.[/SIZE]


[SIZE=10.5pt]High Elves despise Cold Elves and they are often not even allowed in the cities.[/SIZE]


[SIZE=10.5pt]White Elves don't hate the Cold Elves as much as other races do, but Cold Elves often heavily dislike White Elves, which in return gets the White Elves to hate them back.[/SIZE]


[SIZE=10.5pt]Cold Elves are usually in independent towns, away from any large nations laws[/SIZE]


ELF-ORC

[SIZE=10.5pt]Elf-Orc hybrids, also known as Forge Elves, are greenish-skinned Elves, who have tamer Elf features, but a more prominent jaw. They are larger in appearance than a normal elf.[/SIZE]


[SIZE=10.5pt]They are one of the rarest hybrids. Surprisingly they are often born to High Elf-Orc couples. This is because out of all the Elves, High Elves are usually the only ones rich enough to be able to employ Surface Orcs for smiths and so usually the only ones to come in contact with Orcs.[/SIZE]


[SIZE=10.5pt]Forge Elves and Elves have a quite indifferent relationship. They have some respect because of their roots, but this is balanced out because of different bias.[/SIZE]


[SIZE=10.5pt]High Elves have some bias towards Forge Elves, as they dislike their untidiness and often consider them ugly.[/SIZE]


[SIZE=10.5pt]White Elves have some bias towards Forge Elves, as they dislike their seriousness.[/SIZE]


[SIZE=10.5pt]Dark Elves have the least bias towards Forge Elves and just consider them to be a strange race.[/SIZE]


[SIZE=10.5pt]Forge Elves usually live either as smiths in the courts of richer Elves, mainly High Elves, or, as they do more commonly, live in independent towns[/SIZE]


NORTHERN HUMAN-NOMADIC HUMAN

[SIZE=10.5pt]Hybrids of both human races, sometimes also known as Plains Humans, are a diverse hybrid in appearance. They can look anything from a Northern Human to a Nomadic Human and are often considered to be a part of either race, instead of being a race on their own. Some Plains Humans don't look too much like either Human race and are as such often considered their own race.[/SIZE]


[SIZE=10.5pt]They are the most common of all the hybrids.[/SIZE]


[SIZE=10.5pt]Plains Humans are treated as they are of the same race by both Human races.[/SIZE]


[SIZE=10.5pt]They can live anywhere the other human races live: Nomadic Human caravans, Northern Clans, etc[/SIZE]



HUMAN-ORC

[SIZE=10.5pt]Human-Orc hybrids, also known as Orckin, pronounced Orc-kin, are a large, usually strong Human-like race. Their jaw is usually mightier than that of normal humans, and their skin is usually either pale green, if one of the parents was a Northern Human, or darker green, if one of the parents was a Nomadic Human.[/SIZE]


[SIZE=10.5pt]They aren't uncommon. They are usually born to Northern Human-Orc couples.[/SIZE]


[SIZE=10.5pt]They are well respected among both races, moreso in Northern Human communities.[/SIZE]


[SIZE=10.5pt]They usually live either in Northern Human communities or independent towns, more rarely in Orcish cities.[/SIZE]









SCHOOLS OF MAGIC

[SIZE=10.5pt]Magical energy is everywhere in the world, spread out in equal amounts over the world, from every grain of sand or dirt, to every bit of air and every jug of water. Magic users use their magical stamina to alter the magical energy, giving different effect depending on the school of magic they are using.[/SIZE]


[SIZE=10.5pt]If a person is a magic user they tend to live much longer, sometimes even forever if they have enough skill in a magical school, with Defense and Restoration schools granting even greater lifespans than other schools. For example an Orc that is a master of the school of Enchanting might live to be around 200 years old or a Northern Human focused on the school of Restoration might very well see his or her 300th birthday.[/SIZE]


[SIZE=10.5pt]The School Of Attack:[/SIZE]


[SIZE=10.5pt]The school of Attack magic focuses on spells that are mostly offensive. Fireballs, frost attacks and anything else of the sort go under the school of Attack. Its one of the easiest schools of magic to learn.[/SIZE]


[SIZE=10.5pt]The School Of Defense:[/SIZE]


[SIZE=10.5pt]The school of Defense focuses on using magic to shield the caster or whoever the caster wants shielded. For example masters can resist attacks and damage that would kill an undefended person or even a person in heavy armor in seconds. A big part of the school of Defense is spells that give resistance against other schools of magic.[/SIZE]


[SIZE=10.5pt]The School Of Amplification:[/SIZE]


[SIZE=10.5pt]The school of Amplification focuses on strengthening a persons natural abilities or even adding some abilities. Some examples of Amplification magic are supernatural strength and speed, the ability to breath underwater and for masters  the ability to fly.[/SIZE]


[SIZE=10.5pt]The School Of Conjuration:[/SIZE]


[SIZE=10.5pt]The school of Conjuration focuses on creating temporary tools and weapons out of magical energy. As users grow in skill their creations become more precise, for example an novice can at his or her best create maces or weapons with dull edges, while masters can create tools and weapons that can't be created without Conjuration.[/SIZE]


[SIZE=10.5pt]The School Of Telekinesis:[/SIZE]


[SIZE=10.5pt]The school of Telekinesis focuses on using magical energy to manipulate the physical world. For example most users can move object without touching them. Masters can cause a lot of destruction, as they can for example rip off the walls of buildings, powerfully fling objects at people and buildings or in very rare cases kill people in grotesque ways, which shall not be described.[/SIZE]


[SIZE=10.5pt]The School Of Illusion:[/SIZE]


[SIZE=10.5pt]The school of Illusion focuses on deceiving the mind through manipulation of magical energy in different ways. Examples of Illusion are manipulating the targets emotions and deceiving them to think a situation is different.[/SIZE]


[SIZE=10.5pt]The School Of Restoration:[/SIZE]


[SIZE=10.5pt]The school of Restoration focuses on healing wounds, reinvigorating or even buffing the target of the spell. While a basic and easy to learn school when used right this school can be used to great effect.[/SIZE]


[SIZE=10.5pt]The School Of Enchanting:[/SIZE]


[SIZE=10.5pt]The school of Enchanting focuses on giving items magical effects. For example an user can make their weapon stronger by making it burn the one who is attacked, or an user can use it to give their armor abilities like making it regenerate magical stamina.[/SIZE]


[SIZE=10.5pt]The School Of Summoning:[/SIZE]


[SIZE=10.5pt]The school of Summoning focuses on creating golems and undead minions to work or fight for you. This can be combined with other schools of magic to provide them with abilities or weapons.[/SIZE]



FACTIONS

ELVEN EMPIRE



Spoiler



[SIZE=10.5pt]The Elven Empire is the biggest and possibly most powerful faction in the Eternal Plains. It consists of 3 provinces, each being about 1/3 in area: the High Elven province, the Dark Elven province and the White Elven province.[/SIZE]


[SIZE=10.5pt]Government[/SIZE]


[SIZE=10.5pt]The Elven Empire overall is ruled by a Emperor or Empress, who was the last Emperors eldest alive child and who is always an High Elf, who is advised by the Council Of 40 Elves, which can be of any Elven race, but most of them are usually High Elves. The current Empress is Celillanne, who is quite young, merely a 90 years, possibly being one of the youngest, if not the youngest Empress the Empire has ever seen. She rose to power because his father, around 200 years old, died prematurely because of a sudden attack by an assassin, just like his father, who was the Emperor before him.[/SIZE]


[SIZE=10.5pt]Military[/SIZE]


[SIZE=10.5pt]The Elven Empire consists of a mixed force with 4 main troops. The first of them is the Dark Elven foot soldier. Their focus is pushing forwads. The main tactic they are told to use is defend their position while archers take care of the attacking force. The second troop in the army is the White Elven archer. Their job is to cover the Dark Elven foot soldier's attack. The unfortunate fact that Dark Elves and White Elves don't get along well is a problem in this. Luckily the Empire has an extra force that gets along well: The third and fourth troops are in many ways similar. They are the High Elven priests and so called guardians. The High Elven priest's, who don't actually have to be priests, main job is to keep the army alive and their secondary job is to weaken the enemies with illusion magic. The High Elven guardians job is to protect the archers and the priests. While they are low in number compared to the foot soldiers, guardians are often equipped with horses and trained in some offensive-oriented magic schools.[/SIZE]



ELVEN EMPIRE PROVINCES


-----------------------------------------


HIGH ELVEN PROVINCE

[SIZE=10.5pt]The High Elven Province or the Golden Province is the only province in the Elven Empire not ruled by a governor. The provinces most important things are ruled by the Emperor or Empress, while the more day-to-day business is done by the Emperor's or Empress's domestic advisor and potentially the Council Of 40 Elves, depending on events on a larger scale. Needless to say most of the population is High Elven.[/SIZE]


[SIZE=10.5pt]Location[/SIZE]


[SIZE=10.5pt]The Golden Province is located around the Golden river and the point where the Golden river splits into the White river and the Gray river.[/SIZE]


[SIZE=10.5pt]Settlements[/SIZE]


[SIZE=10.5pt]All cities in the Golden Province are grand in construction. Even the simplest buildings are built to create awe in other races. Smaller settlements have smaller buildings, but in compensation they are built to be beautiful, with carefully made sculptures and carvings built into the buildings.[/SIZE]


[SIZE=10.5pt]Industry[/SIZE]


[SIZE=10.5pt]While the Golden province doesn't produce a lot, but its the main producer of some high quality products, such as paper made of Goldweed, which only grows on the coast of the Golden River, or High Elven silk, which  are made by High Elves that process the cocoons of the Winged Dragon butterfly.[/SIZE]


[SIZE=10.5pt]Notable Locations[/SIZE]


[SIZE=10.5pt]The Golden Province's capital, Hathen, is home to the biggest mage college in the Eternal Plains. The capital is also the place the Emperor's palace, the Golden Palace.[/SIZE]


[SIZE=10.5pt]Wilderness[/SIZE]


[SIZE=10.5pt]The Golden Province doesn't have a lot of forests, as the High Elves have cut many down to either make room for their cities, roads and other structures. The flora and fauna in the Golden Province is impressive, however. Deer and rabbits are common in whatever rural areas one might find and Elven-made parks, gardens and other areas of nature are host to a amazing spectrum of plants.[/SIZE]





DARK ELVEN PROVINCE

[SIZE=10.5pt]The Dark Elven Province also known as the Old Province is, much like the White Elven Province, ruled by a governor, who is only inferior to the Council Of 40 Elves and the Emperor or Empress. The governor of the Old Province is usually a Dark Elf. The current governor is Ahk Puremind. Needless to say most of the population in the Old Province is Dark Elves.[/SIZE]


[SIZE=10.5pt]Location[/SIZE]


[SIZE=10.5pt]The Old Province is located around the Gray river, touching the Golden Province in the north-east and the Wild Province in the north, and ends well before reaching the sparse forest in the west and the Endless Forest in the south.[/SIZE]


[SIZE=10.5pt]Settlements[/SIZE]


[SIZE=10.5pt]The Old Province mainly consists of large, densely populated metropolitan areas, surrounded by dangerous rural areas. Between the towns and the wilderness lie few small villages, mostly full of farms and/or supply that feed the cities they're around.[/SIZE]


[SIZE=10.5pt]Industry[/SIZE]


[SIZE=10.5pt]The Old Province is home to a lot of dedicated and professional smiths, alchemists and other craftsmen. The strange animals in the area give skins and products often used in the creation of special armor, alchemy potions or equipment with especially strong enchantments.[/SIZE]


[SIZE=10.5pt]Notable Locations[/SIZE]


[SIZE=10.5pt]The Old Province is host to a lot of large and somewhat impressing cities, for example the capital, Pruk-Sloun, or the second largest city, Dlak. Old shrines of nature, grand structures seamlessly built into the wilderness and forests, can be found in some of rural areas, showing off what Dark Elves can do if they work together and put their mind to it.[/SIZE]


[SIZE=10.5pt]Wilderness[/SIZE]


[SIZE=10.5pt]As in the past certain laws didn't exist in the Elven Empire, magical pollution has permanently changed the face of the rural landscape, fauna and flora of the Old Province. Most creatures have something magical about them, be it their products, meat or skin has magical properties or that they are able to use magic to some extent.[/SIZE]





WHITE ELVEN PROVINCE

Spoiler

[SIZE=10.5pt]The White Elven Province, also known as the Wild Province is, much like the Dark Elven Province, ruled by a governor, who is only inferior to the Council Of 40 Elves and the current Emperor or Empress. The governor of the Wild Province is usually a White Elf. The current governor is Dele Raiili, who is known throughout the 3 provinces as a good friend of the Emperor. Needless to say most of the population in the Wild Province is White Elves.[/SIZE]


[SIZE=10.5pt]Location[/SIZE]


[SIZE=10.5pt]The Wild Province is around the Pearl river, touching the Golden Province in the south-east and east and the Old Province in the south, and ending well before encountering the sparse forests in the west and the north.[/SIZE]


[SIZE=10.5pt]Settlements[/SIZE]


[SIZE=10.5pt]The Wild Province doesn't have any huge cities and most of its settlements are small, sparse villages. There are some bigger towns, which are still quite sparse and have a big amount of plants growing on and around the houses. Small farms can be found all around the towns, some even inside the towns.[/SIZE]


[SIZE=10.5pt]Industry[/SIZE]


[SIZE=10.5pt]The Wild Province exports a large amount of products that can't be grown in farms, such as certain plants and the meat of wild animals. They also occasionally harvest the pearls of the Peal Clams that live in the Pearl river. Due to the amount of farms they have, they sometimes export farmed products as well, if they make a stockpile.[/SIZE]


[SIZE=10.5pt]Notable Locations[/SIZE]


[SIZE=10.5pt]The capitol of the White Elven Province, Clear Wind, is the only place that could be called a "city", even though it wouldn't remind anyone of one. Its still sparse for a town, only the downtown has buildings actually right next to eachother.[/SIZE]


[SIZE=10.5pt]Wilderness[/SIZE]


[SIZE=10.5pt]The Wild Province got its name from its blooming wilderness. Forests are everywhere, there are lots of wild animals and the plants are healthy.[/SIZE]





------------------------------------


NORTHERN CLANS

Spoiler

[SIZE=10.5pt]Found around the tundras and frozen lands of the north, the Northern Clans are communities of mostly Northern Humans. Each clan usually occupies one fort and the village inside or around it, though stronger clans might have power over multiple forts. They have no one leader, as each clan has its own elders that rule over it.[/SIZE]


[SIZE=10.5pt]Government[/SIZE]


[SIZE=10.5pt]Each clan is ruled by a council, that consists of the worthy adults in the clan. Worthy adults are those that know how to fight and aren't weak. Each clan usually has a Clanfather and often a Clanmother. The Clanfather is the most respected male in the clan, usually the oldest and so the wisest. A Clanmother is a Clanfather's wife. Between the clans exits a union written in tradition. While clans have wars between eachother, they are usually shows of strength made to solve disputes. In these wars members of both or all of the clans, if there are more than 2 clans in the war, fight between eachother. These fights are not do the death, killing by purpose in these clan wars is seen as taboo. Accidental killing rarely happens in these wars.[/SIZE]


[SIZE=10.5pt]Military[/SIZE]


[SIZE=10.5pt]Each clan has its own small army, which are combined when an war with an outside faction occurs. Their main force is "barbarians", warriors with light armor and heavy weaponry. These barbarians are backed up by a small group of archers and kept alive by a few healers.[/SIZE]


[SIZE=10.5pt]Settlements[/SIZE]


[SIZE=10.5pt]There are 3 types of settlements used by the Northern Clans. The first type is a fort in the middle of a village, being a fall back route from it. The second is a village inside a fort. The third is fort inside a village that is surrounded by a wall. The last type of settlement can only be afforded by richer clans.[/SIZE]


[SIZE=10.5pt]Industry[/SIZE]


[SIZE=10.5pt]The different industries depend on the location of the clan. Usually each clan or settlement has one industry they focus on, next to basic food gathering. Clans in or near the mountains usually mine ore, while clans in the south tend to focus more on farming. Other clans have various other industries, like hunting, metalworking and more.[/SIZE]


[SIZE=10.5pt]Notable Locations[/SIZE]


[SIZE=10.5pt]The largest 4 clans are Karkvork, Pullekant, Sherker and Rhosthorne. While each of them only occupy one settlement, each of the settlements is quite large, comparable to a city you'd find in the Elven Empire. Karkvork is the largest clan, in the southern edge of a mountain. They farm and mine, importing most of their ore to other clans, but a small amount they keep to make their own tools and weaponry. Pullekant is a large farming clan in the south the food they grow feeds many of the clans in the far north. Sherker is a clan full of experienced smiths. They import a lot of ore from other clans and make it into ingots, tools, armor and weapons, some of which they export. Rhosthorne is a large mining town near the mountains in the far north. Because of their location they export a lot of different ores.[/SIZE]


[SIZE=10.5pt]Wilderness[/SIZE]


[SIZE=10.5pt]Many different creatures live in the same areas as the Northern Clans, while plantlife is less common because of the cold temperatures in the tundra. Most animals living in the area sleep through the long winter, while some stay awake and use different tactics to stay alive.[/SIZE]







STONECUTTER'S UNION

[SIZE=10.5pt]Also known as the Orcish Union, the Stonecutter's Union is a agreement under which the Orcs living in the underground cities work together. The origins of the Union are written in the religion of the Orcs: As Orcs are the sons and daughters of the Earth Mother they must not fight, as a torn household is destined to doom, but a family that works together can achieve great things.[/SIZE]


[SIZE=10.5pt]Government[/SIZE]


[SIZE=10.5pt]Each of the Orcish cities is mostly sovereign. Each city is ruled by a Chief, elected by honor, respect and strength. Issues that affect multiple or all of the cities, or issues that affect the Union as a whole are discussed in a large meeting. The Chiefs represent the town in these meetings.[/SIZE]


[SIZE=10.5pt]Military[/SIZE]


[SIZE=10.5pt]Orcs despise covert ops and are barely educated in war tactics. Their armies are straightforward units, mostly of heavy armor and heavy weapons wielding footmen. Often these units are supported by heavy armor archers and the battlefield is scanned by a few scouts.[/SIZE]


[SIZE=10.5pt]Settlements[/SIZE]


[SIZE=10.5pt]Stonecutter's Union settlements are almost always large underground cities, that go deep into the earth. There are usually one or a few surface entrances to these cities. Each entrance is a heavily guarded tower.[/SIZE]


[SIZE=10.5pt]Industry[/SIZE]


[SIZE=10.5pt]Stonecutter's Union cities create large amounts of metal tools, weapons armor. High quality enchanted weapons are also created there.[/SIZE]


[SIZE=10.5pt]Notable Locations[/SIZE]


[SIZE=10.5pt]Some of the largest Orcish cities are Dharok-Wark, Pharhohr-Ghorhot-Tdshoh, Strok-Hahk, and Tosdoh-Krup-Hawrka.[/SIZE]


[SIZE=10.5pt]Wilderness[/SIZE]


[SIZE=10.5pt]Because of their subterranean location the Orcish Union it doesn't have a lot of wilderness. However there are a few animals, like moles, dire moles and earthdiggers, that inhabit the ground around the cities.[/SIZE]



MINOR FACTIONS


----------------------------


FOX BROTHERS

[SIZE=10.5pt]A secretive union of rangers unaligned to any other faction. They are very few in number, but each one of them is a powerful force to be reckoned with. They are said to have the strange power of communication with foxes and also are said to protect foxes. Its also said they know the Eternal Plains better than anyone else.[/SIZE]



FOREST PRIESTS

[SIZE=10.5pt]Worshipers of the forests, Forest Priests are dark elves living in and around the Old Province. They and their ancestors have built the great nature shrines found in the deepest wildernesses of the Old Province. The Elven Empire shuns them and imprisons any members they find, as they believe they worship a false religion, one that does not support Elves as the first and best race.[/SIZE]



INDEPENDENT SETTLEMENTS

[SIZE=10.5pt]Almost anywhere where there isn't a nation there is one or two independent settlements. Usually these are villages or small towns. Who live in these places depends on many things, namely location.[/SIZE]





HIDDEN COMMUNITY

[SIZE=10.5pt]Unlike the name says, Hidden Community is a well-known union of Ratmen around the Plains. As they are disliked in many places they have to stick together to survive and thrive. Most Ratmen are a part of this union.[/SIZE]











RELIGIONS

PANTHEON OF FOUR



Spoiler



[SIZE=10.5pt]The most widespread religion in the Eternal Plains, followed mostly by the Elves and Humans. While there are multiple sub religions, the base belief is that there are 4 gods that acted and still act as one to create the world. Now they quietly look after its people, blessing those they favor.[/SIZE]


[SIZE=10.5pt]The Stories Of Creation is an ancient text containing stories from ancient peoples, mainly ancient High Elves, that were believed to know the Pantheon Of Four closer and as such have heard or felt the stories of how they created the world. In Stories Of Creation it is written that High Elves were the first race to be created by the Pantheon Of Four and because of that most followers of the religion agree that High Elves were the first race to exist.[/SIZE]


[SIZE=10.5pt]There are multiple sub-religions of the Pantheon Of Four.[/SIZE]



PANTHEON OF FOUR SUBRELIGIONS


----------------------------------------------------


ELVEN PANTHEON OF FOUR

[SIZE=10.5pt]The Elven Pantheon Of Four preaches that by creating the Elves, namely High Elves, first, the Pantheon Of Four wants them to rule over the Eternal Plains. This sub-religion allows worship of High Elves as the highest step before the Four themselves. Priests and inquisitors of this religion don't allow giving or calling the Four by any names. The person of highest power in this sub-religion is the current Emperor or Empress of the Elven Empire. [/SIZE]


[SIZE=10.5pt]This is the only allowed religion in the Elven Empire and most Elves believe in this subreligion[/SIZE]



HUMAN PANTHEON OF FOUR

[SIZE=10.5pt]The Human Pantheon Of Four believes that High Elves aren't supposed to be the whole ruler of the world and are just another of the multiple children of the Four. They also add that Humans were created by the Four to be a flexible race, that would adapt to survive whatever thrown at them. They have no problem with naming the Four and they don't have any centers or people of highest power in this sub-religion. This religion is followed by most Humans, both Northern and Nomadic.[/SIZE]



NORTHERN PANTHEON OF FOUR

[SIZE=10.5pt]The Northern Pantheon Of Four is a more radical version of the Human Pantheon Of Four. It believes that High Elves weren't the first race to be created. They think that because the High Elves wrote most of the Stories Of Creation they could say things like that in it. They also have names for each of the Four, which are: [/SIZE]


[SIZE=10.5pt]Tjorborn, god of war, honor, strength and the physical crafts, such as smithing. From his likeness came the Humans and Orcs. [/SIZE]


[SIZE=10.5pt]Aellenne, god of magic, logic, knowledge. From her likeness came the Elves. [/SIZE]


[SIZE=10.5pt]Harlar, god of the night, stealth and crime. From his likeness came the beasts, Ratmen and Lizardmen.[/SIZE]


[SIZE=10.5pt]Adreas, god and spirit of song, leisure, parties, civilization and companionship. It or he has no form, but he created civilization.[/SIZE]


[SIZE=10.5pt]This religion is mostly followed by the Northern Humans who live furthest to the north, but also by some others southwards. Just like the Human Pantheon Of Four, this has no religious center or person of highest power[/SIZE]

-----------------------------------------


EARTH MOTHER

[SIZE=10.5pt]Earth Mother is an ancient god-like entity who according to most Orcs created the world. The story goes as follows:[/SIZE]


[SIZE=10.5pt]In the beginning there was only the Earth. The Earth gave birth to the Earth mother, who dug herself out of the rocky safety of the ground. She sculpted all of the plants and animals on the Earth, before going back to where she came from. There she gave birth to her sons and daughters the Orcs, before hiding herself deep deep in the ground to rest.[/SIZE]


[SIZE=10.5pt]And apparently all of the other races came from the Orcs. Those Orcs that left the safety of Earth became Humans. The beasts on the ground who learned from Orcs became Lizardmen and Ratmen and the birds who could not fly became the Elves.[/SIZE]



[SIZE=10.5pt]Those who believe in the story of Earth Mother believe that Orcs need to work together as a family, as they are all children of the Earth Mother.[/SIZE]









CHARACTER CREATION

[SIZE=10.5pt]In the beginning you can have 1 character, to help you learn the lore. If you want to have characters that work in a pair then either ask me in the OOC or in PMs, or ask someone else to play the second half.[/SIZE]


[SIZE=10.5pt]Please read through the Character Sheet Explanation before filling it in.[/SIZE]


CHARACTER SHEET EXPLANATION



Spoiler




Spoiler

[SIZE=10.5pt]Name: If you need help with your characters name, ask me in the OOC or PM me.[/SIZE]


[SIZE=10.5pt]Sex: Male or Female.[/SIZE]


[SIZE=10.5pt]Age: Check race information or ask me for age related help.[/SIZE]


[SIZE=10.5pt]Race: Nomadic Human, Northern Human, Orc, High Elf, Dark Elf, White Elf, Lizardman or Ratman.[/SIZE]


[SIZE=10.5pt]Appearance: Both image and description are okay. If the image used is large please put it in a spoiler.[/SIZE]


[SIZE=10.5pt]Aptitude: One thing your character is good at. There are 4 choices: Strenght, Agility, Intelligence and Charisma. You can pick two, but then both are halved, meaning your character is worse in both than if you'd pick one or the other. You cannot pick more than two.[/SIZE]


[SIZE=10.5pt]Skills: Please list skill and level of which your character knows the skill (e.g. Expert Swordsmanship). The skills are in 2 categories: Magic and Non-Magic and Passive. [/SIZE]


[SIZE=10.5pt]Magic skills are: Attack, Defense, Amplification, Conjuration, Telekinesis, Illusion, Restoration, Enchanting and Summoning[/SIZE]


[SIZE=10.5pt]Non-Magic skills are: Unarmed, Swordsmanship, Blunt Weapons, Axes, Spears And Polearms, Marksmanship, Block, Heavy Armor, Medium Armor, Light Armor, Sneak, Lockpick.[/SIZE]


[SIZE=10.5pt]Passive: Smithing, Alchemy, Survival (Might add more, tell me if you have any ideas).[/SIZE]


[SIZE=10.5pt]The skill levels are in order: Novice, Apprentice, Adept, Expert, Master.[/SIZE]


Please try to use skills fair and balanced, for example, balance amount and 


[SIZE=10.5pt]Armor: Self-explanatory. If you need help with armor types or material, ask me.[/SIZE]


[SIZE=10.5pt]Weapons: Self-explanatory. If you need help with weapon types or material, ask me.[/SIZE]


[SIZE=10.5pt]Other Items: Anything that isn't already written under Armor or Weapons.[/SIZE]


[SIZE=10.5pt]Faction Alignment: Your character doesn't have to be aligned to a faction. Optionally you can also write what your character thinks about certain factions.[/SIZE]


[SIZE=10.5pt]Personality: This is optional.[/SIZE]


Religion: What religion your character follows.


[SIZE=10.5pt]Backstory: If you need help with this, ask me in the OOC or PM me. I suggest having a reason why your character is traveling.[/SIZE]







CHARACTER SHEET

[SIZE=10.5pt]Name:[/SIZE]


[SIZE=10.5pt]Sex:[/SIZE]


[SIZE=10.5pt]Age:[/SIZE]


[SIZE=10.5pt]Race:[/SIZE]


[SIZE=10.5pt]Appearance:[/SIZE]


[SIZE=10.5pt]Aptitude:[/SIZE]


[SIZE=10.5pt]Skills:[/SIZE]


[SIZE=10.5pt]Armor:[/SIZE]


[SIZE=10.5pt]Weapons:[/SIZE]


[SIZE=10.5pt]Other Items:[/SIZE]


[SIZE=10.5pt]Faction Alignment:[/SIZE]


[SIZE=10.5pt]Personality:[/SIZE]


Religion:


[SIZE=10.5pt]Backstory:[/SIZE]






[SIZE=10.5pt]Please do not post anything other than Character Sheets in this thread. If OOC is yet to be posted, it will be posted shortly. If you notice any spelling or grammatical mistakes in this thread please alert me in a PM or in the OOC thread.[/SIZE]
 
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[SIZE=10.5pt]Name: Caelumn Pertonne past-Rabbithand[/SIZE]


[SIZE=10.5pt]Sex: Male[/SIZE]


[SIZE=10.5pt]Age: 26[/SIZE]


[SIZE=10.5pt]Race: Nomadic Human[/SIZE]


[SIZE=10.5pt]Appearance: Caelumn has longish dark brown hair in a pigtail, tan skin, hazel eyes, rough beard. He has an nice oval face.[/SIZE]


[SIZE=10.5pt]Aptitude: Agility-Strenght[/SIZE]


[SIZE=10.5pt]Skills: Expert Swordsmanship, Adept Medium Armor, Adept Restoration, Novice Telekinesis, Novice Light Armor.[/SIZE]


[SIZE=10.5pt]Armor: Leather-chainmail (Iron) tunic, leather pants.[/SIZE]


[SIZE=10.5pt]Weapons: 2 Steel Nomadic-make swords.[/SIZE]


[SIZE=10.5pt]Other Items: Food rations, waterskin, 117 Elven Empire coins, a few valuables (jewlery, rare ores etc).[/SIZE]


[SIZE=10.5pt]Faction Alignment: Used to be a part of the Rabbithand caravan.[/SIZE]


[SIZE=10.5pt]Personality: Cheerful, adventurous, "takes what he is given and tries to make the best our of it"-type.[/SIZE]


[SIZE=10.5pt]Religion: Human Pantheon Of Four.[/SIZE]


[SIZE=10.5pt]Backstory: Before Caelumn's birth, before the birth of his parents and grandparents, the Rabbithand caravan was founded. By the time Cealumn was born noone remembered who the first members of the caravan were. It just always felt like it had existed. People often joined the caravan - the caravan heads almost never turned down someone who wanted to join. It was just a part of the caravans identity. And because of that, it always seemed to be filled with misfits of different towns and factions. For example when Caelumn was young it had a Forge Elf and a High Elf couple, who had to flee their home because the High Elves parents disapproved of the relationship or a few years later a interesting band of 3 friends, a Dark Elf, a Northern Human and a White Elf, joined the caravan. They were quite an peculiar sight to strangers, but Caelumn liked them, they were nice and funny.[/SIZE]


But there was another side to all of the people in the caravan - very few stayed in it for life. With a lot of people constantly joining it there was also a lot of people leaving. And so at one point in his life he decided his time with the caravan was over. After saying his goodbyes he started traveling the world, a task that hes still doing today.
 
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Name: Lycus Fire-Hand of the Rhosthorne clan


Sex: Male


Age: 28


Race: Northern Human-Orc


Appearance:


 20170205_203521.jpg


Aptitude: Charisma


Skills: Apprentice Axemanship, Novice Light Armor, Expert Smithing, Adept Survival


Armor: Fur Tunic, Leather Pants


Weapons: Double Wielded steel axes


Other Items: 120 Roosthorne Clan Coims, Ruby necklace, Torn and damaged journal


Faction Alignment: Rhosthorne clan


Personality: Hard-headed, Cynical, Loyal.


Religion: Earth Mother (The only thing that connects him to his father and that side of his leniage.)


Backstory: Lycus' father was a rogue orc who couldn't seem to find the want to stay when he was born. His mother, the widow of a Rhosthorne miner, raI sed him herself. He wasn't completely without a father figure though, the half-orc boy was an apprentice to Yorlan Long-Blade, a blacksmith in Rhosthorne. Yorlan taught the young Orckin everything he knew and treated him practically as his own son. Lycus took over Yorlan's forge when he died and has been working it for a while now. It wasn't until Yorlan's silver sapphire embedded was stolen from him by a thief in the night that he bid his mother goodbye and set out to catch the theif himself. 
 
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Name: Lycus Fire-Hand of the Rhosthorne clan


Sex: Male


Age: 28


Race: Northern Human-Orc


Appearance: (Drawing to come.) 


Aptitude: Charisma


Skills: Apprentice Axemanship, Novice Light Armor, Expert Smithing, Adept Survival


Armor: Fur Tunic, Leather Pants


Weapons: Double Wielded steel axes


Other Items: 120 Elven Empire Coins, Ruby necklace, Torn and damaged journal


Faction Alignment: Rhosthorne clan


Personality: Hard-headed, Cynical, Loyal.


Backstory: Lycus' father was a rogue orc who couldn't seem to find the want to stay when he was born. His mother, the widow of a Rhosthorne miner, raI sed him herself. He wasn't completely without a father figure though, the half-orc boy was an apprentice to Yorlan Long-Blade, a blacksmith in Rhosthorne. Yorlan taught the young Orckin everything he knew and treated him practically as his own son. Lycus took over Yorlan's forge when he died and has been working it for a while now. It wasn't until Yorlan's silver sapphire embedded was stolen from him by a thief in the night that he bid his mother goodbye and set out to catch the theif himself. 

Couple of things I'd like to say -


First off, this is kinda on me, but it would make more sense for your character to have Rhosthorne Clan coins. I really should've written it in the thread, but each faction has their own currency, all of which have value. Clans usually have their own coins and clan coins can be used in any of the other clans 99% of the time. So yeah, my mistake :-D.


Secondly I wanted to say that I forgot to add "Religion" to the CS before. I just added it, just edit in his religion like its in the updated CS (or check my character's sheet).


Okay now I gotta say you managed to balance skills very fairly, I'm kinda disappointed I don't get to correct you on that XD
 
.
04uo71DJHTFj.jpg



Name: Nylvaras.


Nickname*edit*: Nyl.


[SIZE=10.5pt]Sex: Male.[/SIZE]


[SIZE=10.5pt]Age:: 200.[/SIZE]


[SIZE=10.5pt]Race: High Elf and Dark Elf.[/SIZE]


[SIZE=10.5pt]Appearance: Image.[/SIZE]


[SIZE=10.5pt]Aptitude: Strength and Intelligence. [/SIZE]


[SIZE=10.5pt]Skills[/SIZE]


[SIZE=10.5pt]Magic skills are: Attack & Telekinesis.[/SIZE]


[SIZE=10.5pt]Non-Magic skills are: Swordsmanship & Medium Armor.[/SIZE]


[SIZE=10.5pt]Passive: Smithing.[/SIZE]


[SIZE=10.5pt]The skill levels are in order: [/SIZE][SIZE=10.5pt]Adept  Swordsmanship and Adept Telekinesis.[/SIZE]


[SIZE=10.5pt]Armor: Nylvaras usually wears silver armour when he is not wearing his Changshan. [/SIZE]


[SIZE=10.5pt]Weapons: Two lances.[/SIZE]


[SIZE=10.5pt]Other Items: Hidden knives.[/SIZE]


[SIZE=10.5pt]Faction Alignment: Neutral.[/SIZE]


[SIZE=10.5pt]Personality: Introvert | Intelligent | Ambidextrous | Pragmatic | [/SIZE]


[SIZE=10.5pt]Backstory: Nylvarus was originally born in the region of Old province, at the age of fifteen, he was taught how to Smith. At the age of eighteen, he decided to take contracts. Several years later, he was known throughout the Empire as the "Assassin".  He was known to commit many crimes, but was never caught. Mostly because no one had proof that he had assassinated them. One day, a stranger had asked him to assassinate the Emperor. And he took it. Mostly because it was high pay.[/SIZE]


[SIZE=10.5pt]Several years later, he decided to go undercover by moving to a school. He was taught many things at the school of telekinesis. But did not get the hang of controlling his telekinesis. Whenever he looks at something. It moves.[/SIZE]


[SIZE=10.5pt]He still practices today at the School of Magic. And steals people's money from time to time.[/SIZE]
 
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.
04uo71DJHTFj.jpg



Name: Nylvaras.


Nickname*edit*: Nyl.


[SIZE=10.5pt]Sex: Male.[/SIZE]


[SIZE=10.5pt]Age:: 200.[/SIZE]


[SIZE=10.5pt]Race: High Elf and Dark Elf.[/SIZE]


[SIZE=10.5pt]Appearance: Image.[/SIZE]


[SIZE=10.5pt]Aptitude: Strength and Intelligence. [/SIZE]


[SIZE=10.5pt]Skills[/SIZE]


[SIZE=10.5pt]Magic skills are: Attack & Telekinesis.[/SIZE]


[SIZE=10.5pt]Non-Magic skills are: Swordsmanship & Medium Armor.[/SIZE]


[SIZE=10.5pt]Passive: Smithing.[/SIZE]


[SIZE=10.5pt]The skill levels are in order: [/SIZE][SIZE=10.5pt]Adept  Swordsmanship and Adept Telekinesis.[/SIZE]


[SIZE=10.5pt]Armor: Nylvaras usually wears silver armour when he is not wearing his Changshan. [/SIZE]


[SIZE=10.5pt]Weapons: Two lances.[/SIZE]


[SIZE=10.5pt]Other Items: Hidden knives.[/SIZE]


[SIZE=10.5pt]Faction Alignment: Neutral.[/SIZE]


[SIZE=10.5pt]Personality: Introvert | Intelligent | Ambidextrous | Pragmatic | [/SIZE]


[SIZE=10.5pt]Backstory: Nylvarus was originally born in the region of Old province, at the age of fifteen, he was taught how to Smith. At the age of eighteen, he decided to take contracts. Several years later, he was known throughout the Empire as the "Assassin".  He was known to commit many crimes, but was never caught. Mostly because no one had proof that he had assassinated them. One day, a stranger had asked him to assassinate the Emperor. And he took it. Mostly because it was high pay.[/SIZE]


[SIZE=10.5pt]Several years later, he decided to go undercover by moving to a school. He was taught many things at the school of telekinesis. But did not get the hang of controlling his telekinesis. Whenever he looks at something. It moves.[/SIZE]


[SIZE=10.5pt]He still practices today at the School of Magic. And steals people's money from time to time.[/SIZE]

Some problems with this character,


You don't have the skill levels for most skills. All skills need skill level.


"Changshan"s don't really exist in this universe, so I'll just say he has a robe.


Backstory makes your character seem OP. He can be a skilled assassin, but not good enough that anyone would hire him to kill the Emperor (Empress rn and he couldn't do it anyway). Also his Telekinesis seems too OP.


There isn't a single School of Magic. I've think you've misunderstood the meaning of the Schools Of Magic. They aren't actual schools, but rather different types of magic. For example the different magic skills in Elder Scrolls are all different schools of magic.


There is one school that teaches magic (The Empress's School Of Magic), most magic is learned from people who know how to practice it.


Also


Swordsmanship doesn't apply for lances.


Silver armor doesn't really protect the wearer much, especially for its weight. You can have it, but don't expect it to be strong.
 
[SIZE=10.5pt]-Name: Hantrick Eavillis past-Heartvale[/SIZE]


[SIZE=10.5pt]-Sex: Male[/SIZE]


[SIZE=10.5pt]-Age: 27[/SIZE]


[SIZE=10.5pt]-Race: Nomadic Human[/SIZE]


[SIZE=10.5pt]-Appearance: I attached a file, it's at the bottom of the post.[/SIZE]


[SIZE=10.5pt]-Aptitude: Intelligence[/SIZE]


[SIZE=10.5pt]-Magic Skills: Conjuration (expert), Attack (apprentice), and Defense (novice).[/SIZE]


[SIZE=10.5pt]-Physical Skills: Swordsman (adept), Archery (apprentice), and Medium armor (novice)[/SIZE]


[SIZE=10.5pt]-Passive: Survival (apprentice)[/SIZE]


[SIZE=10.5pt]-Armor: Dire bear hide armor and a cloak[/SIZE]


[SIZE=10.5pt]-Weapons: Hantrick conjures his weapons.[/SIZE]


[SIZE=10.5pt]-Other Items: Health potions, venison chops, a water canteen, and an enchanted necklace from his late mother that increased his magic capacity.[/SIZE]


[SIZE=10.5pt]-Faction Alignment: None[/SIZE]


[SIZE=10.5pt]-Personality: Hantrick is an introverted soul with a soft spot for nature, weapons, magic, and the fine arts. He loves to sing, practice his magic, and train his combative abilities. As a spellsword, Hantrick respects all forms of combat, and doesn't view any specific form of combat above or below the other. The caravan from which Hantrick was raised in, Heartvale, took in anyone who was willing to live by their rules. Race and religion didn't matter to the caravan, so it didn[/SIZE]'t matter to him.


On the other hand, Hantricks introversion leads him to come off as blunt, cold, and detached. He's the kind of introvert that goes through everything in his head, not consulting others about his ideas or actions. So, even though he thinks everything through down to the nearest quarter-step, Hantricks actions come across as brash and careless. Hantrick may also be independent, but this caused him to not work well with teams. Therefore, he usually relies on his own strength, and puts his own interests first, as he never really had to care about others.


In conclusion, Hantrick is an introvert who goes through everything in his head. And while he IS accepting of other people and their beliefs, he isn't used to incorporating the lives and interests of others into his own.


-Religion: Religion wasn't something he really focused on, but he is aware that there are greater and higher powers than the physical or magical one in this world.


[SIZE=10.5pt]-Backstory: Hantrick was born into the caravan known as Heartvale. His mother was the chief wizard, and his father was the head hunter, and was one of the Vale-Guard (men who would take up arms to protect the caravan from bandits, monsters, and such). Hantrick's parents had noticed the boy's interest in magic when he was caught reading one of his mother's books on conjuration, so they decided to put this to good use. Hantrick's mother first taught him conjuration, so he could double it with the pre-existing sword practice from his father. By the age of sixteen, after non-stop training, Hantrick could summon swords and daggers that could compete with the finest steel. To celebrate this achievement, Hantrick's father had convinced the head of the caravan to allow the teenager a position in the Vale-Guard. With the continued swordsman training from his father, Hantrick became one of the most renowned Vale-guard members. But one day, when Hantrick was 18, Heartvale had been raided by a bandit group. Hantrick had noticed the skill that these other nomads possessed. While the caravan was ultimately saved, Hantrick's father was killed in action. [/SIZE][SIZE=10.5pt]A funeral was held in the honor of Heartvale's most respected guards. [/SIZE]


[SIZE=10.5pt]The head hunter, who knew Hantrick and his father, had decided teach the young man archery as a form of condolence. Hantrick quickly excelled at archery due to the excessive amount of practice put in to ignore the pain of losing his father. His mother had the same idea when she became a Vale-Guard and taught her son Attack and Defense magic. The widow's prowess at magic assisted her quick earning of respect in the caravan. At the age of 25, Hantrick had made exceptional progress as a both a mage, and an archer. Hantrick decided to leave the Vale-Guard and dedicate his time to being a hunter as a thank you to his archery mentor. It was in the forest where Hantrick learned the secrets of survival. His mentor taught him how to start fires, track/hunt/clean animals, set up tents, and all the tricks he needed to know for surviving in the woods. Thanks to Hantrick's prowess as a hunter, things seemed to be picking up for the Heartvale caravan. [/SIZE]


[SIZE=10.5pt]One day, at age 26, Hantrick was sent on a hunt for a stag that was big enough to feed him and his mom for a year. However, when he got back, the village was left in smoldering ruins. He sprinted to his current tent to check on his mother, but she didn't survive. All that was left was her necklace. In her memory, Hantrick donned her necklace, but upon equipping the jewelry, he felt a rush of magic flow through him. He considered it as her final blessing to him. Hantrick gathered and sold what he could from the caravan, and traveled the land as a lone nomad. During his travels, he adopted a fondness of the fine arts, and picked up singing as a hobby. Now, he wanders the land, making his living as a huntsman and a bounty hunter (because the heads of bad guys are high in supply AND demand). However, he's yet to find whoever destroyed Heartvale. When he does, however, he will destroy them...no matter the cost.[/SIZE]


Sammy Cervantes.jpg
 
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[SIZE=10.5pt]-Name: Hantrick Eavillis past-Heartvale[/SIZE]


[SIZE=10.5pt]-Sex: Male[/SIZE]


[SIZE=10.5pt]-Age: 27[/SIZE]


[SIZE=10.5pt]-Race: Nomadic Human[/SIZE]


[SIZE=10.5pt]-Appearance: I attached a file, it's at the bottom of the post.[/SIZE]


[SIZE=10.5pt]-Aptitude: Intelligence[/SIZE]


[SIZE=10.5pt]-Magic Skills: Conjuration (master), Attack (expert), and Defense (adept).[/SIZE]


[SIZE=10.5pt]-Physical Skills: Swordsman (master), Archery (expert), and Medium armor (adept)[/SIZE]


[SIZE=10.5pt]-Passive: Survival (master)[/SIZE]


[SIZE=10.5pt]-Armor: Dire bear hide armor and a cloak[/SIZE]


[SIZE=10.5pt]-Weapons: Hantrick conjures his weapons.[/SIZE]


[SIZE=10.5pt]-Unique abilities: Can infuse elemental magic into his bound weapons to make them stronger.[/SIZE]


[SIZE=10.5pt]-Other Items: Health potions, venison chops, a water canteen, and an enchanted necklace from his late mother that increased his magic capacity.[/SIZE]


[SIZE=10.5pt]-Faction Alignment: None[/SIZE]


[SIZE=10.5pt]-Personality: Hantrick is an introverted soul with a soft spot for nature, weapons, magic, and the fine arts. He loves to sing, practice his magic, and train his combative abilities. As a spellsword, Hantrick respects all forms of combat, and doesn't view any specific form of combat above or below the other. The caravan from which Hantrick was raised in, Heartvale, took in anyone who was willing to live by their rules. Race and religion didn't matter to the caravan, so it didn[/SIZE]'t matter to him.


On the other hand, Hantricks introversion leads him to come off as blunt, cold, and detached. He's the kind of introvert that goes through everything in his head, not consulting others about his ideas or actions. So, even though he thinks everything through down to the nearest quarter-step, Hantricks actions come across as brash and careless. Hantrick may also be independent, but this caused him to not work well with teams. Therefore, he usually relies on his own strength, and puts his own interests first, as he never really had to care about others.


In conclusion, Hantrick is an introvert who goes through everything in his head. And while he IS accepting of other people and their beliefs, he isn't used to incorporating the lives and interests of others into his own.


-Religion: Religion wasn't something he really focused on, but he is aware that there are greater and higher powers than the physical or magical one in this world.


[SIZE=10.5pt]-Backstory: Hantrick was born into the caravan known as Heartvale. His mother was the chief wizard, and his father was the head hunter, and was one of the Vale-Guard (men who would take up arms to protect the caravan from bandits, monsters, and such). Hantrick's parents had noticed the boy's interest in magic when he was caught reading one of his mother's books on conjuration, so they decided to put this to good use. Hantrick's mother first taught him conjuration, so he could double it with the pre-existing sword practice from his father. By the age of sixteen, after non-stop training, Hantrick could summon swords and daggers that could compete with the finest steel. To celebrate this achievement, Hantrick's father had convinced the head of the caravan to allow the teenager a position in the Vale-Guard. With the continued swordsman training from his father, Hantrick became one of the most renowned Vale-guard members. But one day, when Hantrick was 18, Heartvale had been raided by a rival caravan that had fallen on hard times. Hantrick had noticed the skill that these other nomads possessed. While the caravan was ultimately saved, Hantrick's father was killed in action. [/SIZE][SIZE=10.5pt]A funeral was held in the honor of Heartvale's most respected guards. [/SIZE]


[SIZE=10.5pt]The head hunter, who knew Hantrick and his father, had decided teach the young man archery as a form of condolence. Hantrick quickly excelled at archery due to the excessive amount of practice put in to ignore the pain of losing his father. His mother had the same idea when she became a Vale-Guard and taught her son Attack and Defense magic. The widow's prowess at magic assisted her quick earning of respect in the caravan. At the age of 25, Hantrick had made exceptional progress as a both a mage, and an archer. Hantrick decided to leave the Vale-Guard and dedicate his time to being a hunter as a thank you to his archery mentor. It was in the forest where Hantrick learned the secrets of survival. His mentor taught him how to start fires, track/hunt/clean animals, set up tents, and all the tricks he needed to know for surviving in the woods. Thanks to Hantrick's prowess as a hunter, things seemed to be picking up for the Heartvale caravan. [/SIZE]


[SIZE=10.5pt]One day, at age 26, Hantrick was sent on a hunt for a stag that was big enough to feed him and his mom for a year. However, when he got back, the village was left in smoldering ruins. He sprinted to his current tent to check on his mother, but she didn't survive. All that was left was her necklace. In her memory, Hantrick donned her necklace, but upon equipping the jewelry, he felt a rush of magic flow through him. He considered it as her final blessing to him. Hantrick gathered and sold what he could from the caravan, and traveled the land as a lone nomad. During his travels, he adopted a fondness of the fine arts, and picked up singing as a hobby. Now, he wanders the land, making his living as a huntsman and a bounty hunter (because the heads of bad guys are high in supply AND demand). However, he's yet to find the Caravan that destroyed Heartvale. When he does, however, he will destroy them...no matter the cost.[/SIZE]


View attachment 249733

Unfortunatley there are some problems with this character.


1. Skills are incredibly OP compared to others, either decrease in amount, decrease in skill level or decrease both. Check the sheet of my character or Iskolde's character for a comparison.


2. "Infusing conjured weapons with elemental magic" goes under the realm of the school of Enchanting. You need to use that or you can't have that "Unique ability" (The idea of an unique ability is OK with me as long as you balance it out with skills, though).


Also some notes (You don't have to change anything because of these, I'm just letting you know about the world):


1. Even though Heartvale might not discriminate based on religion, many members were probably religious. Just like medieval Europe, pretty much everyone is religious at least to some degree, most people can say whoever they believe in when asked. Of course your character can be one of the few who isn't really religious, I'm completely fine with that :-)


2. Caravans are usually peaceful, even if desperate. For one character to attack another it had to be a caravan with a different moral code than most Nomadic share, which of course, still happens every once in a while.
 
Unfortunatley there are some problems with this character.


1. Skills are incredibly OP compared to others, either decrease in amount, decrease in skill level or decrease both. Check the sheet of my character or Iskolde's character for a comparison.


2. "Infusing conjured weapons with elemental magic" goes under the realm of the school of Enchanting. You need to use that or you can't have that "Unique ability" (The idea of an unique ability is OK with me as long as you balance it out with skills, though).


Also some notes (You don't have to change anything because of these, I'm just letting you know about the world):


1. Even though Heartvale might not discriminate based on religion, many members were probably religious. Just like medieval Europe, pretty much everyone is religious at least to some degree, most people can say whoever they believe in when asked. Of course your character can be one of the few who isn't really religious, I'm completely fine with that :-)


2. Caravans are usually peaceful, even if desperate. For one character to attack another it had to be a caravan with a different moral code than most Nomadic share, which of course, still happens every once in a while.

I lowered the skill level and just removed the "unique ability." Also changed the story a bit, is that good?
 
I lowered the skill level and just removed the "unique ability." Also changed the story a bit, is that good?

Skills are still OP. Check the skills on the other sheets to get the basic idea of the balancing.


Either make everything Novice-Adept or remove skills. Also no matter how many skills you have, only 1 Master.


With any skill level you are of use in that category, so don't think you'll be weak for only having apprentice in some skill or novice in another.
 
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Skills are still OP. Check the skills on the other sheets to get the basic idea of the balancing.


Either make everything Novice-Adept or remove skills. Also no matter how many skills you have, only 1 Master.


With any skill level you are of use in that category, so don't think you'll be weak for only having apprentice in some skill or novice in another.

Lowered skills again.
 
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04uo71DJHTFj.jpg



Name: Nylvaras.


Nickname*edit*: Nyl.


[SIZE=10.5pt]Sex: Male.[/SIZE]


[SIZE=10.5pt]Age:: 200.[/SIZE]


[SIZE=10.5pt]Race: High Elf and Dark Elf.[/SIZE]


[SIZE=10.5pt]Appearance: Image.[/SIZE]


[SIZE=10.5pt]Aptitude: Strength and Intelligence. [/SIZE]


[SIZE=10.5pt]Skills[/SIZE]


[SIZE=10.5pt]Magic skills are: Attack & Telekinesis.[/SIZE]


[SIZE=10.5pt]Non-Magic skills are: Lancemanship (?) & Medium Armor.[/SIZE]


[SIZE=10.5pt]Passive: Smithing.[/SIZE]


[SIZE=10.5pt]The skill levels are in order: Expert lancemanship[/SIZE][SIZE=10.5pt] and Expert Telekinesis.[/SIZE]


[SIZE=10.5pt]Armor: Nylvaras usually wears silver armour when he is not wearing his robe. [/SIZE]


[SIZE=10.5pt]Weapons: Two lances.[/SIZE]


[SIZE=10.5pt]Other Items: Hidden knives.[/SIZE]


[SIZE=10.5pt]Faction Alignment: Neutral.[/SIZE]


[SIZE=10.5pt]Personality: Introvert | Intelligent | Ambidextrous | Pragmatic | [/SIZE]


[SIZE=10.5pt]Backstory: Nylvarus was originally born in the region of Old province, at the age of fifteen, he was taught how to Smith. At the age of eighteen, his family became poor, and were thrown out onto the streets. Nylvarus decided to steal, but his family wanted nothing to do about it. Several years later, his family were back on their feet again.  [/SIZE]


When his family were back on their feet again, he decided to become a merchant at the age of twenty-five. This was because he wanted to explore the lands instead of staying in the Old province.


Before the age of twenty-five, he was taught how to control his telekinesis at the Empress's School of Magic. 
 
[SIZE=10.5pt]-Name: Hantrick Eavillis past-Heartvale[/SIZE]


[SIZE=10.5pt]-Sex: Male[/SIZE]


[SIZE=10.5pt]-Age: 27[/SIZE]


[SIZE=10.5pt]-Race: Nomadic Human[/SIZE]


[SIZE=10.5pt]-Appearance: I attached a file, it's at the bottom of the post.[/SIZE]


[SIZE=10.5pt]-Aptitude: Intelligence[/SIZE]


[SIZE=10.5pt]-Magic Skills: Conjuration (adept), Attack (apprentice), and Defense (novice).[/SIZE]


[SIZE=10.5pt]-Physical Skills: Swordsman (expert), Archery (adept), and Medium armor (novice)[/SIZE]


[SIZE=10.5pt]-Passive: Survival (apprentice)[/SIZE]


[SIZE=10.5pt]-Armor: Dire bear hide armor and a cloak[/SIZE]


[SIZE=10.5pt]-Weapons: Hantrick conjures his weapons.[/SIZE]


[SIZE=10.5pt]-Other Items: Health potions, venison chops, a water canteen, and an enchanted necklace from his late mother that increased his magic capacity.[/SIZE]


[SIZE=10.5pt]-Faction Alignment: None[/SIZE]


[SIZE=10.5pt]-Personality: Hantrick is an introverted soul with a soft spot for nature, weapons, magic, and the fine arts. He loves to sing, practice his magic, and train his combative abilities. As a spellsword, Hantrick respects all forms of combat, and doesn't view any specific form of combat above or below the other. The caravan from which Hantrick was raised in, Heartvale, took in anyone who was willing to live by their rules. Race and religion didn't matter to the caravan, so it didn[/SIZE]'t matter to him.


On the other hand, Hantricks introversion leads him to come off as blunt, cold, and detached. He's the kind of introvert that goes through everything in his head, not consulting others about his ideas or actions. So, even though he thinks everything through down to the nearest quarter-step, Hantricks actions come across as brash and careless. Hantrick may also be independent, but this caused him to not work well with teams. Therefore, he usually relies on his own strength, and puts his own interests first, as he never really had to care about others.


In conclusion, Hantrick is an introvert who goes through everything in his head. And while he IS accepting of other people and their beliefs, he isn't used to incorporating the lives and interests of others into his own.


-Religion: Religion wasn't something he really focused on, but he is aware that there are greater and higher powers than the physical or magical one in this world.


[SIZE=10.5pt]-Backstory: Hantrick was born into the caravan known as Heartvale. His mother was the chief wizard, and his father was the head hunter, and was one of the Vale-Guard (men who would take up arms to protect the caravan from bandits, monsters, and such). Hantrick's parents had noticed the boy's interest in magic when he was caught reading one of his mother's books on conjuration, so they decided to put this to good use. Hantrick's mother first taught him conjuration, so he could double it with the pre-existing sword practice from his father. By the age of sixteen, after non-stop training, Hantrick could summon swords and daggers that could compete with the finest steel. To celebrate this achievement, Hantrick's father had convinced the head of the caravan to allow the teenager a position in the Vale-Guard. With the continued swordsman training from his father, Hantrick became one of the most renowned Vale-guard members. But one day, when Hantrick was 18, Heartvale had been raided by a bandit group. Hantrick had noticed the skill that these other nomads possessed. While the caravan was ultimately saved, Hantrick's father was killed in action. [/SIZE][SIZE=10.5pt]A funeral was held in the honor of Heartvale's most respected guards. [/SIZE]


[SIZE=10.5pt]The head hunter, who knew Hantrick and his father, had decided teach the young man archery as a form of condolence. Hantrick quickly excelled at archery due to the excessive amount of practice put in to ignore the pain of losing his father. His mother had the same idea when she became a Vale-Guard and taught her son Attack and Defense magic. The widow's prowess at magic assisted her quick earning of respect in the caravan. At the age of 25, Hantrick had made exceptional progress as a both a mage, and an archer. Hantrick decided to leave the Vale-Guard and dedicate his time to being a hunter as a thank you to his archery mentor. It was in the forest where Hantrick learned the secrets of survival. His mentor taught him how to start fires, track/hunt/clean animals, set up tents, and all the tricks he needed to know for surviving in the woods. Thanks to Hantrick's prowess as a hunter, things seemed to be picking up for the Heartvale caravan. [/SIZE]


[SIZE=10.5pt]One day, at age 26, Hantrick was sent on a hunt for a stag that was big enough to feed him and his mom for a year. However, when he got back, the village was left in smoldering ruins. He sprinted to his current tent to check on his mother, but she didn't survive. All that was left was her necklace. In her memory, Hantrick donned her necklace, but upon equipping the jewelry, he felt a rush of magic flow through him. He considered it as her final blessing to him. Hantrick gathered and sold what he could from the caravan, and traveled the land as a lone nomad. During his travels, he adopted a fondness of the fine arts, and picked up singing as a hobby. Now, he wanders the land, making his living as a huntsman and a bounty hunter (because the heads of bad guys are high in supply AND demand). However, he's yet to find whoever destroyed Heartvale. When he does, however, he will destroy them...no matter the cost.[/SIZE]


View attachment 249733

Accepted.


Your stats are a little stronger than others, but I feel shitty whining on it XD
 
.
04uo71DJHTFj.jpg



Name: Nylvaras.


Nickname*edit*: Nyl.


[SIZE=10.5pt]Sex: Male.[/SIZE]


[SIZE=10.5pt]Age:: 200.[/SIZE]


[SIZE=10.5pt]Race: High Elf and Dark Elf.[/SIZE]


[SIZE=10.5pt]Appearance: Image.[/SIZE]


[SIZE=10.5pt]Aptitude: Strength and Intelligence. [/SIZE]


[SIZE=10.5pt]Skills[/SIZE]


[SIZE=10.5pt]Magic skills are: Attack & Telekinesis.[/SIZE]


[SIZE=10.5pt]Non-Magic skills are: Lancemanship (?) & Medium Armor.[/SIZE]


[SIZE=10.5pt]Passive: Smithing.[/SIZE]


[SIZE=10.5pt]The skill levels are in order: Expert lancemanship[/SIZE][SIZE=10.5pt] and Expert Telekinesis.[/SIZE]


[SIZE=10.5pt]Armor: Nylvaras usually wears silver armour when he is not wearing his robe. [/SIZE]


[SIZE=10.5pt]Weapons: Two lances.[/SIZE]


[SIZE=10.5pt]Other Items: Hidden knives.[/SIZE]


[SIZE=10.5pt]Faction Alignment: Neutral.[/SIZE]


[SIZE=10.5pt]Personality: Introvert | Intelligent | Ambidextrous | Pragmatic | [/SIZE]


[SIZE=10.5pt]Backstory: Nylvarus was originally born in the region of Old province, at the age of fifteen, he was taught how to Smith. At the age of eighteen, his family became poor, and were thrown out onto the streets. Nylvarus decided to steal, but his family wanted nothing to do about it. Several years later, his family were back on their feet again.  [/SIZE]


When his family were back on their feet again, he decided to become a merchant at the age of twenty-five. This was because he wanted to explore the lands instead of staying in the Old province.


Before the age of twenty-five, he was taught how to control his telekinesis at the Empress's School of Magic. 

Polearms and spears*


And you still only have the skill levels of 2 skills. You have to have the skill levels of all skills.
 

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