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Races
Jul 17, 2006 20:17:42 GMT -5
Post by Filendie on Jul 17, 2006 20:17:42 GMT -5
There are many Races in Alasea from Aola’Glen to the Black Hall. The Nyphai, tree people connected to their tree’s heart and spirit. Down to the land it’self, bringing forth life from the tiniest acorn.
Races Human Og’re Dwarf Elven Si’lura Merai BloodRider
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Races
Jul 18, 2006 14:38:03 GMT -5
Post by Neelahn on Jul 18, 2006 14:38:03 GMT -5
Human - Humans are the dominant race in Alasea. They studied scrolls, left by the schools of Chi long ago, collected and saved in Aola’Glen. They come in many shapes, sizes and Personalities. They don’t like many things that are different from normal like different races, magic and magical abilities are all frowned upon but you get your exceptions. Even though they hate magic, humans are the only ones to be able to wield dark and light magics.
Special Abilities: Humans are skilled in the art of Sorcery. They are the only race that can wield such great amounts of stored energy.
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Races
Jul 18, 2006 14:38:48 GMT -5
Post by Neelahn on Jul 18, 2006 14:38:48 GMT -5
Og’re - Inhabiting they’re own fragment of the Western Reaches, they keep mostly to themselves and don’t take to outsiders. They are very traditional and will do anything to stay away from change. Large and physically unable to straighten their spines, they resemble apes as they move, using their knuckles as a crutch. Or’ges are mostly misunderstood and therefore feared. If one enters a town with good intentions they are often pelted with rotten fruit and other things. Their size and shape make them superior in defense.
Special Abilities: Og’res are strong, tough, and resistant to most poisons. They can speak their own language, and it takes A LOT to bring one down in melee combat.
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Races
Jul 18, 2006 14:39:20 GMT -5
Post by Neelahn on Jul 18, 2006 14:39:20 GMT -5
Dwarf – A long way from their home in Gul’gotha, the dwarves are much like humans in appearance, yet with a greater weight and vertically stunted, making them high-quality melee combatants. They are a once thought lost race and are very rarely seen, many people live there life not knowing the race. They were blamed for many things and are also feared and mostly hated like many of the other races. These were once thought to have battled along side the Dark One. Therefore if you are a friend to a dwarf you are a friend to the Dark Lord. Skilled with the hammer, quick with the mining, and stubborn to the bone, these creatures get what they want, or die fighting for it.
Special Abilities: Dwarves have a touch of lightening in them, from they’re past. Though this is not nearly as strong as the elemental lightening abilities, they may send a small bolt of lightening down if there is a storm, or shock someone slightly, giving them tingling skin. They may usually only call upon they’re abilities a few times a day. (In one thread)
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Races
Jul 18, 2006 14:39:46 GMT -5
Post by Neelahn on Jul 18, 2006 14:39:46 GMT -5
Elven – The Elven are ancient populace of Alasea. Specialized in the arts of wind and storm, the Elven sometimes call upon the swiftness of the winds to aid them. Physically Elves are agile and delicate giving them exceptional skill in stealth and due to their stature they typically wield light weapons. They are recognised by there long pointed ears and perfect, unblemished and sometimes haunting beauty. These people were also mistaken to have caused many a battle and was said to have almost wipe out an entire race, unknown to evenyone but the elven, this is not true. These are also frowned upon by humans but are less hated and more distrusted but are very rare to see, that is if the on-lookers has heard of them. They rarely venture onto the land, preffering to live in a magical cloud in the sky surrounded by powerful magics that has never been found by others due to its continual movement and mystery.
Special Abilities: Elven have the power of the wind and storm. Though this power hardly compares to the elemental gift of wind, it can be used to redirect attacks, or distract with a flash of lightening. Though it may not injure an opponent it can help greatly when in a battle. Usually the limit to there power is to adjust the wind, or flash 7-10 times a day Maximum. (In one thread) They could also create a slight drizzle of rain of a few yards, but this would take concentration and much energy.
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Races
Jul 18, 2006 14:40:38 GMT -5
Post by Neelahn on Jul 18, 2006 14:40:38 GMT -5
Si’lura - Born at home in the Western Reaches, the wide forests sheltering them from life outside the wood are the mystical Si’lura. Known as shape-shifters to most, they follow the word of the ancient ones and study their magical gifts. Though they usually reside in a particular form of their choosing, they can change to whatever form they wish, and blend easily with their new skin as soon as the change is made. They can be told apart from other races by the slits along their eyes, but this is rarely known. They are seen as animals, baby snatchers and heartless. This might be true for some, but they are no more dishonourable than humans. It is there abilities to shape shift in to all sorts of creatures that set them apart.
Special Abilities: Si’lura are known as shape shifters, because of their ability to shift into many forms. Many Si’lura keep to a certain form, using other forms to fight and deceive the others around them. Si’lura may shift up to three times a day, -meaning you may shift out of your usual form then back three times in one thread MAX- but these shifts take a lot of energy and are very spaced out. Si’lura may only shift into animals or races of the same, or lesser stature. (You may not shift into an insect or some unknown animal. Please check with an admin if you wish to create a special shift and we could try and work it out. Remember we want everyone to be unique but we don’t want everyone to be Gods) For example: A Si’lura may shift from they’re usual form as a human, into a bear to defend, or a cat to flee from the scene, or maybe an eagle to fly away, but they must shift back to their well known form before shifting into a newer form. Si’lura may speak to other Si’lura through images in their mind. Though they do not know how these images are interpreted, they may send small flashes. (If communicating this way must only describe images in your post and not talk normally) As a downfall, if a Si’lura stays in the same form for too long (a year or two –usually we would take this as 5 to 6 threads without shifting-) they become that form without their abilities to shift and no memory of their Si’lura heritage or past.
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Races
Jul 18, 2006 14:41:11 GMT -5
Post by Neelahn on Jul 18, 2006 14:41:11 GMT -5
Merai – Small and delicate creatures, the Merai made the sea their home. Banishing those who would rather be on land, the Merai keep to their own business. They’re webbed toes and fingers make them excellent swimmers. They are rarely seen at all; if people know what they are they are easily recognised by there strang complection, green seaweed-like hair and webbed hands and feet. Most people live there life without ever even hearing of them. The Merai are also known for they’re bond with sea dragons. Once bonded with their dragon, they will hardly ever ride another. (Dragons are used in the sea only not lakes, rivers or land)
Special Abilities: When linked to a BloodRider they may call upon him/her (if they are nearby) to aid them. This is usually an act of desperation, and happens quite rarely. Merai also have a bonded Sea dragon. This sea Dragon may not go on land, but they are quick creatures who may hold they’re breath underwater for many minutes. When bonded to a sea dragon, the Merai may share the Dragon’s air supply, while underwater, letting them stay underwater as long as their bonded. The Sea dragons are fast transportation and will usually only let you ride them if you are their bonded Merai. (CANNOT be used to fight, strictly role-playing)
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Races
Jul 18, 2006 14:41:35 GMT -5
Post by Neelahn on Jul 18, 2006 14:41:35 GMT -5
BloodRider – Long banished from their home in the sea Bloodriders sail the salty oceans. Dark skinned and ruggedly built most of them have resided aboard merchant ships all their lives. Each member of this race bares a hawk tattoo on the left side of their face, down to their collarbone, when called for by the Merai they bond to them with a touch to this tattoo. Once this bond has taken place the Merai may not call upon another, but are linked now to this BloodRider. When the Merai and the BloodRider are linked, the BloodRider attempts to fulfill his/her oath by doing all in his/her power to help their fellow bonded. Other than there bonded people cant and don’t trust them. They feel as if one were to be your best friend they would still be able to kill you without remorse. People don’t normally talk to them, just rush by without saying a word.
Special Abilities: When linked to a Merai, they go into a state of berserk, which causes them to do all in their power to help the Merai. For this Berserk to come into effect, the Merai has to will the Bloodrider’s aid from a short distance, or the Merai’s hand must make contact with the tattoo on his/her neck. Though the berserk doesn’t last long, the BloodRider practically turns into a killing machine to save or help his bonded.
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