Giants, eight to ten feet tall, heavily built, with long fur that they wear in elaborate braids. The Lotho are based on a creature that is the local equivalent of prehistoric giant ground sloths.
Most believe that the Aelth are the first race, though in fact they are not. The Lotho came first, but were considered a failure by the gods that created them, and were abandoned. They lived alone in an isolated area for years, with no contact with the other races until well after the death of the gods.
Thr Lotho were made to be simple - near mindless - warriors. Instead, the giants became philosophers and deep thinkers, with deep a connection to nature, and little or no interest in warfare or gods. The Lotho are herbalists and thinkers, Druidic in nature, and are generally pacifistic. They are not at all defenseless however, and if they or their love ones are attacked, they can transform into powerful and terrifying beserkers.
Huge and powerful, with a deep natural wisdom. They have an incredible understanding of and communion with nature, are skilled herbalists and alchemists, and their natural magic is as powerful as that of the Aelth, though more focused on healing and protection then that of the Aelth, which is more aimed at stealth and the savagery of nature.
It is exceedingly rare for Lotho to embrace corruption, but the very few that do are terrifying creatures to behold. Defilers are huge beastial savages that warp nature around them into twisted and diseased living weapons.
Hopefully, this will become an experiment in collaborative fiction and role playing, once I get it up and moving, and get a few people involved.
So here's the idea...
So here's the idea...
Specifically, I'd like to turn this idea into an open world fictional universe. My friends and creative folk will be invited to peruse the information I have on the world, and to play with it. Write characters. Write stories. Add races, city-states, monsters and ancient ruins. I'd like to write stories, role play, and generally allow my friends to help me explore and create a rich, if someone forbidding, fantasy world.
Showing posts with label races. Show all posts
Showing posts with label races. Show all posts
Sunday, February 26, 2012
Friday, February 24, 2012
Race: the Kin
Kin are short, wiry, and furry, with large slightly pointy ears and large sharp teeth. They stand about 5 feet tall, with dark colored fur that ranges from gray to black to dark red or brown in varying patterns that are usually extremely subtle and faint, difficult to see unless one is very close.
Kin are extremely adaptable. They generally live in live in small troupes, and may be found in any and every possible environment, some in hidden enclaves in an around major cities. They are naturally stealthy and sneaky, with a fair amount of skill in magic.
Kin form close and intense relationships with groups of other Kin, and they form what amounts to a simple telepathic or empathic connection with each other. This connection persists even when one Kin is corrupted by the Blood, and the changes expeienced by the corrupted Kin will actually pass through his bond to the others of his troupe. Thus, undead Kin almost always come in groups. The bond itself does not appear to be magical in nature.
Note that undead Kin (Shadekin, to be discussed later) are almost indistinguishable from their living brethren, save for being stronger both physically and magically, and with an uncanny ability to disappear into shadows and reappear elsewhere. Many Kin will in fact actively seek to fall to the blood purposely, and convert their troupe with them. The only physical difference between a Kin and a Shadekin is that the patterns in their fur - which are subtle differences in fur color/shade and difficult to see under the best circumstance - will change so that they form mystical patterns and writing, which move and shift constantly.
It is assumed that the Kin have their own language, but if so it is a secret carefully kept from other races. Hence the fact that the race is named in the human tongue.
Kin are extremely adaptable. They generally live in live in small troupes, and may be found in any and every possible environment, some in hidden enclaves in an around major cities. They are naturally stealthy and sneaky, with a fair amount of skill in magic.
Kin form close and intense relationships with groups of other Kin, and they form what amounts to a simple telepathic or empathic connection with each other. This connection persists even when one Kin is corrupted by the Blood, and the changes expeienced by the corrupted Kin will actually pass through his bond to the others of his troupe. Thus, undead Kin almost always come in groups. The bond itself does not appear to be magical in nature.
Note that undead Kin (Shadekin, to be discussed later) are almost indistinguishable from their living brethren, save for being stronger both physically and magically, and with an uncanny ability to disappear into shadows and reappear elsewhere. Many Kin will in fact actively seek to fall to the blood purposely, and convert their troupe with them. The only physical difference between a Kin and a Shadekin is that the patterns in their fur - which are subtle differences in fur color/shade and difficult to see under the best circumstance - will change so that they form mystical patterns and writing, which move and shift constantly.
It is assumed that the Kin have their own language, but if so it is a secret carefully kept from other races. Hence the fact that the race is named in the human tongue.
Race: the Sava
The Sava are a vaguely catlike people, and desert nomads. They are long distance runners, hearty despite their thin and graceful builds, which is vaguely cheetah-like in basic form.
In their tongue, the word "Sava" means simply "family". Sava as a rule are gregarious xenophiles who enjoy the company of other races, and famously will accept anyone into their families that can keep up with them, though of course very few actually can for any length of time. They do not possess much technology, and have no magic at all, in part because they rarely hold still long enough to build much of anything, but mostly because the Sava are uniquely resistant to magic.
No Sava has ever been known to fall to the taint of the Blood, as far as anyone knows. They actually seem to be oddly immune to the effects of the Blood, and in fact most forms of magic seem to just roll off of them. Especially strange is that members of other races who are welcomed into a Sava family seem to share some of the same resistance and immunity, at least for as long as they stay with their adopted family. Even simply traveling with a group of Sava for a short time will convey at least some resistance to magic during that time. Note that the Sava resistance to magic is additive - the more Sava in the area, the greater their resistance, and it builds over time. A single Sava, with no family members in the area, will be somewhat resistant to magic, but much more vulnerable then she would be if surrounded by family.
Along with being gregarious, Sava are notoriously omnisexual, and possess no cultural sexual taboos. They usually do not form lasting sexual or romantic relationships, they are both culturally and biologically bisexual in nature, and they will generally happily seduce members of other races, of their own family members, or just whomever happens to be about.
Children are raised collectively by the family group, and form no particular attachment to their biological parents - they do not generally know who their biological parents are.
Sava family groups are named for a single individual who the family chooses based on factors that baffle outsiders, and seem at times to be an inside joke of some kind that outsiders will not get.
The Sava average between 5.5 and 6 feet, and are thin and wiry of build. Lightly furred, light earth tones in color with varying patterns. They will often dye wild and colorful patterns into their fur.
As unlikely a match as it may seem, the Sava and the Duer are very close allies. The Sava insist that they taught the Duer to laugh and sing when they began to fall to their grief. The Duer differ, and say instead that the Sava were once more like them, but took the Duers' lessons in dealing with despair to ridiculous extremes.
In their tongue, the word "Sava" means simply "family". Sava as a rule are gregarious xenophiles who enjoy the company of other races, and famously will accept anyone into their families that can keep up with them, though of course very few actually can for any length of time. They do not possess much technology, and have no magic at all, in part because they rarely hold still long enough to build much of anything, but mostly because the Sava are uniquely resistant to magic.
No Sava has ever been known to fall to the taint of the Blood, as far as anyone knows. They actually seem to be oddly immune to the effects of the Blood, and in fact most forms of magic seem to just roll off of them. Especially strange is that members of other races who are welcomed into a Sava family seem to share some of the same resistance and immunity, at least for as long as they stay with their adopted family. Even simply traveling with a group of Sava for a short time will convey at least some resistance to magic during that time. Note that the Sava resistance to magic is additive - the more Sava in the area, the greater their resistance, and it builds over time. A single Sava, with no family members in the area, will be somewhat resistant to magic, but much more vulnerable then she would be if surrounded by family.
Along with being gregarious, Sava are notoriously omnisexual, and possess no cultural sexual taboos. They usually do not form lasting sexual or romantic relationships, they are both culturally and biologically bisexual in nature, and they will generally happily seduce members of other races, of their own family members, or just whomever happens to be about.
Children are raised collectively by the family group, and form no particular attachment to their biological parents - they do not generally know who their biological parents are.
Sava family groups are named for a single individual who the family chooses based on factors that baffle outsiders, and seem at times to be an inside joke of some kind that outsiders will not get.
The Sava average between 5.5 and 6 feet, and are thin and wiry of build. Lightly furred, light earth tones in color with varying patterns. They will often dye wild and colorful patterns into their fur.
As unlikely a match as it may seem, the Sava and the Duer are very close allies. The Sava insist that they taught the Duer to laugh and sing when they began to fall to their grief. The Duer differ, and say instead that the Sava were once more like them, but took the Duers' lessons in dealing with despair to ridiculous extremes.
Race: the Shar
Shar are a highly dimorphic lizardlike race. Females are large, tough warriors who enter battle with a stunning roar. Males are smaller and weaker, winged and snake-like, faster than the females, and possessing a venomous bite.
Most chieftains are female and most shaman are male, though this is not universal. Clannish and insular, these amphibious people live in semi-permanent villages that exist partly or mostly underwater, and can be moved to a new location if needed. They are not unskilled with magic, though without the sophisticated enchantments of humans and duer.
The Shar often revert to the worshipful ways of their ancestors, seek out the relics and blood of their old and dead gods, and as a result many fall to corruption of the Blood. Those that fall are highly dangerous creatures, but are secretly revered, even worshipped, by many Shar.
Females average about 5'6"', males about 4". Females are heavily scaled over thick hide, males have fine scales over thinner skin. Their necks are long and snake-like, with males resembling nothing so much as a winged snake with limbs. They have a wide range of colors and patterns, with males tending to be more brightly colored than females.
Most chieftains are female and most shaman are male, though this is not universal. Clannish and insular, these amphibious people live in semi-permanent villages that exist partly or mostly underwater, and can be moved to a new location if needed. They are not unskilled with magic, though without the sophisticated enchantments of humans and duer.
The Shar often revert to the worshipful ways of their ancestors, seek out the relics and blood of their old and dead gods, and as a result many fall to corruption of the Blood. Those that fall are highly dangerous creatures, but are secretly revered, even worshipped, by many Shar.
Females average about 5'6"', males about 4". Females are heavily scaled over thick hide, males have fine scales over thinner skin. Their necks are long and snake-like, with males resembling nothing so much as a winged snake with limbs. They have a wide range of colors and patterns, with males tending to be more brightly colored than females.
Race: the Duer
Unlike the other races, which were raised by the gods from baser animals, the Duer were made from the stone of mountains.
Duer were close to their gods, closer than most races. They were made to be the guardians of their temples, they were ruled by a tremendous priest class, and as such they were badly decimated by the fall of the gods, and the rain of their Blood. Today their numbers are small and their underground nations are plagued with both Blessed and the lesser undead.
Duer are generally dour and mournful, in character. However, they have a surprising tradition of responding to overwhelming grief with song and laughter to raise themselves out of their depression. Duer whose grief is so strong as to overcome their ability to laugh often find a deep pool of Blood and throw themselves into it, emerging as a powerful Blessed being of sadness and temptation.
Duer are tinkerers, and originated much of the alchemical and enchanting magic now used in wealthy cities.
They average five feet tall, have craggy features, are hairless, have stocky builds, with skin color ranging through all of the colors of stone. In fact, their skin is hard and stone-like, and will even grow moss or lichen if they allow it to.
Race: the Aelth
Forest nomads. Most believe tat they were the first raised, made by their gods from a strange animal call a thisp, a small tree dwelling predator that resembles a lightly furred snake, but which is actually a mammal and a colony of algae that live symbiotically. "Aelthan" means "eldest" in their tongue, as the aelth were the first race created by the gods. Stalkers, archers and masters of their own subtle natural magics.
There are aelth that taste the Blood and fall to corruption, but they are disavowed by others of their race, who will insist that those that fell are not of the Aelthan and never were, and that the Aelth race remains pure. The few (unacknowledged) Aelth who do fall to the blood can become beings of immense power.
Aelth look like exaggerated elves- long, narrow, pointed features, long pointed ears, very thin and long of limb. They average about 6.5 feet, but usually with a hunched posture due to a deeply curved and flexible spine, and by human standards they seem emaciated. Skin tones are mostly greens, ochres and browns.
Race: the Geb
Raised by the gods from a tough and tenacious mountain predator. Geb (both singular and plural) are tribal hunters, with a peculiar sense of honor and fair play, and a fairly sinister sense of humor. Not overly known for their skill at arcane magic, but their shaman have their own rites seated in blood (lowercase b) and nature. Many Geb shaman do in fact utilize the Blood and the power it can grant, but Geb shaman are tough and strong-willed, and can usually hold out against death or transformation for longer than most.
Geb are proud, tough, vicious, and honorable in their own way. They are humanoid, average 6.5 to 7 feet in height, and are powerfully built.Wide round eyes that see clearly in the dark, long pointed ears and a narrow strip of mane-like hair. They have underbites with upward-pointing tusks. They have from 2 to 6 small horns, always an even number, symmetrically placed across their foreheads. Skin tone ranges from pale white to deep black, through all of the shades of gray in between.
Subscribe to:
Posts (Atom)