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Nov 20, 2009, 7:15pm



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12th May '08
Well I am officially considering this site open! Thank you to fellow Admin Brezzen? for helping me create it. Hopefully we can get it kicking!

Dazi


Need to Knows
General Rules
Species Listing
Plot

Staff
Elven Council;
Dazi
Brezzen?
Elven Patrons;
Elven Princess

Country
Season;
Spring
Weather;
The weather is generally sunny in all Onground territories. Occasional spring showers revive the land. Underground territory is more stable, the earth wet enough not to crumble dryly at ones touch nor wet enough to slide away from weight.
Happenings;
Fighting has decreased to almost nil between all species due to the peace declaration being proposed by both the Light Elf King and the Dark Elf Matron Mother.

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Quel marth - Good Luck :: General :: Laws :: The Species Directory
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 AuthorTopic: The Species Directory (Read 211 times)
Zafel Aleanrae
Elven Council
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Whatever power you may gain, you can never match what I've accomplished by simply being born



Joined: Feb 2008
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 The Species Directory
« Thread Started on May 9, 2008, 1:52am »

Currently Listed Species
More species will be added as the plot evolves
Light Elves - 'Styreians'
Wood Elves - 'Effil'
Water Elves - 'Water Nymphoids'
Dark Elves - 'Drow'
Mortals - 'Human'

All Elven species roughly follow this age time lin;
  • Childhood: 1 - 49 years
  • Adolescence: 50 - 99 years
  • Adulthood: 100 - 310 years
  • Middle Age: 311 - 699 years
  • Old: 700 - 900 years
  • Venerable: 901+ years
  • Maximum Age +3100 years



Light Elves - 'Styreians'

Appearance
These elves are the purest elves, considered the fairest of all creatures. In general they are slender and tall in appearance and this is valid for both sexes. This means that often female and males are difficult to discern at first glance. They usually reach the height of 6foot, however, due to their delicate bodies they seem much taller then they truly are. They generally wear their hair uncut and open though some tribes plait or wears ornaments within their hear to show authority or royalty. What is common between the light elf tribes are the pointed ears and high cheek bones, as well as the absence of facial hair growth on males. Each tribe seems to behold its own unique attributes from very exotic looking long necks to marvelous hair colors ranging from silver to gold, to a variety of strangely glimmering, undefinable colors. There is always light upon the face, a light that the elf seems to draw from the beauty of the surrounding nature.

Powers
They are strong in both spirit and limb and have exceptional constitution and endurance. When needed they can refer to their more spiritual form, making them invisible to all except those who possess an innocent heart and soul. They seldom get weaker as they age, instead becoming wiser and even more fairer in appearance. Their senses, especially of hearing and sigh, are extremely keen and are high resistant to extremes of temperatures. They are well known for their Óh'mod'hál "The light at the root of the earth", the inborn magical preceptively that allows the elf to perceive magical influences from quite a distance away and may discern if the magic has a natural or an artificial generated aura. They generally only need a few hours rest or mediation to recuperate. Though they are said to be immortal, all tribes eventually die or natural causes varying 200 years to over 1000.

The code word to create a Light Elf Character is 'Mystical Flight'

Territory
The light elves settle in the dense forests and wooded lakes of the Onground. Their main city is centered upon Light Lake, where Light Elves from many tribes live and commune though there are still tribes that live primarily within the natural world.

Life-Style
They lead a generally quiet life, not directly interfering with the other races and the struggle for domination. They are generally peaceful, nature-loving creatures and would never fight for an unjust cause like power or wealth. They believe they are to live in harmony with nature, thus the reason they only use their magical powers as a natural means and don't try to prevent these natural abilities to harm or even destroy something or someone. It may be their long life-spans that accounts for their very calm and patient actions. They may also end their lives of their own free will wen they see a necessity to do so or they feel that their life's goal has been reached. However, they would never do violent acts to themselves, but would just end their life and thus accept the fact of their deaths, which usually is the reason why the elves die very quickly after their decision. They may also die when they are wounded severely though in general they heal very fast when tended to quickly. Death on the other hand is nothing an elf fears. The fact of death is interpreted by the elves as a return to nature. Deaths of elves are celebrated at the Feast of Return, where the ashes of the burnt dead body are sewn into the wind to bring new life somewhere else. Most elven tribes believe in various forms of re-incarnation.

Society


Fighting Styles and Weapons
Light Elves prefer not to engage in violent activity and due to their strong defenses and natural powers they often don't need to. If they are required to fight though, military trained Elves are experts in a variety of things though usually base themselves in one area.
Light Elves are well known for their abilities with the Long Bow. Their great eyesight allows them almost deadly accuracy from long distances and some have the ability to even pierce the heaviest armor. Most are also trained in basic swordsmanship, their movements graceful and precise.

Mounts and Pets
Along with the mystical pets, common dogs, cats, birds and small mammals are also favorite pets.
Sparrows: Often used by the Sky Sparrows (Warriors of the air) These birds are small and lithe, strong enough to carry a Light Elf with a full quiver of arrows. They are often decorated to show the rank of its rider and are used in festivities.
Water Beetles: Used by the Water Guards and often boatmen, these large beetles can skim across the water with ease. They are strong enough to pull small resource boats and carry Light elves.
Palfrey: Used by many Light Elves, these small well bred ponies are great for pets and work. They are medium build and very lithe creatures though have great power and an even temperament. They are often crossbred with Unicorns.
Shadhavar-Palfrey: This breed of unicorn has been rigorously crossbred to exterminate the violent attitude and create a herbivore. Their horn is hollow, creating beautiful music that can sooth any soul. It resembles a large donkey with a small horn upon his forehead.
Cartazon: These creatures are the size of a large horse with a large single black horn on their forehead which spiraled to a sharp point. They are kept on their own due to their deadly aggression to each other and are only placed together when it is time to breed. During breeding time they are gentle to each other though they are gentle to all other creatures. These are often crossbred to try and weed out the aggression.
Kir-rin: They appear like a large horse, often light in coloration due to their ancestry from the pure unicorn. They have the ability to detect whether a person is lying, which is why they are used in court though they must be restrained due to their natural instinct to impale liars upon it's horn.
Huma; This mythical bird is kept by the Light Elf Royals. It was believed to have chosen the first king centuries ago and now it blesses the future kings. Every few hundred years the bird is consumed in flames just before the next Light Elf king is born, rising anew from the ashes to grow with the new born. One touch from this bird is said to bring great fortune. It joins both the male and female natures together in one body, each sharing a leg and a wing. It never kills for food, preferring carrion.
Ibong Adarna; The Adarna has a very beautiful singing voice. The Adarna knows 7 songs. Every time that the Adarna finishes a song, it defecates, and its feathers change to a more beautiful shade, becoming more colorful and shiny. It is believed that its songs have the power to lull anyone to sleep, and its droppings could turn anyone into stone. Its song is also believed to cure any affliction. The Adarna bird is a very fancy bird with very long tail, displaying numerous metallic colors. There are only a few birds in existence at any one time, the queen of the Light Elves always having one as a familiar.


Wood Elves - 'Effil'

Appearance:
The shortest of all the elves, the maximum height reached is usually about five and a half feet, and it typically balances more to five feet even. Skin colors range in shade from a dirty brown, to a light tan color, and hair is anywhere from leafy greens to yellows and oranges of autumn. The dominant eye colors are amber and green, but brown, hazel, and yellow have been seen before as well. Clothing consists of all natural materials, and often looks jagged and unkempt, wild and untamed, though lively and fun as is all fashion with the Wood Elves. Skirts may look like patchy flower blossoms, shirts may have collars designed to look like leaves threaded together, and belts may be fashioned to look like cords of ivy. The overall theme of the wood elves follows the lively, yet natural movement of the Forest. Every Wood Elf looks very different, and they are tied together in their differences.

The key feature of the Wood Elf group that sets them apart from other Elves is a combination of the fact that they are smaller and much more delicate than regular Elves, and that they have large butterfly wings protruding from their backs. These are the only ranks of status that they have, and the larger and more colorful the wings the more attractive the bearer. During the day, they're nearly invisible, but at night they glow with a beautiful phosphorescence, and exude a small amount of dust. They are able to fly for short periods of time, usually for five or ten minutes, and this is often only to get up and down from their tree top citadel to their ground city. With magic, these wings can be converted into tattoos, so that they don't get wet or are not identified on sight as Wood Elves.

Powers:
Because of their powers, Wood Elves have been labeled as mischief makers, as they can do little else but cause problems. Individual Wood Elves are capable of smaller magics such as making themselves look and feel different, communication with animals of all kinds (this does not mean they can charm animals, or keep angry animals from attacking), and can aid the growth of plants, in addition to minor other illusionary tactics.

The Wood Elf chieftain, who is a Wood Elf born every generation with the mark of a crescent moon on their forehead is capable of much more. As long as the chieftain remains in the forest he is able to protect both it and his people. Able to regrow the forest at a rapid pace and curve it to his will, mentally dominate animals of all kinds, and best of all, create forest-wide illusions keeping it and the things inside it hidden.

Wood Elves have a severe weakness though, when it comes to their powers which are somewhat fantastic. When around forested areas they are strong, and when around other Wood Elves, but an absence of either makes them weak in body and spirit. Living away from Wood Elves results in increased aging rate, and living with neither Wood Elves nor the comfort of Nature causes them to become sickly, and wither away within a matter of years.

Territory:
Living in the Wandering Woods, an expanse of forest very few people seem to be able to find twice, the Wood Elves have two large cities located in the center of it. One on the ground, where the adults without children live, and one in the canopies far above the ground for children, active parents, and the elderly. Each named the Groundcastle Citadel, and the Leafwalk Citadel, travelers are only allowed in the first, the latter being reserved only for Wood Elves. Not too far from the twin citadels is a massive pond known as Stillwater Lake which is extremely deep, and at the bottom is marked by a series of tunnels. Fish of all kinds are plentiful, and wild flora and fauna are nearly always docile near the ponds calming presence. The only way to enter into The Wandering Forest without being caught by illusion is through the tunnels that connect to the Water Nymphs lands, and the Drow's caves. They say that there is also a passage to the Light Elf territory through one of the caves, but this is unproven.

Life-Style:
Day to day life is often fairly typical and meandering for the Wood Elves. They live peaceful lives in balance with nature and each other, their day to day goals to exist happily. During the day the hunt and grow food, and at night there always seems to be a party with great music, food, dancing, storytelling, games, and whatever entertainment might happen to take place. Little political drama or fighting takes place, though sparring matches do happen semi-frequently which are turned into a public spectacle. Most of all they are known for their hobbies. Wood Elves do anything that keeps them busy, and they do it a lot. Art or science, crafting or cooking, games or a particular talent, Wood Elves make up their minds early in what they look doing and make themselves known for it, often good at one set of things, and little else. This diversifies the culture even further having a gathering of extremely talented people in very different areas and schools of thought.

Society:
Wood Elves are considered the embarrassment of all Elven kind, and are typically shunned by even the most benevolent of the other races. This is just fine with them, though, and they usually keep to themselves so long as everybody leaves them alone. Besides a clear leader in the chieftain, there are few society-based distinctions. If anything, people divide themselves based on their interests, and follow the person who knows the most as their designated leader. Beyond that there are no real society boundaries, and as long as you act in a way that makes you and the people around you truly happy, you're free to be who you want.

Fighting Styles and Weapons:
There are actually no official fighting styles practiced by the Wood Elves. Each Martial Artist practices a personal style tailored to their bodies capabilities and what they'd like to accomplish in a fight. As far as weapons, there are very few lethal weapons used among the Wood Elves. The popular preference lies in non-lethal weaponry like rocks and slings or staffs.

Mounts and Pets:
Gur'la- The closest thing this can be described to is a snake, as tall as a big dog, with eight sets of short and stubby legs with which they waddle on like a centipede. On it's toes are small hooks which it uses to climb trees and strip leaves from branches. Instead of scales they have long fur, and instead of vicious looking fangs it's hard to tell if they have teeth at all. Extremely friendly and sociable, these herbivores make great pets, and require little care as they often disappear for short periods of time to feed, before returning to their owner. Though not extremely intelligent, they are very emotional and usually extremely happy. They happily serve as mounts for small children, and in return are usually given treats. This is the most common pet among the Wood Elves.
Kik'Kik- A large species of boar with arm sized tusks, they have been known to be extremely aggressive when provoked, but otherwise are a very relaxed creature. Though cumbersome in size they are amazingly nimble able to travel through the densest part of the forest at top speed with ease. They are used mainly for traveling around the forest itself. In terms of combat they are useless, being much to aggressive for their own good they will usually throw their rider so they can do more on their own. Named after the sound the command sound that makes them go and stop.
Puff Bear- Growing into a solitary and active carnivore, the young are highly prized as pets for being extremely cute and friendly. Full grown they reach seven to eight feet in height, with white fur and strong lithe bodies similar to those of sloths. As young they're small white furred and almost perfectly spherical. With beady black eyes, pink nosed snouts and paws that are too small to be used for anything other than clinging they're considered the cutest animal you can find. Extremely affectionate, childhood lasts for nine to ten years, and they are herbivores until adolescence. Once they get the urge to hunt, they feel little connection with owners they may have loved the day before and will usually leave into the depths of the forest to hunt. Seeing this as a pet is extremely rare due to the territorial nature of it's parents.
Tree Strider- Arguably the strangest creature in the Wandering Woods, this is a giant brown spider with extremely long legs getting as tall as an elephant. Essentially mindless they are easily commanded and used to travel through the treetops extremely silently. Though it's body is fragile it's legs are powerful, and it's movements agile. These are prime creatures for surveillance and escape, able to move quickly and blend in with the surroundings easily.



Water Elves - 'Water Nymphoids'
Appearance
Water Nymphs appear like an Elf cross strange water creature. Most of them a small approx 4' - 4'8 though there are the rarer beings that more resemble a taller elf species, up to 6'. They all share webbed toes and fingers along with pale gray or blue skin. They have gills upon their throat and two layers of eyelids alike amphibians. Their eyes are usually white or a faint yellow colouration, their hair black, brown or faded yellow, sometimes appearing green with alge buildup. Their teeth are sharp and sharaded like a sharks, growing in rows and growing back lamost intantly if lost.

Powers
Water Nyphs have the ability to breath both under water and upon ground though because of their highly sensitive eyes they tend to stay away from shallow water or the Onground until nightfall. They are imune from small light magic due to the exposure from the water though strong magic will still effect them. They have not relied on powers for years so they no longer possess the knowlge to use magic, if they have any left. They, instead, they do their best to fight their battles in or upon water. Their speed and strength within the water is undeniable and once within their element they are almost undefeatable.
The queens however seem to have strong magic. They are able to turn to water and seem to teleport instantly from location to location as long as there is a trail of water for them to follow. They can also control small amounts of waer on their own, larger amounts when there are more queens together.

Territory
The Water Nymphs were banished under the shores of Levis Lake by the Light Elves. They live in the deeper parts of the lake where the Elves magic cannot affect them, often leaving the lake at the north shore, the only shore also not affected by Elven magic. It is to be believed that some of there territory overlaps with Drow territory due to neumerous flooded Underground Caverns.

Life-Style
Water Nymphs lead a very nomadic life-style. Not really nymphs but a form of disowned elf. They are called Water Nymph's due to their Queen. They usually stick to themselves in the dark waters, their doings there unkown to land dwellers. They feed upon the small fish and crustations found near the bottom of the lake though they often hunt larger prey that drink near the Watergrass Fields.

Society
The Water Nymph's are lead by multiple queens. There are at least two ruling at one time. Their queens are true Nypths. The commoners seem to follow their lead without question. There are often small fights between commeners over food or simple socail rankings though they are varey rarely life threatening.

Fighting Styles and Weapons
Water Nymphs very rarely fight out of the water. In the water they are agile, fast and strong, able to take down any predator or threat with relative ease. Out of the water they are slightly clumsy with less speed and strength though with large numbers they are still threatening. They often use basic looking weapons, bounded bamboo sticks or reids sharpened at the end, sharp rocks tied to them or barbs and bones from defeated creatures.


Mounts and Pets
Dobhar-chu; These dog like creatures are kept by Water Nymphs as both a form of attack and defense. The Dobhar-chu is highly territorial to any creature that isn't a Water Nymph of its own species. They have short white fur and a black 'cross-like' marking down their neck and back. They are generally silent and don't leave the water unless lured by prey.


Dark Elves - 'Drow'

Appearance
Drow vary in shape though there are very few obese Drow. Their hair also varies greatly though the vast majority share similar traits. The skin of a Drow can be any shade from dark gray to polished obsidian, with the only exception the rare bone-white albino. The majority have snow-white hair from birth often yellowing (if female) or graying (if male) and thinning with great age. Rare Drow have naturally silver or copper-hued hair, although there are those who deliberately dye their hair silver. Most 'well-bred' Drow have red eyes, other, often considered lesser bred, have green, brown or black, various shades of gray, even amber and rose-hued are not unheard of. Their eyes tend to grow redder when angry or upset. Yellow eyes usually signal illness, disease, poisoning or the presence of certain detrimental magic. Blue and purple (and all the tints thereof) are the most unusual eye colors and usually denote human or surface-elven blood somewhere in the Drow's ancestry.
Drow teeth may be black, white or purple and their gums and tongues and throats pink, red or purple. Compared to other elves Drow tend to be shorter but they are strong for their size nonetheless. Drow female tend to be bigger and stronger (average male height being 4'6, while females average around 5'tall). Both sexes are normally lithe, slime and graceful in build, features and movements.

Powers
Much alike their surface elven kin, Drow tend to have highly developed senses. Mellennia of living in the Underground gave the Drow exceptional hearing that they use to detect water, foresee cave-ins etc. Their fingers are highly sensitive allowing them to read subtle, "secret signs' left by other Drow upon rock walls, message stones etc. Drow have adapted to seeing in conditions of total darkness. This is both a blessing and a curse. though they can move expertly in total darkness, bright light temporarily blinds them, otherwise causing discomfort and affecting their skills in prolonged exposure. Drow who spend long period of time in the light can learn to endure and even over come the effects of the light though they do so at the risk of permanent blindness. Their smell is not so accurate though.
Drow have an innate resistance to magic, presumable from generations of exposure to Underground radiation. An individual Drow may willingly lower their resistance on a temporary basis though this may leave them defenseless to all magics. The also have a naturally highly developed resistance to enchantment spells and effects and complete immunity to any magic-based sleep effects

Territory
The Drow were banished to the Underground thousands of years ago. They have become adapt to the harsh, pitch dark conditions and live well there.

Life-Style
The Drow hold themselves superior to all, especially to surface elves. They are born with abilities other creatures would kill to have, so it only makes sense that the lesser razes should be jealous and hateful toward them. They are Egotists, only believing in themselves because faith in others is foreign to them. They must rely upon their own wits and skills to survive and if they come to need aid from another then they will succumb to other Drow trying to scramble up the social ladder. They are usually suspicious of all others due to the expected treachery and lies, and a devastating betrayal is admired. Despite their sense of superiority, most Drow inwardly fear other creatures getting the better of them somehow so they are always on their guard. Even though these elves may seem completely cutthroat, humility is not foreign to them. Switching from superiority to grovelling when faced with a greater power is accepted if is means they survive, they can always make them grovel before them later. They take calculated risks, only those with a death wish putting themselves in situations that are likely to turn against them. They rarely fight for anything but themselves though if fighting for a greater deity or the survival of their house, some Drow take greater risks though only the most frantic fight fearlessly. Also, every action must have a purpose, a Drow takes steps toward some end with everything they do.

The code word to create a Dark Elf character is 'Shadow Arachnids'

Society
In Drow societies, females control almost all of the power, leaving males to pick at whats left over. Traditionally, females sever as priestesses to their Patron Goddess Lolth while males enter the military or(rarely) study wizardry. Priestesses are trained in the arts of war and often they lead squadrons and armies though they normally keep to themselves, out of harms way and give the orders to experiences male officers, some of which are kept in check by physical or magical threats and even outright domination. The only real way a male can gain any true power is through wizardry. Even the most experienced general and veteran of many conflicts may be killed for an accidental insult to a priestess, but a wizard of equal status is far more valuable simply because they are more rarer and useful. Still, they are inferior to the lowest female cleric, a fact male wizards resent greatly.
Most Drow societies have some sort of noble class, as social station is the most important thing in the Drow world. In the Lolth dominated society, the nobility consists of powerful, matriarchal houses, with females holding all positions and responsibility in government, the military and in the home. These are led by the Matron Mother, the most senior priestess. Her rule is absolute in the house, enforced by the priestesses beneath her (Usually daughters). All females of the mothers blood are ranked in order of their age although they wield no authority until they are train and of age. The Matrons position only changes upon her death - often at the hands of her eldest daughter.
Below the females are the male officers of the house: The Weapons Master, House Wizard and the Patron. Male heirs are also ranked by age: Elderboy, Secondboy, Thirdboy and so on (Though technically the rank thirdboy goes to the forth son as the third boy born is sacrificed to Lolth, the only exception is if one of the elder males is killed before the third males death). They are not to look at the faces of other Drow or speak unless spoken to or bidden. Next is the war-leaders of the House (veteran warriors who lead House Patrols, attack squads and guards, under the command of the weapons master) and the house mage's (under the command of the House Wizard). Beneath these "Blood" members and officials of the House rank is common warriors, its craftspeople, its servants and its slaves.

Fighting Style and Weapons
Drow fighting styles vary from city to city and also due to the individuals sense. Most commonly taught in the military academy is The bautha z'hin style, which means "dodge and walk," relies on the natural agility and light armor the dark elves favor. The drow surround their foes and attack foes from all sides, and they use this style particularly against strange monsters with many attacks and a long reach. The style emphasizes dodging blows and high maneuverability, and practitioners of this style often learn the early elements of the orb alur style, bragging that they never are touched in a fight. Warriors of this style are usually paired with those using the z'ress a'thalak style, especially since the latter act as an anchor and the former position themselves to flank the enemy.

Mounts and Pets
The Underground has a variety of creatures they use in combat or day to day life. Many of these creatures have been completely exterminated or exiled to lands where no creatures travel. The remaining are listed:
Bat: Drow enjoy to company of all kinds of bat, carnivorous or other. They are used as pets, messengers, fighting animals or spies.
Underdark fungi instead of fruit, while others cannot survive without fruits imported from the surface and thus are limited to the most affluent and well-connected drow. The carnivorous bats eat insects and small strange flying creatures, but those that eat spiders are exterminated in areas controlled by followers of Lolth. Because of their ability to navigate with sound, bats function extremely well underground, although most owners use their faerie fire ability to call the trained bats back home. The smallest varieties of bats are often kept in cages by small drow children, and the larger ones are kept in small rooms in drow mansions. (Slaves frequently clean these rooms to prevent odors.) Drow pet bats are often killed by relatives or rivals, either for needless cruelty or to teach the child a lesson.
Cavvekun: Also known as bat-faced dogs, these Underdark natives superficially resemble the dogs of the Onground world, except instead of fur they have black, velvet-smooth skin alike the skin upon a bats wing. Their ears are upright and pointed and their noses have leaflike projections similar to those of certain surface bats. They have sensitive whiskers, small eyes, and a slender build. Cavvekans are nearsighted and can see in the dark or light only to a range of 10 feet. Like drow, they are temporarily blinded by bright light. Their extremely sensitive hearing makes up for their poor eyesight, and they can detect creatures within 120 feet of themselves. Because their senses are superior even to the dark elves, drow use cavvekans as guard and hunting animals, for the creatures can track by scent almost as well as a bloodhound. Because of their rarity near dangerous drow cities, cavvekans are rarely taken as pets and are used mainly as work animals. In the wild they are cautious scavengers, but they fight as a pack to bring down larger weakened creatures, including humanoids.
Night Hunter: The evil batlike creatures called night hunters have 7-foot wingspans and sharp triangular tails. They can see in the dark at a greater distance even than drow, and instead of using sound to navigate in the dark, their eerie screams are used to strike fear into prey. They are sometimes domesticated and make aggressive pets, and both surface dwellers and drow have taken them as familiars. They fight with a bite and follow up with slashes with the tail. They are very rarely ridden and if they are only commoners or children (of commoners) ride. If the bat and rider are slain during battle (or the bat slays its rider) then it is of no great loss.
Riding Lizards: These horse-sized lizards are built low to the ground with legs splayed wide. Their steady gait, sense of balance, and ability to walk on walls and ceilings make them ideal mounts for patrolling dark elves. Most noble houses have at least a handful of the valuable lizards, and the larger houses have entire squadrons of lizard cavalry. Rather than charging into battle like human knights, drow cavalry stealthily creeps unnoticed across the ceiling to pepper enemies with poisoned crossbow bolts; by the time the targets realize the attack isn't coming from the ground, most of them are asleep and are easy prey for support troops. Although they cannot see in the dark, riding lizards have a keen sense of smell and are trained to follow the silent directions of their rider, allowing them to navigate the blackest tunnels with only a slight decrease in speed.
Slaves: It is not uncommon for children to be given slaves as a pet, usually smaller creatures or those considered unintelligent. Usually only children of households are given slaves.
Spiders:Spiders are the most common pet for Drow. They range from small enough to fit through a button hole, kept as a collection for children, hand sized a favorite of wizards or as large as a horse, used as mounts. Killing a spider can be punishable by torture and death.
Steeder: These large spiders are monstrous though are hardly mindless vermin. They are used as mounts and perform admirably.


Mortals - 'Humans'
Appearance: Human's appearances differ greatly depending upon their heritage, how they were raised and gender. They are the weakest of all the races and never gain royalty or wealth.

Powers: Humans have no powers. In a rare case they may be given powers by a mystical being though this is forbidden by all laws and is severely punishable. They are usually trained solely for work purposes.

Territory: Humans posses no territory, not even the small houses or land they live upon. Some humans escape the Underground to live Onground though it is unknown if they managed to survive in the wild.

Life-Style: Their lifestyle varies greatly on who they were born to and who buys them. If they are not bought as slaves then they generally die you from malnutrition, disease or abuse.

Society: There is no structured society for humans. They are all out for themselves, if they don't live that way then they will most certainly die.

The code word to create a Human character is 'Fleshy Mortal'

Fighting Styles and Weapons: It's not rare for a human to be used as a decoy during fights or even as a training target though it's rare for a human to be able to be trained to fight and use a weapon. If they are trained then they are generally still slave class and receive no privileges.

Mounts and Pets: Humans are never placed upon mounts, not even if they are considered dangerous. The least expensive and even worthless mount is always worth more than a human. Humans are often used as pets so will rarely have one of their own.
« Last Edit: May 11, 2008, 3:34pm by Brezzen? »Link to Post - Back to Top  IP: Logged
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