Tirerion
Would you like to react to this message? Create an account in a few clicks or log in to continue.


 
HomePortalGallerySearchLatest imagesRegisterLog inMap

 

 Races/Occupations/Magical Orders

Go down 

Have you read this since it was updated on June 20, 2012?
Yes
Races/Occupations/Magical Orders Vote_lcap100%Races/Occupations/Magical Orders Vote_rcap
 100% [ 3 ]
No
Races/Occupations/Magical Orders Vote_lcap0%Races/Occupations/Magical Orders Vote_rcap
 0% [ 0 ]
Total Votes : 3
 

AuthorMessage
AdminMutePoetess
Lore Master
Lore Master
AdminMutePoetess


Posts : 765
Join date : 2010-06-08
Age : 32
Location : USA

Races/Occupations/Magical Orders Empty
PostSubject: Races/Occupations/Magical Orders   Races/Occupations/Magical Orders EmptyTue Jun 08, 2010 11:43 pm

Races



Important Character Note: While these race descriptions are slightly flexible, (and can be combined in a mixed-race character), deviating too far from these may cause a character to be overpowered (or even underpowered). Despite affinities for certain types of magic, NO CHARACTER is born knowing magic even at the level of a novice. Your character's affinity might've helped them learn faster and easier, but getting to a high level of magic takes a lot of effort and many, many years for everyone. The only exception is that Dragon-kin are born able to manipulate Dragon Flame (but they still have to learn how to control it in order to use it) and Poncoran natives naturally exude a magic that they do not actually manipulate.



Human
(Usual Alignment: Neutral)
I'm assuming you're a human and you know how humans work. Keep in mind that this is a classic/high fantasy role play so some mannerisms and speech patterns are going to be quite different from what they are today. Be creative!
(Regular Aging = Human aging. Max age ~100 years)

Poncora Natives
(UA: Neutral)
This is race of people who lives on the Poncora Islands. The appear human but with occasional exotic features such as pointed ears, strangely colored hair or eyes, and other things. They have a natural magic about them which makes everything around them and their whole island very calm and peaceful and it can also mess with a non-native's sense of time. They have their own language that they speak when among themselves. (Important to note: they still face the same magical limitations that other races do). They do not often venture far from their island, and they prefer to not have too many outsiders on their islands either. They are extremely skilled in jewelrycraft and keep up a robust trade with the town of Cornowen.
(Unique Aging: A Poncoran native's looks are no guarantee of his or her age. They may look very young and be very old, or look older and be quite young. They have the same lifespan as a human, though. Max age ~100 years)

Elves
(UA: Good)
Elves are typically intelligent, tall, graceful, quiet-natured, kind and understanding, with light skin (that puts them in stark contrast with their enemies, the Drows). They are skilled fighters particularly with small or light weapons such as bow and arrows, or knives (which are typically made with the Elven metal "brightsteel" which is highly valued outside of Numiel and used to make jewelry as well). Some can use telepathy and some receive prophetic visions. They are not very susceptible to poison and their bodies can typically flush out poison very quickly and also heal at an incredible rate. They are not, however, invincible (an elf with a sword through the stomach is not going to be getting up, and if they lose a limb, they cannot regenerate it). They have a strong affinity for nature so while they are able to learn magic, they tend to shy away from fire magic because of its destructive nature. The can move in complete silence and can move through trees as quickly as they move on the ground. While Elves will only engage in wars outside of their home if it is absolutely necessary, within their own borders they can be quite cruel. They are very proud race and they do not tolerate any other races being within the borders of Numiel. In very, very rare and extreme cases, an outsider will be allowed in but will never be let alone without an escort. Intruders are imprisoned and may be killed. Elves are also quite harsh with their own kind if one has done something that could be considered a disgrace to the race (especially loving or reproducing with someone of a different race). It is rare for an elf to be born outside of Numiel, but it does occasionally happen. Some live throughout Tirerion or travel, but most live in Numiel. They are typically regarded with a fair amount of respect except for some people who find them arrogant or haughty. Elves and Drows are mortal enemies.
(Multi-century lifespans. Appear much younger than real age but mentally mature quickly. Max age ~900 years).

Drows
(UA: Evil)
Also called dark elves, drows resemble elves but with gray or black skin and stark white, dark red, or black hair and slightly flatter noses. Their eyes are typically nearly or completely white or black. They are slightly shorter and a tiny bit stockier than elves, and move very quietly, but not with the absolute silence that elves have. Drow eyes are extremely light-sensitive. They can see almost perfectly in pitch darkness, but their eyes are very weak in bright sunlight or firelight. They can be easily blinded by being exposed to a bright enough light for too long. Their skin is incredibly sensitive to light as well, and burns quickly and severely, so they tend to travel only at night or with thick cloaks to keep the sunlight off of their skin. They are very adverse to fire because of the heat and the light, and so most never become involved with fire-magic - except for those who wish to train in the art of weapons making. They are skilled metal smiths, particularly when it comes to weapons, and their metal of choice is Blacksteel. This drow-made metal is very light and can pierce bone effortlessly, but it is extremely hard to come by and difficult to work with. It is an esteemed profession for a drow and very few are able to master the control it takes to become a Blacksteel weapons maker. They are able to learn other sorts of magic, especially dark magic, but they rarely do for most prefer to fight with drow-made weapons. In personality, they are very cold and cruel, and tend not to care about other people. They do not like to interact much at all with people who are not Drows and aren't normally very chatty with their own kind either. Arrogant and proud, they consider their race superior to all others and have great distaste for anyone who is part-drow with mixed blood. They are quick to judge and delight in causing pain and bloodshed. They are not common in Tirerion and most live to the far south in tunnel-homes in mountains. Drows and Elves are mortal enemies.
(Multi-century lifespans, appear much younger than actual age. Max age ~900 years)

Dwarves
(UA: Neutral)
Dwarves are short, stocky, opinionated, and strong fighters, especially with bigger weapons (including axes and clubs). They can be quite good with healing techniques and healing magic (and are able to learn other forms of magic), though most would rather fight with a solid weapon. They are tough-skinned and sturdy enough to be able to withstand physical attacks very well, but are not invincible (you can still stab a dwarf with a dagger and it will do damage). They are skilled metal smiths with a fairly extensive natural knowledge of both regular metals and exotic metals (brightsteel, drow-made metal, etc). They work with all of these metals but delight most in working with Mithril. They have a good eye for quality jewels, too. Dwarves have fairly strong family ties but also rely mainly on themselves especially in traveling. Many of them come from the northeast Greyhardu mountains, but they are spread throughout Tirerion now. They are very honest tradesmen who will bargain and haggle but will never cheat someone - nor will they allow themselves to be cheated! They tend to defend their homes and possessions fiercely. Some are naturally of a happy demeanor, while others are born grumpy or stubborn. They typically enjoy a good drink, and don't mind fighting. They are regarded with the same respect or disrespect that a human would offer another human.
(Max age ~300 years. Age accordingly but their bodies are built to last that long).

Halflings
(UA: Good)
Short in stature, but not stocky, like dwarves, halflings are somewhat comparable to human children but with slightly pointed ears. They live mainly in Fellan but there are some small villages of halflings spread out around the country. They are a peaceful and home-loving race, tend to stay with their own kind rather than explore, though there are some adventurous ones. They are kind and simple, usually quite happy, with a love of music and the arts, as well as food. They tend to be very good cooks and they enjoy a good party close to home. They are careful around visitors to their province but are not inhospitable. They typically do not engage in combat, nor do they handle weapons very well, but if they or someone they care about is in danger, they will fight fiercely with anything they can find. While they are able to learn magic, it does not come easily and very few are able to become any sort of master, so they're not very inclined to it. Fellan is a sweet and peaceful province, seeming fairly out of place in the middle of so many war-ready provinces. Halflings who travel outside of their province are regarded usually with some wonder and kindness due to the fact that people tend to unconsciously treat them as children.
(Max age ~200 years, age accordingly.)

Shapeshifters
(UA: Evil)
Shapeshifters are cunning, deceptive, intelligent, and inclined to dark magic, but if they so choose to learn, they can be skilled in all variations of magic (although they are not without their limits). Most experience some sort of negative side effect that limits their shifting (such as scarring, pain, weakness in the muscles). They can shift into the form of any animal (including mythological beasts) or race. They can also shift features such as height, hair-color, eye-color, and other such cosmetic changes. Some become talented in making more fantastical changes (such as decorative wings) or partial changes (such as being in one form while having a feature from a completely different animal) but these abilities take a great deal of study and discipline to learn, and are immensely difficult to master. For most, the shift takes around a minute rather than being instantaneous. Their powers are limited by nature though. They cannot, for example, shift in such a way that their strength exceeds the maximum strength of the creature of the form that they're in or become a ridiculously huge version or small version of whatever form they're taking. Taking on an animal's form does not give them the ability to communicate in any way with an animal of that species. Because of their deceptive nature, they are generally not trusted and in some places are banned from staying in inns and such things. Because of their unpopularity, many have been killed and they are quite rare now. Most choose not to reveal to the public that they are a shifter, due to the negative stigma.
(Aging - they do age and typically as they get older, shifting becomes more difficult but it is very difficult to tell their age because they can appear as old or young as they wish. Note: Character bios must still include actual age. Multi-century lifespans. Max age ~1500)

Feriels
(UA: Neutral)
Feriels are cat people. They are able to change into three forms: full human appearance (but with hair color and markings matching their pelt and slit-pupil cat eyes), human appearance with tail and ears, and full cat form (big cats, like leopard/tiger size, smaller when they're younger obviously). They are as diverse as humans as far as personality - some cruel, some kind. However, they are fierce fighters, preferring teeth and claws to weapons. They are also extremely territorial and will not hesitate to beat the heck out of someone from another tribe who is trespassing. Most are completely unable to learn any sort of magic, though one in a million may have a slight ability to learn a bit. The vast majority of them live in tribes in Kirameh (See tribe descriptions here) (Note: when creating a Feriel character, it is very important to pay close attention to tribe descriptions for markings and coloring.) Feriels in Kirameh rarely use their human form, being much more comfortable and safe in their cat form. However, some feriels live in towns or cities and most often use their human or half-human form. They are accepted in society by other races, but are referred to by tribal feriels as "domesticated cats" and are generally looked down upon as weak or traitorous. It is also not rare for a feriel to be banished from his or her tribe for reasons such as loving / reproducing with a feriel of a different tribe, or choosing to live in a city, or fighting with the leader. Feriels of mixed tribal blood are also considered to be filthy outcasts by pure breed feriels. Feriel tribes function in much the same way that wolf packs do; there is a chief or alpha, usually a beta, and these two get the first privileges in eating or hunting, make the decisions for the tribe and can banish feriels for challenging them. However, it does happen where a younger feriel will challenge an alpha and win, and take over the tribe, banishing the previous chief. Feriels and Kitsune are mortal enemies, and most feriels would kill a kitsune on sight. Feriels maintain the ability to speak in human language in their cat form.
(Regular aging. Max age ~90 years)

Kitsune
(UA: Good)
Kitsune are not native to Tirerion, but rather are from the northern region beyond the Greyhardu Mountains. They are fox-people and can take three forms: human (with cat-like eyes of a color similar to their pelt, hair color that matches their pelt, naturally pointed sharp nails), human with fox tail and ears, or full fox (sizes range from small housecat to very small leopard-size). They have pelts / hair / eyes of solid colors, any color of the spectrum, but maintain a white fox-like tail tip and have no other-colored markings. Quiet and self-kept, they tend to help those in need, and are skilled in healing arts and healing magic, as well as wind magic and sorcery. They're able to learn other forms of magic with practice and discipline. They are built for cold weather and are totally at home in the snow. They're a mostly peaceful race, but fierce warriors when home or family is threatened. Though they are born usually with a good alignment, if they experience a very violent event or extreme rage, it is possible for them to become evil, and it is nearly impossible then for them to become good again. They have a natural proclivity for swords and swordplay but also fight in their fox form. They do not live in tribes, but alone/with family. They are not very common in Tirerion as most live to the north (off the map) but are regarded with respect by most other races. They are mortal enemies of the feriels and stay away from Kirameh so as to avoid unintentional conflict. Kitsune do not have the ability to speak in human language when they are in their full fox form.
(Multi-century lifespan, appear younger than real age. Max age ~400 years)

Dragon-kin
(UA: Neutral)
Dragon-kin are descendants of dragons (which do not exist anymore). They look somewhat like elves in that they are exotic with pointed ears, bright eyes and natural beauty, but their build is more human-like. They have skin and hair of all colors of the spectrum, often with some sort of other-colored marking or pattern (that occasionally reacts to strong emotions by glowing or hurting). All Dragon-kin have firey eyes, but in different patterns and combinations of red, yellow, and orange, with the occasional hint of blue. They have very light bone structures because they used to be flying creatures, but they are also quite strong. They have very shiny white teeth, typically with pointed incisors (think vampire) and some can actually poison enemies this way with Dragon Venom which is the most potent poison in the land. It burns the victim from the inside out very quickly (seconds to minutes) if injected with a large amount - however, it can be delivered in a small dose to a strong creature (elf, drow, dwarf) and have only a minor knock-out effect. Some of them have retained ancient abilities such as telepathy and mind-reading, precognitive visions, uncanny speed, hypnosis, or similar powers, but no one Dragon-kin has more than one of these powers and they often have downsides (use your imagination!). All Dragon-kin are born with an ability to conjure Dragon Fire which is far stronger and longer-burning than regular fire (but they cannot manipulate regular fire unless trained into it) and it requires discipline to learn to control it. If trained, they can easily become masters of regular fire magic. They are also entirely fireproof. Every Dragon-kin has a Dragon Flame inside them which is sort of like a soul and heart in one - if their flame goes out, they die. They hate water but they never get cold. Their skin naturally burns hot, so much so that water tends to evaporate from them in seconds. They have very strong family ties to an extent where if one is sick, the closely related ones (by love or blood) will experience mirrored symptoms and cannot be healed. It is only if the sick one is healed or dies that the others get healthy. They defend both family and treasure fiercely and are honor-bound to avenge the unjust death of a family member. They love and can smell different precious metals and jewels, and the scent can be slightly intoxicating to them. In temperament, all Dragon-kin are unpredictable and volatile, going from happy to furious in an instant. They often cannot control their temper. They vary in general disposition, but most are very well-spoken. There is a deity called the Dragon Ancestor that watches over them and there is a shrine to him in the mountains north of Krynn. It is unknown where most Dragon-kin came from, but some have settled in Krynn and others travel.
(Multi-century lifespans, appear much younger than actual age, but actually mature slightly slower than humans. Max age ~2000)



The Avazat
(UA: Neutral)
This is a race of people that live deep within the Eol desert where no other race can survive. There are humanoid but built slightly larger than humans, with an Avazat woman being about the size of the average human male. They have dark, rough, brown skin, very flat ears, and eyes that come in all colors but only in very dark shades. Their voices are deep and scratchy, and have webbing between their toes that helps them to walk barefoot on the sand. Avazat, male and female, are all bald, and they also have a second eyelid under their outer lid which is translucent. They can control this eyelid and close it in sandstorm conditions to protect their eyes. It inhibits their vision but they are still able to see well enough to do things. They cannot tolerate large amounts of water because they are used to surviving on so little (can go weeks without it, but get their water from random desert springs that occasionally surface) so large quantities of water make them sick. They wear scant, light-colored and lightweight clothing, not worried about protecting their skin because it was made to survive the harsh, dry heat of the desert, although they do sometimes wear hoods simply to keep the sand out of their eyes and ears.
They're naturally very secretive, they don't want people to know anything about them, or that they even really exist. They -all- refuse to talk to outsiders about their people. When they travel outside of the desert they pretend they're normal humans. They very rarely travel (mostly only for medical assistance when it is completely necessary) and even more rarely go very far north as they cannot tolerate the cold and can't really function in it. They keep a common stockpile of clothing and money for those who need to travel out of the desert so that they can blend in (since they don't use these sorts of clothes or currency among their own). They're not inclined to be overly kind or generous, or any sort of outgoing so as to not invite questions. Some choose to live outside of the desert but even those who do still respect the privacy of their people and do not share information with outsiders. Those who stay in the desert stay with the tribe, they all live in one large group. It's made up of ten different extensive families and there are many people but they do pretty much known or are at least able to recognize everyone in the tribe. Each family has a male and female representative that form a council that makes all the decisions for the tribe. (IMPORTANT: The ten Family names of the Avazat Tribe are Hiekka, Vento, Homok. Szel, Vihor, Vejs, Rih, Kasirga, Piasek, and Cöl meaning that every Avazat has one of these last names, unless noted that they went out of their way to change their name, but this is generally discouraged within the tribe. Between generations, there's a lot of respect, and they don't have a lot of crime partly because it would be so hard to get away with in such a close environment. Most of the families get along and they all strive for peace among their ranks because a split could be disastrous though sometimes this takes a great effort.
They teach all of their children air magic from a very young age, some are more gifted than others but all of them know it to some extent. They're unable to learn other elemental magic. They can learn sorcery but it's fairly rare, and they can learn dark magic but that's super rare. They're main weapons are spears, whips, and air magic.
Their diet is made up mostly of giant sand crabs (which range in size from tortoise to about the size of a horse cart) and they use the shells to make various tools. Males and females are both taught to hunt. Occasionally they also eat rare desert shrubs, they're considered delicacies. They get their water from small desert springs that turn up here and their but they can go for a very long time without water. Their houses are made of stone that seems to grow right out of the dunes.
Many of their traditional ceremonies include deep chanting in their own language and music is a big part of their life in general - when outside of the desert and in towns and things and they hear music, they often feel compelled to chant along but usually refrain because they want outsiders to know as little about them as possible
(Age slightly slower than humans. Max age ~150 years. Mature normally)










Occupations/Classes

Note: These occupations are suggestions, by all means make up a unique job for your character - as long as you stay within the bounds of this fantasy world.

Thief / Rogue / Scavenger Scum/Filth/Dirt Class
Peasant / Fisherman / Farmer Lower class
Laborer / Apprentice Lower Class
Bard / Storyteller Lower Middle class
Bounty Hunters / Skin/Slave-Traders treated as Lower Middle
class but doesn't really
count because these
professions are illegal
Merchant / Business ownerMiddle class
Cleric / Priest / Chaplain Middle class
Ranger Middle Class
Warrior / Soldier / Guard Middle class
Baron / General Upper class
Aristocracy Upper class
Traveler / Journeyman N/A






Magician's Order
Please read the description of your character's race to find out if they have a natural ability for, aversion to, or limitation on any of these kinds of magic.

Additionally, there are varied types of magic that you may come up with in your RPing. We have discovered so far shadow-magic, metal-magic, and magic involving the Spirit World. HOWEVER. Please, please, PLEASE be careful not to overpower your character! And in order to create a new brand of magic, you have to be able to defend a very legitimate argument as to how it came about. It needs to be realistic to the situation and the world. If you have any questions, contact an administrator. If an administrator notices that your character is overpowered or unrealistically powered, they may request that you make a change (but we will not FORCE you to change your character).

Characters can know magic without being a magician by trade, but anyone who knows magic should be able to measure their ability by these standards. If your character learns any new skills or talents, it is wise to update the character's bio accordingly. Those who possess magical ability, but are not registered with the Magician's Order, are commonly referred to as witches or wizards.


Mage
Alignment: Most often Good
(Deals with elemental magic)
Levels:
Apprentice
Novice Mage
Intermediate Mage
Master Mage

High Mage
(NOTE: One can only have a High Mage character by contacting an Admin. This also applies to necromages and sorcerers)



Sorcerer
Alignment: Most often Neutral.
(deals with astrological magic, draws power from sun, stars, etc. and is often associated with the Spirit World)
Levels:
Apprentice
Novice
Intermediate Sorcerer
Sage

High Sorcerer
(Note: see the note under Mages)



Necromancer
Alignment: Almost always Evil

((Uses spells to reanimate the dead. Have the ability to journey to the Land of the Dead))
Levels:
Novice
Transitional
Necromage
Master Necromage

High Necromage
(Note: see note under Mages)


Last edited by AdminMutePoetess on Wed Sep 05, 2012 12:38 am; edited 11 times in total (Reason for editing : Added Avazat race)
Back to top Go down
http://mutepoetess.deviantart.com
 
Races/Occupations/Magical Orders
Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
Tirerion :: Introduction :: Everything you need to know about Tirerion-
Jump to: