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|[[Landsoftheblacksea:Main_Page/races|'''Races''']] || [[Landsoftheblacksea:Main_Page/religion|'''Religions''']] || [[Landsoftheblacksea:Main_Page/realms|'''Realms''']] || [[Landsoftheblacksea:Main_Page/geography|'''Geography''']] || [[Landsoftheblacksea:Main_page/organizations|'''Organizations''']] || [[Landsoftheblacksea:Main_Page/languages|'''Languages''']]  || [[Landsoftheblacksea:Main_page/time_calendars|'''Time & Calendars''']]
 
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[[Landsoftheblacksea:Main_Page | '''<< Back to Main Page''' ]]
 
[[Landsoftheblacksea:Main_Page | '''<< Back to Main Page''' ]]
  
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=== Tuaths ===  
 
=== Tuaths ===  
Ancestors of the Vulkuls and the Athernians, the Tuath civilization was quite advanced (they had steel, cities, and technology) has since fallen to ruin. The Tuaths dispersed after a cataclysmic event destroyed their civilization long ago, and for the most part have assimilated with other ethnicities in the peninsula.  At the current time, there are very few pure-blooded Tuathans left.   
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Ancestors of the Vulkuls and the Athernians. Tuathans have assimilated with other ethnicities in the current time to the point where there are virtually no pure-blooded Tuathans left.  A primitive celtic-like culture.
 
 
Those that are left have no records of their former glory, and live in primitive villages and settlements on the periphery of the realms of the Athernian peninsula, preserving only their languages and religion.  When they do journey into the realms, much of what they encounter in cities now is foreign to them. They still have steel weapon, but they are not engineers or mechanics, and mechanical things beyond simple snares and the like are foreign to them.  Those that live on the water have boats and sail, but the massive craft of modern civilizaton that trade across the vast oceans are beyond them.
 
  
 
=== Vulkuls ===
 
=== Vulkuls ===
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=== Snow Elves ===
 
=== Snow Elves ===
Inhabit the cold foothills of the Grey Mountains where they meet the forest of Thornwood, North of  Athervon.  Tend towards pale/light hair.  They are more muscular than many elves, and powerful fighters. Their magic use, while impressive, is not at the same level as other Elves. Reclusive as a society, individuals have been known to venture outside of their realm seeking knowledge or adventure.
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Inhabit the cold foothills of the Grey Mountains where they meet the forest of Thornwood, North of  Athervon.  Tend towards pale/light hair.  They are stouter and stronger than many elves, and most likely to be taken for human save for their ears.  They are generally good-natured and enjoy wine and song, but they are also powerful fighters. Their magic use, while impressive, is not at the same level as other Elves.  
  
 
=== Wood Elves ===
 
=== Wood Elves ===
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Very typical for standard AD&amp;D wood elves.
 
Very typical for standard AD&amp;D wood elves.
  
== [[Landsoftheblacksea:Main_Page/races/dwarves|Dwarves]] ==
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== Dwarves ==
Dwarves of the Lands live in extended family/clan structures that can comprise 1000’s of individuals. The Dwarves create settlements wherever there are metals, gems, or other minerals of value to them. These settlements can range from fortified structures built into cliff walls housing scouting groups looking for new deposits, to the vast underground Dwarven cities – the Udhrms – where the leaders of each clan are found, each trying to out-do the others in terms of the grandeur and splendor to be found within. Dwarves in general tend to be highly suspect of other races, and limit the interactions they have. When they do interact, they prefer to do it in the lands of others – they are very careful about who is allowed inside their settlements, worrying about theft, spying, and sabotage. Of course, their history makes such beliefs well-founded – when not fighting amongst themselves, the Dwarves fight continual battles against humans, demi-humans, humanoids, and even have had to repel the occasional Dragon.
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Dwarves of the Lands live in extended family/clan structures that can comprise 1000’s of individuals. The Dwarves create settlements wherever there
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are metals, gems, or other minerals of value to them. These settlements can range from fortified structures built into cliff walls housing scouting groups looking for new deposits, to the vast underground Dwarven cities – the Udhrms – where the leaders of each clan are found, each trying to out-do the others in terms of the grandeur and splendor to be found within. Dwarves in general tend to be highly suspect of other races, and limit the interactions they have. When they do interact, they prefer to do it in the lands of others – they are very careful about who is allowed inside their settlements, worrying about theft, spying, and sabotage. Of course, their history makes such beliefs well-founded – when not fighting amongst themselves, the Dwarves fight continual battles against humans, demi-humans, humanoids, and even have had to repel the occasional Dragon.  
  
 
== Gnomes (Zradkin) ==
 
== Gnomes (Zradkin) ==
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== Half-Orcs ==
 
== Half-Orcs ==
Uncommon in most civilized areas, half-orcs tend to be found in lands where humans and orcs have not been able to wipe one another out through conquest.  Half-orcs have a difficult life within the human-centric Lands, and tend to live in the roughest, least civilized locales, where they tend to make their living via manual labor-intensive jobs (e.g., smith), criminal activities, or employment where their skill in combat is an advantage (e.g., bouncer, gladiator, boxer).  They are generally not allowed to take positions where trust is needed (e.g., rarely with they guard precious goods or be on the city watch).
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Uncommon in most civilized areas, half-orcs tend to be found in lands where humans and orcs have not been able to wipe one another out through conquest.  Half-orcs have a difficult life within the human-centric Lands, and tend to live in the roughest, least civilized locales, where they tend to make their living via manual labor-intensive jobs (e.g., smith), criminal activities, or employment where their skill in combat is an advantage (e.g., bouncer, gladiator, boxer).  They are generally not allowed to take positions where trust is implied (e.g., rarely with they guard precious goods or be on the city watch).

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