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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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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.
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=== Dwarven Clans ===
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'''House Fhyldhrm:''' House Fhyldhrm makes its home in the massive, city-fortress of Fhyldhrmudhrm, nestled along the eastern slopes of the Iron Mountains that form the western boarder of Athervon.  The Thane of House Fhyldhrm is currently on good terms with the King of Athervon - while the two kingdoms have had their ups and downs over the years for different reasons, there has been more friendship than animosity.  The memory of dwarves is long, however, and while Athervon broke free from their Jhonian overlords nearly a century ago, it has only been within the last decade or two that dwarven merchants and traders have been seen on the roads of Athervon, despite their goods being highly prized and sought-after by humans. 
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''House Colors:'' Green and Yellow
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''House Symbol:'' Ram
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'''House Belohr:'''
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''House Colors:'' Silver and Blue
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''House Symbol:'' Raven
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'''House Ulmihr:''' The stronghold of Ulmihrudhurm fell to an unknown foe nearly five hundred years ago.  At least two separate dwarven armies have attempted to reclaim & resettle Ulmihrudhrm, but were lost in the attempt.  The remnants of the House Ulmihr have dispersed throughout the lands, mostly having settled among other dwarven Houses, although a large number of them can be found on both sides of the mountains that housed their former stronghold (Veniri, B’Narj, and the Haradi Coast).  Ulmihrudhurm, once the richest and largest of the dwarven underground cities, it is now but a legend to the human Kingdoms, lying somewhere in the Copperwash Mountains. 
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House Colors: Silver and Gold
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House Symbol:
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'''House Lhrihm:'''
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''House Colors:'' Gold and Red
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''House Symbol:'' Crown
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'''House Ganuhr:'''
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''House Colors:'' Green and White
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''House Symbol:'' Boar
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'''House Uzakhr:'''
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''House Colors:'' Black and Silver
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''House Symbol:'' Crossed Picks
  
 
== Gnomes (Zradkin) ==
 
== Gnomes (Zradkin) ==

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