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The Archives => Campaign Elements and Design (Archived) => Topic started by: Xeviat on February 12, 2010, 02:18:27 AM

Title: The Races of Three Worlds
Post by: Xeviat on February 12, 2010, 02:18:27 AM
[note=Eureka!]This is months in the making. It started with me writing a nearly seven page writeup for my dwarfs. That was far too much to make new players read. Sure, it was interesting to me, but I like things like that (I wouldn't have written it if I didn't). Condensing it down to a manageable size was difficult, but I did it. I just finished Tritons, so I figured I'd start this thread. There will be placeholders for now, but I hope to get a new race up every couple of days. If you catch me being lazy, AIM me at JAGXeviat and make me work.[/note]
[ic=Dwarves]Dwarves, the final creation of the Earth Dragon, inhabit the mountains of the world. They are industrious and knowledgeable and are widely known as great craftsmen. Dwarves generally prefer to face their difficulties head on. Stability and tradition are tenants of their lives, and they fight hard to maintain them.

Physical Description: Dwarves stand an average of 4 to 4 1/2 feet tall, but their broad girth means they weigh between 150 and 200 pounds, with dwarven females being larger than males. They have broad chiseled features: large slightly upturned noses, small eyes, and wide mouths, with slightly enlarged canines and small sharp teeth. Both Dwarven men and women grow ample and thick hair, with women growing thick locks and men growing full beards; their hair partially grows down their upper back and upper chest, creating something of a mane. They have distinct markings in their hair, creating streaks of differing color, as well as markings that flare out from their eyes along their face.

Dwarves are carnivores, though they grow grain to feed their livestock. They age a little faster than humans. They are children at 4 years, adolescents at 10 years, young adults at 13 years, and adults at 16 years, reaching middle age at 30, and are venerable at 50. Dwarves rarely live beyond 70. It is a common misconception amongst humans that dwarves live extensively long; this is due to male dwarves growing their beards at age 10 and their hair graying to a dull silver as early as 30 (their dark hair markings generally take longer to gray).

Personality: Dwarves are often seen as stubborn, greedy, and reserved, but these flaws can just as often be the virtues of reliability, thrift, and cautiousness. They make friends slowly, but once friendship is given it is almost impossible to lose. If they are slighted, they typically deal out a punishment, and then the slight is forgiven (though sometimes the punishment is death). Value is of utmost importance, so if there is nothing to gain from a given endeavor, it will generally not be undertaken. While they tend to be stoic and rational, they are well known for their bouts of rage.[/ic]

[ooc]I have striven to make my dwarves different from the stereotypical dwarf while still making them enough dwarf-like to be worthy of the name; there's no point calling it a dwarf if its a martian. Since my world uses science as its building blocks, my dwarves evolved from badgers, which I used to not only determine their appearance but also to color their personality. I hope you enjoy them.[/ooc]

[ic=Deep Dwarves]The first of the dwarves, deep dwarves reside under the Grand Spire Mountains in central Krellshah. Their homes are built deep inside mountain caverns, which are beautifully and meticulously carved. They have less contact with the surface world, both protecting them from its dangers but cutting them off from its benefits. Deep dwarves are the most untrusting breed of dwarves.

Appearance: Deep dwarves are shorter and heavier than other dwarves. Their eyes are light blue or white, their hair is black (with rare brown and red) with paler markings, and their skin is a deep to grayish brown with tan markings flaring out from their eyes. Their clothes tend to be modest and simple. Their clothes are typically made of animal skins, although the wealthy wear imported cloth and silk. Dwarven craftsfolk favor wearing jewelry of their own creation, but their disdain of excessiveness generally has them wear only a single piece of jewelry at a time; this allows them to show their skill and wealth in a single stroke without being ostentatious. Deep Dwarven warriors favor their mining tools (hammers and picks) when they march into battle; almost all dwarven warriors carry shields, since longer weapons are difficult to wield in cramped tunnels. They favor metal armor, often meticulously crafted.

Culture: Deep dwarves place vast importance on honor and tradition in all aspects of life. Society is divided into professional castes, with only warriors and priests having real mobility. Individual families strive to profit by trading their excess with other families. Love is a non-issue for deep dwarves; marriages are organized to benefit families, and are kept together out of loyalty and honor. Females and males both work for their families, but females work within the family while males work outside. Settlements are typically a single clan (though Citadels are composed of many clans), and each clan is lead by a monarch. Power changes are rare, but they are swift to dispose an unfit ruler. They are distrustful of outsiders, but are forced to trade for food, making them cold and shrewd traders. They are deeply religious, both worshipping their creator Tyrannon and the spirits of their ancestors and the earth around them; their religion isn't dogmatic, rather it is focused on honoring and pleasing the spirits to receive blessings and guidance.

Names: Deep dwarves possess one name, given to them at birth, decided by the elders of their family and approved by elders of the clan (great care is taken to not repeat the name of great heroes or villains in their past, lest it color the dwarven child's destiny). Instead of possessing a family name, as humans do, deep dwarves generally refer to themselves as the child of their father or mother, and also the child of any great dwarves in their ancestry. Their clan also serves as an additional name, although the clan's name is the clan's founder's name. A typical deep dwarven name might be "(name), son of (father's name), son of (family hero), of clan (founder's name)." Names, and the history and tradition they represent, are very important to dwarves.

Adventurers: Deep dwarven society possesses a great amount of structure and duty, where every dwarf has their place; thus, average dwarves rarely take up the life of an adventurer. Typical dwarven adventurers are warriors sent out on specific missions, dwarves from fallen families or clans trying to rebuild their family or clan honor, or dwarves who simply didn't fit in with typical society.[/ic]

[ic=Hill Dwarves]The hill dwarves separated from the other dwarves at the same time the humans defeated the giants. While the deep dwarves dug into the mountains and closed their citadel doors to hide from the giants, the hill dwarves battled the giants and forced them further into the mountains; they then built a wall to hold them back. They settled into the mineral rich hills, and brought the knowledge of mining and metalworking to the new land. Rather than burrowing into the hillside and building a subterranean home, the hill dwarves chose to remain largely on the surface, and built strong relations with the local humans. They are less devoted to tradition and honor than other dwarves, and have instead developed a sense of community which extends to their friends and allies.

Appearance: Hill dwarves are slightly taller and considerably leaner than other dwarves. Their eyes are generally green, their hair is blonde or red with black markings, and their skin is a deep earthy brown with darker markings. They dress much like the Holylands humans, except their clothes are lighter and they don't favor coats. Common fashion encourages hill dwarves to keep their hair trim and well kept, unlike the wild manes of deep dwarves. Even when not on duty, or when retired, hill dwarves from the military are fond of wearing their badges and awards at all times. A well crafted sidearm is as fashionable as jewelry for other races. While many hill dwarven warriors wield the hammers and picks of their deep dwarf cousins, axes are common. Templar exclusively wield one-handed swords, in honor of the Gold Knight. They favor metal armor, and are fond of adding gold (or brass) trim.

Culture: Hill dwarven society is centered upon the community; everyone works for the community and the community provides for everyone. A monarch rules over their entire nation, but elected representatives lead each settlement. Families are matrilineal, but beyond living relatives only the community matters. Although most are free to move into any profession, all young adults are required to participate in the military for two years. Aside from expectant and nursing mothers, there is little societal differentiation between males and females; the only difference is during wartime, where males leave to fight and females remain to defend. Pragmatism puts little value on art, relegating them to the status of a hobby, except amongst the clergy; most hill dwarven art is religious in nature. Hill dwarven religion is a mixture of ancestral worship and the Holylands humans' tenants of chivalry (especially courage, since a hill dwarf once wielded the Gold Knight's sword). The clergy have little political influence, though their templar make up the elite forces of the military.

Names: A hill dwarf has three names. First, a personal name given to them by their parents on their first birthday; before that, they are referred to simply as 'child', 'son', or 'daughter'. Second is the name of their mother. Third is the name of their home. A typical hill dwarven name is (personal name), son of (mother's name), of (place). Upon marriage, a male hill dwarf replaces 'son of (mother's name)' with 'husband to (wife's name)'. In large towns and cities, a hill dwarf's mother's name is replaced with a family name, which is typically the name of a former head of the family.

Adventurers: Hill dwarf adventurers are frequently on quests that relate directly to their community. Although their travels may take them far from home, the memory of their home is never far from their thoughts. They typically see their adventuring companions, even those who are non-dwarves, as part of their family, and often expect the same treatment in return. Some hill dwarves were too greedy and focused on personal gain for polite society, so they leave to find their fortunes else where. The quest to find the Gold Knight's sword is of particular importance to chivalrous hill dwarves, as they believe it is their destiny to wield it again.[/ic]
Title: The Races of Three Worlds
Post by: Xeviat on February 12, 2010, 02:18:42 AM
(Placeholder: Elves)
Title: The Races of Three Worlds
Post by: Xeviat on February 12, 2010, 02:18:57 AM
[ic=HALFLING]Natives of the Northern continent of Draconia, Halflings are amongst the smallest of the races. They are courageous athletes and thrill seekers, suited well for their unforgiving jungle home and the wild urban streets many now call home. They were discovered by the Hunerst Empire, and many left their homeland to seek their fortunes. In most human settlements, halflings make up a large minority. Their native name for their race is 'cherim', but most have taken to their human-given name. Rather than be held back by their size, they use it to bring members of other races down; 'I can do it, and I'm half your size!'

Physical Description: Halflings stand within a few inches of four feet, and weigh between 60 and 80 pounds. At a glance, they look like small humans, except that they are proportionally narrower and their limbs are longer. Most striking of their features is their three foot long prehensile tail, which is as thick as their arm. Their skin is light and it reddens slightly as they tan; their hair is dark, normally black but browns and reds are possible. Their facial features are set closer together than a humans, and their ears are proportionally larger. Their hair has a fur-like texture, and it is matched by the same color fur on their tails. They do not grow facial hair, although males can grow long sideburns. All halflings have short hair; their hairs fall out by the time they reach an inch. They have three fingers and a thumb on their hands, and four toes on their feet.

Halflings are vegetarians, eating a diet made up of fruit, nuts, milk, and eggs. They age considerably faster than humans; they are children at 1 year, adolescents at 5, young adults at 8, and adults at 10. They reach middle age at 25, and typically do not live further than 50. Male's hair begins to gray at around 20 years, while a female's hair never grays.

Halflings dress in clothes of the same style of their host culture, and they are typically fond of jewelry. Poorer halflings must stick with children's clothing. Halfling warriors often must make their own armor; they favor lighter leathers and chains over more bulky plate.

Personality Description: Halflings are curious and adventurous, and are prime opportunists. They are more prone to risk taking and they dislike extended debate and planning. To a halfling, anything worth doing is worth doing now. Many, especially humans, see them as uncivilized, or as thieves or con-artists, and although the reputation is largely untrue, some halflings conform to it with a twisted sense of irony. Halflings hate to be underestimated, and many especially love to prove others wrong; others use underestimation to their advantage, and take to jobs which favor being overlooked. While halflings prefer to keep busy, it's done to minimize the amount of work they have to do, freeing up their time to do what they want to do.

Culture: Aside from the wild halfling culture, halflings have no true culture of their own. They have assimilated themselves into other cultures. Most halflings come from human lands, but some come from dwarven and elven lands as well; it is almost unheard of to find native halflings amongst ifrits, tritons, or valkyries. They adopt the cultures of their homelands well, though they tend to be part of the lower class. No matter their culture, they're typically more active and reckless than their home culture. Halflings tend to group in communities of other halflings, and they live in extended families with three or more generations within a single household (to better use the space of homes that are often far too large for them). They also tend to be lazier in their speech, and as such halflings have their own accents or even dialects within their home culture.

Names: Like all aspects of halfling culture, their names reflect their home culture. They adopt names appropriate for the culture they grow up in. Recently, young halflings find it amusing to give themselves nicknames like wild halflings do, but this is seen only as a trend.

Adventurers: Halflings are well suited to the life of an adventurer. Although they are not as strong as the other races physically, they make up for it with courage and energy. Many halfling adventurers are nothing more than thrill seekers, but others are opportunists seeking grand fortunes. Few halfling adventurers strive out on great moral quests, but those that do are amongst the most zealous crusaders; halflings never do anything halfway.[/ic]

[ic=WILD HALFLINGS]   
Tribal nomads, the wild halflings, originally calling themselves Cherim, come from the dangerous lands of Draconia. There they did not build villages, as the monstrous animals of their island home made a sedentary life unwise. Together with their pack animals (skollus) and flightless bird-mounts (woblurs), the Cherim traveled all over their island home in search of food. They encountered human explorers fifteen-hundred years ago, and some returned with the humans to Krellshah. Although most have assimilated into human culture, the wild halflings have kept to their nomadic ways, now traveling the lands of Krellshah as its mysterious and distrusted caravans.

Appearance: Since halflings tan red, wild halflings are typically redder in skin tone than other halflings. Most wild halflings have red hair as well. They typically wear wool clothes, sheared from the woolly skollus that carry their packs; they dye their clothes in bright colors and tailor them in many styles, meant to show off their worldliness. Wild halfling women are fond of tying ribbons in their hair, while the men wear their hair wild and unkempt.

Wild halfling warriors are almost exclusively mounted combatants, using both sword and sling from bird-back. They favor leather armors over metal, but this is more because metal is better for selling.

Culture: Wild halflings ensure that they are nominally welcome wherever they travel by acting as traders across boarders, and even between countries at conflict. Most of the goods they trade are made by other races, but they are well known for their textiles. They take extensive lengths to honor their contracts, lest they ruin the reputation of other bands, but they are quick to exact justice on those who wrong them, again to ensure other bands are treated well. Wild halfling bands are mostly made up of a single extended family, but they are prone to intermingling with other bands and also picking up particularly adventurous or troublesome youth when they stop in towns. Halflings mate for life, typically a female chooses a male from another band. Leadership of a band is held by the band patriarch and matriarch, who pass leadership to another couple when they believe it is time (or when the band demands it). When bands get too large (more than 40 adults), they typically fragment into two or more groups, with charismatic leaders taking charge of the new bands.

Names: Each wild halfling band has a name, which serves as the family name for all those living in it. No matter which gender marries into a band, they always adopt their new band's name. Wild halfling first names have much variety, taken from any of the cultures the band comes across. Wild halflings are fond of choosing descriptive or even nonsensical names for themselves that they use when dealing with people outside of their band for non band business; the better to protect their band's reputation.

Adventurers: Wild halflings are born adventurers. Leaving one's band for years at a time is not unheard of, and they are welcomed back so long as they bring something of value to their band. Most are on quests to claim riches for their band or open up new trade routs, but others are out to defeat some threat to their band. Outcasts happen from time to time, and they make up some of the more infamous halfling adventurers.[/ic]
Title: The Races of Three Worlds
Post by: Xeviat on February 12, 2010, 02:19:12 AM
Placeholder: Humans
Title: The Races of Three Worlds
Post by: Xeviat on February 12, 2010, 02:19:23 AM
Placeholder: Ifrit
Title: The Races of Three Worlds
Post by: Xeviat on February 12, 2010, 02:19:37 AM
[ic=Tritons]The amphibious people of the sea, tritons were created by Naiazorn, the Water Dragon. They reside from islands and ship-towns in the open sea to inland lakes and wetlands. Tritons are the premier sea farers of the world, the first to build ships, and the controllers and protectors of most sea trade routes. The distance of their settlements from most of the rest of the civilized races has allowed them to grow and prosper, despite their lack of technology and resources.

Physical Description: Tritons stand between five and five and a half feet tall, weighing between 100 and 140 pounds. Their skin is smooth and shiny, moistened by a thin layer of mucus, and has the feel of thin polished leather. While their exact skin color varies, it is typically blue, and most often matches the color of the water around them; over many months, their skin color changes when they are in new surroundings (this can be quite pronounced amongst adventuring tritons, such as those dwelling in cities taking on a grayer color). They are entirely hairless, with large eyes set high and wide, and a wide mouth lined with short sharp teeth. Tritons have a soft roundness to their features. They have no external ears, and their nostrils are just small holes that can be sealed shut. From behind their jaw extends a tuft of frilly gills on either side of their neck, fanning out a foot in each direction; when out of the water for prolonged periods, their gills tighten up and shrink, laying flat along their neck. They have three fingers and a thumb on their webbed hands, and four toes and a thumb on their webbed feet. Their unique ability to regenerate even grievous injury leaves their flesh smooth and unmarked by scars. Because they have no external genitalia, they typically do not wear clothes while swimming and only wear thin clothes on the surface; while around other races, or in colder climates, they favor form fitting watertight leathers.

Tritons are carnivores, preferring to eat fish and shellfish even though they can tolerate other meats. Tritons are born from eggs and spend the first stage of their life looking like a large fish for two years. They then enter a juvenile stage for the next eight years, where they appear largely like small adults with long tails. As they grow taller and larger, their tail shrinks down until it becomes nonexistent. They are born male, and generally don't become female and start laying eggs until they have been adults for twenty years (though this change can come sooner if a community loses all of its females). The change from male to female comes along with an increase in size, both in height and weight; they gain several inches and near twenty pounds. They show little sign of old age until they near forty, when their skin begins to dry and lose its luster.

Personality: Tritons are simultaneously individualistic as well as empathetic. While they are not particularly altruistic, they tend to project their desires onto others. This means they generally treat others the way they wish to be treated. They are cunning and are fond of problem solving, but they favor learned practiced experience over learned knowledge. Tritons lack the connections of family and romance that other races have; instead, their societies are held together by a web of friendships and loyalties. When they are young, tritons are prone to wandering, often leaving their communities to others (generally when their community has enough tritons of their profession). When they grow older and become females, they are prone to settling down, with many becoming nurses where they can pass on their experience to the community's young.[/ic]

[ooc]Not to toot my own horn, but I am very proud with how tritons have turned out. I think it is often difficult to create a race that is truly different than humans. The trick with tritons was to take away many things that make us us. The bit about them being protandrous (born male, turn female later) came today, and I think it's a nice touch. Tritons weren't modeled after any one amphibian in particular, though I guess they most resemble salamanders, due to their gills and regeneration. They probably evolved from a fish, though, since they live in salt-water just fine.[/ooc]

[ic=Island Tritons]The culture of the island tritons originates from the Islands of the Three Kings, a volcanic island chain to the west of Krellshah, across the Treibios Sea. Here, they have lived protected, insulated from invasion. In the past, after the Sea Tritons' nation fell due to Imperial influence, the Island Tritons closed their boarders and cut off trade through their sea. Recently, the younger generation of tritons have reopened their boarders and are once more dealing with humans directly.

Appearance: Island tritons are shorter and heavier than their sea triton cousins. Their skin has a greenish tinge, and their eyes are golden in color, with the rare appearances of blue or green. They typically wear silk robes that are easily shed, but are more likely to be nude. Island tritons are fond of sea shell jewelry and pearls. Metal is exceedingly rare, and such only the most wealthy tritons wear gold jewelry (they do not wear silver, because it tarnishes in ocean water). When armored, island tritons exclusively wear tightly fitting leathers, treated with fat and oils to seal them from water. In battle, they favor spears and crossbows; some magical spears are made with coral tips.

Culture: Island tritons live somewhat communally, and are prone to thinking in the present as opposed to comparing now with the past. They rely primarily on barter (though they do recognize gold and other 'land currency', the closest thing they have are pearls and mother of pearl beads). Family is a non-issue for them, as each community has a single pool for laying and fertilizing eggs. Children are raised and schooled by professional nurses, and it is during this schooling that they choose a profession and later move onto apprenticeships. The relationship between master and apprentice is the closest thing to a parent/child relationship amongst tritons. Friendships are deeply important, and some grow as close as romantic relationships amongst other races.

Island tritons are governed by a comity drawn from aged soldiers. There are few laws, though, and the government serves only to protect the community and to deal with outsiders. Within the community, conflicts are resolved through impromptu trials, where those involved argue their cases to jurors and witnesses (anyone who wants to participate can); soldiers only step in to enforce decisions if the loser fails to comply. Records of the trials are not kept, though, so similar trials can result in varied decisions. Due to their regenerative abilities, physical conflicts rarely result in death, and it is general practice to let a fight play out naturally so that the conflict can be better resolved. Problem offenders are banished, though sometimes they resort to executions (especially in larger communities, where banishment is difficult to enforce).

Faith amongst island tritons is deeply personal. Most communities have a single temple, but individual shrines dot the coast. The clergy act chiefly as diviners, interpreting Naiazorn's desires. The weather is seen as the dragon's mood, and as such the island tritons go to great lengths to keep the sea calm.

Names: Tritons are given one name when they are young, chosen by their nurses. As they grow older, they add titles and honorifics to their name displaying their achievements or other traits they are particularly proud of. 'So and so' the wise, or 'so and so' the slayer of the serpent, are examples. In the case of monumental defeats or blunders, negative titles may be added to their names by others; a triton will rarely use the title, but word spreads.

Adventurers: Island triton adventurers rarely come to the main land, but those who do are often diplomats on missions that grow to something larger or the faithful on quests to recover religious artifacts. Of course, banished tritons often turn to a life of adventure, and other tritons leave the comforts of home in search of great wealth.[/ic]

[ic=Sea Tritons]Sea tritons reside all over the Naiazahar Ocean, but are concentrated primarily around the Thousand Tears Islands. They once existed as a single democratic nation, but influence from Imperial humans caused their nation to implode in on itself and created thousands of fractured and disparate groups. Now, they are largely seen as marauders and pirates, and most do little to dissuade that opinion. While many live on the Thousand Tears Islands (who more resemble Island Tritons), the bulk of the population live on large ships that navigate the ocean or on deep sea ship-towns made of many boats roped together. Their sense of community only extends as far as their own ship; everyone outside is either the enemy or those to be profited from.

Appearance: Sea tritons are shorter and leaner than other tritons. This skin is a deep blue, and their eyes are a bluish green, though pinks and oranges sometimes show up. They are far more martial than island tritons, and as such are more often armored than not. Their leather armor typically boasts horns and bones that serve to add a menacing appearance rather than a purely protective purpose. Traditional triton spears and crossbows exist alongside weapons taken from other races, though they still favor thrusting weapons. They are prone to wearing jewelry from other races, as they acquire many items in their travels.

Culture: Sea tritons have no unifying society between them, every town or ship is autonomous. Sole leadership rests in the hands of each ship's captain, typically the eldest female, who selects their own successors (unless a mutiny disposes them). Otherwise, like other tritons, the rest of the ship is largely communal. Every triton aboard a ship crews it in some fashion. Their young are raised in the ballast tanks of their ships, and their instruction is handled by much of the ship's crew. Many captains forbid other females from laying their eggs in the ballast tank. Successful ships sell their young between to other ships, since space is always a factor.

Boat towns are a little different. They grow from particularly successful ships which expand into armadas. As the armada grows, mobility becomes less of an issue, and they anchor near small islands or underwater mountains. These boat towns become trade centers, profiting off taxing other ships. These boat towns still possess captains, but they are socially more similar to island tritons. They are the best hope of the sea tritons uniting once more.

Names: Sea tritons are given a name when they are young, and they use their ship's name as their second name. If a triton leaves one ship for another, they take at first hold onto their first ship's name until they are formerly accepted. From then on, they are known as 'So and so' of 'current boat name' from 'boat name'. If they come of age and become female, they forever drop their birth boat's name. Sea tritons from boat-towns use their town's name as their second name.

Adventurers: Sea tritons are often adventurers. Young virtuous tritons often leave to escape sea triton culture in hopes of finding a better life. Other more unscrupulous tritons were kicked off their ships and find a life of adventuring to be fun and profitable. Some smaller ships are practically adventuring parties unto themselves.[/ic]
Title: The Races of Three Worlds
Post by: Xeviat on February 12, 2010, 02:19:49 AM
[ic=VALKYRIE]
The people of the sky, valkyries reside on the high plateau of the Grand Spire Mountains. From there secluded home, they sell themselves as mercenaries, and their sky cavalry earn much gold in the service of other races. Valkyries are a restless warrior people, and their wings insure that they travel far and wide. Many people believe all valkyries to be female, born from the sky itself; the reality is their males are quite rare and live protected and sheltered lives back home.

Physical Description: Valkyries stand between six and six and a half feet tall, weighing only one-hundred and fifty to one-hundred and seventy-five pounds. Males, called valkren, are considerably smaller, about six inches shorter and as much as forty pounds lighter. Much of their weight is contained in their wings, which fully stretched near a twenty foot wingspan for the larger individuals, with some wing feathers reaching four feet in length. They possess long feathers on their wings and on the outer edge of their calves, with short thin feathers covering the rest of their body. The more numerous females, outnumbering males 10 to 1, come in dull colors, with a white underbelly; males have stark white underbellies and brightly colored feathers. Most valkyries lack the strength to fly well, and they tend to rest their wings over their shoulders like a cloak; those who are strong enough to fly perfectly prefer to hold their wings up to show off their prowess. They have large eyes and their mouths protrud slightly in a snubbed beak, although skin and small feathers cover all but the beak's edge. Valkyries possess large muscular chests and well developed leg muscles. They still have two arms in addition to their wings, which end in three fingered talons. They walk on their toes, and their hands and feet are featherless and covered with large scales and bare skin.

Valkyries are carnivorous, and they live off a mixture of their raised animals and hunting. Female valkyries can lay a single egg twice a year. The egg incubates for three months, and the newborn is a child in another three months, growing to about half-size and growing strong enough to fly. They reach adolescents at four years, and are fully grown at eight years. From then, valkyries age slowly, reaching middle age at fifty and venerable at eighty; upon reaching middle age, valkyries begin to lose their short body feathers, and at venerable ages they begin to lose their wing and calf feathers. Some valkyries can live to be over one-hundred years, though most die in battle far earlier.

Personality Description: Valkyries are highly curious and are naturally fast learners, though they are not known for long memories. They are also highly competitive, both within their own flights and the community as a whole. While they believe in teamwork, they typically squabble over leadership until a clear dominant valkyrie stands out amongst them. Dominant valkyries are typically able to rule over a small handful of individuals, as valkyries are deeply free spirited and dislike being told what to do. They trust their gut instincts and prefer impromptu decision making to planning. They dislike sitting still, and are far more content when they have something to amuse themselves, be it playing games, solving riddles, racing, or simply sparring.[/ic]

[ic=HOLY VALKYRIES]
Legends say that the valkyries were created by the Air Dragon, Daguil, in the cold southern Shattered Spine Mountains. To this day, for thousands of years, the holy valkyries have migrated to and from their birth place, spending the warm summers in the south while living out the chill winters with their secular cousins on the plateau of the Grand Spire Mountains. Their migration takes about one month, covering nearly five-thousand miles, northward at the start of fall and southward at the start of spring. The holy valkyries make up a small portion of the total valkyrie population, and all valkyrie priests are drawn from their numbers.

Appearance: Holy valkyries tend to be shorter than their cousins, but more of them possess the wing strength for perfect flight, so they tend to be stronger and broader. Females typically have gray feathers (though blacks do show up rarely), and their first three wing feathers on each wing are sky-blue; a male's feathers are bright blue, and shimmer with green in the light. Their short body feathers are thicker and downier, with tufts on their wrists and ankles. They wear wool tunics, with plunging backs to keep their wings free, dyed in blues and greens; long tunics are worn when at home, short ones for traveling. Their faith requires them to wear little metal (since metal is born from the earth) so their jewelry is made of finely dyed and woven wools and leathers, such as intricate armbands, anklebands, and headbands. This also precludes them from wearing metal armor, and due to their flight restrictions they stick with cloth and leather armors. Holy valkyrie warriors favor the spear and the javelin, symbols of Daguil and weapons meant to keep their foes far.

Culture: Leadership of the holy valkyries comes from their priesthood; the priesthood makes rulings that affect the society as a whole, while leaders of individual families govern themselves. Much of holy valkyrie life surrounds their migration. They spend the end of spring and all of summer in their southern home. It is here that they raise their children; they lay a single egg just before migrating, ensuring that it hatches in their ancestral home. In the south, their day is dominated by periods of worship; rather than being ritualized, holy valkyries worship in their own personal ways, but flying the chaotic mountain winds is typically seen as the best way to be close to Daguil. Their frequent physical competitions, such as races or spars, are also seen as holy contests. Holy valkyries group together in flocks, groups of females who are all related. Male children are separated from their mothers once they are weaned, and are instead raised by the priesthood; they belong to the entire community, and are considered to be gifts from Daguil; mating is considered a religious act, and males also serve as priests. Female children who show magical potential are also taken by the priesthood and raised to be priests, though the final decision to become a priest is up to them. Aside from the priesthood, there are no castes within holy valkyrie society; each flock is largely self sufficient, and competition between flocks can be fierce.

When they are in the north for the fall and winter, they keep themselves somewhat separated from the highland valkyries. Their priesthood willingly advises and serves the whole. Particularly pious highland valkyries are allowed to mate with holy males in the fall, but their egg is kept by the priests. You must be born into the holy valkyries.

Names: Holy valkyries have a personal name and a flock name, but they typically use their flock name outside of their flock. Their personal names are typically compound names, describing winds or other weather phenomenon, such as Westwind, Swiftgale, or Springbreeze. When they become settled in a profession, they add a title in front of their name, such as Hunter (food producers), Guardian (warriors), or Hen (child caretakers). Priests and males all have the same family name, Urdaguile (of Daguile); lesser priests are titled '˜sister', while elder priests are titled '˜mother'; young males are titled '˜son', while virile males are titled '˜father'.

Adventurers: Holy valkyrie adventurers are rare; their society is very insulated. The majority of their adventurers are priests who are out on a self-imposed holy quest. Others are exiled valkyries, who are tasked with performing a quest for Daguil to be let back in. Lastly, some males leave to take on a life of adventure if they dislike the pampered life other males lead.[/ic]

[ic=HIGHLAND VALKYRIES]
When valkyries first had to leave their southern home in search of more space, the highland valkyries were those who chose to not travel back to the south during the summer. They are strong and competitive, with fiercely independent streaks and a tendency for showing off. When they aren't at war, their warriors wander the lands as mercenaries in order to bring wealth back home. Highland valkyries have taken part of almost every war in Krellshah; whichever side can procure their assistance often wins.

Physical Description: Highland valkyries are taller than their cousins, though are often far leaner. Females have brown or brick red feathers, while males have bright red feathers; for both genders, their first three wing feathers are violet. They wear short tunics, with the backs exposed for their wings, typically in wools or leathers. Wealthy families are fond of spinning gold and silver thread into their clothes, and they also like flaunting exotic materials like silk and cotton. They love jewelry, as it shows off their wealth, favoring bracelets and rings. Others dye their wing feathers in ornate colors. Warriors wear armor made with a patchwork of leather and gleaming plates, and they favor spears and other large two-handed weapons that afford them greater reach. Highland valkyrie mercenaries often wear armor or wield weapons from other cultures, as their travels take them all over the continent.

Culture: Highland valkyries have no formal leadership outside of the matriarchs of each flock or the leaders of hunting parties and military flights. The closest thing to a governing body is a council made up of flock matriarchs, but this council is only called together during times of great upheaval that affects the majority of valkyries, such as an invasion or a big enough war that warrants the attention of the entire society. Each flock is as self sufficient as it can be; they possess their own hunters, their own warriors, their own hens, their own weavers, and their own shepherds. Some flocks are so well known for a profession that they train others, or sell their goods, creating some amount of a barter economy. Flocks also trade their males, since it is taboo for a male to be raised by his own family. Males are prized, especially virile males, and they are kept solely by their adopted flock. When the holy valkyries are away during the summer, the majority of highland valkyrie military flights are at home; during the winter, the flights are typically serving as mercenaries for other nations. When highland valkyries show magical prowess, holy valkyries often try to draw them into the priesthood, but most choose to stay and become magi or sorcerers.

Names: A highland valkyrie has two names; a personal name and a flock name. Their personal name always includes the season in which they were born, most often spring or autumn. These names are typically compound names, with an adjective and the season, such as Windyautumn, Peacefulspring, or Noblesummer. They tend to use their flock name with those outside of their flock, and they use their profession as a title before their flock name.

Adventurers: The most common highland valkyrie adventurers are flights, groups of soldiers who serve as mercenaries. If a flight suffers a number of casualties, the remaining members may begin adventuring with members of other races as they strive for vengeance. Other valkyrie adventurers are simply wanderers, sating their wanderlust and searching for challenges to overcome. Some males may often turn to a life of adventure, especially if they are not productive mates and thus lose their pampered status.[/ic]
Title: The Races of Three Worlds
Post by: Xeviat on February 12, 2010, 02:21:06 AM
Placeholder: Half-bloods (Beastfolk, Hobgoblins, Spirit-folk)

Please begin posting comments now.
Title: The Races of Three Worlds
Post by: Ghostman on February 12, 2010, 07:57:33 AM
Your Tritons are interesting. Strange that they start out as fish-like rather than tadpoles, given their final matured appearance. You didn't specify whether they have lungs or not, but it seems that they have no problem staying as long as they like either under water or above it?

I like the Sea Tritons custom of adopting their ships as their last names.
Title: The Races of Three Worlds
Post by: Xeviat on February 12, 2010, 06:35:12 PM
I figured "fishlike" was an easier explanation than "giant tadpole". As I said, I'm assuming they evolved from a fish, something like the coelacanth, so maybe I'll keep them being scaled as larva (makes it easier for them to regulate their salt I would assume). They do have lungs, and they have no problem with staying on land as long as they want (though they require more water to drink than the other races, otherwise they begin to suffer fatigue faster).

And thanks. I personally like how different the two cultures ended up.
Title: The Races of Three Worlds
Post by: Xeviat on February 14, 2010, 07:00:19 AM
I'm working on Halflings right now. But the real reason I'm making this post is to solicit some ideas for Ifriti. Here's what I have so far:

-Red Ifriti  live in the jungle. Their culture will have some resemblance to Aztecs: Pyramids, lots of sacrificing (both animal and humanoids, as well as food and such), warrior culture, ect. I'm trying to avoid the "honorbound warrior" stereotype, especially since Dwarfs fit this model already. They worship fire (since the Fire Dragon was their creator), and sacrifices are done with fire. The dead are cremated; burial or drowning hurts your afterlife. Kings are chosen every cycle (number of years to be determined) by gladiatorial combat; winner faces the king, winner is new king.

The Red ifrit are, like one of each of the cultures, primarily NPC and are designed to be antagonists (doesn't mean a player can't come from it, but they'll probably be outcasts).

-Black Ifrit live in the desert. They left the other ifrit because they did not like the practice of sacrifices. Other than being tribal and semi-nomadic, I haven't figured out too much about them.

As for their racial/biological abilities, they breathe fire (modified venom), they can "see" infrared (pits like vipers), and they have sharp claws on their hands. They drink little to no water (typically they get enough water from their food), they are carnivorous (I need more omnivorous races), and they can survive obscene heats (hottest desert days are only a mild inconvenience). They probably won't like the cold much.

Considering any and all ideas. Having a hard time shaping them up to the same level as Dwarves and Tritons here.
Title: The Races of Three Worlds
Post by: Polycarp on February 15, 2010, 01:09:25 AM
QuoteConsidering any and all ideas. Having a hard time shaping them up to the same level as Dwarves and Tritons here.
write[/i] in something that only shows up in infrared, they can write notes in obvious places that only their fellow Ifrit can see.  I'm not sure if there is any naturally occurring pigment that is exclusively infrared-reflective, however.  (My interest in this is partially selfish, I have a race that sees into the UV spectrum and I've been thinking about how that changes things for them).

I've only skimmed the rest of this thread, I'll re-read it in more detail later.
Title: The Races of Three Worlds
Post by: Xeviat on February 15, 2010, 10:09:01 AM
I've got a UV race also (Valkyries; birds are tetracrhomatic and can see UV). It's apparently useful for seeing by starlight, and also anything organic has a fairly strong UV signature (A race that can see UV will see blood after it's been cleaned up by anything other than bleach or other protein destroyers). The "seeing" IR, though, is actually a modified touch sense (viper pits use touch neurons, not rods/cones, in their pits; I'm not sure exactly how its perceived).

As for dwarven honor, you do have a point. I forget when I get too broad with things. When I say honor, I'm referring more to Lawful alignment type things. Dwarves work hard to earn prestige in their families/communities. Otherwise, I'm not sure how to differentiate their sense of honor from humans (who esteem the chivalric tenants of Loyalty, Courage, Justice, Honesty, and Prowess).

Thanks!
Title: The Races of Three Worlds
Post by: Xeviat on February 17, 2010, 05:26:59 PM
Added halflings. Post away!
Title: The Races of Three Worlds
Post by: Xeviat on March 11, 2010, 10:25:24 PM
Added Valkyries. They're my fiance's favorite race.
Title: The Races of Three Worlds
Post by: Xeviat on March 17, 2010, 12:54:32 AM
Still looking for some feedback or questions. Questions would be preferable actually, because they'll get me to think of new things that I haven't worked on.

I'm also searching for information on Aztecs to help me flesh out my Ifrit, as they're the last race on my list because I haven't been able to think of very much for them.

Current schedule is to do Elves next, which should be fast because they don't have subcultures, then humans, which will take a bit more time since they have four cultures, then Ifriti. Only then will I worry about the half-bloods (half-elves, half-giants, half-goblins, and half-ferals).
Title: The Races of Three Worlds
Post by: Ghostman on March 21, 2010, 04:25:22 PM
To be honest, I'm a bit put off by the Valkyries. They are just a tad too furry-like.

As for the Halflings, they don't seem particularly unique or interesting. They could use something to make them more than just short-grown gypsies with tails. Perhaps a mythological background explaining their place in the world? Or a history of persecution and exodus? Maybe some unique abilities?

If they are such *large* minorities in human towns, why do they have so much trouble coming up with fitting clothes and armour? Wouldn't they rather form chinatown-esque racial quarters with businesses such as tailors servicing Halflings?
Title: The Races of Three Worlds
Post by: Xeviat on March 21, 2010, 10:19:40 PM
Thanks for the post!

In human towns, the halflings aren't a large minority; it is in cities where they are large minorities. They would have "halflingtowns" within the cities, so I'll go back and change that. But the points about wearing human child clothing is more about them blending in, since they prefer to be overlooked when amongst humans.

As for their history, they've faced a bit of persecution, but that was largely changed after the rise of the Republic. The halflings were integral to the success of the rebellion, and as such they have earned more respect within the nation. As for their similarity to humans, it mostly comes from them being so close to humans evolutionarily. Halflings evolved from social monkeys, humans from social apes. I'm not sure what I can do to differentiate them further.

And I'm sorry that you don't care for the Valkyries. I really don't know how to describe a race that evolved from birds and has retained flight any differently. Their beak's very snubbed and doesn't protrude much more than a human's nose, so they aren't really a human body with an eagle's head pasted on.

Such comparisons to "furries" is going to happen with the non-mammalian races (Ifrit, Tritons, Valkyries, not to mention the Beastfolk and the actual feral races/monsters). It's unavoidable.
Title: The Races of Three Worlds
Post by: Weave on March 22, 2010, 10:43:45 AM
Neat stuff you got here, Xeviat! I actually like the very scientific approach to it all, and I'd be interested in hearing what animals you based them all after, with the Dwarves being badgers and Triton being, well, fish.

I really like your take on Halflings, especially the part on them using their size to show up other races. My only problem with them is their culture. I'm aware that they usually assimilate themselves with other cultures, but it sort of gives me the feeling that they're gilded; wannabes for other races. I'm more or less looking for a reason for them to be so friendly with others: are they subtly a business savvy race that knows to value trade relationships for their textiles? Does their definition of "family" differ from others in that in incorporates all loved ones (including friends from other lands)? Just curious.

I'm going to have to disagree with your fiance in saying Valkyries are probably my least favorite of the bunch, but that doesn't mean I don't like them. I'm just not a bird person, I guess (its more of a personal preference on my part, not a design fault of yours).

All in all, I think you do an excellent job of ensuring that different races truly are different races, not simply variants of, well, humankind (like traditional elves or halflings). I'm interested in hearing about these "Ifrit," I like the whole Aztec inspiration behind them.

Title: The Races of Three Worlds
Post by: Xeviat on March 23, 2010, 12:32:16 AM
The science thing has been the most fun approach for me. I'm building a fantasy world with the tools of science fiction; it's helping me keep things internally consistent, while still giving me the freedom to say "It's magic" every now and then. As for animals, since you asked:

*Dwarves: Badger
*Halfling: Spider Monkey
*Ifrit: Their design is mostly Gila Monster, but they were the product of forced evolution (the Ancients did a LOT of that).
*Triton: Some fish that became a salt-water amphibian and then became a humanoid. They have some similarities to salamanders (external gills and lungs at the same time), but otherwise they're unique.
*Valkyrie: Griffins. Closest living relative would be in the raptor family (Accipitridae). A group got a 3rd pair of limbs (might have been through weird science) and became griffins and hippogriffs. Some grew very large and reverted to old reptilian traits and became the Drakes (unique Class of animals for this world).

That was a bit more than you asked. =)

Since that's the second similar complaint about the halflings, I'll work on the culture of the "civil halflings". But your reasoning is actually fairly close to what I was going for: halflings learned early that if they're nice to people and they keep their heads down, they can generally get away with much more. I do like the idea of their concept of "family" extending to friends, even friends of other races. I'm definitely incorporating that.

As for the Valkyries, it's cool if not everyone likes them. With 8 base races, I should have something for everyone.

As for the Ifrit, they're probably going to be last. I'm reading up on Aztec culture so that I can properly use it as inspiration. I'd rather mask the inspiration as much as I can (like how there's a bit of Greek influence on the Tritons), but they're definitely going to have pyramids (symbolizing volcanoes), and "human" sacrifice. The black ifrit will probably have a bit of Mongolian and Arabian nomadic inspiration; I need to read up on the Zoroastrians since they were big fire worshipers.

And thanks! I'm really trying to make them all their own, and not just human archetypes. I personally think Dwarves and Tritons turned out particularly well, because a lot of their culture and personalities grew as an extension from their physiology. I'm glad you like.
Title: The Races of Three Worlds
Post by: Ghostman on March 23, 2010, 06:57:29 AM
Quote from: XeviatAs for the Ifrit, they're probably going to be last. I'm reading up on Aztec culture so that I can properly use it as inspiration. I'd rather mask the inspiration as much as I can (like how there's a bit of Greek influence on the Tritons), but they're definitely going to have pyramids (symbolizing volcanoes), and "human" sacrifice. The black ifrit will probably have a bit of Mongolian and Arabian nomadic inspiration; I need to read up on the Zoroastrians since they were big fire worshipers.
That'd be pyramids with sacrificial fire-pits on the top then? You could call them ziggurats if you want to make the Aztec inspiration less obvious.

Oh and Zoroastrianism is neither Mongolian nor Arabic, just FYI.
Title: The Races of Three Worlds
Post by: Age of Fable on March 23, 2010, 08:13:50 AM
"Stability and tradition are tenants of their lives"

I think you want tenets of their lives.
Title: The Races of Three Worlds
Post by: Age of Fable on March 23, 2010, 08:15:10 AM
You use both 'dwarves' in the writeup, but 'dwarfs' elsewhere, so make sure you're consistent in the final version.
Title: The Races of Three Worlds
Post by: Age of Fable on March 23, 2010, 08:17:27 AM
"Dwarves are carnivores, though they grow grain to feed their livestock"

how do they get livestock and grain inside a mountain?

(your setting seems a bit more 'logical' than one where you could just handwave that)
Title: The Races of Three Worlds
Post by: Age of Fable on March 23, 2010, 08:18:49 AM
"their templar make up the elite forces of the military"

I think it's templars.
Title: The Races of Three Worlds
Post by: Age of Fable on March 23, 2010, 08:19:59 AM
"A typical deep dwarven name might be '(name), son of (father's name), son of (family hero), of clan (founder's name).'"

It might be better to have an actual name here, then explain it. Ditto "Like all aspects of halfling culture, their names reflect their home culture..."
Title: The Races of Three Worlds
Post by: Age of Fable on March 23, 2010, 08:24:20 AM
"Most are on quests to claim riches for their band or open up new trade routs"

routes.
Title: The Races of Three Worlds
Post by: Xeviat on March 23, 2010, 02:58:30 PM
Yeah, I know, that was a rambling sentence; though aren't the Zoroastrians from the middle east area? Ah, Persian.

Dwarves grow grain on the surface when a settlement is small enough to be able to do so. Some very large citadels import most of their grain. Dwarven farmers, who live on or just under the surface, are the lowest class.

And thanks for the editing notes.
Title: The Races of Three Worlds
Post by: Weave on March 23, 2010, 04:47:05 PM
Would it be possible to get a quick snippet on what you plan to do with humans? Are they going to remain as they are and keep their familiarity, or do you have some special plans for them?

I sometimes find that humans can be the most interesting part of a setting (if it has them), because I think they're the most difficult. I can't just peg them down anywhere, but don't want them to blanket the whole world without having a distinct identification amidst it. That's just me, though. I've seen excellently diverse humans within a setting... I just have a tough time pulling that off without it coming off as extremely lackadaisical.
Title: The Races of Three Worlds
Post by: Xeviat on March 24, 2010, 12:07:48 AM
So far, I haven't planned to do anything particularly special with humans. As far as magic specialties, they are the race that is most proficient with Aether magic, but I haven't finalized the table of magic spheres so I'm not sure exactly what Aether magic will and won't be.

They definitely do not blanket the entirety of the world. There are humans in most regions, but there are typically members of most of the other races in most regions as well. As for the four human cultures I will be having, they are as follows:

Empire of the Sun: The northern humans, they are the only humans in the west to worship dragons (dragon worship is very common on the eastern continent). Their land is hot and humid, dominated by jungles and grasslands; though they dominate the grasslands as the jungles are home to elves and ifrit. They build grand monuments to their kings and queens, worshiping these ancestral leaders alongside the elemental dragons. Their dragon worship puts them at odds with other humans.

Holylands: The Holylands include the Republic of Hunerst and other outlying citystates which were once the heart of the Great Empire which fell over one thousand years ago. It is the center of the church of Chivalry. Feudal rule and martial code is slowly being replaced by learning and democracy, but its code of honor is still the center of life. The Republic is in its vibrant Renaissance, and it is currently trying to expand.

The Land of the Three Kingdoms: Far to the south lay the land of the three kingdoms, named for three ancient castle-cities which lay along the forked river that feeds the cold planes. Its people are large and formidable, valuing strength as honor. No one royal family has held any one kingdom for more than a few generations, and few have managed to unite three or even two of the cities under their banner.

The last culture will be the human barbarian culture. As you can see, I have ideas on the humans, but they haven't shaped up to be much more than themes (except for the Holylands, which is my core region). The Empire of the Sun is being designed with some Egyptian themes, while the Three Kingdoms will have a more Norse/Anglo-Saxon thing going on. They'll probably shape up more when I develop their religions better.