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Races of Velios

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Races of Velios Empty Races of Velios

Post  Admin Sat Jan 26, 2013 4:14 pm

Volcan Elves
The Volcan are a sub-race of Elves and posses many of their cousin’s physical qualities; they possess the same pointed ears and slender bodies as one would expect. The Volcan live in the volcanic regions of the land, however, and as a result they have developed a blood red pigment in their skin. The Volcan are more stout and hardy than their forest dwelling counterparts. They are able to withstand hardship and attacks better. They also tend to be more serious and aggressive than their forest dwelling counterparts.

Insectoids
This bizarre and intriguing race are a numerous in variety and species as insects themselves. The Insectoids are mainly human shaped creatures that have been altered with insect and bug qualities. Some maintain basic human appearance with only the addition of wings or antennae, while others appear more monstrous with features like exoskeletons and spider legs! The type of bug and the intensity of its presence are completely random with each individual. Many Insectoids tend to be more intelligent and operate best in a team with their hive mind instincts however this is merely a generalization. Majority of the qualities depend on the person. This race favors the jungles, but can survive almost anywhere.

Drakin
The northern mountains of the world have been said to be the home of a secretive and powerful society, and recently those rumors were proven to be very true. In the north stands the kingdom of the Drakin, the only intelligent descendants of dragon kind. They stand up to 8 feet tall and they can vary greatly in their looks, either looking like humans with scales and horns, or humanoid dragons. Their clans and castes mirror the coloration of their scales which coincides with an elemental clan blood line just like their dragon ancestors. During battle their physical properties change huge amounts, their scales becoming rigid and their nails turning to claws. Half breeds are outcasts always, seen as an abomination to their proud blood. The follow a strict code of honor, for even though they hate the other races for killing their ancestors, they will never let them fall victim to evil.

Rat People
The Rat people are a sub-species of humans that have developed rat-like qualities. They live in dark damp places near great populations of humans. Up until about 50 years ago, the Rat People have only been a myth to scare children from walking around at night. They have recently surfaced to the public however after years of watching. The Rat people look very much like humans in most ways. The can blend in with crowds very easily and many are mistaken for humans. If you know what to look for, than the watchful eye can spot that Rat People are usually among humans constantly. They are usually shorter than humans and much scrawnier looking. Their entire body has a sickly green tint to it and they have irritated bloodshot eyes. Most of their ribs are showing, and they are very prone to illness and disease. They are very cunning however, and their dexterity is second to none. Rat people are very useful, but very also tricksy, one should be careful when dealing with them. Rat people make excellent intelligence gatherers, assassins, thieves, and spies.

Drow
Another species of the extinct elves. The Drow live in darkness beneath the ground. Most Drow are pitch black to match their dark habitat. The Drow are especially gifted in the arcane arts and possess many resistances to magics. The average Drow can be proficient in just about any magic that they choose but their real talent lies in their necromantic abilities. The Drow worship dark gods that grant them unique magic. They can utilize souls and blood to create unusual magic. Blood magic is the easier art, and most Drow know it. A highly experienced Blood Magician can control another being with only a vial of their blood or manipulate blood to form creatures. Soul magic is much more difficult and potentially more dangerous, but it is their most powerful form of sorcerery. The Drow possess the ability to rip souls from others and imbue them into objects or themselves. The ritual for doing so requires a lot of energy and one must rest afterwards, but once a soul is harvested it can be used very potently. The powers of the soul are usually derived from the person it was extracted from. Souls can be put into anything from weapons, armor, to buildings, or even other people. Most souls are carried in gems that do a variety of things like healing, or enhancing natural abilities. Some drow are even skilled enough to put pieces of their own soul in an object to while they are still alive to give themselves protection. Souls are very valuable to the Drow, and they are a large part of Drow culture. Souls are often passed down in families, and some groups of nobles have souls that are thousands of years old. If a Drow has a family member, significant other, or dear friend then they may, at some point near their death, put their own soul into an object to be given to their loved one. Be warned however, that anyone who is not a Drow can potentially used soul magic, however even Drow, who are professionals, suffer great risk with soul magic. If rituals are interrupted or something goes awry the soul with escape with large amounts of uncontrollable power and usually cause massive destruction in the area, regardless of whose soul it was. One must be careful of where they put souls also, because the object usually carries traits of the personality of the soul imbedding inside. Putting souls in other people will undoubtedly give them powers they could never achieve, but it could equally cause mental trauma, soul deformities, or madness. The two souls could even combine to create an entirely different person. The original souls would be lost for good. It is highly advised to harvest only healthy souls as well. The soul of a mad scientist in your alchemy book or a psycho killer in sword would undoubtedly enhance the power dramatically, but the object would be very dangerous and unpredictable. It is also often said that if a person is in contact with, or uses, a souled object for extended periods of time then the bearer begins to develop qualities of the soul. You could very likely sink into the madness of the mad man’s soul in your shield through excessive combat with it. Drow know the risks more than anyone else, and soul magic is not taught outside of their race very easily.

Murk Elves
Deep in the marsh lands and murky dark recesses of the world reside a race of elven descendents, cousins to Volcan Elves and the Drow. These Murk Elves are descended from the elves who fled the destruction of their original home and took refuge in the swamps. Over time they adapted and evolved to their new environment, their hair grew stringy and grainy like weeds and their skin became as green and sickly looking as the waters of the swamps. They are immune to the poisons and terrible illnesses that gestate in the swamp gasses and water. To survive they have become experts at tracking their prey for miles and miles and are complete masters of guerrilla warfare because their weapons are far from advanced and their knowledge of magic leaves much to be desired. Though not very magical or advanced if you are looking for a quick and deadly strike team, look no further than the Murk Elves.

Humans
The Humans of Velios, descendents of a race known as the progenitor, are a young and impulsive race. They have separated into three groups along the lines of different types of science. One group focuses their time and energy on creating incredibly advanced sleek technology and machines, their cities are usually either high in the sky or in the center of seas. The second group lives near mountains and mines, they don't truly care for making things look pretty, their technology is just as advanced but is far more destructive and much less streamlined, their technology is called Steampunk. Deep inside the mines lives the third group, the alchemical human cities. They use the minerals and energies deep underground to supply themselves and the other humans with everything they need. Their tech looks more like magic then the others, but do not be fooled, alchemy is a science.

Ruloandr
Thicker-skinned and thicker-skulled than their more advanced human counterparts, these primitive men are fond of the Old Ways. They scorned advanced technology, preferring instead to keep to their long and complex tradition. They are a feudal, farming people who value honor and braver in combat and loyalty to their kings. In addition to their iron tools and weapons, they utilize a divine form of magic. They are the most pious of races, relying on the gods for good harvests and victory in battle, and so they highly value their rituals and festivities. Drinking, dancing, singing, art, poetry, and dueling are common for these fair-skinned and fair-haired people. Their hair and beards are never cut, often braided. Though they are not well-versed in the ways of science, they do have an extensive education system, run by monks in intricate chapels and temples, that their youths may learn about the gods and their wishes for mortals. They also have a revered nobility, and their warriors and priests will often refuse commands from anyone whose blood is not from one of the high families.

Fae
Living nearly everywhere in the world, as long as the area is old enough, are the Fae. One of the few Origin races to have survived the Veil Wars a thousand years ago. They have the ability to change size from the size of a human palm to as tall as a above average human, they are also masters of healing magic and making potions. They themselves have magic flowing through them, everything about them is magical from their hair to their wings and even their blood. Many unsavory types will try and hunt fairies and use them for parts in magical spells, especially remnants of the Veil Legions, and alchemists that have been driven mad by the mysterious infection.

Tundra Elf
From the frozen wastelands and stretches of the north, farther than event he drakin, reside another race of elf-kin. The Tundra elves, or more commonly known as Seran, are immune to all forms of cold and frost and are masters of all types of frost magic. They are attuned to their high up, cold climate so when forced to descend to the normal regions of the world they can do far more heavy lifting then normal races because they get so much more oxygen, but they tire out quick, over heating easily. They are thinner and shorter than most other elves, about the size of some shorter humans, about 5 feet and below.They also look, to most races, like they are albino, pale skin opposite of their drow brothers with blood red eyes, much like the rat people except far more pronounced. These looks make them slightly hated amongst most other racial groups, including most of their elf kin cousins.

Shades
A dark creation of the Shade Halt, created by the Drow as an experiment in raising the dead. They are loyal only to Halt and his glorious Vision of creating a new society of Drow using the shades. They are tied to this world by their weapons, so when their weapons are destroyed, so shall they be dispelled from our world. Though these are creations of energy, they can somehow still be infected, and when that happens it is strongly suggested to run. They turn into horrid twisted corpses, every part of their body becomes a weapon. To destroy an infected shade, you must completely dismember the body. Halt can not raise the infected of the world so the greatest thing standing in the way of this brave new race, is the mysterious infection.

Centaurs
Centaurs live in small, nomadic bands centered around their familial structure. They are a very spiritual people, and they tend to closely follow their ancient traditions. Hunters and healers are the most revered members of their society, but other roles of Centaur culture including warriors, craftsmen, caretakers of the young, and traders are respected as well. Centaurs are skilled healers due to their innate knowledge of nature and their skill in natural medicines. More practically, they are extremely fast and enduring runners, and they are perhaps some of the best archers due to their physique, speed, and stamina. In melee combat, they prefer to keep their opponents at a distance, and will often choose spears, longswords, javelins, and lances. They tend to avoid combat, and will only fight when necessary. For the most part, they are a kind, gentle, and patient race, willing to help others so long as their own traditions are not violated. They tend to keep to themselves, but are sometimes sought out for their wisdom and skills in healing and other matters of natural or spiritual concerns.

Merfolk
These creatures, with the head and torso of a human and the tail of a fish, live in the sea inside beautiful houses made out of coral, sea glass, and sea shells. They are a generally peaceful race, but will do whatever it takes to protect their homes. In terms of fighting, they prefer to wield spears, swords, daggers, and tridents. They usually make these weapons out of coral and the bones and teeth of dead fish and other animals. They also practice aquamancy, which they use to heal and attack others. They also use their tails to smack their prey and any would be attackers. The appearance of individual merfolk varies from one to another. The beautiful scales on their tails can be a myriad of colors, mostly different shades of blue, green, yellow, orange, and red. Although they mainly stay in the sea, they sometimes go onto the land by using a spell to make them appear more human. They cannot stay on land for too long, however.

Zephyroth
Zephyroths are one of the few races to have survived the Veil Wars. They are known for residing high in the skies, on levitating masses of land known as skylands. The skylands are connected by bridges for trade, the transportation of goods, and accessibility. The Zephyroth live to approximately 1500 years. They are known to study up to a century in the art of strategy and combat before being considered a warrior. During their century study, a Zephyroth spends much of their time painstakingly craft their armor, weapons and scripting their own, individual Tome. This Tome holds everything which is significant in their lives - especially their code of honor. If they dishonor the Oath of the Tomes their wing(s) turn a dark blackish-gray and are exiled from the skylands.

Naga
At first glance the seas and rivers of the far east may seem devoid of intelligent but if one takes the time to look you will see the massive Naga Empire. The rivers allow them to traverse inland from their underwater homes of rock and coral, paling in comparison with the beauty of the merfolk homes, these are some of the sturdiest and most defensible places in the entire world. The naga never stop growing and live around the same amount of time as the Zephyroth, though because of all the fighting they do between each other and their slave race the minotaur, many don't reach that age but those that do are considered almost godly and are revered and almost worshiped, the oldest Naga are the ones in charge and they can be nearly the size of our blue whales, though they never leave the water anymore unless something of grave importance charges them too. Their entire culture is based around war and strength though they lack any sense of honor, they fight to win and most of the time, they do.

Minotaur
Once a proud race of warriors, the bull men of the east are now slaves to the Naga after a massive sneak attack via the river system of their lands allowed the naga to devastate the entire nation in a night. They are used to farm and mine and get materials that would other wise be impossible for the naga to retrieve. Because of the Naga foot hold in the old minotaur nation they are able to interact and trade with the other race, however infrequent that may be. The minotaur haven't had a massive rebellion in years, their spirits are broken down by their harsh rulers. Though now and again small mobs of minotaurs rebel and attempt escape, none have ever made it out of the slave camps.
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