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Kaljava Tlasfeer
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Kaljava Tlasfeer


Number of posts : 64
Age : 37
Location : Netherlands
Registration date : 2008-07-29

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PostSubject: Player Races   Player Races I_icon_minitimeWed Aug 06, 2008 12:01 pm

Dessarti

Dessarti are a relative of the lukka. It was thought that in the beginning of evolution the lukka species split into two subspecies, thus creating the "pure" lukka and the Dessarti. Due to the completely different climates during the time of evolution, the Dessarti and the Lukka evolved differently. The Dessarti (in their fox and anthro forms) are smaller than the Lukka.

Dessarti are a humanoid form of Fennec foxes. They can stand on two and four legs, have a long bushy tail, and sandy fur all over their bodies. A thick silky mane is in place where hair would be for humans. They have short muzzles, that are almost cat like, but a tad longer, and hin slitted eyes. Tall, broad ears adorn their heads, which are a sandy color as well, with black tips. The ears are large so that heat may escape the Dessarti's bodies faster. Their reproductive anatomy is very different from a human, and similar to that of a fox. Females do not have breasts, and males have a sheathed shaft, both areas mostly hidden by fur. They are built for hot climates. Dessarti have black stripes running from the corners of there eyes which swerve around the muzzle and go down the neck, stopping where the lighter chest fur begins. Dessarti's hind legs are most akin to fox legs. However they are double jointed enabling the creature to snap the bones in and out of place, allowing them to stand on two legs or four. They have paws on all four limbs, but the front have an extra knuckle, which makes hunting with spears and bows much easier.

These creatures have evolved in the barren, scorching deserts of Targon. They have adapted to the climate well. Their bodies have little fat, and their fur is light. Dessarti carry up to two young for around 5 months and the young are birthed live. They are unable to open their eyes until after the first few days of life, and are fully dependant on their mothers' milk until they are a full six months of age. After the first six months the pups are able to sit up and crawl partially by themselves, and are able to eat half digested meats that their mother or other family members have regurgitated for them. Caring for the young is shared by all members of the coven. Dessarti live to be around the age of 60.

Since water is scarce and food is harder to come by the Dessarti and the Barvore are natural enemies. They must compete for the resources that they need to survive.

They live in covens consisting of close family; mothers, fathers, brothers sisters, aunts uncles. There is no central government, just authority in the families (similar to a monarchy in each coven). The monarchy is made up with the dominant male as the King, the dominant female as the Queen. Dominance can be lost through death, or the loss of a challenge. The children of the coven do not automatically assume duties of the King and Queen, rather, the next strongest female or male can assume the position(s). If there is a challenge for the leadership a duel takes place, the winner of the sanctioned duel assuming the leadership roll of the coven.

Dessarti can run at incredible speeds, and have an imense amount of stamina. Dessarti are unable to swim, as they do not have much experience with it. They cannot withstand the colder climates either. With their large ears and thin coats they cannot keep the heat within their bodies. Dessarti wear little to no clothing, They may wear helmets and vests during battle, but not much else. They feel no need to add any extra layers as their bodies are adapted to the heat and the climate. They trade things fashioned out of hides or rocks they've found, such as spears, spear heads, water skins, food storage bags, satchels, clothing, and jewelry.

They build two story cities, the undergound level and the upperground level. Both are used. The underground one is a series of hallway like tunnels and spacious rooms where residency is often built. The above ground city is for shops, trade, and daily activities. Mainly a mixture of sand, mud, and water (called adobe) is used to build their cities.

They have the ability to shift from their anthro state to a full fennec fox form (fennec foxes are about the size of a common housecat). The Dessarti are a tribal race, they use swords, spears, bow, and arrows for weapons. Claws and fangs are used if no weapon is available to them. Unlike Lukka they are not restricted from using their natural weapons. Some have managed a running water system if an oasis is available nearby. Underground tunnels are manned by the younger or weaker members of the individual covens. They pump the water into the homes for the older/higher ranking members of the coven.

Written by: Reokeo

Xarys

The Xarys are the other race (apart from the Truans) to have survived mostly intact. They are hulking beasts, which usually walk on all four limbs like apes. They are the strongest known beings on Targon. Their hind feet are massive hooves, with a feathering of fur draping over a bit of the hoof. This species sports massive barrel chests and upper body. They usually walk hunched over on their knuckles, but are capable of standing on their hind feet. Their arms are incredibly muscled to support their weight. The hands of the Xarys are wide, with two fingers and a thumb, tipped with reasonably sharp claws. The beasts walk on their knuckles as to protect the sharpness of the talons, thus their knuckles are as hard as rock. Their heads look like that of a rhinoceros, though they have dual thick horns on their snout instead of one, two horns of equal length, adjacent to each other. The Xarys'skin is a thick hide, giving it excellent protection, though most tend to wear plates of armor on their bodies. The skin/light fur coloration can range from a deep black to a very pale gray. Their sense of smell and hearing is above average, but their eyesight is poor. When standing on their hind feet they can reach heights of 11 feet.

They are rational beings, but are not known to have the highest of intellegence. They are unable to use magic at all, and because of their size they are not stealthy in the least. The Xarys are the bruisers of the Targon world. They lead the forefront of the attacks on Pratos, wreaking havoc. The Xarys barter weapons and armor from other races on Targon, usually weapons are made specifically for their race; massive warhammers, maces, flails, and greataxes are the most commonly used weapons of the Xarys. Usually they barter their skills in battle, but rarely do they barter with goods, choosing the monetary system of gold coins to pay for the goods. A large sling is made on the backs of these creatures (usually attached to the armor) to carry the weapons while not in use.

The Xarys can be found anywhere on Targon, usually perferring to stick to smaller squadrons in the major cities or around the site of the Rift. They had once been governed as a whole, but after the Apocalypse they were broken apart, the smaller squads independent from each other. Each squad has two leaders, a male and female. Males tend to be a bit bigger than the females, but the female is more aggressive. Gestation for females is 13 months, but the offspring mature more quickly than most other races. Their growth rate is a bit more rapid, allowing them access to combat sooner than other races. Most Xarys can live until the age of 150.

Written by: Hobsyllwin

Nymphaniads

Born of magic, this race is divided up into three nationalites, of sorts, Fire, Water, and Earth. They are mostly peaceful creatures with an innate knowledge of nature and their enviroment, powerful and mighty but mostly seen as sedate wisdom-givers that dwell in their respective locations. They are known as the guardians of nature.
None of the Nymphaniads have genders- though most Earth Nymphaniads appear as women, with long flowing hair and slim frames. All Nyphaniads feed or are kept alive by their respective element. Hence, they cannot stray too far from their residences.

The Earth Nymphaniads reside in forests, trees, and plants. Very solitary, they take on the form of tall, thin human shapes made out of intertwining roots and twigs, forming limbs and digits with long thickets of moss for hair. Often mistaken for trees, they reside in their peaceful haven, gathering wisdom. Usually passive and welcoming, if angered the earth Nymphaniads are known to become extremly agressive, using magic to repell and destroy attackers.
They are usually linked to three roots underground, allowing them to manipulate nature when needed, using roots and vines to entangle and capture certain predators. They reproduce in the same way flowers do.
They answer to no-one but a main elder, the oldest of all the Earth creatures who resides in their midst.


The Fire Nymphaniads usually reside in volacanos, or on occaision within dwellings where a hearth is present. They are mischevious impish creatures who love to play tricks and taunt, but are basically harmless. They materialize as a small fairy-sized shape made of yellow and red glowing embers surrounded by flames that crackle as they move.
They also are magic users, but usually manipulate fire in small doses. Fire Nymphaniads are very social and are usually found with thousands of its own kind. They lives within a commune of its own kind. Reproduction is done by choosing a mate, where they both shape another out of the ash of dead Fire Nypmaniads and set it alight with their own blazes.
Fire Nymphaniad's have a democracy of sorts- each is free to do what it pleases as long as it is not harmful to its fellows.
They usually are up for hire for anything.

The Water Nymphaniads reside in bodies of water- could be a puddle, river, ocean. doesn't matter. They reproduce by being evaporated up, and with the course of precipitation, are rained down into the oceans and lands, creating new life. However if a water Nymphaniad is stranded on land they are absorbed into the earth and used to help life grow. The materialize as usally either a dolphin made entirely out of water, or a humanoid face peering out of the water. They are the most unpredictable and dangerous, the elders capable of causing storms and tsunamis whenever they please. They can of course shift their shape into many different sizes and consistancies, but they are still be transparent.

Water Nymphaniads meld with the water, so they are all part of the same body, but with different conciousness', detatching and swarming as they please. They usually stay well away from the shores, as other creatures need to drink and bathe, acts which the water Nymphaniads want nothing to do with.

Written by: Maus


Last edited by Hobsyllwin on Wed Aug 06, 2008 12:04 pm; edited 1 time in total
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Kaljava Tlasfeer
Admin
Kaljava Tlasfeer


Number of posts : 64
Age : 37
Location : Netherlands
Registration date : 2008-07-29

Player Races Empty
PostSubject: Re: Player Races   Player Races I_icon_minitimeWed Aug 06, 2008 12:02 pm

Yidtritch

The Yidtritch are the most complex species on Targon. They do not have much going for them in the way of physical appearance or physical strength, but they do not need it. This species looks like something out of a horror picture. A hellishly thin creature, with abnormally long limbs, it usually uses its front limbs to support itself in walking (think almost like Gollum from LOTR). It has but two fingers and a thumb on each hand with only fingernails, no claws. The feet have 4 toes, and only toenails. The head is humanoid, but elongated, with long cheek and jaw bones. Their mouths are relatively small, their teeth flat. Their nose is seemngly nonexistant, their face flat carrying a slight and gradual mound as if the nose was beneath the skin. Two small slits suffice for the inhale and exhale of breath. Their eyes appear to be hollow sockets, with a milky white orb floating within. Their ears not but holes in the sides of their heads. They have no hair on their bodies, their skin is rubbery, providing no protection against weapons. Their skin can range from a dark gray to a mottled dark green.

Having no real physical protection, the Yidtritch have made their home deep in the earth, creating vast cities beneath the ground. Their eyes primarily function in the low light, but are useable in the sunlight. Their cities are lit by torchlight, the very rock feeding the flames. The Yidtritch mine the rock from the caverns in order to feed the flames. Their homes are built right into the rock itself. The cities are not tall, but relatively low to the cavern floor. The Yidtritch feed off of the creatures, mosses, and fungi found in the cavernous underground.

The Yidtritch have no means of physical defense and are by no means considered strong. In their natural form they are very weak. But they do have one thing going for them, they are the most intellegent race on Targon. They have vast libraries with thousands of tomes of information detailing every aspect of Targon. While a rarely seen race, they are indeed the scribes of the past, present, and future. The people are governed by a democracy, a majority vote on the leader, who rules the people. It is difficult to distinguish between genders and usually they can only be distinguished by voice. Their voice is raspy and harsh, but it is still possible to tell a male voice from a female voice. Females have a gestation period of 13 months, with a lifespan of 375 years. Usually females only bear one child in their lifetime.

With all of their flaws and as the weakest race on Targon, the Yidtritch do have one large advantage. They have mastered the art of shapeshifting. It is however not easy and takes decades of study and dedication to even begin the process. In order to shift, a Yidtritch must obtain a piece of the species it wishes to shift into, whether it be a finger, a piece of flesh, or an organ. The Yidtritch must graft the the foreign flesh onto its own. And through time and meditation the Yidtritch may access that form. With the forms come the abilities of that race (if the race is arcane able, then the Yidtritch will be able to access the arcane while in that shape as well). However it is not that simple, other species are not willing to give their flesh without a fight. And being the weakest creature, obtaining the flesh is very difficult. Not only must they obtain the flesh, but the bloodtype of the creature they are trying to aquire must be compatable. To find a compatable donor, the Yidtritch must taste the donor's blood. Only a drop of the blood is needed in the mouth of the Yidtritch in order for it to discern if the blood is compatable or not. The Yidtritch is also capable of combining the forms it has acquired into something original.

While the Yidtrich may be the weakest creatures in their natural forms, but the elder Yidtritch who have dedicated their life to the art of shifting and molding their bodies (which would have dozens of grafted patches of skin on their bodies) are the most powerful beings on Targon. It is possibly to be incredibly powerful, but the Yidtritch start off very weak and must work extremely hard in order to obtain this incredible power.

Written by: Hobsyllwin

Archus

The Archus are a very elusive race, their world built upon the arcane arts. They are the master mages of Targon. The Archus seem to be a cross between the equine races and the Truan race (though they are their own race entirely). They possess 4 legs with hooves. Their legs can range from slender, like a deer, to thicker, like a draft horse. A human torso is perched on the equine's body. They look much akin to Centaurs, save for the fact that they lack a mouth. Their hooves are designed to absorb the nutrients from the grass, which in turn provides the Archus with nourishment. The Archus use telepathy to speak to other races. Their native language is one of hand-signals, an intricate sign language. They sport a human nose and almond shaped eyes. Their ears are pointed, though usually covered by long hair. Their hair is more like a mane, it spreads from the top of their head and down their back (not including the horse-back). Archus can be any color. Due to their build they are swift runners.

Archus are the pioneers and leaders of the arcane arts. They do not possess great strength, but what they lack in physicality they make up for knowledge and magic. Archus children are immediatly taught the simplest spells and dweomers as soon as they are able to comprehend their existance (within a year). Children are born 1-2 at a time, with a gestation period for females of 9 months. They live to be approx. 200.

Archus are very herd oriented. They live in large family groups on the plains of Targon. They are not territorial and will often meet with other herds to discuss arcane matters. Each tribe has a leader, called the Elder. The Elders together form a council. The council decides upon matters as a group, which effect the entire species. Elders each carry a staff, empowered with a unique spell. When each spell is cast simultaneously casted they produce a devestating effect. This has only been used once however, as the beginning of the apocalypse. Housing is not needed, but long, one story, rock buildings are constructed and serve as a basis for the study of the magical arts. They become very powerful in the art of the arcane the longer they live. Their spells can be devestating, but the society as a whole very rarely uses these spells of destruction.

The Archus are experts at herbology and alchemy. They often will barter passing caravans for suplies to aid their alchemical needs. In turn they will trade their potions and scrolls. Archus goods are very high quality, and simple spells are not hard to use.

They tend to drape linens or silks around their bodies to cover themselves. Their upper body is covered for both males and females (except for the addition of armor) and a larger swath is draped over the equine body. Metal jewelry is uncommon, but stone jewelry is not.

Written by: Hobsyllwin

Truan

The basic and most prominant race on Targon. They are neither the strongest nor the smartest, but they have managed to carve a large niche into the lands of Targon. Truans are what appear to be a cross between what would be a a human and an elf. They are moderatly sized, reaching heights of up to 7 feet. Their ears are delicately pointed. Their builds can range from muscular and broad, to delicate and slim. Their hair can range from any hue, as well as their skin color. Eye color is usually green, blue, purple, or pink. The truans are capable of interbreeding with any race on Targon. They have integrated themselves into the magical communities of Targon as well as the more war-like races. While not overly powerful, they are capable of surviving in this post apocalyptic world.

The Truan cities are vast, containing libraries, education centers and other facilities. The Truans are capable of wielding any weapon or becoming any class. They are the most versatile of the Targon species. Their cities are cultural meccas, species of all kinds congregate to trade, share knowledge, etc. The Truans are numerous, the one race to have survived the apocalypse mostly intact. While their cities are still in the process of rebuilding, their history and their culture remained intact. Truans can live up to the age of 150. Their gestation period is 8 months, usually only 1-2 are born at a time, the most recorded has been 6.

Truans are lead by by an emperor, a central figurehead in politics. Many smaller political parties support the emperor, giving him advice and serving as his cabinet. The people are governed by rules and laws set down by the government and the emperor himself. A caste system is in place in the Truan society, making it very difficult to move up through the ranks of society.

Written by : Hobsyllwin
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Kaljava Tlasfeer
Admin
Kaljava Tlasfeer


Number of posts : 64
Age : 37
Location : Netherlands
Registration date : 2008-07-29

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PostSubject: Re: Player Races   Player Races I_icon_minitimeWed Aug 06, 2008 12:02 pm

Ghon

The Ghon are the stealthiest race on Targon. Their bodies are a pure obsidian color, with dark chitinous plates covering the soft skin beneath. Their legs are shaped like that of a human, their feet have six toes per foot. There is a thin membrane of webbing between the toes, and the nails are small, but are usually filed to a point. The torso is thin, covered by dual chitinous plates. Small spines protrude from the armor. Their arms are long and thin, triple jointed claws adorn their hands. Five fingers on each hand. The forearm is decorated with chitinous spines, which can be deadly in battle. The Ghon have a long tail that grows from the base of their spine. A scythe like blade adorns the tip of the tail. Before battle, a Ghon will usually dip the scythe in a deadly poison.

Dual scythe like blades jut from the shoulderblades. It is thought thati these may have once been wings, but now they are simple vestigial parts. The head of the creature is humanoid, with two sets of eyes. One set in the normal position, the second, smaller set, is positioned on the outer sides of the first set of eyes. This allows the creature a further range of vision, and better depth perception. The nose is rather sharply pointed, and the mouth is filled with vampiresque fangs. Their ears are delicately pointed, like an elf´s. Two long horns protrude from the head of the creature. These horns are like personality. No two Ghon have the same horns, may they be different shape, color, direction. Females have distinctly feminine facial features, while males have distinctly male facial features.

These creatures are extremely flexible and usually take up mercenary roles in Targon. They are not capable of great strength because of their build. But in time they can become quite powerful creatures. The Ghon are preferably solitary creatures, choosing an isolated exsistance, over a colony or family. They do however come together to mate. The female bares one offspring, caring for it for 1 to 2 years before abandoning it to fend for itself. The Ghon are rather coldhearted creatures, not caring for the wellbeing of the other inhabitants of Targon. The care not for trade, but can be greedy in terms of wealth. They are expert weapon masters and are gifted in the art of crafting weapons, due to their extremely dextrous hands. While experts in crafting, they are also experts in stealth combat and the use of lighter weapons. They are capable of using heavier weapons, but it takes years of training in order to train their lithe muscle to handle a heavier weapon. The Ghon have mastered the art of fusing Pratos weapon technology with their own. Their weapons are usually a mix between the two worlds, making them extremely dangerous in both worlds.

Ghon rarely speak. Their native language is one of telepathy, thus any language they learn is capable of being transmitted through their telepathy. Markings are rare, as they prefer to identify themselves by their horn structure. Ghons, unlike other creatures lay an egg sac, the young remaining in the sac for up to 3 months until birth. Usually one Ghon is born at a time. They can live up to the age of 300 years.

Ghon are usually found in the deep tropical forests on Targon. They prefer warmer climates, as they have very little body fat to keep them warm. They will venture into the Truan cities and the remaining Lukkan citites to sell their weaponry and to pawn their mercenary skills.

Written by : Hobsyllwin

Lukka

Lukka are wolven-like humanoids. They walk upright on double jointed hind legs, their feet like wolven paws, though slightly elongated toes with ebony claws. Their feet have adapted, allowing them to walk upright. A large dew claw protrudes from the back of each foot, a sharp and dangerous weapon. Their torso is very humanoid, though the stomach sunken in a bit, accenting the ribs. The shoulders are in tandem with the rest of the body, the arms slightly longer than human. Five sharp claws adorn the hand, capable of grasping as well as wrending flesh. The head of the lukka is very similar to that of a wolf's, long and slender snouts, with a dark nose on the tip. Pointed wolven ears adorn the top of their heads along with a pair of horns. Males horns curve forward, while female horns curve back. The lukka have fur covering their bodies, save for the tops of their heads and down their spine. The 'hair' on the top of their head is actually a mane of thick spines that lay like hair and spreads down their back. When in battle the spines are raised and used as weapons or defense. The hair spines can be tied back into a ponytail of sorts, as well as adorned with ornaments. The fur can be hues of white and black. Royal blood is shown by a colored hue in the fur. Jewelry is common among the lukka. Tattoos are inked into the fur. More radical means of tattooing is branding, and covering the brand with ink. Nudity is socially taboo. Males usually have a bulkier, stronger build than females, who tend to be more slender and flexibility based. Genitalia is akin to a human for both gender.

The lukka have the ability to shift their bodies to a wolven shape. Their wolven shape is phenotypically the same as their more humanoid form, save for the fact that they walk on four paws. The spines and such remain.

The lukka are considered lovely beings by Targon standards. Their knowledge is more advanced than that of other races in close. While not a war-mongering race, they are advanced in the arts of combat. Preferring swords or knives, lukka are taught from a young age to use such weapons. The politics are based upon one member of the species who is held in high regard by the rest of the members of society. The Seer is a revered member of society, perhaps from a heroic deed, a scientific advance, etc.

Their cities are built on the coasts, with large majestic towers. Education is based on the arts of magic and combat. Lukka are trained in either the arcane or combat, but rarely neither. There are of course exceptions. Some lukka opt to pursue a different class. Their heirarchy has only three tiers; the Seer, adults, and juveniles. Ophaned lukka are often adopted by another. Lukka give birth to a litter, but the gestation period is long, lasting 19 months. They have a long life, the oldest recorded Lukka reaching up to 700 years. Females only give birth once every 2-3 decades.

Families are made of a male and a female. Usually lukka choose one mate and stay with their mate for life. Lukka speak their native language of Lauma and also the common language of Targon.

After the Apocalypse the lukka were virtually wiped out. Their magestic cities put to ruin. Few lukka remain, and their lore is very much lost. Lukkan cities are slowly beginning to rebuild and the population is very slowly rebuilding itself. The lukka follow a very strict code of honor and have laws regarding their culture. The lukka have claws, but using them is considered savage. Lukka who disobey the rules of their kind (such as savagry, murder, etc) are immediatly exiled from the lukka society, with no chance of returning to their civilization.

Written by : Hobsyllwin

Barvore

These creatures are bipedal, having a slim build. Their legs seem almost too big for the rest of their body. Their legs are double jointed, the knees splaying far out to either side, making the Barvore an extremely balanced creature. The Barvore's feet are more like talons. Four claw-like digits spread out across the ground, spreading it's weight across the soil. The creature lacks any sort of tail, leaving the balance solely on the creatures enormous legs. The torso is thin, displaying a protruding ribcage with 26 sets of ribs. The Barvore's shoulders are slightly larger, though only the shoulder is so. The bicep is relatively thin, coinciding with it's torso build. While having slim biceps, the forarms are thick. Three nubbed claws (two fingers and a thumb) make up the hands. The head of the Barvore is rather humanoid with slender, high cheekbones. The Barvore's mouth is smaller, but filled with short teeth. While not sharp, the teeth are conical in shape. There is no protruding nose, but rather two slits right above the mouth. The eyes are almond-shaped, the iris ranging in hue from a deep yellow to a light lemon yellow. Thin hair covers the head. Males tend to wear their hair back in a loose ponytail. Females usually wear their hair loose. Darker haircolors are more common among both males and females. Skin color ranges from a dark bronze to deep orange. Female Barvore have dual red bands around their thighs.

The Barvore live in small colonies in the deserts around Targon. They make their dwellings out of sand and mud, usually preferring to build their homes against the faces of the sandstone walls that dot the landscape of the deserts. They are omnivorous, hunting and scavanging the sweltering sands in search of food. They have become accomplished hunters, their feet perfectly adapted to support their weight on the sand, so they may walk nimbly across the shifting land. Barvore specialize in ranged weapons rather than melee. Most older Barvore speak both the common language of Targon as well as their native language of Barvarii. They cannot ride mounts, as their legs do not allow such. Branding is a common form of body art. Clothing is uncommon, save for armor in combat.

The heirarchy of this society is based upon blood. There are certain leaders within the society who decide the rules and such of the colony. Both male and female of royal line are permitted to lead the clan. Roles in the clan are not defined by gender, but rather by age and bloodline. Younger members are food gatherers, while older members are left to the arts of war, technology, and knowledge. The path that a maturing Barvore takes (task wise) is determined by the roles of the parents. Orphaned Barvore are left to their own devices. They must find their own way, find food for themselves as well as find their own way to maturity. The rest of the clan will not aid. Gestation for Barvore is 8 months, but they age slowly. It takes 10 years for a child to reach maturity. Usually 3-4 young are born at a time, and can live up to 125.

Trade is scarce with the Barvore, as they have little to bargain. The items that are bargained with are usually gemstones that are found in the desert, as well as the sandstone slabs used for architecture. Items bargained for varies.

Written by : Hobsyllwin

Minore

Much akin to giants, the Minore are a more barbaric race. They are very tribe-like, humanoid, and not the most intellegent race in the realm. This species is strong physically, but not so much mentally. They are capable of using cleric like magic, as well as shamanism. They stand 8-9 feet tall, their skin a range of colors. Hairstyles and such vary in accordance with tribe and region. This race is more the type to hit first and ask questions later...or not at all. The Minore are separated into clans, which are very territorial. The clans are headed by chieftains who are elected through feats of strengh or deeds of bravery/valor. Their weapons of choice are greatswords, warhammers, and the like.

The society is male dominated, the females left to care for the offspring and gather food for the tribe. Minores are strong and powerful creatures, possessing strength beyond that of the other races of Targon. The Minores usually are clad in animal skins and other. While they are not ugly creatures persay, they are not considered attractive by normal standards. Many Minores have been bred with the other inhabitants of Targon and Pratos.

Trade is common among with the Minore, they are expert craftsmen (wood carving, stone molding) and will often sell the fruits of their labor to more advanced races as decoration in turn for supplies and weapons. Food is obtained by hunting. Many tribesmen only speak their native tongue of Minore, but some possess the knowledge enough to comprehend and speak the common language of Targon. Breading is at an average rate. Gestation for a female is 10 months, and she gives birth to 1 or 2 offspring. They live to be around 70.

The Minore are native to the mountain regions of Targon. They prefer to make their homes in the caves dotting the mountainsides.

Written by : Hobsyllwin
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