Races.

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Races.

Post by Blitz on Mon Jun 17, 2013 8:46 am

Races in Mortalis.

Mortalis has a wide variety of races to pick and choose from, and your Kingdom isn't limited to just one of them, either! You're free to create your own races, and add them to this thread. Note that "specific faction" count means the number of kingdoms that may have a majority of this race. You can have varying races in your empires, but the majority count is limited.


Humans.
Human Specific Factions allowed: Unlimited.
"Blood, honor, and steel!"
- 557, High Priest Jove III, Holy Court of Puritus.

Humans have a bloody past of conquering and dividing. The Four great continents of the east were nearly conglomerated into the Empire of Man, Ilonia. Since then they have diversified greatly, and are no longer one racist superfaction. Now, the human factions are as varied as the people themselves. They are extremely industrious, and are arguably the most widespread race because of their ease of breeding they have over other races.

Humans have started this great happy idea of all the races living together in super great harmony! Though their other human neighbors don't take to this idea too well, muttering something about "property values". Humans have many different dialects and languages, and are the most varying in ethnicity of any race.


Elves.
Elven specific factions allowed: 5.
"Listen, and all your questions will be answered by Her."
- Elven saying.

The Elves are humanoid, extremely intelligent and graceful creatures. They stand about a few inches taller on average than a human, are much more slender and ectomorphic, and are renowned experts with a bow and arrow or magic. They are very secretive and shroud their lives in tradition and religion. The Elves live in the high mountains that aren't inhabited by Dwarves or in dense forests. Their role on the geopolitical scale is the voice of logic that tries to calm the other nations, often in vain. They have two languages, Elf and High Elf, both are relatively the same with some distinct accent and dialects.

Dwarves.
Dwarven specific factions allowed: 3.
"Nothing a hammer can't solve."
- Dwarven proverb.

Dwarves are a stocky, short humanoid race standing at around 4-5 feet. They specialize in mining, brewing, and crafting the best technological wonders of the world. Their blacksmiths are legendary, and their creations even more legendary. The Dwarves live in giant, beautifully constructed underground cities in the mountains called Holds, which very few non-Dwarves get to see or visit. There are only a handful of instances in history where a Hold was broken into, and the attacks didn't last very long. 

Dwarves recently gave up their isolationist life, and usually take a trading role in world politics. However, they still look out for themselves. Hold a grudge against orcs for their attempts to push them out of their Hold in the Unh'Nakam mountains.

Orcs.
Orc specific factions allowed: 2

"This land, we'll defend."
- 557, Lord of Blades Khekhil Um'Haka

From the lush jungle of Va'ak come the Orcs, brutish and muscular humanoids with a green or grey skin tone, standing on average a foot taller than humans. Orcs have been put down by humans as lesser beings for their aggressive nature. While they may be aggressive, this is an over exaggeration by racist Ilonians in the 500s. Orcs do not wage war unless they feel threatened or if their warrior code has been insulted. They have led great armies on vengeful campaigns against those who try to take the resource rich Va'ak from them, or simply exterminate the Orcs.

Today, the Orcs live with relative peace and are able to practice their mysterious religion as well as their individualistic-centered traditions. Orcs are very hard to motivate under one banner because of their driven individualism, stronger than even humans, but when gathered into a horde they are one of the most feared armed forces in Mortalis. Orcs have also adopted the Goblins into the society, and live in peace together.

Orc leaders play a limited role in modern global politics, trying to develop their nations economically. They are the "third world" of Mortalis along with their Lizardmen neighbors. Orcs hold a grudge against Dwarves for permanently encroaching onto their mountains, along with minor grudges against the humans for past wars and the slave trade.


Lizardmen
Lizardmen specific factions allowed: 2

"Where is prosperity, on the dark road ahead?"
- 655, High Noble Amek.

The Lizardmen are 4 subspecies of Lizards, calling themselves Aranek, who work in harmony to create the society of Lizardmen. The Lizardmen are on average 6 feet tall, have blue/greenish scales, hands with three taloned fingers and an opposable thumb, a powerful tail, and a long snout with sharp teeth. The Aranek have the ability to influence nature and tame animals quite easily, letting them ride the most fearsome and powerful animals in the Va'ak jungles.

The Aranek experienced great tragedy in the mid 600s, when a group of human explorers found a gold and ruby necklace on an Aranek skeleton. This sparked the Great Mercenary Goldrush, where hundreds of mercenaries and armies for hire entered the Va'ak jungles in an attempt to oust the Aranek from their homes and mine the precious goods beneath them. The Lizardmen retaliated fiercely.  After a long, bloody, 5 year war the Aranek were able to push them out, but at terrible costs. The 3 kingdoms had been destroyed and scattered, most of their people killed or taken into slavery, and a great famine set in as the Aranek's farm and livestock had been burned and killed.

The Aranek have returned to some of their former glory, while 1 one of the 3 kingdoms was killed, the other two remain. They have shed their bloody culture and religion and adopted a more secular way of life, with less sacrifices to their Gods and bloodletting. They are adapting to technology quickly, while they don't invent much they can adapt and learn very quickly. The four subspecies of Aranek are: The Ssazar, the spiritual leaders and adepts of magic. The Arunjai, seven foot tall noble warriors. The Meso, the commoner, short and stocky lizard class that does a majority of the, well, common work. And the Khesun, cunning, quick, and intelligent Aranek that fill the intellectual roles of society. They hold minor grudges against humans for their continued use of the Aranek in slave trade.

Giants.
Giant specific factions allowed: 2.

"Only the cursed can know such suffering as familiar."
- ???

The Giants are cursed humans, descendants of Viking pirates of the northern seas, though this is just a hypothesis. They stand at around 9-12 feet tall, bear large canines, and can roar in an inhuman manner. Yet they almost act completely human. Many sentientologists and biologists believe they are descendants of humans that evolved to survive the harsh Tundraki'i blizzardlands. Even so, the theory of Luun's curse on them still remains. Giants were cast out from society, and took up their Viking roots as they were outcasted. The giants were destroyed by the early Ilonian empire and most of them were scattered across Mortalis as they entered the slave trade.

Today, two giant civilizations remain. Giants are very few in number, their numbers combined at only around 2 million. They fear their extinction and ban any outerspecies breeding and are very isolationist. They are masters of the sea and trade, however, and do interact with other countries regularly to trade the rare metals that live in their harsh lands. They harbor a minor grudge against humans for slavery.[/left]


Vampires.
Vampire specific factions allowed: 1. READ BEFORE YOU MAKE THE FACTION PAGE.

"You know, this curse isn't half bad once you get used to it."

- ???

Vampirism was a curse created by Luun, Goddess of Outcasts, at the height of the Ilonian empire. It was a curse that was supposed to target specifically humans. Those who are affected must feed on the blood of other humans, or they will experience the most painful death as they are driven to the brink of insanity. The Vampirism curse is passed on by an infected human biting, but not sucking out all of the blood, of human victim. Animal or non-human blood will not sate a Vampire.

Vampires look just like humans if not a bit paler, and have very sharp canines. They are extremely fast, have superior strength, and many manipulative magical abilities granted by Luun's curse, such as seduction or memory loss spells. They also have incredible abilities of regeneration, being able to heal most all wounds that are not Leonus' Holy magic or silver weaponry. Vampires have created a secret society, and if you wish to play this society, you will be heavily monitored. If the society is found out, every holyman and bounty hunter in the world will hunt you down to extinction. Play wisely. Vampires are under 50,000 in number, and not every single one of them is under the Order of Vampires.

Werewolves.
No Werewolf countries allowed.

"What are werewolves but a physical representation of the beast that lives in us all?"
- 787, Aldrac Mac'Shannel, warrior-poet and daemon bounty hunter.

To Luuns dismay, the Vampirism curse did not inflict any real pain or moral conflict in the user for very long. Infact, most of them were pretty content with the fact they had been affected with the curse. So, to curse the greedy and warmongering Ilonian empire, she created something even worse. Werewolvism. Werewolves are cursed humans that turn into wolf-like humanoid beings when moonlight touches them. Once they turn, they seek out humans to kill and slaughter, and cannot be stopped easily. Steel and iron will take some time to penetrate their thick hides, while silver-gilded weaponry has a much better effect on them. Like Vampires, they will regenerate, but only once they start turning back into a human. Werewolf rampages will last around 4-5 hours or until the sun rises.

Those affected find themselves morally conflicted: Live on even though they may risk murdering dozens of people, but try to find a cure, or end their lives to save those around them. Most Werewolves, however, are killed by professional hunters that roam the Midlands.

Half-Orcs, Half-Elves, Half-Giants.
Specific  factions allowed: 0, too few to constitute a nation.



Half-Orcs, Half-Elves, and Half-Giants are all the races that can interbreed with humanity. They are a result of the new human countries that freely allow those of any race to enter, and as a result some intermingling will happen. These half-bloods will often hold half of the traits of both species, such as a Half-Orc having discolored skin, canines, and yet a fairly human facial structure. Half-Elves are usually better at magic or archery than humans, and hardier than elves. Half-Giants are usually 6-7 foot tall humans with minor giant features, and a lesser version of the giant's muscular build.

However, being a half-blood isn't all it's cut out to be. Most experience extreme loneliness as both of their bloodlines hate and shun them.

Tieflings.
No tielfing specific factions allowed.


"Don't let them fool you, they are pure evil."
- ???

Tieflings are humans cursed from pregnancy, born as a hellish-looking being. They can have human features, and demonic features such as horns, black eyes, reddish/orange skin, and tails. They are naturally adept at fire magic as well. Tieflings were created when Infernia saw Luun's influence of lycanthropy and vampirism over humans, and decided to create her own curse. She created Tieflings, a rare genetically mutated human that is inherently mischievous, evil, or downright chaotic.

Tieflings are usually rare as they are killed from birth in fear or when they grow older. Little is known about them, but what is known is that they love to cause trouble. It is very hard for a Tiefling to not resist the temptations to cause a little mischief, even if they are trying to be a good hearted soul. Tieflings also can create fire quite easily, and can sometimes be burning to the touch without knowing it.

They are few in number, fewer than half-bloods, as they have been persecuted by the religions of the world.
 



Dragons.
No dragon countries allowed.

"We Watch. We Wait."


Dragons are an ancient race of flying reptiles, able to do things such as breathe fire and bend reality. Dragons, like mithril, exist and at the same time don't exist in our reality. They are stereotyped as deadly, hellish creatures that rain fire from the skies. They are not, while they did attack Ilonia at the height of its empire now and then, they do not actively go out and kill sentient beings. Dragons live on two islands. On one corner of the world: Dragon's Perch, and on the other, Dragon's Nest. It is estimated that there are around 1,000 Dragons remaining in the world.

Dragons can live for hundreds of years, and are extremely hard to vanquish. Their purpose isn't exactly clear.


Last edited by Blitz on Sun Feb 02, 2014 6:31 pm; edited 15 times in total

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Re: Races.

Post by Blitz on Mon Jun 17, 2013 9:34 am

anyone know how to get rid of these fucking bb code commands that are invisible in editor mode

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Re: Races.

Post by Blitz on Mon Jun 17, 2013 10:37 am

what the fuck this forum has gone full retard i can't even see all those left center left left center left things in editor.

so dumb.

anyway i'm done, roleplay will begin as soon as all the applied for nations are finished.

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Re: Races.

Post by Ducky on Mon Jun 17, 2013 11:52 am

You click switch editor mode all the way on the right.

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Re: Races.

Post by Wons on Mon Jun 17, 2013 12:59 pm

>werewolvism

You mean lycanthropy.

Also, unless vampires are compelled to drain their victims (which leaves the question; what do they do with the husks?) there would be a lot of vampires. You should borrow the WoD mechanic, or something to the same effect; to inflict the curse on someone, you have to drain all their blood, and then feed the corpse a small amount of your own.

Alternatively, just draining the person might be enough. For even more fun, do both, but make it so that if they aren't fed vampire blood, they become Wights-- unthinking, bestial vampire bastards (and if normal vampires are immortal, the Wights could age too!)

But it's not my game, do whatever you want.

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Re: Races.

Post by Ducky on Mon Jun 17, 2013 1:02 pm

A more tasteful vampire picture might be nice too. Like a Star @ heaven

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Re: Races.

Post by Blitz on Mon Jun 17, 2013 1:04 pm

find me one motherfrucker

good suggestion, i'll fix up the vampires later, sno

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Re: Races.

Post by Wons on Mon Jun 17, 2013 1:51 pm

nigga you just went



FULL VAMPIRE

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