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The Various Races of Astridoth

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The Various Races of Astridoth

Post by Kor on Sat Sep 23, 2017 4:07 pm

Race Name: Aduma
Cultural Details: The Aduma are a nomadic race of half-horse half-man. Traveling through the plains and steppes of the world they practice the a respectful care for animals. Known herdsmen, interaction with these reclusive peoples is most often found when they gather the herds of cattle and horses which they raise and protect and bring selected ones into the greater cities of Mankind and the other races for trade. The Aduma believe that to stay in one place is a sign of weakness, a sign that it is the place that makes a people great, not the people themselves. The Aduma believe that harsh lands breed harsh peoples, and believe themselves to be amongst the strongest. Aduma also believe in family, large clans being the largest communal group amongst the Aduma. 

Most Common Place of Residence: Steppes, most frequently in Orasei

Proficiencies: Archery, metal working, animal husbandry

Deficiencies: architecture, manufacturing, higher education

Description of Race Appearance: Females of the Aduma possess the upper half of women, invariably they are gorgeous, with toned bodies that make them highly deseriable, they also possess the body of a horse, allowing them to move very quickly and travel vast distances. Male Aduma feature the upper half of a man, and the lower half of a goat. 

Race History: Typheus created the horse and cattle and Netharious created a people to herd and protect these creatures. They were the Aduma. But they do not worship Netharious, instead they worship Tiamat as the master of the blue sky, the vault they wonder under constantly. Once the Aduma were united in a single tribe, a single clan, and the great conqueror which united them could not find an equal to match her might. In despair she warned her children against uniting, for a united Aduma could not be beaten, and where was the challange in that? So she divided all her peoples amongst her children and sent them far away from each other, and said that if ever they encountered another clan, they must wage war against each other until one clan dominated the other. So it has ever been.

Mating Habits: Aduma view mating as an act for the continuation of the species and nothing more. All children belong to all adults. Any Aduma may mate with any other Aduma; if purely for pleasure even same sex leasions are allowed. The exception is the Chieftess of the clan, she chooses a single consort and they mate for life. If same sex is chosen, certain members of the opposite gender are quietly bought in to bring about the continuation of the clan's line. 
A notable exception is are the clans on the inner portions of Orasei, which have sometimes integrated themselves into the local human cities; interbreeding has even occurred with these clans, in these cases the parents of the child are given more responsibility in the raising fo the child.

Familial Habits: All adult Aduma participate in raising children, the skills of the finest warriors and herdsmen and craftsmen are taught to the children universally, allowing the children to guide themselves towards whatever life they desire. Discipline and punishment is handed out by the chieftess and her chosen consort, they also settle any dispute between the children.

Societal Habits: The basic structure of the Aduma is the clan; with dozens to thousands of participating males and females, clans will frequently seek out other clans to have a battle, and exchange warriors and craftsmen in the aftermath of the conflict. Aduma are extremely reclusive and tend to forbid the continued presence of outsiders, their clans travel so fast its hard for most outsiders to keep up so it tends not to be a problem. Some Aduma are very interconnected with more settled groups and have changed this policy, but for the most part the Aduma keep to themselves.

Dietary Habits: The Aduma have a mixed diet of steppe grasses and the meat from the herds of cattle they keep and raise.
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Re: The Various Races of Astridoth

Post by Kor on Sat Sep 23, 2017 4:07 pm

Race Name: Iefyr

Cultural Details: The Iefyr are a self sustaining race and rarely rely on any others for help unless desperate times call for desperate measures. They are confident and proud, yet they are kind and will never turn someone away, so while they deny help from others unless they have no choice, they will not turn away any one else needing help. The Iefyr do not celebrate most common holidays and living so secluded from others they know not of anything else that others might celebrate, they however have their own holidays. The first night of summer they hold a large festival in the center of the main village, welcoming in the warmer weather and praying for good fishing and hunting. The gatherings of the Iefyr are eventful, dragging on for days sometimes, as everyone gathers, even those that had venture from their island home to see other countries. During the festival times the Iefyr will dress in elaborate outfits, beads and silk, chiffon and ribbons all with ribbons braided into their hair.

Gatherings are usually filled with music and food, everyone mingling and catching up on the part of those that had gone away, it’s is in a sense like a large family reunion. The Iefyr will wear colorful outfits, befitting the weather of their island, and perform many dances and hold contests. The Iefyr live off the land and what is provided to them, aside from fishing and hunting they have also learned to grow their own crops. Hunting, Fishing and farming would become large in trade with the Iefyr through the years.

Most Common Place of Residence: The Iefyr primarily are found on the larger island of Xenevir, away from New Xenevia.

Proficiencies: The Iefyr excel mostly in hunting and fishing, as well as building.

Deficiencies: The Iefyr, while able to wield some form of magic, are not the greatest at it as they rely mostly on physical strength than magic. This is not to say they cannot use it however, as there have been a few to focus solely on the magic aspect of themselves instead. But it is very few and far between.

Description of Race Appearance: The Iefyr are all different, hair colors range from the darkest of black to the lightest of blonde border lining white almost. The women of the Iefyr are shorter then the males, their body sizes varying from petite and thin to curvy. The male Iefyr are tall, and muscular thanks to the way they live. The ears of the Iefyr are pointed like an average elf ear, and white intricate tattoos line their bodies, each Iefyr gaining a tattoo at their coming of age, the children however will have their tattoos painted on their body until they are old enough. Eye color for the Iefyr also varies widely. They are the closest in resemblance humans in concerns of hair and eye color. In terms of skin color, the Iefyr are typically various shades of tanned skin, from a light tan to a dark tan. This is the result of their constant work in the heat.

Race History: When the final labor of Netharious came and the first mortals were born, the flourish of other races coming into being the Iefyr found themselves born upon what would become the larger island of Xenevir, uncertain and unsure of where they were it took many days for them to come to an understanding of their world and how things worked. The first of the Iefyr banded together, through a slow working process they created the first village, learning the trade of fishing, though it wasn’t until much later on that they would take up hunting the wild life found upon the island to provide more meat. As time went on they continued to grow, they were evolving and learning more until the first village, Folmar was large and grand. While some of the homes of the Iefyr were on the ground there were also homes built up in the trees creating and elaborate network and becoming one of the more beautiful sites upon the island aside from the nature itself. Somehow, the Iefyr remained untouched during the crisis that was the first war. When the world was split by Nocterra, they thought they had angered the entities, and retreated to a secluded life. Over the course of many years however, some of the Iefyr grew curious as to what lay outside of their island, especially after receiving outside visitors that were just as curious as they were. So having constructed boats a few ventured off with enough food and water to last them. The journey was a success, years later the first Iefyr to set out come back with grand stories they told, and thus the Iefyr opened their shores for trade amongst the other continents and welcomed new visitors so long as they were not hostile and did not wish ill harm towards the Iefyr.

Mating Habits: the Iefyr were once polygamous as a species. A male Iefyr would take on at least one other wife. This tradition has died down some as the race grew, and the Iefyr have become more monogamous in the latter years though poly is still practiced and welcomed among the race. There is no specific mating season for the Iefyr, mating for them is as much as every day thing as fishing and hunting as they often have high libidos. The way the Iefyr acquire their mates is the same any other mortal would, a physical attraction as well as a mental one. Marriage is also a part of the Iefyr, the celebrations lavish and grand.

Familial Habits: The Iefyr are big on their families, it is everything to them and so they often will teach their children from a young age how they work in every day life. The children will focus primarily on gathering berries and nuts until they are older to handle more strenuous activities. They mothers and fathers always participate with them, guiding them with a firm but gentle hand and correcting any mistakes they have made.

Societal Habits: During the beginning years the Iefyr were cut off from the rest of the world, so they were primarily loners from the beginning with only their own race for comfort. Once trade opened up and more visitors came they flourished in a bustling society, laws that were put into place in the beginning continue out to ensure the stability and growth of the race. When it comes to mating it is noted that it happens as much as every day if the need arises, however tournaments of fighting are a rare thing among this race. They are held once a year, any race are welcome to join and the fights are not to the death. A KO determines the winner of the fight and they will go through several tiers until they face the champion from the previous year.

Dietary Habits: The Iefyr are hunters and fishers, eating meat at every turn though they also grown their own food, surviving off the vegetables grown from the rich soil in which they live upon.
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Re: The Various Races of Astridoth

Post by Kor on Sat Sep 23, 2017 4:08 pm

Race Name: Gear Wanderer
Cultural Details:
Some would think that these creations lack a culture but it quite opposite for they excel most when gathered in a group normally forming small groups and sometimes even towns for example Gear Town a town comprised of just over 100 Gear Wanderers and some other races as well making a rough population of 180. Gear Wanderers love to interact with others and are normally very friendly and welcoming to different races but will take protection to if they were to be attack so there are some Gear Wanderers who train for combat and some who even sacrifice their magical freedom to become warriors that carry many weapons but all this is normally for defensive purposes. Be it another Gear Wanderer or any other race since they have spent a long time separated from interaction with others Gear Wanderers actively try to build better relationships and trust with other. Gear Wanderers have a tendency to adapt and build constantly this means they can sometimes create a new tool which is very efficient or just a little more efficient and other they just blow themselves up dues to this way of thinking Gear Wanderers who live in Gear Town don't explore that much and normally just interact with the people in town.. The Gear Wanderers have four big celebrations the 1st is Netharious Day like it sounds it is a day of celebration of Netharious even if it is believed that Wanderers have been cursed by Netharious they still show appreciation to the creator of all sentient life. The 2nd is Wanderers Remembrances it is a day where they settle down and commune with wandering spirits to repent for the divide years ago. The 3rd event is Dreamer Walk which is a very big festival in celebration of contact with the Kingdom Of Vividus and finally having a safe heaven all sorts of people are invited and it spans throughout a week with the last day being a big dance party and feast for organic life.The 4th event Is known as the Moon Light travel which is every full moon with the help of other Wanderers normally a group of ten can combine their magic to move a single bound soul from one vessel to another there is certain requirements to be met for this to work there needs to be a elements to create a vessel or vessel ready, the ritual must be in full moon light, there must be at least 10 other Wanderers, the time the soul leaves the original vessel and moves into the new one must be at exactly midnight and the soul must be willing to leave the current vessel if this goes wrong one of two things happens either nothing happens or the soul itself is torn into thousands of shards destroying it. It is been noted that due to the nature of the core to Gear Wanderer's soul which has transferred into a Gear Wanderer can not transfer to another vessel.
In terms of magical ability Gear Wanderers compared to the Iterations of Wanderers before them have a sever lack of power when it comes to it. Unlike the iterations before them they did not need to dedicate as much magical power into sustaining their existence meaning they had more access to magical potential. But Gear Wanderers in exchange for a more reliable body have given up a lot of magical power. Gear Wanderers who do pursuit magical power can be compared to such things as humans when it comes to it a lot more studying is needed then relying on innate talent. Even then Gear Wanderers only have access to one type of element they wish to control (earth, water, air, fire and some metals) this means that after they learn what element they can control they must learn what they can do with it for example a Gear who can control fire might be able to create fire balls and shoot fire but they may be able to do 6 times a day when starting off learning there magic and even more experienced gears who have been studying it there entire life span can never normally get passed 10 magic uses a day before it comes dangerous to use and starts effecting movement of the mechanical body. The reason Gear Wanderers learn this is cause even if it is very limited the amount they can use it the effects of it can really help in a battle were a flint lock just won't do the impact that is needed.


Most Common Place of Residence:
Most gear Wanderers have taken residents in the Kingdom Of Vividus borders normally in Gear Town but is not unheard of for Gear Wanderers with their new bodies to form traveling groups to explore the other lands and what they have to offer.


Proficiencies:
Gun combat,powerful close combat, magical ability (Can manipulate elements such as earth, water, air, fire and some metals.), Building, Long life span (Average of 130 max of 200 years), , adaptability, intelligence,Sturdy


Deficiencies:
Communication (Can be hard to understand.), Contact with other races normally very secluded,Have no sense of touch, smell, taste and sensitivity to light, No experiences in farming or hunting for food since eating is not required, Lack of magic endurance due to having a lot of it dedicated to moving their bodies, Slow close combat, Limited magical manipulation of elements can only manipulate one type of element for their entire life span,If the core is destroyed so is the soul.


Description of Race Appearance:
Gear Wanderers are mechanical bodied sentient beings in a simplified form. Of course it is a lot more complicated than that they are wandering souls which have attached himself to the center or head of these mechanical bodies which were designed and normally created by magicians which excelled in combining magical study and mechanical engineering. These bodies are made of certain metals so the Spirits that inhabits the bodies can move them freely with their magic this does mean however a large portion of their magic is dedicated to using these bodies. Most of the mechanical bodies have a very similar basic skeleton and core which is a magical soul binding stone or object that has a fragile composition; which is normally located in the head or center of the skeleton. When a Wandering soul is either bound to the skeleton or an already bound soul is moonlit traveled to one making a new Gear Wanderer. Over time the Gear Wanderers advanced themselves and added to their bodies forming armour and weapons, sometimes the more intelligent or creative thinking ones formed tools, which again sacrificed their magical ability for physical. The limitations to this would be due to the material they are compatible with being too cumbersome or the lack of skill to use alloys properly. However, there are others that prioritise magical abilities over physical and would keep a minimalistic skeleton. This can create many unique looking Gear Wanderers each with own specialization and set skills.
An average Gear Wanderer between 6-7 feet taller or shorter ones are normally experiments or a mistake in the craftsmanship of the skeleton. Your average Gear Wanderer skeleton is between 350 pounds and 380 pound but this can dramatically change with the composition of their bodies or if they add more appendages and armour. Their main way of communication is through a complex replication of a voice box; a mechanism made from a combination of pipes and whistles. This is considered the most complex part aside from the core.
This does not mean the body is immortal a lot like other life if the body dies over time then the spirit may pass on. These metal bodies corrode over time and the rate it corrodes depends on the environment and how much metal is on the Gear Wanderer. Most Gear Wanderers live to see at least 100 years and a max of 200 years no Gear wanderer has been reported for the skeleton to survive any longer than that.


Race History:
Gear Wanderer are the recent name for an older race when sentient life was first created and there were beings whose souls did not stay within the body's that had formed from the clay that Netharious had made. The souls would end up exiting the body at times before it was there time to die it can be assumed that this was a curse put upon them or some sort of trial that they must face. These first iteration where called Wanderers. These bodiless souls could never pass on and they found themselves binding their souls with objects such as rocks forming small rock formation held together by the spirits magic; these took on a humanoid like form and these creatures were the second iteration the stone Wanderers. This led to a lot of confusion for the Wanderers who had no intent of harming but only to become like the other races. Their appearances and their lack of ways to communication brought many misunderstandings and pointless destruction to them. This is when other wanderess found out that once they bound their own soul to a group of objects and that group is destroyed completely it leads to the soul being torn apart and in a sense destroyed. As the years went on a split in Wanderers happened large gathering of these spirits decide that wandering forever with no form and to be ignored by any other sentient is better than putting up with other races destroying them these were called the True Wanderers. The third iteration where called the Civil Wanderers through very basic communication methods this iteration was able to make contact with other races and some were more accepting than others. As time went on The Kingdom of Vividus became the safest place for wanders to be as they had been the most accepting to the highly magical attuned souls.
During this time a group of magical users formed together and created a school called The School of Mechanical and Magical Unification though most call them Grease Casters. with the first established town for Civil Wanderers known as Dream Town. The objective for this was help create a body for the Wanderers which is more secure and convenient instead of random pieces of rock and stone held together by magic. Eventually with the help of ingenious combination of steam robotics and magic mechanical bodies which allowed speech were created. This was when the second town was established now known as Gear Town and an increasing amount of Wanderers began to link with the mechanical bodies. This is known as the latest iteration of the Wanderers called Gear Wanderers and have recently come to be known and treated as a living beings within the Kingdom Of Vividus.


Mating Habits:
Wanderers do not mate they can not new Wanderers come from beings whose souls could not stay with a body and sometimes certain people who die can form a bound with a vessel such as the mechanical skeleton but this is very uncommon and normally lack the amount of magical power as a original wander.


Familial Habits:
Since Gear Wanderers have a long life of (100 to 200 years) and no technical birthing methods there is no young and old so they do not form families but those new to being a Gear Wanderer are cared for a year as they become adjusted to the vessel and taught how to talk with the whistle voice box. After which they will either join a traveling group or help the place they live which is normally gear town but can be within in cities once and awhile.


Societal Habits:
The social dynamic of Gear Wanderers is all about adapting and moving forward Gear Town is a quickly advancing town they have even step in the direction of defensive battle creating weaponry such as flint guns and swords be it known that they have been able to make flint lock guns a lot quicker then most races this means that Gear Wanderers are more likely to have multiple guns on them at one time . With the limited choice of material they can use they have even made extra limbs such as a third arm to help with multitasking. Gear Wanderers also tend to pick up the languages of other pretty quickly after a few weeks of studying they can hold basic conversations in that language and after a year they can normally speak it fluently but normally you don't see a Gear Wanderer knowing more than two languages.


Dietary Habits:
The Gear Wanderers need nothing to eat or drink they don't even need to sleep but they must rest for they gain the magical energy they use from the world around them so they must take at least 4 to 8 hours of resting to gain back a safe level of magic power to be able to work efficiently there is certain Gear Wanderers that search for places of power so resting takes shorter time and sometimes even grants temporary increases in power. Also there is need for coal when needing to talk to allow for steam to pass through the complex speech system to create the whistle like voice for the Gear Wanderers to talk.

-Credit goes to the creator. Property of the Astridoth Universe, as well as Scout!
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Re: The Various Races of Astridoth

Post by Kor on Sat Sep 23, 2017 4:09 pm

Race Name: Korgar

Cultural Details: The Korgar are bound by a code of honor, one that dictates how they conduct themselves mainly in battle. Outside of this the Korgar worship only one Dreikari Entity, specifically Salamandra, and they celebrate the Flame Father by holding festivals once every season to show thanks for the warmth of fire. These festivals are really the only time of year where one gets to see what Korgar Culture is like, as usually they prefer to avoid contact with other races. During the festivals, they wear colorful masks that resemble fire spirits, dance to the sounds of large drums, and feast upon large animals that were captured in the area. The head of the Korgar tribe will then order his warriors to bring him the head of a wyvern, and they offer it up in a massive pyre to Salamandra. They believe that doing this will make the Dreikari Entity happy, and thus he will continue to provide them with warmth, as well as a means to cook food for the next season.

Most Common Place of Residence: The Korgar live in Orasei exclusively. Ever since the first war, they have been hiding from human eyes in this war torn nation.

Proficiencies: Combat, blacksmithing, hunting.

Deficiencies: Academia, engineering, agriculture, diplomacy.

Description of Race Appearance: The Korgar are tall brutish beings with crimson red skin, and golden eyes. Female Korgar are born with two large horns that curl up into swirls on their foreheads, and males are born with one large horn that becomes sharp like a blade as they mature. They can grow to be eight feet tall in height for the females, and eight and a half feet tall for the males. Aside from their crimson skin, they also have patterns emblazoned on their bodies in a multitude of colors. They have large hands and feet, with the females having claws on their fingers, and talons on their toes. Male Korgar have broad shoulders, and large arms, while females have more narrowed shoulders with their large arms. Their front teeth are all razor sharp, as they are needed for ripping through the meat of their prey, and they have two fangs on each row of teeth. On the females these fangs protrude from the upper row of teeth and sit outside of the mouth even when closed, for males the bottom fangs do the same.

Race History: Their creation was standard in that they were forged from clay given to Netharion by Nocterra. Back during the first war, and the splintering of the kingdom of Xenevia, the Korgar were the first creatures to rush into battle. They terrorized the lines, and were seemingly on the verge of conquering everything if not for the engineering feats of humans, as well as the magical feats of the elven clans. Prior to the war they were able to convene, and showed a great affinity towards diplomacy, though it seems that this will never be recovered.

Mating Habits: The Korgar usually mate seasonally, though they are not polyamorous. Once a Korgar has chosen it's partner, that is a life partner; though they will only mate during the mating season. 

Familial Habits: As previosly mentioned, Korgar only mate with one other member of their species. The children of the Korgar however are usually cast out of their parents dens once they hit the age of fifteen. From this point on, they are not considered family, but rather allies for battle should there ever be a war, and are treated more like a close friend, than a son or daughter.

Societal Habits: As far as the other races of Astridoth know, the Korgar are very exclusive in who they allow into their societies. Most of the time a tribe of Korgar consists of fifty or so members, and rarely grows from that. Every member of the tribe has a duty to the tribe, and is expected to perform it. For example, there are some members that are meant solely to protect the tribe's home grounds, others are sent off to hunt for the tribe, and others are kept at the tribe to care for the young, as well as to make preparations for a nightly feast. During the Festival of Salamandra, the Korgar sometimes allow members of other tribes to come together with them, and in extremely rare cases, they have allowed members of other races to sit in on their festivities. They speak their own language among each other known as Gar'thak, but are also well versed in the language of Orasei, which is Orashinian.

Dietary Habits: The Korgar are strictly carnivorous. They only eat meat, as they do not know how to grow crops, and gathering whatever berries, and herbs they could find in a war torn country would not be enough to sustain them. What they hunt is usually dependent on the season, for example in the winter they hunt for Wyrms because they provide the most meat, and in some cases might even allow the hunters a day's respite, they also hunt Dire Wolves, for their pelts as well as their meat. In the summer they will hunt for foxes, and in the spring and fall they hunt for Spring Rabbits, and Bears.
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Re: The Various Races of Astridoth

Post by Kor on Sat Sep 23, 2017 4:09 pm

Race Name: Las Demonerias

Cultural Details: This race is a race of only females. They are also the only race to not be intentionally created by Netharious, as they were not naturally spawned into the world through his work, but rather via his new desire to destroy what he has created. As such, they are the only race that does not worship Netharious. Normally, they live together in clusters, forming small villages with a local government; one that is pure female. They are despised by the rest of the people in their vicinity due to the fact that demonic energies run in their veins, and as such, they are unnatural beings that should not exist. Knowing this, they usually go out into the night to do their hunting, and gathering, where they have a smaller chance of encountering other mortal beings.

Most Common Place of Residence: The Las Demonerias have come to inhabit the western most border of Vividus, and Durantal, considered citizens of the latter empire. The place where they live is a mountain covered in marred forest life, destroyed from the ongoing battle with the Anti-Life armies raised by Netharios. It is said, however; that The Las Demonerias are so fierce in battle, that their mountain "Fury Spire" is impregnable by demonic, and undead forces, and no mortals have dared invade.

Proficiencies: Dark Magic (Debuffs on enemies; Limited), Alchemy, Martial Combat, Weapons Forgery, Engineering, Durability.

Deficiencies: Light Based Magic, Wind/Water Magiea, Agriculture, Armorsmithing, Diplomacy, Healing.

Description of Race Appearance: Las Demonerias usually look like their original race with a few modifications... In most cases they have horns on their heads, and bat wings. More extreme cases of Demonic taint results in hooves, and spikes, as well as claws instead of hands, further cases can even lead to slits in the pupils, and the formation of a maw, and a whip-like tail. Their skin changes often times to a reddish, or blueish hue.

Race History: Within recent memory; the Entity of Life, Netharious, has begun a plan to eradicate the very life he created as a means to repent for the sins of mortals during the first war that splintered Xenevia. For this purpose, he has created demonic forces, and risen from the dead the warriors who died in the war in order to plague Mortal life until it is vanquished. Their terror has haunted various settlements that lie along the border between Vividus, and Durantal. The result has been... Strange, to say the least. For some reason, the demonic magics being used by these armies have a negative effect on mortal females. It is as though the energies expelled by these monsterous creatures was designated to fundamentally change women in an attempt to cut off mortal reproduction. However, as it would appear; the demons did not quite master their devastating magic to the extent they would need in order to truly halt mortal growth. Rather the afflicted women have been somewhat changed by the magic, and what were once (in many cases) well mannered, and soft women, have become some of the fiercest creatures in all of Astridoth via their transformations. Having realized this, the demons have stopped using this kind of corrupting magics, and have begun an attempt to cull all life en masse, rather than halt it's production. Still however, Las Demonerias continue on, as while they are shunned by the world around them, they still try to find mates, one way or another, and continue to pass on the demon seeds to their daughters.

Many attempts have been made by the Anti-life forces, and by mortal forces, to purge Fury Spire of these creatures, but due to their fierce defense of the mountain, coupled with it's natural obstacles, all attempts have been fruitless, as they have basically come to inhabit an impregnable fortress.

Mating Habits: These creatures mate year round. Normally what they do is descend from their mountain in the dead of night, and kidnap a mortal male (Usually taken from one of the military encampments nearby). If the male is willing, then he will stay at the mountain with his mate, and will be integrated into their forces for the defense. Should the male not be willing to be a mate for the Las Demoneria that kidnapped him, then he will be forced, and then killed for the sake of reproduction. Faced with this reality, most victims of the Las Demonerias kidnappings choose to stay on Fury Spire, and be mates.

Familial Habits: Once a mate is procured, they are brought into the fold until a child is conceived. After that, the males go off to the foot of the mountain to serve as a first line of defense. The Mother Demoneria, and her child however will live a different life. The parent teaches the child how to hunt, how to perform certain societal duties, as well as pass on their skills of choice to their child. Las Demonerias love their children more than most mothers of other races, so the bond between a daughter, and her mother is the tightest bond there is on Astridoth. To this end, a mother will defend her young as though she was a fanatical beast.

Societal Habits: These females have a solid system of governing on Fury Spire. Typically, around one hundred to one thousand Las Demonerias all live in a small fort, they have a governing body that runs each individual fort, but the leaders of these forts all convene at the very top of the mountain to keep the various forts together as a single unit for defending the mountain. Being that they do not worship any entity, they do not celebrate any special days, nor do they have any special rituals in this respect. However, they do gather once a year for a feast at the top of the spire, to celebrate another year of survival.

Dietary Habits: The Las Demonerias eat strictly meat. They are hunters by nature, and will hunt any animal that dares tread on Fury spire.
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Re: The Various Races of Astridoth

Post by Kor on Sat Sep 23, 2017 4:10 pm

Race Name: Losa Incarna

Cultural Details: The Losa Incarna is driven by curiosity and the need to expand their knowledge. In the past, this had lead to several families moving to find new elements to work with on top of a few miss incantations. They are polite until they are forced to be something else, such as needing to change for other cultural gatherings. Three of their main holidays are the first of Summer, the third day of Fall, and the first day of Winter. Each representing a change in the three elements, each individual must master before they are to be considered an adult.

Most Common Place of Residence: The Losa Incarna live mostly in the Vividus Kingdom, but they are known to live in different kingdoms if they marry into a different family.

Proficiencies: Magic play, artists, bards, hunters. Deficiencies: Engineering, agriculture.

Description of Race Appearance: The Losa Incarna all have snow white hair, their eyes vary between light blue, light purple, light green, light brown and very rarely gray. In royal bloodlines, only the family has reddish yellow eyes. Females are anywhere between five foot even up to six foot and three inches, while males are anywhere between five foot and seven inches to about seven foot tall.

Race History: Long ago the Losa Incarna was once known as Mana Aman. A race once found deep within the forest terrain where they believed to be closer to the flow of raw Mageia. Each member was driven to better themselves by finding new Mageia to add to their family lines, which lead to one family to travel towards the border of the Altarina. There the family brought back some of the ice, by using wind Mageia to keep it cold long enough for them to try and pull some of the Mageia within the element. The spell went horribly wrong and the element escaped the ice and embedded itself into the Mana Aman. For years the young never lived long past their birth, nearly ending the race. When all hope was lost one individual suggested that they moved closer to the element that they had now become infused with. It took some time, but the race became stable once more and as time continued on, they renamed the race to fit their new element. All of the Losa Incarna worship Netharious, they feel that it is because of Netharious that they were able to morph with their ‘curse’ instead of becoming extinct.
The Losa Incarna are very sensitive to heat. High temperatures can cause any Losa Incarna to fall ill, while extream temperatures will kill them. Mating Habits: The Losa Incarna believe that each individual is born with two souls. However, they live with only one until their other half is found. Be it male, female, or other. Once their other half is found, if female of noble or lower class, they follow the ‘male’ and his tradition. If female and of royal blood, the ‘male’ is required to follow their tradition. All males of the Losa Incarna have the choice to either follow their traditions or to go out and venture other traditions. The Losa Incarna reproduction is just like humans.

Familial Habits: The Losa Incarna is very prideful when it comes to their family, especially with their young. It’s the one thing that the Losa Incarna will fight and die for, seeing how their young have to fight to live every day. Aside from being overprotective, their young is raised to be caring, loving, protective yet know when to say no and to draw a line.

Societal Habits: The Losa Incarna is very social with one another and any of the neighboring kingdoms/territories. They often send out invitations for balls during the winter, when the clouds are nowhere to be seen and the stars can shine. Their laws are simple and easy to follow.

Dietary Habits: The Losa Incarna are omnivores. They hunt on their land for the meat that it has to offer but have to trade with local nations for their fruits and vegetables. Their land has good soil, but due to the snow and ice that cover the earth below, they are unable to grow crops.
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Re: The Various Races of Astridoth

Post by Kor on Sat Sep 23, 2017 4:10 pm

Race Name: Salamandrites

Cultural Details: They are naturally lazy except with it come to fight, worshiping Salamandra, and mating. They don't have many days that they celebrate other than the day when they were said to be given as a gift to Salamandra. On this day they gather together to drink and spar with one another as a show of entertainment for Salamandra.

Most Common Place of Residence: Salamandrites mainly live in Orasei but they have been know to wander away from there in search of food, mates and as of recently, faith.

Proficiencies: Combat and hunting, blacksmithing, Fire Magic, and Fire Resistance. (Only Lesser Dreikari Fire and Above can by pass this.)

Deficiencies: Academia, engineering, agriculture, diplomacy,

Description of Race Appearance: mostly look human except for heavy scales on their arms, legs and parts of their face and chests, claws on their hand and feet, teeth design to get a hold on prey and they have a mostly bone, muscle and scale tail that can be used as a weapon or a sign of their current.

Race History: Salamandrites came to be because Netharious deemed it appropriate to create a race modeled after his brother Dreikari Entity of Flames, Salamandra. They were created from scales that the great Flame Entity had gifted to Netharious. At one time, they were a peaceful race that was able to coexist with the other races of Astridoth... That is, until the splintering occurred which would see them at war with the rest of the world. When Nocterra split the continents, the Salamandrites ended up on Orasei.

The Salamandrites soon wanted all of Orasei to be under their rule cause they thought that they thought that they were the only ones worth of their god's attention. They secretly prepared and armed their soldiers with the best weapons they had. Their declare of war would come after they hear that the Korgar have already started their wars on the smaller races. See that this was their chance the Salamandrites waited until the enemies clans forces' attention was turned completely on the Korgar before they too declared war on the smaller clans

When the war started the Salamandrites were the second fighting force to be ready to fight on a large scale. Their first goals was to have Korgars and Salamandrites have a mutual agreement to not attack each other and gang up on the rest of the clans that can't protect themselves. This was the time when Salamandrites were proud to worship their one true that they were blessed with his image, Salamandra- the Entity of Flames. The Salamandrites was nearly an unstoppable force that would pillage weaker tribe into being their subjects or making them leave their homes so that more Salamandrites to live and breed. Things were all well until the day that the humans and fox-kin allied each other to fight the two threats that was invade them and the weaker tribes.

At first the Salamandrites either didn't noticed the new combined power or thought that it was no match for them but they soon was seen this alliance new found power. Battles slowly began gaining higher casualties for the Salamandrite's force and their advances began to slow down as well but the leaders of Salamandrites at the time were sure that if they keep pushing further then they would eventually tire the enemies out. This was the chosen plan that only ended up losing more troops and advances of land until they were push back to their original borders before the war. When this happen they were force to sign for a white peace.

For the next two hundred or more years the Salamandrites were facing a boat load of new problems on their hands that was a result of the war or something after it. The first problem they faced was the amount of Salamandrites that were force to move back from the previous occupied land. Another problem was the lost of morale in the troops after the terrible lost for a war that they gain nothing for, while they also deal with changing of leaders and government. All this and more were problems that they had to face from the war results but only more and more problems come when they hear that their god was no longer living anymore.

These problem held them back back thank to the preaching of one certain Salmandrites their have started getting back on the right track. They have change their government around to have one person as the ruler who is elected to decide where the funds of his race should should go and a council of people to be put in control of certain area of the government which they get their share of funds to help out the problems there.

Mating Habits: A male Salamandrite will look for females to mate with and after finding one he must fight her for dominance but if he lose then he will be unable to mate with that female. After the mating is done then it become a non-written rule that they are partners for life. Salamandrites can choose partners from other races but their rule tend to conflict with other races' rules so its recommended for females of others races to stand clear of male Salamandrites.

Familial Habits: Salamandrites see family more as a duty than a blessing as males are call off to war even if they have a family to take care of. but females tend to groups together for safety as a society and take turn doing the duty of hunting for food, babysitting, guard duty over their homes.

After the war the Male played a more important role in their family lives as they had to help them survive in those hard times and they didn't see their race joining any wars in a while.

Societal Habits: Salamandrites were a race of small gathering groups who only come together as one when there a threat or celebration. They could be united under one banner and be a strong military force but their leaders just haven't felt a need to unite since the war but the all change when they change the way their society works. Now they are a race that live in large crowds that both the males and females have jobs they need to do to insecure the safety and security of their people

Dietary Habits: Salamandrites are meat eating creatures, they survive on a diet of fish, small mammals, birds, and another that they can get their hands on without getting in trouble for it being another intelligent race. They are extreme smart about where to go to hunt or set traps.
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