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Races are also a very important part of any fantasy world. Are you going to stick by the traditional or add your own? Here's a basic form that you can fill out about your race if you want. Please critique each other's work on races, but read the rules before you do so. Name of Race: General Description: Abilities: Friends with?: Enemies with?:
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PART ONE Author____________________ Book____________________ CIVILIZATION WORK-GUIDE Objective: This worksheet’s purpose is to help you design a well-defined civilization with in depth details concerning its government, culture, history, etc… Understand that this is a lengthy document with many questions whose answers will require more room than is given. Go over it twice, as your civilization is likely to evolve as you complete this worksheet and your answers will change. Don’t forget to consult the reference sheet, should you have any questions, before you storm the senate chambers for answers. Good Luck! DON’T PANIC General Name your civilization: __________________________________________________________ Government Describe your civilization’s nation status: Name all the states that make up your nation: Name the any other nation(s) that control your nation: Describe your civilization’s regime: Describe the traits your civilization’s government possesses: Describe the institutions in your civilization’s government: Explain each institution’s structure, duty and role, level and use of power, and size: Who is the head of state (the one who is officially in charge)? Who is the head of government (the one with real power)? Your civilization’s government is: People Name the races that make up your civilization: Describe each race’s physical appearance, socioeconomic status, rights, and unique values: What is the population size of your civilization? How is the nation’s population distributed? What city or region would be your civilization’s capitol? Name other important cities and tell why they are significant: Where does the majority of the population get its basic education (math, reading, writing, etc…)? How does the population receive specialized education (for a skill or craft)? What is the major source of higher education (university level)? Name the different classes found in your civilization: For each class, describe living condition, rights, clothing, wealth, education, and occupation: Name and describe the religions present in your civilization’s society: Describe each religion’s size, appeal, and power: Name a few values that are held in high respect within your civilization: Name a few traditions that are common in your civilization: Name a few things that are normal in our society, which one shouldn’t do in your civilization: Name a few things that are unacceptable in our society, which are common in your civilization: Name and describe the deviants in your civilization: Describe each group’s size, methods, visibility, and power: Name any other factors that may cause divisions among your civilization: What are some unusual customs that your civilization has? Name any feature of your civilization’s culture that hasn’t been mentioned above: Economy Rate your civilization’s economy on this scale: Subsistence ▲ O O O ▲ ◄ O O O ◄ O ► O O O ► MarketCommand ▼ O O O ▼ Mercantile How wealthy is the average citizen of your civilization (income per year in dollars)? Describe the distribution of wealth in your civilization: What materials does your civilization produce? What materials does your civilization export? What materials does your civilization import? What natural resources does your civilization control? Military What is the size of your civilization’s military? Active Manpower: Reserve Manpower: Militia Manpower: Total Manpower: How much power does that military have? Are they well trained? Are they well equipped? Describe the different divisions: Describe the organization of the military’s power structure: How is the military sustained during times of peace? Which citizens make up the main body of military personnel? Which citizens make up the military’s officer core? What is the responsibility of each division? How active is the military? Does the military focus on offence or defense? Who is the ultimate commander of the military? Describe the armor and weaponry used by the military: Describe the unique fighting styles and war strategies that are used by your military: How much power does the military exert over the government? As though you were designing a strategy game, describe your civilization’s military units: As though you were designing an RPG, describe your soldier and officer classes: History Draw a variety of maps to display the geography of your civilization’s territory: Describe the following aspects of technology as they apply to your civilization: Write a summary of your civilization’s history, including wars, epochs, religious/political events, and important people/locations: What influence does your civilization have on other countries and civilizations? What group or person founded your civilization? Draw and explain your civilization’s symbol of flag: PART TWO CIVILIZATION REFERENCE Nation: a community of people of mainly common descent, history, language, etc. Unified Nation: nation as a whole that has established a unified government Divided Nation: nation with political divisions, especially multiple states Assimilated Nation: nation that is directly controlled by the government of another nation Split Nation: nation whose population in distributed into other nations’ states Scattered Nation: nation whose population is distributed without proximity State: a single, identifiable body of government Regime Types: method or system of government. Anarchy (Isolationist): the population has little or no contact with one another Anarchy (Militant): rule by individual violence and force Anarchy (Prospered): where the population has no need of law to maintain order Clanarchy: rule by numerous organizations Client State: state which is forced to serve another state Colony: state which is reliant on another state’s support Commonwealth: state which claims loyalty to another state Confederation: rule by a central organization over a number of nations Democracy (Centralized): rule by a small group of officials Democracy (Direct): rule by all members of the population Democratic Republic: rule by the whole population through elected representatives Dictatorship: rule by a single, absolute leader Empire: state which owns commonwealths, client states, and/or colonies Federation: rule by a central organization over a number of states Feudalism: rule by local, class-based regimes Juracy: rule by judges where policy is determined by the courts Martial Law: rule by the armed forces Monarchy: authoritarian rule by hereditary rulers Oligarchy: rule by the elite and elite organizations Republic: a system of government by representative rule Socialism: rule by the working-class where the population is leveled Theocracy: rule by the members and hierarchy of a religious order Tribalism: rule by local, family-based regimes Government traits… Arbitration (government acts according individual’s decisions) Bill of Rights (documented and guaranteed rights for the citizens) Civil Activity (the people participate in politics and government operation) Code of Laws (written rules whereby the population is governed) Constitution (a written document defining how the government operates) Cult of Personality (the leader is given power because of his personality) Draconianism (the government will use violent methods to keep power) Durable Regime (leadership changes hands without major conflict) Efficacy (power that the people have or believe they have over the government) Legitimacy (acceptance of the government by the people) oCoercive (according to the military or economic power of the government) oTraditional (according to set custom of the civilization) oPopular (according to the wishes of the people) oReligious (according to religious beliefs; ex, “mandate of heaven”) oOther: ___________________________________________________ Liberal Elections (elections that truthfully and effectively represent the people) Limited Authority (leaders’ actions are, to some level, controllable) Military Coercion (military interference or participation in politics and government) Nationalization (government owns some or all the means of production) Rule of Law (government acts according to recorded law) Secularity (population values government over religion) Zealotry (population values religion over their government) Government institutions… Bureaucracy: body that actually carries out government agenda and maintains it Cartels: organizations that coordinate economic actions though multiple states Classes: levels of social divisions within the population Consulate: body that assists in directing the government’s agenda Courts: body that judges the population’s cases of criminal, civil, and functional nature Diet: a religious consulate, executive, judiciary, and/or legislature Education: organizations for the instruction of the population Electoral College: body of the population which elects leaders Embassy: body that deals with issues concerning other states Empire: often forceful dominion of secondary states Executive: body that oversees the carrying out of laws or the agenda of government Figure Head: highly visible body which has little or no real power Guilds: organizations that coordinate economic actions within the state Judiciary: body that decides on the correctness of the laws and agenda Legislature: body that decides upon the laws and directs the government’s agenda Media: organizations that inform the population of events Military: body that protects against and pursues enemies of the people and the state Nations: population of mainly common descent, history, language, etc. Parastatals: organizations that act to meet the people’s needs when the government can’t Parties: organizations that coordinate, promote, and support leaders in the government Police: body that protects the population from itself Provinces: regional sub-states that have some degree of governance oConfederate: power leans heavily toward the provinces oFederal: power is mostly balanced between provinces and the state oUnitary: power leans heavily towards the state Public Voice: organization where the people’s opinion is heard and/or gauged Religion: organizations that act to fulfill the population’s spiritual needs Royalty/Nobility: class which traditionally holds political power Special Interest Groups: organizations that seek to direct the government to favor them State Religion: religion which is supported by or supports the government Supranational Organizations: organizations that govern at a multi-state level Government types… Strong: the government effectively carries out its agenda and maintains itself Shaky: the government carries out its agenda effectively but cannot maintain itself Weak: the government can’t effectively carry out its agenda but it maintains itself Failed: the government can’t effectively carry out its agenda or maintain itself Educational settings… Home Locally run schools Government schools On the job training Apprenticeships Guild (Trade) schools Private universities Government universities Colleges (a scholarly order that meets to develop ideas) Ringers (one is trained with the intention that the student will replace the teacher) Class types… Upper-class Royalty: traditional ruling class, almost always the highest class, usually only one family Nobility: traditional lower ruling class Aristocrat: wealthy class, usually from successful business that gives continual support Bourgeoisie: well-off class supported by a profitable trade or skill Officer: military class that provides leadership for the soldiers Middle-Class Soldier: military class that provides basic manpower Cleric: religious class, supported by religious offerings Politician: ruling class in competitive governments, supported by the government Craftsman: working class that supports itself fairly well on a trade or skill Lower-Class Untouchable: destitute class that lives off charity and alms, usually in the cities Savage: destitute class that lives off the land in the wilderness Slave: property class with variable rights and status according to the culture Worker: borderline poverty class that is supported by a less profitable trade or skill Laborer: generally poor class that survives off of unskilled labor Peasant: generally poor class, supports itself through sustenance trades like farming Serf: property class that is similar to slaves except serfs cannot be moved from their land Variable-Class Merchant: variable class that gets supports itself by buying and selling goods Rogue: deviant class that supports itself through dishonest means Outsider: variable class that supports itself through foreign means or through adventures Deviant Groups: go against the government, law, society, and other established social norms Economy types… Market: the government takes no part in the economic dealings of its citizens Command: the government controls every facet of the economy Subsistence: economic efforts are directed at producing and consuming what is needed Mercantile: economic efforts are directed at producing and trading goods Military divisions… Air Force: planes, airships, anyone or anything that flies and fights Cavalry: horses usually, but any ground based unit where a human is riding something Coastal Navy: small ships and boats (sometimes even river vessels) Engineers: corps that build things Infantry: individuals who fight on their feet Logistics: generals, officers, people who plan war and battles Marine: the people in the navy whose job it is to take over beaches and other ship (and protect their own beaches and ships from other marines Oceanic Navy: big ships that carry invasion forces, blockade ports, and bombard stuff Support: cooks, smithies, people who keep the war going Areas of RPG-like description… Fighting Classes: basic fighter type: ex. Archer, Cavalry Lancer, Rifle Infantry, etc… Weapons: any armament to be used: ex. Sword, Shield, Laser, etc… Armor: any defensive item worn: ex. Chain-mail, Heavy Cloak, Shield Generator, etc… Magic: supernatural powers with application to battle: ex. Healing, Fire, Telepathy, etc… Attributes: describes the unit’s basic physical, mental, and character traits Skills: ability to perform well: ex. Marksmanship, Parrying, Computer Use, etc… Feats: ability to perform at all: ex. Bow Use, Ride Horse, Mounts/vehicles: objects or animals that accompany the unit: ex. Horse, Jeep, etc… Note: please to do not indulge too much in this area (RPG gameplay does not belong in stories!!!) Types of maps… Physical Map: includes rivers, bodies of water, mountains, etc… Political Map: includes neighboring countries, landmarks, states, provinces, cities, etc… Climate Map: tundra, temperate, desert, tropical, etc… Language Map: language families, diverse languages, dialects, etc… Religion Map: diverse religions, sects, denominations, god patronages, etc… Ethnicity Map: races, social divisions, tribes, etc… Types of science… Architecture: the style, skill, and technique of building Agriculture: the style, skill, and technique of farming Aircraft: the style, skill, and technique of traveling in the air Alchemy: the style, skill, and technique of creating metals Art and Music: the style, skill, and technique of expression Astronomy: the science of space Basics: includes abilities such as fire, the wheel, and other simple crafts Biology: the science of living things Carpentry: the style, skill, and technique of wood working Chemistry: the style, skill, and technique of creating chemicals Communication: the style, skill, and technique of transmitting ideas Construction: the style, skill, and technique of building Currency: the style, skill, and technique of trade with money Electrology: the style, skill, and technique of employing electricity Energies: the style, skill, and technique of obtaining energy Engineering: the style, skill, and technique of building and using engines Exocraft: the style, skill, and technique of traveling out of space Husbandry: the style, skill, and technique of using animals Industry: the style, skill, and technique of creating goods Magic: the science of ethereal energies Masonry: the style, skill, and technique of building with earth Mathematics: the science of numbers Medicine: the style, skill, and technique of healing Metallurgy: the style, skill, and technique of working with metals Meteorology: the science of the sky Military and War: the style, skill, and technique of killing and stratagem Mineral Extraction: the style, skill, and technique of obtaining minerals and metal Physics: the science of the physical world Psychology: the science of the mind Seacraft: the style, skill, and technique of traveling on water Spacecraft: the style, skill, and technique of traveling through space Textile: the style, skill, and technique of creating cloth Transportation: the style, skill, and technique of travel
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Name of Race: Humans (also, Man, Hommes,or Damomen) General Description: I don't NEED to tell you what humans are,do I? Abilities: As mundane as mundane comes; even though they are multi-talented in everything, it's a matter of choice. Friends with?: Everyone, as long as money is in the making. Enemies with?: Anyone who doesn't like them for whatever reason. Name of Race: Astarongs (Stargells, Gigantes, Astrogigas) General Description: Astarongs are, in aspects regarding talents, exactly the same as humans. However, they differ in certain ways; for example, Astarongs are staggeringly tall. The average twelve year old Astarong is about 6'5". No real explanation for this has been proved, but legend has it that they are tall so they can be closer to the stars, hence the prefix asta. Astarongs are avid scientists, scholars and astronomers; Altomian lore states that while the Elves Painted the races, Astarongs Painted the sky and the stars. In the past before all the races came to terms with living with each other, they considered just to be savage giants and killers and were slaughtered, even though Astarongs are actually coy and friendly by nature. Astarongs originate from the dark pine forests of Uris,where the Grand Observatory is situated in their capital city of Sedarka. Ironically, Uris is shared with the Dwarves in Deaf Man Mountain to the south, whose shortness contrasts greatly with the height of the Astarongs. Abilities: Patterning - As Astarongs are higher up than the other races, they tend to notice more things; a change in weather, the shape of a snowflake, the bends in a branch etc. But sometimes they notice other things too; how a bunch of leaves are arranged, the pattern of grooves in a tree. These details tell them things that other races would otherwise dismiss, and their conclusions are derived from the repitition of life. This form of magic is known as Patterning. Friends with?: An Astarong philosophy: 'There are two different types of people in the world; those who want to kill you, and those who don't.' Enemies with?: Another Astarong philosophy: 'If you fall into the first category, we hate you.' Random piece of information: the idea of astarongs came from my brother. He's way taller than me, and one time he said he was smarter than me because he has 'higher altitude.' So I applied that to a race of people who were smart because they were tall. ^_^ Um, I don't have enough time right now to do the other TEN races in depth, so I'll just list them all for now o_o; Humans Astarongs Takmas Pesomels Korsakii Elves Dwarves Wraiths Jaisen Werewolves Faeries Shiels
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Name of Race: Hirakari General Description: Like humans, only with cat-like faces. Kind of triangular, with pointy fur tipped ears, really big eyes, and a snub nose. They're my babies. Abilities: Agility and an uncommon strength and endurance. Very fast. Friends with?: Tersamics Enemies with?: Ensanu and anyone who crosses them
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Species: ** sapien Sub-species: Emberdi Race: Teyapaan AKA: Witches Description: slightly taller that humans, with a low-centered build. Black hair with patches, streaks, or tips of white (it is common for teens to color their white hair). White skin and eyes without irises (black eyes that see very well in the dark). Lifespan is around three-hundred years. They once lived on Emberd (a continent) where the other emberic race still lives. The land there has a power that caused them to develope skill with magic. Emberdic magic is like "the force." When they left their home, they found themselves with very little power (before they would just tap into the earth, now they are unplugged). They went on a search for a power source and found a terribly powerful warlock. The warlock had enslaved an entire race of ethereal creatures (the Ka). The Teya defeated the warlock and took the Ka into their keeping. They formed a symbiosis. The Ka generate magical energy that the Teya can use and manipulate. The Teya provide homes for the Ka (in themelves).
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I think I should do that sometime for a few of my civilizations. They could use a little more fleshing out.
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Name of race: Korsakii (singular Korsaky, also known as Blizzarias or Frappers[that name is actually an insult to a Korsaky]) General Description: Korsakii are the rather short, bluish-grey haired people of Hidell, the snowy waste-lands where they have been said to orignate. However, via the Noir and Blanc Pools that are situated in the middle of those two continents, they were able to teleport to the mainland of Tjar and have since spread out across Altomia. Each one of them have the same hair colour and eye colour, but they all have unique birthmarks depicting the element of nature that has Claimed them, and this can be anything from Tornadoes to Gold to Grass. Whatever the birthmark depicts is what that Korsaky has an affinity with. Abilities: Velasy - Velasy is the power that resides within every Korsaky to unleash the full extent of whatever has Claimed them. Friends with?: They keep to themselves, often, but they like the water peoples, the Jaisen and the Pesomels Enemies with?: No one in particular, but they have a slight distaste for humans because they once tried to enslave their friends the Jaisen and the Pesomels. note: Instead of the birthmark thing, Korsakii used to be aligned to a certain element, ie earth fire etc, but I thought it was too cliche so I scrapped that. Er, I don't have time to do them all! NOOOOO! :(
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Really, everything gets more interesting when you give it a history, conflict, and growth. Conflict, for example: the Teya fled Embred because of a racial cleansing that the Hachiri had started. (Eventually the rasists were resisted and Embred split into two nations that are feuding to this day.) Once the Teya get settled into their new homes with the Ka, a civil dispute arises. First, you must know that the Ka aren't people, their intelligence level is on par with dogs. Second, each Teyapaan child is born with a Ka already fused to their soul (it developes while the child is in the womb). The Ka leave the body at death and go into a crystal (worn by the Teya at all time around their necks) until it can fuse with another host (even if that host has one already). The Aspholians want to keep the Ka as family property while the Dhosians think that the Ka should be government property. So you've got powerful central government in Dhosia and powerful noble families in Ashpodel. Basically it's a Imperialist vs. Socialist thing...I'm even playing with the idea of a deviant group who want to be able to trade them like money (enter the Capitalists).
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Really, everything gets more interesting when you give it a history, conflict, and growth. Conflict, for example: the Teya fled Embred because of a racial cleansing that the Hachiri had started. (Eventually the rasists were resisted and Embred split into two nations that are feuding to this day.) Once the Teya get settled into their new homes with the Ka, a civil dispute arises. First, you must know that the Ka aren't people, their intelligence level is on par with dogs. Second, each Teyapaan child is born with a Ka already fused to their soul (it developes while the child is in the womb). The Ka leave the body at death and go into a crystal (worn by the Teya at all time around their necks) until it can fuse with another host (even if that host has one already). The Aspholians want to keep the Ka as family property while the Dhosians think that the Ka should be government property. So you've got powerful central government in Dhosia and powerful noble families in Ashpodel. Basically it's a Imperialist vs. Socialist thing...I'm even playing with the idea of a deviant group who want to be able to trade them like money (enter the Capitalists).
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Have your written any stories involving these folks? Also, have you ever considered writing a joint work?
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If it's me, then I guess we could do it via taking turns through email. But I definitely don't want to do a modern fantasy. No technology or real world stuff for me!
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What would you suggest? Like I said, I'm open to almost anything.
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{edited because I spelt your name wrong -_-;}
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Right, so I could use some advice. I have Nymphs, only they aren't really nice nymphs. Nor are they necessarily that pretty. They look basically like water elves from a distance, but up close they are incredibly nasty. Should I keep calling them Nymphs or change their name? I have a few ideas for names that could work.
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I dislike the use of names like elves and nymphs and fairies to describe completely unrelated things.
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For Rhyska- True. That would probably work really well. Thanks for the advice! I'm pretty sure their name is getting changed.
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ie. A religious culutre, if all their social organization were stripped away (in an apotalypic senario) will have a population of spiritual extremes. In most people, you would see moral disintegration because the only source of spiritualism and morality came from the organized religion. There would only be a few that would try to stay in sync with their former beliefs A nonreligious culture has lots more people on a spiritual and moral medium. Sure, some people in that culture would go bad, but without a religious background they had already been making choices to live up moral standards without any pressure. A social collapse would not cause their society to go savage. Unfortunately, the whole western world is experiencing the worst of both worlds...We have fundamentally morally unstable people (product of a religious society) living in a nonreligious world. People just don't take responsibility for their actions!...excuse the rant
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[edited to destroy a typo!]
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The Ilosha~ a flora evolved species with green-gold skin and color shifting eyes and hair. They reside in the wild wood and are wary of strangers. Their relations with the Ethari(humans) are tenuous at best. Ethari are warned to stay away from the wood, but every so often the Ethari let their greed get the better of them. Needless to say, they are never heard from again. The Ny'Kino~ a pale skinned, silver haired, golden eyed humanoid race. Dexterous and graceful, they are known for their dancing and singing. They are a friendly people, sometimes to a fault. The Tenga~ a 5' tall furred species that resembles Eurasian badgers. A nocturnal race, they live in cavernous mountains. They are great blacksmiths and artisans. Generally are gruff in nature, but are fierce fighters and well respected. With exception to the Ethari, most races deal with the Tenga for metal or stonework. The B'jeni ~ are 3' tall furred species that resemble moles. They live their entire lives underground, never leaving the safety of their tunnels. They rely on the Tenga for protection and in turn, they support the Tenga as a mining force. While the Tenga are great miners themselves, the B'jeni have the sensitive noses to locate special veins of ore, crystals, and stones. The Najkara~ a 6'-7' tall feline species that live in clans scattered throughout the land beyond the Tenga mountain range. They are great hunters and trackers as well as fighters. Besides their prowess in battle, the Najkara pride themselves on their intellect. They consider everything they do an art. The Tulyk~ a 4' tall lizard species. The live in small community tree lofts and are a very inventive race. They are also quite the merchants. In an effort to aquire many of the items they need for their inventions and experiments, they have forged trade relations with all the surrounding races, though their relations with the Tenga & B'jeni are the strongest. The Tulyk are friendly and inquisitive, especially when they are in need of a few test subjects. The Cursed or Moon-touched~ Fox and Wolf shapeshifters The Moon touched can easily pass for Ethari and have no worries as long as they keep their shifting abilities a secret. Living normal, every day lives is difficult and so most Moon-touched find jobs as mercenaries and spies. The Elari or Half-bloods~ Centaurs and Harpies The Elari are what they are and do not have to ability to shift like the Moon-touched. Their obvious differences often put them in harms way. Centaurs move their herd around constantly to avoid Ethari purifiers. Some centaur herds find sanctuary beyond the Tenga mountain range, but some of the prouder individuals stay and fight to keep their lands. The outcome is often slavery, if not death. Harpies used to live near Ethari Kingdoms in peace, but when the female avians began vanishing and then later turning up in Ethari menageries, they migrated to the floating isles. They have since become quite territorial and suffer no Ethari near their home. ~~~~ I need a little bit of help. I don't know if this question belongs here or in the culture forum. It has to do with clothes. How does one visualize clothes for the furry races? 'Cause I'm a little bit stumped.
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Do what you like, I'm just suggesting this for the readers' sake.
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As for George...well, I like Star Wars just fine, but don't worry. Just 'cause I'm writing a fanfic for one his games doesn't mean I subscribe to his use of grammar. Though, it certainly hasn't stopped him from creating quite a universe for himself or the one he made for Willow in the Shadow Moon Chronicles. By the way, I noticed that your name is rather long, hard to pronounce, and has an apostrophe...kind of ironic. Hope you know I'm just messin' with you. (^_^)
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Sub species: Bestowed (also applicable to sidhe and Ad'ran'i) General Description: Basically, any human who has experienced the radiation effects of the Fall during fetal development and has been genetically mutated by it. Mutations can be anywhere from the five categories of shapeshifting, to advanced magery (in bloodlines where hereditary magic is already present, eg. sorcery, some forms of withcraft, spinning), to missing a limb, or having features not found in normal humans (e.g feathers). Abilities:See above (aka, the radioactive spider bite with negative and positive effects) Friends with?:N/A It's a random genetic anomaly. They aren't run by any government, save for the dominant race/country they reside with or in. Technically, the cities with the highest percentage of Bestowed (Venetta for 85 percent) are classed as 'neutral' because they are either a) too damaged by the Fall to be considered an ally or an enemy, b) have no true central governemnt, apart from gangs and Runners (eg. bounty hunters)or c) if they are run by the Bestowed, they consider themselves set apart from any conflicts with outside cities, countries, races, etc (think Ireland). Most Bestowed count themselves by their original race (human, Ad'ran'i, sidhe) and consider themselves ruled by the head of those races, political bodies. Enemies with?: n/a (see above)
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I'll try tinkering with it more...
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Name of Race: Rhodallians (includes the Brushians) General Description: Northern europeon in appearance. blonde or brown hair with blue or brown eyes Abilities: manipulate the element of lightning Friends with?: Brush (a separate province of Rhodall) is allies with Vinghis. the rest of Rhodall is allied with Dempul and Aceron Enemies with?: Brush is against the rest of Rhodall and Rhodall is against them aswell as Vinghis Name of Race: Aceronians (includes D'arshar and Galtulans) General Description: similar to Rhodallians. D'arshar tend to have red hair though Abilities: manipulate the ice element Friends with?: Marchon and Rhodall Enemies with?: Caparnes Name of Race: Osternon General Description: asian (chinese, japanese, hawaiian, etc) Abilities: manipulate water Friends with?: no one Enemies with?: no one Name of Race: Caparnesians General Description: the eastern part is African while the western is more Arabic Abilities: manipulate earth Friends with?: Vinghis, Brush Enemies with?: Marchon, Aceron Name of Race: Marchon General Description: Hispanic Abilities: manipulate flora Friends with?: Aceron Enemies with?: Caparnes Name of Race: Golanders General Description: Aryan. blonde hair, blue eyes Abilities: manipulate air Friends with?: no one Enemies with?: no one (unless they try to invade) Name of Race: Dempul General Description: similar to Rhodallians but shorter Abilities: manipulate metal Friends with?: Rhodall Enemies with?: Vinghis, not on good terms with Goland Name of Race: Vinghans General Description: southern european. black or brown hair, brown eyes Abilities: manipulate fire Friends with?: Caparnes, Brush Enemies with?: Rhodall, Dempul
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