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    Races dans ma fantasy!

    Onawe Skychaser

    Posts : 105
    Join date : 2010-07-09
    Age : 21
    Location : Behind you.

    Races dans ma fantasy!

    Post  Onawe Skychaser on Sat Aug 07, 2010 6:37 pm

    These are my races and a bit of their info. Here goes:

    Appearance: Large, humanoid. Pale skin, one eye. Skin feels like bark, sometimes sandstone.
    Country: Sutal-Ik.
    Capital: None.
    Culture: Clan-Based.
    Other information: Intelligent. Legends say they were born from the desert god, Stal.

    Appearance: Giant, humanoid. Black to light grey skin, two misshapen yellow to white eyes. Skin made of rock.
    Country: Kti.
    Capital: None.
    Culture: Clan-Based.
    Other information: Extremely dangerous. They kill out of instinct. The only things they do not kill are clan-members.

    Appearance: Average height is four and a half feet. They think of beards as a status symbol, usually growing their to it’s fullest. Females do not have beards. Skin color varies from brown to brown-grey.
    Country: Deheldn
    Capital: Petnka
    Culture: United. Military.
    Other information: None.

    Appearance: Average height is three feet. Their skin has a slight orange tint. Very long earlobes. They usually wear little clothing, except when hunting, in which case they cloth themselves in animal skins.
    Country: Tuk Jup
    Capital: None (See other information)
    Culture: Tribal.
    Other information: All tribes gather at the source of the Toko River, Toko Marsh, for a sacred ritual.

    Frost Elves-
    Appearance: Their skin is blue, and they have long pointed ears. They use red face paint to show importance.
    Country: Northland
    Capital: Duden
    Culture: Tribal.
    Other information: Savage, just coming out of the primitive stage.

    Highland Elves-
    Highland Elves, all of them, died in the cataclysm.

    Appearance: Ghost-like. They seem to be made of some smoky substance. Mostly humanoid.
    Country: The Dreadlands
    Capital: Aod Ca De (Temple of Death in the old tongue.)
    Culture: Chaotic
    Other information: Feed on living souls.

    Zuk’Shin (Zuhk shihn)-
    Appearance: Very bird-like, but with long, thick legs and arms as well as wings. Put under “Humans” for their humanoid posture and thought process.
    Country: Gezt
    Capital: Biuc Plateu
    Culture: Unknown, presumed chaotic or united.
    Other information: Use very ancient magic. Lead by Fio-Ple.

    Appearance: Humanoid bone structure. Tan to dark brown skin.
    Country: The islands of Iolemn.
    Capital: None.
    Culture: City-state based.
    Other information: Skilled crafters and tradesmen.

    Jekurm (Je kehrm)-
    Appearance: A scaled worm. Their mouth is simply a hole at one end of their body, with three rows of sharp teeth.
    Country: Tuk Jup, Sutal-ik and the Northland.
    Capital: None.
    Culture: None.
    Other information: Put in the race guide for their intelligence. They are cunning and deadly. Carnivores.

    Kejurm (Keh germ)-
    Appearance: Exactly like the Jekurm, but they have several bright yellow ring on their body.
    Country: Sutal-Ik
    Capital: Mostly seen in the Teeth.
    Culture: None.
    Other information: Blood drinkers.

    Kor (Kore)-
    Appearance: Their skin color varies from red, pink, brown, green, and ash. They have two tusks sprouting from their lower jaw and two fangs descending from their upper teeth. Their eyes are red, blue, or grey. Their ears are usually round, though sometimes pointed. Mostly humanoid structure, though a bit broader and shorter. Height ranges from 4’6 to 5’4.
    Country: The Korgan.
    Capital: Uknown.
    Culture: Unknown.
    Other Information: Born killers, even more so than the golems. They raid occasionally the borders of Deheldn, are un-killable, and very rarely can they be evaded.


    Deheldn: The narrow sliver of land occupied by the Dwarves. It was once one of the largest territories, but the cataclysm of the past has decimated it’s southern areas.
    North Tirg Watch: A large military outpost on the northwestern edge of Deheldn. Used to guard the western side of Petnka and Deheldn from attack by the Eskdek Elves.
    South Tirg Watch: Much like North Tirg Watch, but smaller and less populated. The only people that live there are the Runners, who are there only to warn of any Hellborne attacks.
    Bugfed Village: A small village of traders, hunters, and some farmers. No one is sure why it was ever named Bugfed.
    Heldergo: A thriving fishing colony, with several wooden platforms extending into the Vink to catch the more elusive fish.
    Yumpin: Before the cataclysm, this town was located around modern-day South Port in Nilt Bretnka. When the cataclysm occurred, it was abandoned and moved far upward. It now serves as a farming town and northeastern military border outpost.
    The Vink: A large lake located on the eastern side of Deheldn, fed by the Koto River.
    Petnka: The great city of Dwarves, and home to the massive fortress called Hetreka palace, named after the current and unchanged family of Dwarven Kings and Queens.

    ||Iolemn Isles||
    The Iolemn Isles: The islands, situated south of Deheldn and east of Hellborne Peninsula, that are occupied by the Humans. Their position in the sea, though slightly hindered by the Hellborne Peninsula and the Unden Telpa, gives them a significant trade advantage, making them the best sailors and tradesmen in Bjulden.
    Unden Telpa: The large whirlpool directly in-between Deheldn and the Iolemn Isles. It was there before the cataclysm, still during it, but reappeared after. The Humans might have been able to name this new whirlpool something else, but decided not to so as to remember the past.

    Helbron: The name has nothing to do with the nearby Hellborne Peninsula, for it was named that before the Peninsula named.
    MRK: A large military city on Helbron. They were the first to invent crossbows, and thus the city also serves as one of the many trading ports. The name stands for “Military Recuperation Keep.”
    Fele: A smaller though more popular port in the Iolemn Isles, known for it’s furs.

    -Nilt Bretnka-
    Nilt Bretnka: Often called Isle of Gods, Nilt Bretnka was told to be the first of the Isles, created by the sea god, Voltwwin. It is the main isle in the Iolemn area, and is known mostly for it’s massive libraries and wise philosophers.
    Adeh: This is the main trading post of Nilt Bretnka, home to the Voltwwin Shrine. There are many rumors saying that the residents of Adeh know the ancient arts of magic.
    Eelka: A city that refuses to do trade, and is home to the greatest universities in Bjulden, Eelka is the capital of Nilt Bretnka.
    South Port: An uncommonly visited southern port in Nilt Bretnka.

    Relke: The southernmost, tropical island. It curves around Quinfid.
    Mutel: A small but profitable group of hot springs on a plateau in western Relke. Some hostile turtles are rarely seen in the springs.
    Armpdest: The bland capital of Relke, made of square buildings. It’s main product is wood.
    Opotre: A thriving town in western Relke. It’s main product is pottery. It is also home to the best musicians of the Iolemn Isles.

    Sedlep: Sedlep is not one but two neighboring isles. Though most of the people on Sedlep are monks and wanderers, they do semi-frequent trade with Bugfed Village.
    Krest: A small town on a hill overlooking the sea and most of Sedlep. Has a large temple taking up most of the space. Of the town.
    Rauf: The capital of Sedlep, where most of the non-monks, traders, and sailors live.
    Tepel: A solitary isle on the northeastern edge of the Iolemn Isle territory, containing one of the most fantastic temples of all time. It’s tunnels extend below the sea, amaze of decorated corridors and narrow hallways.

    -The Horn-
    The Horn: This island is mostly mountains, and used to be up north, past the Unden Telpa. But the cataclysm moved it through the whirling Unden Telpa down in-between the Sedlep, Relke, and Nilt Bretnka.
    Quinfid: The large but isolated military city on the Horn. The only city or town on the Horn.

    Eskdek: The majestic but hilly terrain that once housed the Highland Elves. After the cataclysm, when every Highland Elf was killed, Eskdek became a mixing pot of Gnomes, Dwarves, Humans, and Ogres.
    Wenlyd: Before the cataclysm, this was the capital of the elves. It was a sprawling city, rich with gold and beautiful with intricately decorated tower homes. But then the cataclysm occurred. A young and hotheaded mage sought to conquer death, life, and the universe. So he opened the forbidden book of dark magic, the Haldrakt. Browsing the pages, he found a spell that seemed to suit his purpose. No one knows how it happened, there may have been a word said wrong or a charm left unused, but a void was created in the center of Wenlyd, sucking in everything around it and letting forth twisted creatures of madness.
    Wenlyd Guardpost: A large town dedicated to guarding the rest of the world from the creatures that are escaping the void. It is constantly bulging with soldiers, with skirmishes almost thrice a day and full-on battles almost once a month.
    Kotor Stel:
    Ksy: A lumber and harvest town on the north edge of the Nur Woods.
    Mou: A hunting town in the southern Nur Woods.
    The Crossroads: A merchanting town situated conveniently where two roads intersect.
    New Wenlyd: As the name states,
    The Break: Aod Ca De, when it began to be pulled towards Eskdek, pulled back on Eskdek itself. The Break is the area from which many chunks of land have been ripped towards Aod Ca De’s northern whirlpool.

    ||Tuk Jup||
    Tuk Jup: The land of the tribal and peaceful Gnomes.
    Koto Swamp: A swamp formed at the mouth of the Koto River. An annual ritual involving all tribes takes place here.
    Luok: A large, swerving mountain pass in eastern Tuk Jup.
    Oft: A small forest west of Luok.
    Mt. Pin’Nit: A solitary mountain in Western Tuk Jup. When a Gnomish leader does not know what to do, he goes to the top of Mt. Pin’Nit alone and asks his ancestors and/or the spirits for help. The forests below Mt. Pin’Nit are forbidden to all.
    Oolm: The home village of the Oolmpo Tribe. The Oolmpo Tribe is known for their giddiness and talkative nature.
    Nilt Brekna: Strangely similarly named to Nilt Bretnka, this mystic village is home to the Natal Tribe. The Natal Tribe is infamous for being great fighters.
    Tuk Puj: Cleverly named, this is ther home of the Bumbojuk Tribe. The Bumbojuk Tribe is not known for many things, other than the fact that they believe they were the first Gnomes to live and thus deserve all the land.
    Hoto: Home of the most friendly tribe, the Topoh Tribe, Hoto is the first village that anyone traveling northward from Eskdek will see. They are known for their trading skills.

    Gezt: Formerly very far northeast, Gezt was pulled down by the cataclysm and slammed violently into the Northland and Tuk Jup. Home of the Zuk’Shin.
    Biuc: The capital of the Zuk’Shin is the Biuc Plateau.
    Zil: A common practice cliff for beginning fliers. Also used as a starting point for journeys northwest, southwest, or west.

    The Northland: Home of the Frost Elves. Very cold all year round, though in the hottest days of summer it may just be a bit chilly.
    Ojro: A cliff village in the Northland only occupied by those not wealthy enough to live in Duden.
    North Frost Plains: The northern frost plains of the Northland.
    East Frost Plains: The eastern frost plains of the Northland.
    Southern Frost Plains: The plains that begin anywhere south of the Mammoth Wall and end at the beginning of Sutal-Ik and Tuk Jup.
    The Mammoth Wall: A wall of un-passable mountains stretching from the western coast of the Northland to the Pass.
    Pass: An un-named pass through the Mammoth Wall.
    Dof: A small cave-village of refuges from Duden. They, apparently, had some trouble with Duden and the entire Frost Elves living north of the Mammoth Wall in ages past. They give occasional skirmishes against Duden and Ojro.
    Duden: The large capital city of the Frost Elves, situated within a ring of mountains. All tribes are assigned a specific mountain, in which several holes are drilled to house the Frost Elves.

    Sutal-Ik: The country of the Ogres. Named loosely in accordance to the desert-god, Stal. Sutal-Ik is, of course, a desert.
    The Teeth: A large mountain pass in northwestern Sutal-Ik. The Kejurms live inside it, but it is considered sacred.
    Sufxoi: Home of the Seagazer Clan.
    Baktar: Home of the violent and strong Bloodfist Clan.
    Gondon: Home of the Earthborn Clan.
    Tukra: Home of the Thunderclap Clan.
    Polto: The port village of Porto gives boats to the Ogre’s in their assault on Kti.

    ||Kti and the Ktirian Shell||
    Kti: The main island of the Golems. It’s terrain is barren and cracked, with many mountains. No plants grow here, and only some animals have learned to survive.
    Ktirian Shell: Two even more mountainous islands almost blocking Kti from the sea.
    Mok: Home of the Mok’Paka Clan.
    Targ: Home of the Targ-Wak Clan.
    Holtrkat: Home of the Tul’Shi E’lukno Clan.
    The Wall: A winding mountain range cutting off Holtrkat from Targ and Mok.
    The Eye: A large cluster of mountains from which a single, larger peak soars into the sky. Legend says that from atop the peak stands an all-seeing sage.
    Torp: A large outpost of the Ogres from Sutal-Ik that are attempting to take over Kti from the evil Golems.
    Nis: A small on-the-way stop that controls the flow of reinforcement boats from Polto to Torp. Held by Ogres.

    ||The Korgan||
    The Korgan: The small peninsula once belonging to Deheledn. Directly after the cataclysm, it began to be inhabited by savage creatures known as the Kor.


    Ogres phys. Info-

    ||Age ranges||
    1-10: Child
    Cannot fight, cannot mate, and cannot talk very well.
    10-20: Adolescence
    Beginning to learn how to fight. Can talk well.
    20-60: Brave
    Fighting stage and enlightenment stage in the shamanistic ways.
    60-100: Elder
    Cannot fight, but can still practices the ways.
    100-150: Second Age
    A rebirth of Ogre’s happens about this time, and to signify this they are painted elaborately with red, blue, and white pigment. They can now fight very well, because their muscles undergo a large growth.

    ||Height and weight||
    Height: 7’8 to 10’3.
    Weight: Unarmored - 150-200. Armored - 190-240. Pounds.


      Current date/time is Sat Dec 15, 2018 8:28 pm