Difference between revisions of "Yon Crusade: Races"

From Sphere
Jump to navigation Jump to search
m
Line 1: Line 1:
 
+
==Rirykans==
 
===Humans===
 
===Humans===
Humans have long been the most numerous of the mortals and hold dominion or population majority over many regions. They are a keenly adaptable race with no serious weaknesses all around, and counting endurance as a primary strength. Because they are numerous and nose in on all but the most extreme of environments, a lot of other races view humanity with resentment.  
+
The dominant race of today's world owes much to the foundations laid by their former masters. Initially, elvenkind saw little difference between humanity and their other primitive rivals, the giants, the orcs, and the goblins. During the First Expansion, the elves killed all four of them alike, driving them ahead of the expanding bounds of their empire. During the Second Expansion, the integration of other races into the fabric of rapidly diversifying elven states became a competitive practice. Many elven rulers were quick to note that humans made excellent servants: they were strong and enduring, thrived almost anywhere, and were less aggressive and rebellious than orcs. Over time, humans formed larger and larger portions of the common population, gaining a level of acceptance that other "demi-elves" never achieved. For all the danger of keeping a large, sometimes restless underclass, the most successful states at the height of elven power found that the advantages of a well-managed human resource outweighed the risks – at least in the short and medium term. In the long term, humans under elven rule increased more quickly than the elven population, and were augmented by those who absorbed elven technology from beyond the fringes. In the twilight of the era, humanity found itself well positioned to inherit the world, hurrying the process along with a trend of rebellions and the rise of a large mixed-race population. The Great Death during the eighth millennium killed off everyone in large numbers and sent the world into a temporary dark age, but it ultimately signified the final transfer of ascendancy from elves to humans.
 
 
Though others think of them as a fairly homogenous race with only cosmetic variation in face, skin, and hair, humanity lives in a huge variety of lifestyles with strikingly different cultural nuances.  
 
  
====Human Variants====
+
For the last several millennia, humans have been the most numerous of the mortals by some distance, holding dominion or population majority over many regions.A keen race, humanity has no serious weaknesses and count adaptability and endurance as primary strengths. Their ancient savagery and aggression has been tempered by millennia of elven subjugation and accumulated historic record. Because they are numerous and would put every square inch of Riryka to plough or cobblestones if they could, many non-humans view humans with some degree of resentment. Their genetic invasiveness is quite a real issue to elves in particular. Nevertheless, their ascendancy has also brought many improvements and contributions to all of Riryka over the past four thousand years. Continental trade on the eve of the Darktime reached new heights largely under human guidance. People of many races live in the closest thing to humanity's trademark habitat: cities of unprecedented size and organisation. And though it was elves that invented piety, justice, and benevolent rule, it was humans that created chivalry. Unsurprisingly, whether they lead urban, feudal, or even simpler lives, it is humans who are now at the forefront of the Crusade to free the world of the Darktime.
  
 
===Elves===
 
===Elves===
A race of lithe demihumans with relatively slender builds and distinctive sideways pointed ears. They are sharp, coordinated, and have excellent eyesight but tend to be frailer and not as physically enduring as humans. Armour or equipment that is heavy by human standards present serious issues to elves unless it is made of mithril or crafted in some specialized way. Generally, elves are most at home in temperate forests.
 
 
Elves have a longer cultural history than most races – no surprise since elves, left alone, can live ten times as long as humans. Yet, demographic problems are a fact of life within purely elven societies and few are without a sense of paranoia in the shadow of more populous neighbours, especially humans, who could potentially assimilate them entirely.
 
 
====High Elves====
 
High elves are the most numerous sort of elf and can occasionally be found in human cities as well as their own. Long ago, high elves successfully melded advanced civilization with the natural surroundings of their native forests into a seamless whole, building towering keeps of gleaming white stone and giant living trees. High elves emphasize magic, education, and even-handed leadership, often ruling over kingdoms of humans, half elves, or both. They have fair skin and a reputation for frailty and being snobbish, but are as generally good natured as any.
 
 
====Wood Elves====
 
Wood elves have slightly darker skin and inhabit less organised societies, usually forming small strictly homogenous communities in the deepest of forests, plateau meadows and highland woods, avoiding excessive contact with the outside world. They are generally a much tougher lot than their prissy high elf cousins and produce infamously good foresters and war archers.
 
 
 
===Dwarves===
 
===Dwarves===
Dwarves are short, heavily built demihumans with big beards and a devout love of strong alcohol. They have good vision in dim light, though they do not perceive colors as clearly, and are physically tough atop of being able to bear heavier armour than others. This stoutness also causes them to sink like rocks in water and they have scant trust for any but the largest of ships.
 
 
Averaging a lifetime four or five times as long as humans, dwarves are another race with a long history of civilization. With strong affinity for the earth, their settlements are always partly or wholly underground and they rarely mind what is above it, though their idea of prime real estate correlates well with having a mountain over their heads. Their technology surpasses that of humans in some areas, especially when it comes to big, heavily engineered things that belch fire and smoke for no good reason. They carefully guard their secrets of craft and uniquely plentiful mineral resources even in the face of the Anathema threat, making them unpopular on the economic scene.
 
 
====Hill Dwarves====
 
Hill dwarves are the less numerous variety of dwarf whose societies are only partially ground dwelling, generally spending at least equal time on the surface. While they do not have the same technology and access to resources as their mountain dwelling cousins, hill dwarves are a more flexible and martially superior, making better, more disciplined soldiers when above ground, and remaining good smiths and engineers. This is the usual type found coexisting with humans in their cities.
 
 
 
===Orcs===
 
===Orcs===
Orcs are carnivorous demihumans with rough, thick skin and prominent tusks. Although somewhat dull mentally, they are strong, tough, and renowned for their courage. They love fighting and are at their best in close quarter thrashes. Their clans originate in places where ranching, herding, or hunting is more practical than farming. Horses and camels generally do not tolerate them however, forcing them to utilise alternative megafauna as mounts if any. Given their habit of burning forests for pastureage, elves do not like them.
 
 
 
===Goblins===
 
===Goblins===
Goblins are a race of small, hardy, and fiercely independent demihumans characterised by hairless skin and large ears. Though widely persecuted up to the invasion of the Anathema, they not only survived but flourished in rough wilds and margins of cities. Goblins are physically weak due to their small size but are skilled fighters, excelling at ambush and night action, since they are nocturnal by nature.
+
===Giants===
 
+
===Mer===
Having been the target of many a pogrom in the past, goblins retain understandable hard feelings towards more 'civilized' races and have developed an almost genetic bad attitude when speaking with other folk.
+
===Skyborn (unplayable)===
 
 
====Goblin Variants====
 
 
 
===Nasmr===
 
Nasmr are amphibious demihumans with smooth, rubbery skin like dolphins. As one might expect, they can swim like fish and hold their breath for extended periods. Like other demihumans, Nasmr adapt to a remarkable variety of environments, including cities, though they would be out of place in a desert in much the same manner as an elf.
 
 
 
===Skyseekers (unplayable)===
 
According to humans legends, the skyseekers were a race of "bird humans", while elven records consider them (unsurprisingly) winged elves. They are the only member of the original seven species that are extinct in modern times, though people claim to encounter them occasionally.
 
 
 
  
  
 
''[[Yon_Crusade|Back]]''
 
''[[Yon_Crusade|Back]]''

Revision as of 07:53, 20 July 2010

Rirykans

Humans

The dominant race of today's world owes much to the foundations laid by their former masters. Initially, elvenkind saw little difference between humanity and their other primitive rivals, the giants, the orcs, and the goblins. During the First Expansion, the elves killed all four of them alike, driving them ahead of the expanding bounds of their empire. During the Second Expansion, the integration of other races into the fabric of rapidly diversifying elven states became a competitive practice. Many elven rulers were quick to note that humans made excellent servants: they were strong and enduring, thrived almost anywhere, and were less aggressive and rebellious than orcs. Over time, humans formed larger and larger portions of the common population, gaining a level of acceptance that other "demi-elves" never achieved. For all the danger of keeping a large, sometimes restless underclass, the most successful states at the height of elven power found that the advantages of a well-managed human resource outweighed the risks – at least in the short and medium term. In the long term, humans under elven rule increased more quickly than the elven population, and were augmented by those who absorbed elven technology from beyond the fringes. In the twilight of the era, humanity found itself well positioned to inherit the world, hurrying the process along with a trend of rebellions and the rise of a large mixed-race population. The Great Death during the eighth millennium killed off everyone in large numbers and sent the world into a temporary dark age, but it ultimately signified the final transfer of ascendancy from elves to humans.

For the last several millennia, humans have been the most numerous of the mortals by some distance, holding dominion or population majority over many regions.A keen race, humanity has no serious weaknesses and count adaptability and endurance as primary strengths. Their ancient savagery and aggression has been tempered by millennia of elven subjugation and accumulated historic record. Because they are numerous and would put every square inch of Riryka to plough or cobblestones if they could, many non-humans view humans with some degree of resentment. Their genetic invasiveness is quite a real issue to elves in particular. Nevertheless, their ascendancy has also brought many improvements and contributions to all of Riryka over the past four thousand years. Continental trade on the eve of the Darktime reached new heights largely under human guidance. People of many races live in the closest thing to humanity's trademark habitat: cities of unprecedented size and organisation. And though it was elves that invented piety, justice, and benevolent rule, it was humans that created chivalry. Unsurprisingly, whether they lead urban, feudal, or even simpler lives, it is humans who are now at the forefront of the Crusade to free the world of the Darktime.

Elves

Dwarves

Orcs

Goblins

Giants

Mer

Skyborn (unplayable)

Back