Difference between revisions of "Yon Crusade: Races"

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==Heavenly Races==
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==Rirykans==
The Heavenly Races are those whose creation is attributed by the celestial faith to the stars, spun from the primordial chaos during Creation. This is as opposed to Earthly Races, whose creation are thought to be the result of powerful mortal sorcery. There is rarely any absolute proof that any given race is one or the other. Some high elves think every other race in the world is derived from high elven sorcery for example, but these seven are the generally agreed ones.
 
 
 
 
===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.  
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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.  
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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. On the eve of the Darktime, they comprised over half the population of Riryka and Chora. 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 and Chora 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.
 
 
====Human Variants====
 
  
 
===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.
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Of all the contemporary races of the known world, the elven people have the longest history – no surprise since elves, left alone, live ten times as long as humans. Tens of thousands of years before the other races had asserted themselves, it was the skyborn who plotted the winds and the seasons and charted the movements of the stars, and the elves who explored and spread through the corners of the earth. Where the bird people had eyes only for what was above, the elves saw what was below. They scrutinised and catalogued the phenomena of the world and developed many of the things that later civilisations would take for granted, like infrastructure, law, and organised religion. Their imperial legacy lives on to this day in more than just ruins too – the archpriests of the Oracle are still elves and most of the older noble families among humans have at least a little elven blood.
  
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.
+
After the fall of the skyborn, their acknowledged senior partners, the elves established the Oracle of Stars to prevent anyone from displeasing Heaven again. In establishing the Oracle, elvenkind also took over the legacy of the skyborn: the keeping of time, the counting of years, the tracking of history and astrological prognostication of the future. They in turn accepted the emerging dwarven civilisations as junior partners and acknowledged their dominion underground. The elven empire spread across Riryka, and when it expanded beyond the bounds of administrative possibility, it lay still for a while and then split. Numerous kingdoms and subordinate empires took the central throne's place in the periphery during the fourth and fifth millennia and forged outwards once more in the Second Expansion. Rivalries during this era entwined the fate of elvenkind with humanity, leading ultimately to their downfall. Forays to Chora eventually brought home the Great Death, a series of pandemics during the eighth millennium that ultimately killed two thirds of humans and nine in ten elves. It was a blow from which the humans (from an elven perspective) recovered from quickly, and from which the elves never did.
  
====High Elves====
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Physically, elves are lithe, slender brings with long, distinctive pointed ears. They are quick, sharp and coordinated but not very robust. Armour or equipment that is perfectly useable by human standards presents issues to elves unless it is made of mithril or crafted in some specialised way. Their fair skin burns easily and most prefer the tranquil shade and temperate climate of their ancestral forests where they melded advanced civilization and natural surroundings into a seamless whole, building towering keeps of gleaming white stone woven with giant, still living trees. In other places, elves are prominent as clerics or scholars, and are traditionally powerful mages. Though they have a reputation as snobbish, they are generally good-natured and some even ruled mixed race or human domains.
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====
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For all their great lifespans, elves are the least fertile of the races by far and the most vulnerable to disease. After the Great Death, they were able to concentrate sufficient population to form completely independent realms in only a few places and the present Darktime is unlikely to have improved the situation. Few elf-dominated societies are without a sense of paranoia in the shadow of more populous neighbours, especially humans, who could potentially assimilate them entirely.
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.
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===Orcs===
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===Goblins===
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===Giants===
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Standing anywhere from nine to twelve feet in height depending on tribe, giants are the mightiest of the mortals. The elves once depicted them as noble savages, beings favoured by heaven worthy of respect, though they dominated them from their lands just the same. Perhaps surprisingly, despite their great size and the fear they struck in others, giants wound up at the bottom of the pecking order amongst the mortals of Riryka. The Great Death and the ensuing explosion of human civilisation sent giants retreating to the harshest and most remote corners of the world. Although a few entire bands were contracted during the colonisation of Chora whose descendents continue to live there, contact with the rest of the world continued to peter out. Most of the giant tribes are now thought to be extinct. Much giant blood does live on in a few other race variations however, particularly the highland orc.
  
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.
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Along with the elephant tribe of the beastfolk, giants are the longest lived of mortals and stereotypically conservative and stubborn. In the past, many giant tribes had elders who lived a thousand years. None knew the true strength of the giants better than the giants themselves and they are in fact slow to anger and gentle by nature. Their fearsome reputation comes from when their anger does break out – giants enter an unstoppable berserker rage, visiting destruction on everything around them. Although once most sought after as mercenaries, they were also known as powerful laborers.
  
====Hill Dwarves====
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===Mer (unplayable)===
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.
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Mer are amphibious demihumans with smooth, rubbery skin like dolphins, streamlined bodies and webbed extremities. As one might expect, they can swim like fish (learning to do so before they can walk) and hold their breath for extended periods. They cannot, as is often mistaken by simpler folk, breathe water or while underwater. They are divided into several tribes based on their predominent coloration and traditional homelands, which range from icebound fjords to tropical islands and near both sea and fresh water. They have crossed the seas with great ships for many thousands of years and are credited with both discovering Chora (where they are sometimes regarded as just another tribe by beastfolk) and making regular transit possible.
  
===Orcs===
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Like other races, the mer 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. They are comfortable on land but play little part in it. Thus, their role in the crusade is mostly in logistics and support.
===Goblins===
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===Nasmr===
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===Skyborn (unplayable)===
===Skyseekers===
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''[[Yon_Crusade|Back]]''

Latest revision as of 18:40, 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. On the eve of the Darktime, they comprised over half the population of Riryka and Chora. 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 and Chora 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

Of all the contemporary races of the known world, the elven people have the longest history – no surprise since elves, left alone, live ten times as long as humans. Tens of thousands of years before the other races had asserted themselves, it was the skyborn who plotted the winds and the seasons and charted the movements of the stars, and the elves who explored and spread through the corners of the earth. Where the bird people had eyes only for what was above, the elves saw what was below. They scrutinised and catalogued the phenomena of the world and developed many of the things that later civilisations would take for granted, like infrastructure, law, and organised religion. Their imperial legacy lives on to this day in more than just ruins too – the archpriests of the Oracle are still elves and most of the older noble families among humans have at least a little elven blood.

After the fall of the skyborn, their acknowledged senior partners, the elves established the Oracle of Stars to prevent anyone from displeasing Heaven again. In establishing the Oracle, elvenkind also took over the legacy of the skyborn: the keeping of time, the counting of years, the tracking of history and astrological prognostication of the future. They in turn accepted the emerging dwarven civilisations as junior partners and acknowledged their dominion underground. The elven empire spread across Riryka, and when it expanded beyond the bounds of administrative possibility, it lay still for a while and then split. Numerous kingdoms and subordinate empires took the central throne's place in the periphery during the fourth and fifth millennia and forged outwards once more in the Second Expansion. Rivalries during this era entwined the fate of elvenkind with humanity, leading ultimately to their downfall. Forays to Chora eventually brought home the Great Death, a series of pandemics during the eighth millennium that ultimately killed two thirds of humans and nine in ten elves. It was a blow from which the humans (from an elven perspective) recovered from quickly, and from which the elves never did.

Physically, elves are lithe, slender brings with long, distinctive pointed ears. They are quick, sharp and coordinated but not very robust. Armour or equipment that is perfectly useable by human standards presents issues to elves unless it is made of mithril or crafted in some specialised way. Their fair skin burns easily and most prefer the tranquil shade and temperate climate of their ancestral forests where they melded advanced civilization and natural surroundings into a seamless whole, building towering keeps of gleaming white stone woven with giant, still living trees. In other places, elves are prominent as clerics or scholars, and are traditionally powerful mages. Though they have a reputation as snobbish, they are generally good-natured and some even ruled mixed race or human domains.

For all their great lifespans, elves are the least fertile of the races by far and the most vulnerable to disease. After the Great Death, they were able to concentrate sufficient population to form completely independent realms in only a few places and the present Darktime is unlikely to have improved the situation. Few elf-dominated societies are without a sense of paranoia in the shadow of more populous neighbours, especially humans, who could potentially assimilate them entirely.

Dwarves

Orcs

Goblins

Giants

Standing anywhere from nine to twelve feet in height depending on tribe, giants are the mightiest of the mortals. The elves once depicted them as noble savages, beings favoured by heaven worthy of respect, though they dominated them from their lands just the same. Perhaps surprisingly, despite their great size and the fear they struck in others, giants wound up at the bottom of the pecking order amongst the mortals of Riryka. The Great Death and the ensuing explosion of human civilisation sent giants retreating to the harshest and most remote corners of the world. Although a few entire bands were contracted during the colonisation of Chora whose descendents continue to live there, contact with the rest of the world continued to peter out. Most of the giant tribes are now thought to be extinct. Much giant blood does live on in a few other race variations however, particularly the highland orc.

Along with the elephant tribe of the beastfolk, giants are the longest lived of mortals and stereotypically conservative and stubborn. In the past, many giant tribes had elders who lived a thousand years. None knew the true strength of the giants better than the giants themselves and they are in fact slow to anger and gentle by nature. Their fearsome reputation comes from when their anger does break out – giants enter an unstoppable berserker rage, visiting destruction on everything around them. Although once most sought after as mercenaries, they were also known as powerful laborers.

Mer (unplayable)

Mer are amphibious demihumans with smooth, rubbery skin like dolphins, streamlined bodies and webbed extremities. As one might expect, they can swim like fish (learning to do so before they can walk) and hold their breath for extended periods. They cannot, as is often mistaken by simpler folk, breathe water or while underwater. They are divided into several tribes based on their predominent coloration and traditional homelands, which range from icebound fjords to tropical islands and near both sea and fresh water. They have crossed the seas with great ships for many thousands of years and are credited with both discovering Chora (where they are sometimes regarded as just another tribe by beastfolk) and making regular transit possible.

Like other races, the mer 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. They are comfortable on land but play little part in it. Thus, their role in the crusade is mostly in logistics and support.

Skyborn (unplayable)

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