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CHROME

RACES AND CULTURE

a part of “CHROME”, a fictional universe by Flarezone.

A medieval, high fantasy, open role play world where the characters can freely explore the world around them.

Characters Settings Story
This conversation is an Out Of Character (OOC) part of the roleplay, “CHROME”.
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RACES AND CULTURE

Tips: 0.00 INK Postby Flarezone on Wed Jun 26, 2013 9:15 pm

Human
Image
Main trait: Adaptable
Life span: 70-100 years
Average Height: 5'2"-6'2"
Average Weight: 100-200 lbs


Humans in Chrome are widespread, can be found in most regions and, in general, are fierce and disagreeable, which can sometimes lead certain other races to view them with contempt. They are renowned for their diversity and ambition, and although they lack specialization, they can excel in many areas. Regardless of their precise origins, humans have been undeniably successful. While hardly the only dominant race of Chrome, humans are one of them and the most recent to obtain dominance. In spite of this strength, or perhaps because of it, humanity is an eternally fractured and divided race, broken up into over a dozen ethnic offshoots. It is believed that this is in part because humanity, unlike most other races, did not emerge as a whole but rather in several places at once, thereby resulting in its diversity.

The average human isn't as hardy as the average dwarf or as nimble as the average halfling. The average elf has a greater knack for arcane magic, and the average orc is certainly stronger. But human adaptability and energy makes the concept of an "average" human pretty nebulous. Individually, humans are vastly different from one another. Two humans chosen at random have less in common with each other than two elves -- and if the two humans come from different cultures, they might have less in common with each other than an elf and a dwarf do.

The Human mind is a strange amalgam of nostalgia and futurism, being enamored of past glories and wistfully remembered ā€œgolden ages,ā€ yet at the same time quick to discard tradition and history and strike off into new ventures. Relics of the past are kept as prized antiques and museum pieces, as humans love to collect thingsā€”not only inanimate relics but also living creaturesā€”to display for their amusement or to serve by their side. Other races suggest this behavior is due to a deep-rooted urge to dominate and assert power in the human psyche, an urge to take, till, or tame the wild things and places of the world. Those with a more charitable view believe humans are simply collectors of experiences, and the things they take and keep, whether living, dead, or never alive, are just tokens to remind themselves of the places they have gone, the things they have seen, and the deeds they have accomplished.

Humans are fecund, and their drive and numbers often spur them into contact with other races during bouts of territorial expansion and colonization. In many cases, this tendency leads to violence and war, yet humans are also swift to forgive and forge alliances with races who do not try to match or exceed them in violence. Proud, sometimes to the point of arrogance, humans might look upon dwarves as miserly drunkards, elves as flighty fops, halflings as craven thieves, gnomes as twisted maniacs, and hybrids as embarrassments and so onā€”but the race's diversity among its own members also makes many humans quite adept at accepting others for what they are.

Human society throughout Chrome's history seems to be in a state of constant flux as empires fragment and new kingdoms subsume the old. In general, humans are known for their flexibility, ingenuity, and ambition. Other races sometimes envy humans their seemingly limitless adaptability, not so much biologically speaking but in their willingness to step beyond the known and press on to whatever might await them. While many or even most humans as individuals are content to stay within their comfortable routine, there is a dauntless spirit of discovery endemic to humans as a species that drives them in striving toward possibilities beyond every horizon.

At the current day there is only one major human civilization. The Republic of Ebony which is the 1st democratic nation in a thousand years and its only about three hundred years old (youngest country in Chrome). Although Humans are scattered in settlements all across the world.

RELIGION

Humans are both more religious and less religious than members of the other races. They are less religious in that many humans do not care about religion, and no deity can claim the worship of more than a fraction of humanity. Yet they are more religious in that their variety comfortably supports dozens of faiths, each with adherents more numerous than those of many nonhuman deities.

Less Religious: Humans' drive and energy sometimes get in the way of religious matters. Some humans are too practical or too busy with mundane concerns to spend time praying to a being they cannot see, have never met, and receive nothing from. Humans generally demand tangible assistance from a deity's church before they offer their fealty in return. Humans naturally juggle multiple allegiances (to family, to country, to community, and so forth), and some just don't have room in their lives for a religious relationship.

Another barrier that keeps humans from embracing religion is that humans don't have a cohesive mythology and a set pantheon. The dwarves know that Dumath fathered them, and the gnomes know they're the creation of Garl Glittergold. Humans are not so certain of their origins, and no major deity demands their exclusive allegiance. Some humans claim that Pelor is the greatest of the gods, but others worship Heironeous or Kord with equal fervor. Because humanity has so many gods, no one deity can win the allegiance of the entire race.

More Religious: Many humans are adaptable enough to work all sorts of religious practices into their daily lives. Once a bond between deity and human worshiper is established, it quickly grows strong. "The goddess Ulariis says I have to get up before dawn to pray to her," thinks the human. "But Ulariis makes sure the fields around the city grow lots of wheat, so it's definitely worth it." In exchange for a benefit, whether tangible or intangible, a human is willing to change her routine and follow the dictates of a particular religion.

Some humans do worship a deity in a profound and deep way. In fact, those humans with faith are so staunch in their convictions that their single mindedness frightens even dwarves. After all, many dwarves know the god Dumath is their ultimate father, and that he watches over them -- it's an obvious fact that no one in dwarven culture would deny. But a deeply religious human has chosen a deity from among dozens of equally powerful gods, and she maintains that religious allegiance despite being surrounded with humans who don't agree with that choice.

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Re: RACES AND CULTURE

Tips: 0.00 INK Postby Flarezone on Wed Jun 26, 2013 9:18 pm

Dwarf
Main Trait: Hardy
Life Span: 185-200 years
Height: 4'2"-4'6"
Weight: 200 lbs

Image
Traditionally, clan allegiance and caste placement meant everything among the dwarves, but as their civilization has declined from constant war with the Orc and Goblin hordes, the 5 Dwarf Clans, Voro, Edane, Roarun, Uthros and Otrochim remain stronger then they have ever been. Although bloodline is still a mark of pride for a dwarf from a particularly strong clan, personal accomplishments also have great importance.

Family life remains a prime concern for dwarves, however, The elders play a primary role in child raising, but the relationships between parent and child or siblings remain as strong as ever. Most dwarves are literate and well educated. They are taught to read and write at an early age, before being handed off to an apprenticeship appropriate to their caste. In the workplace, dwarves are taught to work both for not only themselves and their family but for the greater whole of their clan and most dwarves are, while proud of their work, fairly humble.

Dwarves are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like orcs and goblins. More than any other race, dwarves have acquired a reputation as dour and humorless artisans of the earth. It could be said that their history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors. Dwarves are also lovers of history and tradition.Thrifty as a rule, dwarves are loath to discard anything unless it is truly ruined and unable to be fixed. At the same time, dwarves' meticulous, near-obsessive attention to detail and durability in their craftsmanship makes that a rare occurrence, as the things they make are built to last. As a result, buildings, artwork, tools, housewares, garments, weapons, and virtually everything else made by dwarves still sees regular use at an age when such items would be relegated to museum pieces, dusty antique shelves, or junkyard fodder by other races. Taken together, these traits create the impression that dwarves are a race frozen in time.

Nothing could be further from the truth, however, as dwarves are both thoughtful and imaginative, willing to experiment, if always keen to refine and perfect a new technique or product before moving on to the next one. Dwarves have achieved feats of metallurgy, stonework, and engineering that have consistently outpaced the technological advances of other races, though some non-dwarven races have used magic to supplement and perfect their own creations to achieve the same ends through mystical rather than mundane means. They are also a race typified by stubborn courage and dedication to seeing tasks through to completion, whatever the risks. These traits have led dwarves to explore and settle in extreme environments that would cause other races to quail and retreat. From the darkest depths of the underworld to the highest mountain peaks, from rusting iron citadels along desolate rocky coasts to squat jungle ziggurats, dwarves have established their enclaves and redoubts, holding them against all comers or perishing to the last and leaving only their enduring monuments to stand as their legacy.

Dwarves and orcs have long dwelt in proximity to one another, and share a history of violence as old as both races. Dwarves generally distrust and shun half-orcs. They find elves, gnomes, and halflings to be too frail, flighty, or ā€œprettyā€ to be worthy of proper respect. It is with humans that dwarves share the strongest link, for humans' industrious nature and hearty appetites come closest to matching those of the dwarven ideal. Although dwarven adventurers are rare compared to humans, they can be found in most regions of the world. Dwarves often leave the confines of their redoubts to seek glory for their clans, to find wealth with which to enrich the fortress-homes of their birth, or to reclaim fallen dwarven citadels from racial enemies. Dwarven warfare is often characterized by tunnel fighting and melee combat, and as such most dwarves tend toward occupations such as mercenaries, knights and assassins.
Last edited by Flarezone on Thu Jun 27, 2013 9:22 pm, edited 3 times in total.

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Re: RACES AND CULTURE

Tips: 0.00 INK Postby Flarezone on Thu Jun 27, 2013 1:00 pm

Elf(Eladrin)
Main Trait: Wisdom
Life span: 1200-1500 Years
Average Height: 5'8"-6'0" ft
Average Weight: 100-150 lbs

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Also called Eladrin,
High elves, are graceful warriors and wizards. They are magical in nature and share an interest in the arcane arts. From an early age they also learn to defend themselves, particularly with swords. High elves are graceful, intelligent beings, with a greater capacity for intelligence than most humanoid races while also possessing an agility comparable with their elven kin. Eladrin are also unusually strong-willed and have a natural resistance to the effects of enchantment spells. They also have no need for sleep in the same way most humanoids do, instead ā€œtrancing.ā€ While in a trance, eladrin remain fully aware of their immediate surroundings. Furthermore, elves
need only rest for four hours to get the same effect that most other humanoids get from six hours of sleep.

Generally taller than humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears. It is a mistake, however, to consider them weak or feeble, as the thin limbs of an elf can contain surprising power. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils. The coloration of elves as a whole varies wildly, and is much more diverse than that of human populations. However, as their coloration often matches their surroundings, the elves of a single community may appear quite similar. Forest-dwelling elves often have variations of green, brown, and tan in their hair, eye, and even skin tones. Elves seek to live in balance with the wild and understand it better than most other mortals. Some of this understanding is mystical, but an equal part comes from the elves' long lifespans, which in turn gives them long-ranging outlooks. Elves can expect to remain active in the same locale for centuries. By necessity, they must learn to maintain sustainable lifestyles, and this is most easily done when they work with nature, rather than attempting to bend it to their will.

Many elves feel a bond with nature and strive to live in harmony with the natural world. Although, like most, elves prefer bountiful lands where resources are plentiful, when driven to live in harsher climates, they work hard to protect and shepherd the region's bounty, and learn how to maximize the benefit they receive from what little can be harvested. When they can carve out a sustainable, reliable life in deserts and wastelands, they take pride as a society in the accomplishment. While this can make them excellent guides to outsiders they befriend who must travel through such lands, their disdain of those who have not learned to live off the scant land as they have makes such friends rare.

Elves have an innate gift for craftsmanship and artistry, especially when working in wood, bone, ivory, or leather. Most, however, find manipulating earth and stone to be distasteful, and prefer to avoid forging, stonework, and pottery. When such work must be done within a community, a few elves may find themselves drawn to it, but regardless of their craftsmanship, such ā€œdirt-wrightsā€ are generally seen by other elves as being a bit off. In the most insular of elven societies, they may even be treated as lower class. Elves also have an appreciation for the written word, magic, and painstaking research. Their naturally keen minds and senses, combined with their inborn patience, make them particularly suited to wizardry. Arcane research and accomplishment are seen as both practical goals, in line with being a soldier or architect, and artistic endeavors as great as poetry or sculpture. Within elven society, wizards are held in extremely high regard as masters of an art both powerful and aesthetically valued. Other spellcasters are not disdained, but do not gain the praise lavished upon elven wizards.

Elves are prone to dismissing other races, writing them off as rash and impulsive, yet on an individual level, they are excellent judges of character. In many cases an elf will come to value a specific member of another race, seeing that individual as deserving and respectable, while still dismissing the race as a whole. If called on this behavior, the elf often doesn't understand why his ā€œspecial friendā€ is upset the elf has noticed the friend is ā€œso much better than the rest of his kind.ā€ Even elves who see such prejudice for what it is must constantly watch themselves to prevent such views from coloring their thinking.

Elves are not foolish enough, however, to dismiss all aspects of other races and cultures. An elf might not want a dwarf neighbor, but would be the first to acknowledge dwarves' skill at smithing and their tenacity in facing orc/goblin threats. Elves regard gnomes as strange (and sometimes dangerous) curiosities, but regard their magical talent as being worthy of praise and respect. Halflings are often viewed with a measure of amusement as they are never given into depression or dark feelings. Elves are fascinated with humans, who seem to live in a few short years as full a life as an elf manages in centuries. In fact, many elves become infatuated with humans, as evidenced by the number of half-elves in the world. Elves have difficulty accepting crossbreeds of any sort, however, and usually disown such offspring. They similarly regard other hybrids with distrust and suspicion, assuming they possess the worst aspects of parents personalities.
Last edited by Flarezone on Thu Jun 27, 2013 5:46 pm, edited 2 times in total.

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Re: RACES AND CULTURE

Tips: 0.00 INK Postby Flarezone on Thu Jun 27, 2013 1:02 pm

Halfling
Main trait: Optimistic
Life span: 120-135 years
Average Height: 3'10"-4'2" ft
Average Weight: 70-100 lbs

Image
The term ā€œhalflingā€ is derived from the fact that a halfling is around half of the size of a human, but otherwise very similar in appearance. Halflings are small in comparison with the members of most other races, standing between 3'10" and 4'2" tall and weighing on average between 70 and 100 lbs. In many ways, halflings resemble small humans and usually have the same proportions as the typical human adult.

Halflings are by nature joyful and friendly in their dealings with others. Because they live in a world where they are surrounded by larger creatures, halflings tend to avoid notice, often deliberately, or at the very least, act cordial towards the larger races. Halflings appear deceptively harmless, meaning they are often beyond the notice of enemies that might otherwise pose a threat to them. The halfling mind is practical and halflings concern themselves with their immediate surroundings. They take pleasure in simple things, with few aspiring to greatness in the same manner as humans. Some halflings do become adventurers, but usually this is a practice taken up for reasons of necessity rather than personal drive. Because of this love for home and family, halflings make loyal and courageous allies, willing to put their own lives at risk for the sake of others.

Optimistic and cheerful by nature, blessed with uncanny luck, and driven by a powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity. At once excitable and easy-going, halflings like to keep an even temper and a steady eye on opportunity, and are not as prone to violent or emotional outbursts as some of the more volatile races. Even in the jaws of catastrophe, halflings almost never lose their sense of humor. Their ability to find humor in the absurd, no matter how dire the situation, often allows halflings to distance themselves ever so slightly from the dangers that surround them. This sense of detachment can also help shield them from terrors that might immobilize their allies.

Because they live in a world where they are surrounded by larger creatures, halflings tend to avoid notice, often deliberately, or at the very least, act cordial towards the larger races. Halflings appear deceptively harmless, meaning they are often beyond the notice of enemies that might otherwise pose a threat to them. The halfling mind is practical and halflings concern themselves with their immediate surroundings. They take pleasure in simple things, with few aspiring to greatness in the same manner as humans.

Halflings are also inveterate opportunists. They firmly believe they can turn any situation to their advantage, and sometimes gleefully leap into trouble without any solid plan to extricate themselves if things go awry. Often unable to physically defend themselves from the rigors of the world, they know when to bend with the wind and when to hide away. Rather than place their faith in empires or great causes, many halflings prefer to focus on the simpler and humbler virtues of their families and local communities. Halflings claim no cultural homeland and control no settlements larger than rural assemblies of free towns. Most often, they dwell at the knees of their human cousins in human cities, seeking out livings as they can from the scraps of larger societies. Many halflings lead perfectly fulfilling lives in the shadow of their larger neighbors, while some prefer more nomadic lives, traveling the world and experiencing all it has to offer.

A typical halfling prides himself on his ability to go unnoticed by other racesā€”a trait that allows many halflings to excel at thievery and trickery. Most halflings know full well the stereotypical view other races take of them as a result, and go out of their way to be forthcoming and friendly to the bigger races when they're not trying to go unnoticed. They get along fairly well with gnomes, although most halflings regard these eccentric creatures with a hefty dose of caution. Halflings respect elves, dwarves, and Dragonborn but these races often live in remote regions far from the comforts of civilization that halflings enjoy, thus limiting opportunities for interaction.

Halflings are loyal to their friends and families, but since they dwell in a world dominated by races twice as large as themselves, they have come to grips with the fact that sometimes they need to scrape and scrounge for survival. Most halflings are neutral as a result. Though they usually make a show of respecting the laws and endorsing the prejudices of their communities, halflings place an even greater emphasis on the innate common sense of the individual. When a halfling disagrees with society at large, he will do what he thinks is best.
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Re: RACES AND CULTURE

Tips: 0.00 INK Postby Flarezone on Thu Jun 27, 2013 1:05 pm

Gnome
Main Trait: Creative
Life Span: 185-215 years
Average Height: 3'6"-4'2"
Average weight: 60-80 lbs

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Gnomes are an intelligent and innately curious race and have a strong affinity for all thing magical, particularly the arcane. Gnomes may lack the drive and ambition of other races, particularly humans, but their creativity gives them a strong ability for ingenuity. Most gnomes are content to live simple lives, acquiring knowledge merely as a hobby but others explore lost ruins, delve deep into the heart of the world, and conduct dangerous research in their unquenchable thirst for knowledge, leading more than a few to an untimely demise. Gnomes are very small compared to most other races and, with an average height ranging between 3'4" and 3'8" and a comparable weight range of 50 to 75 lbs gnomes are smaller even than halflings. However, while halflings are commonly said to resemble short humans, gnomes are more comparable with High elves, with whom they share pointed ears and high cheekbones.

Like other races, gnomish culture varies based on region and ethnicity, but a few characteristics are common to most gnomes. Amongst virtually all gnomes, great value is placed on oneā€™s ability to avoid trouble and stay out of the way of others. Childrenā€™s games often involve elements of stealth and amongst adults drawing attention to oneā€™s self is considered a breach of etiquette. The few legends of gnomish heroes are not of powerful warriors but of subtle tricksters, who sneak past or trick their opponents rather than vanquishing them in combat.

Gnomes have never had an entire empire of their own. There were several gnome kingdoms, but these simply bordered on the much larger and grander empires of elves and dwarves. Despite having their own small kingdoms, the gnomes always closely associated with the other races and have seemed to simply fit into whatever community they enter. Typically, this would cause a race to have no culture of their own. Similar to the Halflings, simply following the customs of the race of which they are currently staying. However, the gnomes seemed to have created several elements which have given them a truly unique culture. They usually mix these aspects of their culture with that of the other races. While both elves and dwarves adapted to life with humans abandoning much of their cultures, most gnomes have held true to their beliefs.

In most aspects, gnomes age similarly to their dwarven cousins. Most gnomes soon have white hair and the males grow beards just like dwarves. However, while dwarves have aged and weathered looks, the features of gnomes tend to stay more youthful in appearance. Their skin stays smooth and soft without showing much signs of wrinkles until well into the age of 170. As the term kingdom may imply, any gnome kingdom found will be ruled by a king. However, these kingdoms are a rarity to find. This is because gnomes typically due not have kingdoms of their own, but live amongst the other races. Gnomes usually do not have a huge ambition for power and do not seek to be ruler of an area. This does not stop them on the other hand from becoming nobles and/or advisors.

In the gnome culture, there is no such thing as marriage. If two people are in love, then that is enough. The only thing marriage is good for is as a display for others. It is not important if anyone else knows the love, as long as the two are happy that is all that matters. Love in the gnome culture is not always eternal or even life long. It is inevitable that people will change in life and with those changes can be love. One of the most interesting traits unique to the gnome culture is their overwhelming superstitious natures. The elves and dwarves, as well as most of the other ancient races, view the gnomesā€™ superstitious ways as silly. Below are some examples of various superstitions and good luck charms. However, there are far too many various superstitions in the gnome culture to list all of them here.

Another of the more interesting traits of the gnome culture is the fact that they have so many sayings for various situations. The sayings are age old and only grow in numbers through the ages. If there is no saying to describe the current situation of the gnome, then it is time to come up with a new one that seems fitting. This is almost a natural talent of gnomes to say something to fit the moment. Examples of some of the gnome sayings are "Common sense is not so common," "Stuck between a rock and a melech", "Anubin (the Gnome god of wrath) hath no fury like that of an elf scorned," and "There is a fine line between bravery and stupidity." These are but a few of the numerous sayings that can come from the lips of a gnome at any given time. These saying are viewed as a part of gnome history and treasured dearly. Most often the quote will begin with the phrase, "There is an old gnome sayingā€¦"
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Re: RACES AND CULTURE

Tips: 0.00 INK Postby Flarezone on Thu Jun 27, 2013 1:27 pm

Dragonborn
Main Trait: Honorable
Life span: 385-400 years
Average Height: 6'0"-6'6"
Average Weight: 300-350 lbs

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To a dragonborn, honor is more important than life itself. First and foremost, honor is tied to battlefield conduct. Adversaries should be treated with courtesy and respect, even if they are bitter enemies. Caution and discretion are key to a warriorā€™s survival, but fear is a disease and cowardice is a moral failing. The drive to behave honorably extends into the rest of a dragonbornā€™s life: Breaking an oath is the height of dishonor, and attention to honesty extends to every word. A commitment made must be carried out. Ultimately, a dragonborn takes responsibility for his or her actions and their consequences.

Dragonborn resemble humanoid dragons. Theyā€™re covered in scaly hide, but they donā€™t have tails. They are tall and strongly built, often standing close 6'0"-6'6" and weighing 300-350 lbs -- females being of basically the same height and weight as males. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand. A dragonbornā€™s head features a blunt snout, a strong brow, and distinctive frills at the cheek and ear. Behind the brow, a crest of hornlike scales of various lengths resembles thick, ropy hair. Their eyes are shades of red or gold.

To a dragonborn, honor is more important than life itself. First and foremost, honor is tied to battlefield conduct. Adversaries should be treated with courtesy and respect, even if they are bitter enemies. Caution and discretion are key to a warriorā€™s survival, but fear is a disease and cowardice is a moral failing. The drive to behave honorably extends into the rest of a dragonbornā€™s life: Breaking an oath is the height of dishonor, and attention to honesty extends to every word. A commitment made must be carried out. Ultimately, a dragonborn takes responsibility for his or her actions and their consequences. Cowardice is not simply undesirable among dragonborn, it is considered outright repulsive.

Part of the roots of this honorable attitude lies in the dragonborn's drive for self-improvement. The draconic nature of dragonborn gives them a strong self-consciousness and a tendency for strong emotions. Both of these combine to make dragonborn particularly wanting of the approval of others. Dragonborn place great value on the skill of an individual, including themselves. Failing at a task is anathema to dragonborn and as a result they can sometimes push themselves to unhealthy extremes of effort. This aspect of the dragonborn mind means few of the race take a laidback approach to any skill or ability, striving ever to become the masters of a particular skill and dragonborn respect those among other races that approach life in the same manner. As a result most dragonborn adventurers, although very rare, come to their way of life through a desire to prove themselves and win respect from their brethren.

Other races may see dragonborn as proud or even arrogant because of this dedication to excellence and high standards. It is true that dragonborn are typically proud of their race's accomplishments. However, dragonborn are also more than willing to recognize with respect the accomplishments of other races in turn, whether or not the race in question is an ally or enemy. The Dragonborn of Chrome tend to view their race as superior to the other. Believing that they were chosen by the dragon god Helm to be a shining example to the rest of the world. Other than their well-known hatred of wild dragons, dragonborn have few definitive relationships with other races. Like dwarves, dragonborn are usually practical about the arts. Few items are created for purely artistic reasons, instead having a functional purpose behind them. In spite of this, like the dwarves, dragonborn arts are not at all ugly or mundane in appearance and dragonborn crafters take time and care in creating new works. As pieces representative of the skill of a crafter, dragonborn art pieces often possess a distinctive flair that is draconic or elemental in nature and are often embroided with jewels or precious metals.

Like the dragonborn approach to art the race's attitude towards leisure activities is very practical and when dragonborn aren't at work they're often engaged in sports with a training component to them. Often competitive these sports often lack even teams, with the most popular games ending in victory for one, clear winner. Many of these sports are also violent, particularly by the standards of many other races, and wrestling is extremely popular with the race as are, to a more limited extent, blood sports such as gladiator games or pit fighting.

Clan and family bloodlines are both preserved among dragonborn and are highly important to dragonborn culture as a whole. Both are different, though the line is subtle to non-dragonborn. Family refers specifically to actual blood relatives, as far as can be traced, whereas clan, in the dragonborn context, refers to a confederation of families united by mutual purpose in ages past, organized along military lines. Of the two, clan is usually considered more important and it is to the clan that dragonborn owe their most loyalty.

Clans, which play an enormous role in the life of dragonborn, are led by wizened, aged clan masters chosen for their ability to lead who are looked to for guidance by their lieges. Dragonborn do not forget the past and ties to clan and family determine much about how one dragonborn is viewed by others. All clans have reputations, for good and ill, that often last generations and a dragonborn's actions are expected to bring favor and good will to his or her clan, improving this reputation. For this reason dragonborns typically go by their clan names rather than their family names, hoping to bring honor and glory to their clan.
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Re: RACES AND CULTURE

Tips: 0.00 INK Postby Flarezone on Thu Jun 27, 2013 1:30 pm

Cyclops
Main Trait: Territorial/Protective
Life span: 220-235 years
Average Height: 7'0"-8'0" ft
Average Weight: 300-350 lbs

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Cyclops are a fierce and unrelenting people. They are skilled combatants and vicious warriors, using every weapon in their arsenals against foes. They are often seen as cruel or evil, although actually they are just chaotic and ruthless, which, according to some, is hardly better. They are very protective of their friends and make great allies, But they still have a unpredictable personality. Cyclops are found in a variety of areas within Chrome, they are wanderers and never stay in the same place for longer then a few weeks.

Cyclops stand around 7'6"-8'0" ft in height, and weigh over 400 lb. They have a single eye in the middle of their face, above their nose. Although this eye is over three times as large as a human's eye, they still have inferior vision to a human. They also have a fiery passion for warfare, and can sometimes be seen training for days at a time.

Cyclopes are large humanoid creatures, similar to humans, except for their large size, and their single eye located on their forehead. They have earthy skin, ranging in color from clay to tree-bark brown. Their hair, often matted from sweat, is typically in darker earth tones, ranging from black, dark-brown, slate gray, and auburn. Their eye can be any color normally found among humans, but they are typically brown. Their bodies are muscular, stout and well built, as they are often laborers. Cyclopes have been rejected by most societies as large hulking brutes similar to giants and trolls. Those cultures that do accept cyclopes, often trade with them, as a single cyclops can harvest natural resources as well a large team of men.

Brutish and prone to emotional outbursts, a cyclops is a grumpily creature who often doesn't play well with others. Cyclopes are can be anywhere from friendly to hostile, depending what they had to go through in their lives. Those cyclopes who live far from fearful cultures tend to be less wary of others, as living close to settlements often makes a cyclops despised by locals who fear them. Their hierarchies are strongly based on strength and physical prowess, with the most powerful one, the one with the strength to pound every other cyclops in the tribe into submission, being appointed the leader.

The only technology they have is the knowledge on how to domesticate farm animals and how to forge intense and powerful armor and weaponry, but they do, however, exercise this heavily, and most cyclops lairs have pens in which large numbers of goats and sheep are kept for food purposes. Those who learn the art of smithing are trained as apprentices and it usually takes them about 40 years before they are considered masters of crafting cyclopian weapons of war. Any treasure a tribe has is kept in a sack at the back of the lair, and is typically accessible only to the leader. When it comes to the other races, cyclopian weaponry and arm is highly sought after as they are some of the finest in the world. 2nd to the Elves and equal or better in quality to the dwarves.

Cyclops are also very defensive of their territory, and only attack that which enters their territory. Though an armed band might be left alone, weaker forces will be attacked outright. Cyclops fight with clubs and bardiches. Some also use throwing spears, but due to the one eye, they are poor ranged combatants. Cyclopes also use these weapons, but due to their size, their brute strength is commonly enough. Cyclopes can also pluck entire trees and huge boulders from the earth, and hurl them hundreds of yards. Because of the tough skin, both cyclops and cyclopes rarely need to wear anything better than animal hides. Cyclops, upon defeating an opponent, may not as much kill it as take it prisoner and keep it as a slave. Cyclopes just eat their defeated. Though as said before, cyclopes generally stay away from civilized life and keep to the wilderness, only attacking if they are attacked, occasionally a particularly charismatic one might be able to unite the cyclops tribes in an area, and lead them in a raid upon a settlement. Sometimes a young cyclops may dream of one day leaving their home and adventuring the world, but this is very rare to happen.
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Re: RACES AND CULTURE

Tips: 0.00 INK Postby Flarezone on Thu Jun 27, 2013 1:33 pm

Minotaur
Main trait: Strong Willed
Life span: 125-140 years
Average Height: 6'6" - 7'0"ft
Average Weight: 200-235 lbs

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Minotaurs embody the tension between civilization and savagery, discipline and madness, for they stand in two worlds. Tugged toward violence but bound by conscience, numerous minotaur are driven to rise above their dark impulses. Such a minotaur seeks the balance between the monstrous and the refined. Innumerable minotaurs give in to the temptations staining their souls and find themselves thralls to Phaalos, the Horned King and creator of their race. Minotaurs must struggle to become more than the beasts they resemble or else succumb to the demonic brutality they despise.

Both in form and culture the Minotaur are not unlike the races of elves and men, though their sheer scale and idolatrous bovine features have often assigned them in history the label of monsters. There is no division between the sexes among them, though social hierarchy is of great import; most Minotaur bearing a ring through their nose which tells the tale of their standing through its material and craft. A golden ring is a sign of royalty or high nobility for example, whereas silver rings demonstrate those of wealthier families and members of the merchant class. A simple steel or iron ring through the nose shows that the Minotaur in question is a commoner or possibly a slave. Minotaur posses a stamina and endurance that matches their physical prowess. A minotaur can run for miles without rest and be barely winded, can endure all but the most extreme temperatures without ill effect and can suffer grievous injury and yet keep on moving. It is lucky for the other races that minotaur are not as plentiful or as procreative as humans are or they would likely be the most powerful force in the world. A Minotaur's strength comes in part from its bulk and size. Minotaurs are very easily noticed among a crowd and in a combat situation presenting such a large target to your opponent yields little reward.

Despite their size, Minotaur are not the type to usually rush into battle with a hot-headed temper, instead they are surprisingly stalwart and practical when it comes to disputes. However, once they have gotten their horns into something, its almost impossible to pull them off the path they've set themselves on; whether that is an opinion, a grudge or a manner of thinking. Equally impressive is the fact that, while slow to anger, once a Minotaur has been riled and made to boil over, very little with the exception of victory will bring them back down to earth. Because of their savage nature, the well known "Civilized Minotaurs" around the world practice the art of meditation several times a day. In an attempt to control the savagery within them and calm themselves to a more stable state of mind.

In civilized Minotaur culture, entertainment is much the same as humans, reveling particularly in mass social gatherings around grand spectacles of martial might or artistic prowess. It was through great gladiatorial games over a hundred years ago that the many Minotaur became legends in Minotaur history. Almost all Minotaur love a good fight, but their homes would never have held themselves together for as long as they have if they didn't also understand good fights could go bad quickly, and so their culture is largely built around turning their primal penchant to violence into a positive element in their society, a constant source of sport and merriment, not a Tavern in Overna that is without a fighting cage.

Class is also at the core of their culture, and cemented in their ethos by the age old tradition of their nose-rings. The meanings of each ring vary from region to region, but always came down to the same core principle: the more precious the metal, the greater your worth in all facets of life. To not wear ones ring is a harshly punishable crime, rarely forgiven even it had been forcibly removed, doing so also a grave offense. To wear a ring of craft and quality above your standing is punishable by death. Its not unheard of for wandering Minotaur to dismiss the caste system of home and wear what they well please, but that opens them to great peril from their own kind.

Although many Minotaur are civilized, they are the objects of suspicion and hatred from other races. This animosity stems not only from Minotaur's monstrous appearance, but also from their infamy. Wicked Minotaur are remorseless raiders and killers, and these are often the only Minotaur known in a given area. "A minotaur combines the features of human and bull, with the build and musculature of a hulking humanoid, but with cloven hooves, a bovine tail, and, most distinctive of all, a bullā€™s head. Fur covers a minotaurā€™s upper body, coarse and thick on the head and neck, gradually thinning around the shoulders until it becomes human-like hair over the arms and upper torso. The thick hair turns shaggy once more at the minotaurā€™s waist and thickens around the loins and legs, with tufts at the end of the tail and around the powerful hooves. Minotaur take pride in their horns, the sharpness, size, and color of which are related to an individualā€™s place in minotaur society. Fur and skin coloring runs from albino white to coal black, though most minotaur have red or brown fur and hair. Labyrinthine patterns are important to minotaurs, and these decorations appear on their clothing, armor, and weapons, and sometimes even on their hides. Each pattern is particular to a clan, and the patternā€™s size and complexity help minotaur identify family allegiance and caste. The patterns evolve through the generations, growing more expansive based on clan membersā€™ deeds and a clanā€™s history.
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Re: RACES AND CULTURE

Tips: 0.00 INK Postby Flarezone on Thu Jun 27, 2013 1:35 pm

Half Orc (Hybrid)
Main Trait: Aggressive
Life span: 70-85 years
Average Height: 5'9"-6'4"
Average Weight: 155-225 lbs

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Half-orcs are humanoids born of both human and orc ancestry by a multitude of means. Combining the physical power of their orcish ancestors with the agility of their humans ones, half-orcs can be formidable individuals. Though often shunned in both human and orcish society, though for different reasons, half-orcs have proven themselves from time to time as worthy heroes and dangerous villains. Half-orcs are, on average, somewhere between 5'9" and 6'4" in height and usually weigh between 155 and 225 pounds making them a little taller and stronger than humans on average.

Half-orcs have a strength uncommon to most humans, though comparable with orcs. Half-orcs are less durable than their full-blooded kin, however, though they tend to be more dexterous and indeed, more so than most other humanoids. Half-orcs also have a resilience unique to them and when gravely injured, simply seem all the more determined to win, as though the blows had, in fact, empowered them. The half-orc personality tends to be short tempered and sullen, though half-orc mental capabilities are often underestimated and members of the race are often significantly more cunning than full-blooded orcs. More often than not, half-orcs prefer simple pleasures such as feasting, singing, wrestling, or wild dancing to refined pursuits such as poetry or philosophy.

Half-orcs favor their human lineage in appearance, but are distinguished by skin that tends to various shades of gray, broad jaws, and prominent lower canine teethā€”though these are still a far cry from the jutting tusks of orcs. On average, they are taller and stronger than humans as well. Their hair is usually black, though it grays quickly with age. Most half-orcs who live among humans favor human styles of clothing and hairstyle, but a few adopt orc traditions, tying small bones or beads into long braids or bunches of hair. Half-orcs don't live quite as long as humans do.

An obscure legend claims that when Corellon put out the ancient demi-god Gruumsh's eye in a primeval battle, part of the savage god's essence fell to earth, where it transformed a race of humans into fierce half-orcs. Another story suggests that an ancient hobgoblin empire created half-orcs to lead orc tribes on the empire's behalf. Yet another legend claims that a tribe of brutal human barbarians chose to breed with orcs to strengthen their bloodline. If you ask a half-orc about his origin, you might hear one of these stories. You might also get a punch in the face for asking such a rude question.

Half-orcs combine the best qualities of humans and orcs, though some would argue that the good qualities of orcs are few and hard to find. From their orc blood, half-orcs inherit great physical strength and toughness. They are fierce warriors, fleet of foot as they charge into battle. Their human blood makes half-orcs decisive and bold, resourceful and self-reliant. They are adaptable and able to make their way in almost any circumstance. Although half-orcs often live on the fringes of society in human towns and cities, they still find ways to prosper in a world to which they don't fully belong.

For all their good qualities, many half-orcs exhibit characteristics that polite society finds uncouth or undesirable. Half-orcs have little patience for complicated rules of etiquette or procedure and find little value in hiding their true opinions in order to spare someone's feelings. They enjoy the simple pleasures of food and drink, boasting, singing, wrestling, drumming, and dancing, and they don't find much satisfaction in more refined or sophisticated arts. Theyā€™re prone to act without much deliberation, preferring to overcome obstacles as they arise rather than consider every possible outcome and make contingency plans. These qualities lead some members of other races to consider them rude or crass, but others find their brashness refreshing.

Half-orcs generally live among either human or orc culturesā€”some in bustling human towns or cities, others among remote human or orc tribes. Most half-orcs have two half-orc parents, but sometimes half-orcs marry and have half-orc children with humans or orcs. Orcs show grudging respect to half-orcs for their considerable strength and for their cunning intelligence, which sometimes allows half-orcs to rise to leadership positions in orc tribes.

Although possessed of many strengths, half-orcs frequently encounter prejudice in human communities. Thus, most half-orcs gravitate to careers involving physical labor or violence. For some, the life of an adventurer is either a natural extension of that trend or a way to throw off the weight of prejudice. The adventuring life also means finding a place in a group of allies and equalsā€”a simple pleasure that is all too hard for many half-orcs to find in the world.
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Re: RACES AND CULTURE

Tips: 0.00 INK Postby Flarezone on Thu Jun 27, 2013 1:37 pm

Half-Elf (Hybrid)
Main Trait: Adventurous
Life span: 145-160 years
Average Height: 5'6"-6'2"
Average Weight: 120-180 lbs

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Half-elves, as usually defined, they are humanoids born through the union of an elf and a human. Whether a half-elf is raised by their human parent or their elf parent, they feel isolated and alone. Because they take around twenty years to reach adulthood, they mature quickly when raised by elves (who think they look like humans), making them feel like an outsider in either place.

Half-elves, being half-breeds, have no true homelands, though half-elves are common in some regions in Chrome. They usually adopt the dress and hairstyles of the culture they were raised among. However, it is also fairly common for half-elves raised among humans to wear elven clothing in order to proudly display signs of their dual heritage. Regardless of what they wear, half-elves stand out a crowd through the combination of physical distinctiveness and force of personality.

Travelers, adventurers, traders, and diplomats, half-elves are born leaders whose glib tongues invite friendly smiles and inspire welcoming arms. Half-elves appear throughout Chrome wherever elves and humans dwell together. Half-elf settlements exist, but they are extremely rare. Half-elves learn to bridge the divide of their racial heritage, becoming adaptable individuals who feel at ease among different cultures and societies. As a result, many half-elves travel widely and adopt professions that are not attractive to many humans and elves.

Many half-elves are content to lead the simple lives of their parent races, earning livings as traders, merchants, farmers, or craftsmen. Others gradually acquire a curiosity about the world at large, a condition the elves refer to as "the human habit." This wanderlust afflicts many half-elves in early adulthood, causing them to set out with little more than the clothes on their backs.

The motivations of such wandering half-elves vary considerably. Some members of the race seek simply to slake a thirst to see the world and experience new cultures. Others take a more aggressive attitude, joining adventuring companies or taking to the high seas in search of treasure and action. Half-elves maintain an optimistic outlook despite the troubles their travels might bring.

Half-elves are naturally charismatic, though this quality manifests itself differently from one individual to another. Many half-elves earn respect through confidence and bravery, while others make friends through their cordial and polite manner. Despite gaining friends and a place of honor among any number of societies, many individuals still feel the isolation and division inherent in their heritage. Many half-elves struggle with this fundamental schism, and the conflict can ultimately manifest in negative and villainous qualities.

Not every half-elf is born of a loving relationship between an elf and human. Half-elves who are troubled by their past, whether because of unsavory parents or an unhappy family, feel burdened by other peopleā€™s expectations of them. Most humanoids know that half-elves are friendly, fun-loving companions, and they expect each half-elf to behave that way. The pressure of this stereotypical thinking leads some half-elves to become bitter.

A half-elf's combination of physical and mental attributes makes almost any pursuit a viable option. While half-elves are not often found tucked away in a library studying dusty arcane tomes, they might be found following virtually any other endeavor in Chrome, regardless of geography or adversity.
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Re: RACES AND CULTURE

Tips: 0.00 INK Postby Flarezone on Thu Jun 27, 2013 1:40 pm

Half Goblin (Hybrid)
Main Trait: Cautious
Life span: 135-150 years
Average Height: 5'0"-5'6" ft
Average Weight: 90-130 lbs

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Children of a human and a Goblin. Rather a rare occurrence, but still happens from time to time. They may stay with the society of their goblin parent or venture out into the world. If they follow the goblin ways, Half-Goblins are accepted into goblin society without much fuss, but they will never achieve a high-ranking position there ā€“ they will always be a member of the lower classes. Always.

A Half-Goblin who does not follow the goblin ways will not be accepted into goblin society. For some reason goblin features almost always win out over human ones in a Half-Goblinā€™s physical appearance, the one the few exceptions to this rule being hair. Whereas goblins are often bald, Half-Goblins will usually have a full head of hair (which is usually black), though facial hair is extremely rare for some reason. Other than this, they look almost exactly like a regular goblin.

A Half-Goblin who willingly remains part of goblin culture takes the same view towards other races as a normal goblin would. A Half-Goblin who is not part of regular goblin culture tends to be an outsider. Due to their physical similarities with normal goblins, they meet with a large amount of distrust and hostility. They do not like goblins, but, unlike Half-Ogre/Half-Troll, it is usually an active disgust towards their goblin kinfolk as opposed to fear that they feel. A Half-Goblin out in the wider world will often denounce their goblin kin entirely, looking towards other races for friendship and moral guides.

Through some strange glitch of chromosomal combinations, Half-Goblins secrete slightly more slime than normal goblins do. Itā€™s not enough to be a major problem, but it is an inconvenience. This slime is a light, translucent green in color and a normal, healthy Half-Goblin will secrete enough that they must wear either sandals or shoes with some sort of hole in them (ex: open-toed shoes) or else the slime from their feet and calves will build up enough in the footwear to cause uncomfortable chaffing.

The major oddity of Half-Goblin slime, however, is its curative properties. Half-Goblin slime can be used to help speed up the healing process, and Half-Goblins themselves are almost never sick (the exception being magical diseases) and heal slightly faster than an average human or goblin (though the difference is very minor and provides no advantage in combat). This gives Half-Goblins a natural affinity with the healing arts, provided they can convince their patients to let them near them.
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Re: RACES AND CULTURE

Tips: 0.00 INK Postby Flarezone on Thu Jun 27, 2013 5:19 pm

Shiftling
Main trait: Cautious
Life span: 150-165 years

Image
Shiftlings can be any humanoid individual who are infected with the Lycanthrope curse or is born with it. They can transform themselves into their animal form at will. In their natural form, a shiftling looks like any other members of its kind, though natural shiftlings who are born with the curse and those who have been afflicted for a long time tend to have or acquire features reminiscent of their animal forms. Along with this, shiftlings when in their humanoid form have enhanced senses and reflexes.

In animal form, a shiftling resembles a powerful version of the normal animal, but on close inspection, its eyes (which often glow red in the dark) show a faint spark of unnatural intelligence. The only animals on record that Shiftlings can change into, are the werewolf, werebear, wererat, werecat, and the wereboar.

In general, shiftlings are prudent and cautious, preferring to take risks only when they feel that their chances are good or the payoff is worth it. They appreciate the finer things in life and take great pleasure in the comforts of a wealthy lifestyle when they can obtain it. They avoid direct confrontation, preferring stealthy strikes and hasty retreats whenever possible. In conversation, they are soft-spoken but have a gift for drawing out more information than the other party usually plans to reveal.
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Werewolves are the most common type of shiftlings in the world. They are found in all climates, both in the wild and hidden in civilization. Werewolf packs are organized similar to wolf packs, with a powerful alpha in command of the entire group. The moral and ethical outlook of the pack tends to follow that of the alpha. In their animal form they are similar to the Wolf-kin in appearance, yet they still tend to walk on four legs and their wild/aggressive nature is more overwhelming.
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Werebears are usually good-natured and self controlled, they desire to help others in their communities. They see themselves as the guardians standing between the natural world and civilization. Their animal instincts guide them to protect the splendors of nature, while their humanoid minds tell them to help travelers and provide aid to the weak.
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Wererats in their humanoid shiftling form tends to be a thin, wiry individual of shorter than average height. The eyes constantly dart around, and the nose and mouth may twitch if he or she is excited. Males often have thin, ragged mustaches. The animal form of a wererat is that of a dire rat of massive size.
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Werecats tend to hide from civilized society, assuming the role of witches or hermits in the wild. Many werecats take the time to learn magical arts to enhance this facade. Werecats in humanoid form tend to be sleekly muscular, taller than average, and very agile. They don't often wear clothes beyond jewelry due to the fact that even in "human" form they are covered in cat like fur.
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Wereboars in humanoid form tend to be a stocky, muscular individual of average height. Wereboars are aggressive and unfriendly creatures. They will often provoke fights for the sake of fighting. While mean-spirited, they are not necessarily evil in nature.
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