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Tales of Castelia

T.O.C. (Playable Races)

a part of “Tales of Castelia”, a fictional universe by Sonofel.

An experienced party of six adventurers take part in a perilous quest to defy fate & stop a terrible prophecy from coming true.

Characters Settings Story
This conversation is an Out Of Character (OOC) part of the roleplay, “Tales of Castelia”.
Discussions pertaining to roleplay on RPG.

T.O.C. (Playable Races)

Tips: 0.00 INK Postby Sonofel on Wed Dec 02, 2015 7:34 pm

PLAYABLE RACES

Human
Lifespan: 60-80 years
Average Height: 5'0"-6'0"
Average Weight: 100-200 lbs[/b]
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Humans in Castelia 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 the most numerous race in the world & 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. Certainly one of the more dominant races in Castelia. 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 Human mind is a strange amalgam of nostalgia and futurism, being enamored of past glories and wistfully remembered ā€œgolden agesā€ , 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.

Elf (High, Wood, Sun, Frost, Aquatic & Dark):
Lifespan: 370-400 years
Average Height: 5'0"-5'6"
Average Weight: 100 -150 lbs

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Long before Humans arrived on the eastern shore of Castelia, the native Elves lived off the land, one with nature. Elves are a primitive tribal people, native to the continent of Castelia, residing on the edge of Human civilization. Split into six separate tribes, the High Elves of the Solati, Wood Elves of Silmorith, Frost Elves of Reeni, Sun Elves of Alorenia & Aquatic Elves of Merlund, Dark Elves of The Felworld. These secluded people prefer the natural world over the trappings of civilization and live in harmony with the wilderness. Elves are cautious warriors who fight constantly against the abominations stalking their lands. Experts with long range weapons and cunning warriors, they use guile and tactical cunning to secure their homelands. Elven children grow much as human children do, but their aging process slows to a crawl when they reach maturity. They enjoy youth and health for most of their lives and don't begin to feel the effects of age until the middle of their third century. Most live up to 400 years, and even then they suffer few of the infirmities of old age. In addition to this, the Elves do not sleep but find their rest in a meditative state called ā€œreverieā€ which is as restful as true sleep but leaves them aware of their surroundings. Although the six elven tribes are fierce rivals with each other, all of them despise the humans who pushed them off their native lands, forcing them to go into hiding. However there are numerous stories of Elves being consumed by curiosity and adventure. These elves abandon their tribes to explore and see the world.

Dwarf:
Lifespan: 180-200 years
Average Height: 4'0"-4'6"
Average Weight:160-220 lbs

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Dwarves are a stoic but stern race, ensconced in cities carved from the heart of the Ochairul Mts. 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.

Brute:
Lifespan: 40-50 years
Average Height: 5'6"-6'6"
Average Weight: 160-220 lbs

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Brutes are thought to have come into existence shortly after humans. When the gods created mankind, they commanded them to spread across the face of the earth. But of these early humans there was a small faction which sought to conquer the dreaded mountains and the deep caverns within them. After thousands of years of cross breading with the goblins, orcs, ogres & trolls that inhabited the mountainous lands of Alorenia, the Brute eventually came into their own as a race. Born with strength from their monstrous heritage and intelligence from their human side, but with a shorter lifespan, maturing by 12 but rarely living over fifty. Brutes of the current age are a common site. Their ancient kingdom of Alorenia has long been over run, forcing many of the Brute to live off the backbone of human civilization. They are often sought after by royals and nobles to be mercenaries or soldiers. Brutes are unusually tough for humanoids, in more ways than one. Their stomachs for instance, are resistant to virtually all poisons and it takes less effort for a Brute to get back on its feet than other races. Brutes also have dense bodies and are difficult to push around as a result, as well as having the capacity to bear loads that other races might find hindering with little ill effect. They also have a sense about them that few races do, with a preternatural awareness of their surroundings useful for a subterranean race as well as good judgment all-around in general. Many Brute are difficult to like and lack the charm of many other races, though this is not a trait common to all Brute and some possess a great deal of charismatic power. Furthermore, Brutes are not entirely unsocial and more than a few have a natural knack for bartering or judging the value of an offer, something that sits well with their legendary crafting abilities.

Gnome:
Lifespan: 160-180 years
Average Height: 3'6"-4'0"
Average Weight: 60-90 lbs

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Members of this diminutive race find strength in family, community, and their own innate and seemingly inexhaustible luck. While their fierce creativity is sometimes at odds with their intrinsic common sense, Gnomes are eternal optimists and cunning opportunists with an incredible knack for getting out the worst situations. These small folk have a reputation for flighty and eccentric behavior. Many gnomes are whimsical artisans and tinkers, creating strange devices powered by magic, alchemy, and their quirky imagination. Gnomes have an insatiable need for new experiences that often gets them in trouble. The history of the gnome race does not begin on the mortal realm but in Faeland, the realm of the fey. The gnomes were once a race of ancient, immortal and mischievous fey themselves. They were happy with life in Faeland as it was a world of endless wonder were they had all eternity to indulge their endless curiosity and whimsy. It was not to last, however, and they were forced to leave the first world to flee their homes and migrate to the mortal realm. The gnomes claim that this migration was just a part of the endless curiosity and that it was their thirst for new experience that drove them to the mortal realm, Surrendering their immortality, only living about 180 years. Gnomes are an intelligent and innately curious race and have a strong affinity for all things 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.

Simian:
Lifespan: 40-50 years
Average Height: 4'6"-5'6"
Average Weight: 170-240 lbs

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Deep within the region of Silmorith, there is a tribal realm. This tribal kingdom is surrounded by mountains and extremely isolated. Deep within the heart of this jungle dwells the wise and ancient primate race known by outsiders as simians. With a lifespan similar to that of the Brute. They call themselves the gora, a word that holds roughly the same meaning and is derived from their own language. When not fooling around, their lives are simple and revolve around the protection of the forest. Quiet and aggressive to those not of the forest, simians rarely solve disputes with words. While actually very slow to anger, they will try to intimidate and often attack those they see as disrespectful to nature. This includes city dwellers who they derisively call "sitwellers", those who abuse plant or wild life, aberrations, undead and any thing that is unnatural. Vehemently shunning civilization, they would enter cities only out of great necessity and only if their forest home depended on it. Amongst themselves and friends, the simian are actually very playful with a clown's sense of humor. They love to play games of chance, drink and eat merrily, tell the crudest of jokes and pull pranks on one another. They celebrate for the smallest of reasons and their festivals have been known to last for weeks without end. Even the most carefree, gora jokester will not cross the line when it comes to the subject of nature and it's necessary protection.

Drake:
Lifespan: 230-250 years
Average Height: 6'0"-7'0"
Average Weight: 180-250 lbs

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Drake are a race of humanoid dragons descended from ancient half dragon hybrids. Residing primarily in the Drake nation of Ochairul. Theyā€™re covered in scaly hide with a dragonic head, but they donā€™t have tails or wings. Living up to 250 years old. They are tall and strongly built often a full head and shoulders taller then most humans. Females being of basically the same height and weight as males. Their hands and feet are strong, talon like claws with four fingers and a thumb on each hand. A drake's head can feature a blunt snout, a strong brow, and distinctive frills at the cheek and ear. Their eyes are shades of red or gold. A typical drakeā€™s scales can be scarlet, gold, rust, ocher, bronze, or brown. Born to fight, drake are a race of wandering mercenaries, soldiers, and adventurers. Long ago, their empire contended for worldwide dominion, but now only a few rootless clans of these honorable warriors remain to pass on their legends of ancient glory. To a drake, 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 drakes 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 drake takes responsibility for his or her actions and their consequences.

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Sonofel
Member for 9 years
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