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squakhawk

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  1. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  2. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  3. This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.
  4. LotC Core Race Lore - Master Thread LotC Core Race Lore - Elves LotC Core Race Lore - Elves: Wood Elves The Wood Elves, known as the Mali’ame within the Elven language, are a subrace of elves. They are, traditionally, forest dwellers and inhabitants of vast wooded areas. Speaking literally, Mali’ame means “Elves of the Forest”. Many hold close ties to nature and follow their cultural tradition of worshiping the Aspects, nature gods whom they revere. They are considered to be more expressive than the more traditionally reserved High Elves, with a rich history of family lines and tattoos and expressive culture. The Mali’ame are known for being excellent woodworkers, archers, and bowmakers. Additionally, a traditional lifestyle of hunting and foraging is paired with a lesser amount of farming compared to the other Descendant races. Skin Coloration The ‘ame are identifiable by their dark pigments. This is most definitive in their skin color, which is virtually always dark in coloration. Their skin coloration is anywhere from olive, to cinnamon, to a dark brown color. Having lighter and pink skin is possible. However, these are not native Wood Elf traits. As such, this denotes almost assured mixed heritage with High Elves. Hair Coloration The same principle of dark pigments applies to hair color, with a range of brown and olive to black being possible. Having lighter hair is possible, the same as having lighter and pink skin. As before, however, this denotes mixed heritage. Eye Coloration The most common eye colors for the Mali’ame are green, gold, and shades of brown. Other colors, such as blue, are less common and also denote mixed heritage. Height The Wood Elf height range is 5’0”-6’2” ft. This range is encompassing all Wood Elves, with a few exceptions. To be above this range is unusual and freakishly tall, the same as being below this range is unusual for the Wood Elves. A Wood Elf above this range would struggle to present a muscular body build, as the physiology of an ‘ame is unusual and stretched when above the 5’10” height cap. Weight The Wood Elves vary in weight, like anyone else. However, given that the ‘ame are shorter than the other subraces, a general healthy weight range can be gauged. The average healthy and fit Mali’ame at the higher end of the height range would be upwards of 200lbs, with 240lbs being the limit of ‘health’.
  5. LotC Core Race Lore - Master Thread LotC Core Race Lore - Elves LotC Core Race Lore - Elves: Dark Elves The Dark Elves, known as the Mali’ker within the Elven language, are a subrace of elves. Traditionally, they have resided in caves or cliffs and other relatively low light areas. In modern times, this has changed and living in surface cities is common amongst the Dark Elves. However, some Dark Elves still follow in this traditional structure of submerged living. The ‘ker have a rich history, filled with the rise and fall of their cities and diverse cultures. Compared to the other subraces, the ‘ker are traditionally split between multiple cultures and cities and ideologies. Religion, craftsmanship, lifestyle, and all else varies greatly amongst the Dark Elves. Skin Coloration The Dark Elves are known almost universally by their dark skin. Unlike the brown tones of the ‘ame, the ‘ker have true ashen and grey skin. This ranges from a light grey, ashen color all the way down the spectrum to what is almost jet black. Sometimes, the skin tone has the faintest hint of blue or violet hue. This is no more than a slight tinge, however. Hair Coloration Hair color is most commonly pure white, with hints of silver and platinum coloration being common as well. Black used to be a rare hair color, though is now more prominent and common amongst modern Dark Elves. Other hair colors, such as very pale blonde or copper red, can be used to denote mixed heritage. Eye Coloration Eye color varies, most commonly blue or violet. Desaturated red and green are not unheard of either, though are rarer. True crimson eyes are rare indeed, though not entirely impossible and recorded a few times in Mali’ker history. Height The Dark Elf height range is 5'0" - 6'4" ft. Taller than the ‘ame but shorter than the ‘aheral on average, the ‘ker have a middling height range. This range is encompassing all Dark Elves, with a few exceptions. To be above this range is unusual and freakishly tall, the same as being below this range is unusual for the Dark Elves. A Dark Elf above this range would struggle to present a muscular body build, as the physiology of an ‘ker is unusual and stretched when above the 6’4” height cap. Weight The Dark Elves vary in weight, like anyone else. However, given that the ‘ker walk the middle road as far as height compared to the other subraces, a general healthy weight range can be gauged. The average healthy and fit Mali’ker at the higher end of the height range would be upwards of 220lbs, with 250lbs being the limit of ‘health’.
  6. LotC Core Race Lore - Master Thread LotC Core Race Lore - Elves LotC Core Race Lore - Elves: High Elves The High Elves, known as the Mali’aheral within the Elven language, are a subrace of elves. They dwell within their silver citadel, the white capital known as Haelun’or. The majority of them call themselves the mali'aheral, or blessed elf in ancient elven, who believe their heritage makes them the 'highest' of the races. This name later evolved into 'High Elves' in common speech. Many believe the 'High' stands for their proud and obnoxious treatment of all others. The culture of the High Elves is based upon racial purity above all else as they despise interbreeding with other subraces. 'Pure' mali'aheral, or those who are 100% of high elven blood, are referred to as Mali'thill to further distinguish between high elves who are pure and those who are not. Skin Coloration The ‘aheral have almost universally white skin. This coloration of course varies, between porcelain white to more moderate pinks. However, to have a darker skin tone than any of these denotes mixed heritage. Hair Coloration Their hair ranges from bright metallic platinums and silvers to coloration similar to that of gold or blonde, and rarely reds or oranges. Light browns and darker blondes are possible, but are a sign of mixed heritage. Eye Coloration Eye color varies, with the Mali‘aheral generally having very deep and colorful eyes. Blues and greens are the most common, though violet, greys and gold are not unheard of. Height The High Elf height range is 5'0" - 6'6" ft. The ‘aheral are the tallest subrace of all the elves, the majority of which being over six feet in height. There are those below, but it is unlikely for a High Elf to be more than one or two inches below the six foot mark in height. Weight The High Elves vary in weight, like anyone else. However, given that the ‘aheral are the tallest of the subraces, a general healthy weight range can be gauged. The average healthy and fit Mali’aheral at the higher end of the height range would almost definitely be near 230lbs, with the upper end being near 260lbs.
  7. LotC Core Race Lore - Master Thread LotC Core Race Lore - Dwarves LotC Core Race Lore - Dwarves: Mountain Dwarves Mountain Dwarves, Agnarum Dwedmar in the dwarven language, are a traditionally strong and hardy form of Dwarf which calls the vast mountain ranges of the world home. They often create sprawling mountain fortresses and cities that loom over the world beneath. For a Mountain Dwarf, the fresh air of a mountain summit is the smell of home, and the snow from the thin-aired heights a welcoming sign of hospitality. Mountain Dwarves prefer an axe in hand over hammer or sword and find that mining is not something that comes easily to them, preferring to be in the skies rather than the ground. Skin Coloration The skin of the Mountain Dwarves is generally pale in some sense. Some are tanned from exposure to the sun, while others are more pale from living high up on mountains. However, compared to the other Dwarven subraces, the Mountain Dwarves lean very firmly towards pale and pink skin. Hair Coloration The hair color of the Mountain Dwarves varies, though the colors are relatively mundane. Brown, black, red, and blonde are all commonly identifiable colors for hair amongst the Mountain Dwarves. Eye Coloration The Mountain Dwarves have some variety in eye color, all of which being relatively common. These colors include green, brown, and blue. These are generally the only Mountain Dwarf eye colors, and others tend to denote mixed ancestry with other subraces. Height The Mountain Dwarf height range is 3’5" - 5'0" ft. This range is somewhat wide, and the Mountain Dwarves vary in build. However, they are almost universally more bulky than the other subraces. This range ecompasses most all Mountain Dwarves, with few exceptions. To be above this range is virtually impossible given that it’s the upper cap of Dwarven height. Additionally, being below the 3’5” height minimum would be very unusual and strangely built for a Mountain Dwarf.
  8. LotC Core Race Lore - Master Thread LotC Core Race Lore - Dwarves LotC Core Race Lore - Dwarves: Forest Dwarves The Forest Dwarves are unique among the Dwarves. Unlike their brethren, most Forest Dwarves choose not to live in the earth in caves and mountains. Instead, as their name suggests, they choose to live in the forest. This has made some of them highly dislike the other dwed, which is sometimes mutual, but more often they have at least some friendly connections with the Grand Kingdom of Urguan. Seeing a forest dwarf in the dwarven legion is not as rare as one may think, and tales speak of heroes of forest dwarf origins. They are often travelers, roaming forests month on month, meaning they have learned the ways of the forest can navigate through them with more ease than any other Dwarf subrace, even better than some of the main races as well. Despite their not so classically dwarven nature, their dwarven honor and dignity still shine as an example, although their greed sometimes goes other directions that are not gold related. Skin Coloration In the past, those with the blood of the forest dwarves noticed that their skin darkens much more easily compared to other dwarves. Over time, their skin has become brown as dark oak bark, even darker than Southern skin. This has led to the Forest Dwarves having darker and brown skin, similar to that of the Wood Elves. Hair Coloration The hair color of the Forest Dwarves varies, though the colors are relatively mundane. Brown, black, amber, and red are all commonly identifiable colors for hair amongst the Forest Dwarves. Eye Coloration The Forest Dwarves have much variety in eye color, all of which being relatively common. These colors include green, grey, brown, and pale blue. These are generally the only Forest Dwarf eye colors, and others tend to denote mixed ancestry with other subraces. Height The Forest Dwarf height range is 3’6" - 5'0" ft. This range is somewhat wide, and the Forest Dwarves vary in build. However, they are almost universally less bulky than the other subraces. This range ecompasses most all Forest Dwarves, with few exceptions. To be above this range is virtually impossible given that it’s the upper cap of Dwarven height. Additionally, being below the 3’5” height minimum would be very unusual and strangely built for a Forest Dwarf.
  9. LotC Core Race Lore - Master Thread LotC Core Race Lore - Dwarves LotC Core Race Lore - Dwarves: Dark Dwarves The youngest of the Dwarven subraces, Dark Dwarves were said to be originally born from the unlikely union of dark elves and the various dwarven subraces. The validity of this claim is unknown, as modern hybrids of dwarves and Dark Elves do not feature the traits of the Dark Dwarves. However, it will likely remain in the realm of mythos. They have a dark skin coloration, similar to that of the Cave Dwarves. However, this is offset by otherwise glowing and vibrant eyes. To fit with their supposed elven ancestry, the Dark Dwarves often pursue the arcane, the mysterious, and the alchemical. This is far from universal, but the Dark Dwarves are certainly the most baseline mystical out of the dwedmar subraces. Skin Coloration All Dark Dwarves have skin color ranging from ashen grey to almost obsydian-black. This is said, again, to be traceable back to their supposed Dark Elf ancestry. This skin coloration is similar to that of the Cave Dwarves, with two noticeable differences. First, the Dark Dwarves are capable of even darker colors than the Cave Dwarves, with near pitch black skin possible. Second, the Dark Dwarves are capable of having tinges of coloration to their skin, similar to the Dark Elves but dissimilar to the Cave Dwarves. Hair Coloration The hair colors of the Dark Dwarves vary greatly. Many have simple darker colored hair, such as black or brown. However, more vibrant colors are both possible and common. Such colors include white, red, and even pale blonde. Eye Coloration The eyes of the Dark Dwarves are both unique and distinct. They all have fiery eyes ranging from the shades of bright flames to as dark as cooling magma. These eyes glow effortlessly and normally for the Dark Dwarves, from birth to death. Though their eyes radiate a slight glow, nothing else is special about them and they lose their glow as soon as the dwarf dies. The exact span of colors is undefined, but the majority are fiery and magma colored. Others are cooler and dark like obsidian. Height The Dark Dwarf height range is 4’0" - 5'0" ft. The Dark Dwarves are among the tallest of the Dwarven subraces. As such, the average range of height for the Cave Dwarves is on a taller spectrum. This range encompasses most all Dark Dwarves, with a few exceptions. To be above this range is virtually impossible given that it’s the upper cap of Dwarven height. Additionally, being below the 4’0” height minimum would be very unusual and strangely built for a Dark Dwarf.
  10. LotC Core Race Lore - Master Thread LotC Core Race Lore - Dwarves LotC Core Race Lore - Dwarves: Cave Dwarves Cave Dwarves, Cavern Dwarves, or Umgorum Dwedmar in the dwarven language, are a subtype of dwarfs whose blood roots all the way from Urguan himself. Their prowess in mining and mineral research is legendary and well known, often proven by their cities, which are carved from the bellows of the mountain. Many of these dwed are in the high positions of the Kingdom or in the depths of their grand mine, as they are not usually the ones going on adventures outside of the deep stone homes and mines they inhabit. Compared to the other dwarves, the Cave Dwarves maintain a darker and desaturated coloration. Hair and skin color follow this trend, with eye color being the only exception to the darker tones. Given their dark coloration, they also tend to decorate themselves with rare gems and chunks of gold and silver in their beard and hair, proving their wealth and reputation. Skin Coloration The skin color of Caves Dwarves is always a darker coloration. However, unlike the Dark Elves, this is not a vibrant or deep color. It could almost be described as pale or desaturated. Dark and light grey are the most common skin colors, with some minor variation. These colors rarely have any tint of saturation in them, however, unlike the Dark Elves who commonly have a hint of purple. Hair Coloration The most common hair color among the Cave Dwarves is black. Black is the most common, almost universal. Less common but still frequent is the color brown. Additionally, red haired Cave Dwarves are possible, but this denotes mixed ancestry with the other subraces of the dwedmar. Eye Coloration The most clearly vibrant and colorful part of the Cave Dwarves is their eyes. A flash of color and distinctness around a mostly dark visage. The most common eye colors include brown, vibrant orange, or dark blue. However, other colors are certainly possible. Height The Cave Dwarf height range is 3'5" - 4'6" ft. The Cave Dwarves are stocky and short, even amongst the other dwedmar. As such, the average range of height for the Cave Dwarves is on a shorter spectrum. This range encompasses most all Cave Dwarves, with a few exceptions. To be above this range is unusual and freakishly tall, the same as being below this range is unusual for the Cave Dwarves. A Cave Dwarf above this range would struggle to present a muscular body build, as the physiology of a Cave Dwarf is unusual and stretched when above the 4’5” height cap.
  11. LotC Core Race Lore - Master Thread LotC Core Race Lore - Humans LotC Core Race Lore - Humans: Adunians The Adunians are a racial group who take place amongst Humans who call them brethren. Though distantly related to Elves through the Mali’dun, Adunians are much closer to the human-side of their ancestry. With a highly militaristic history, Adunians often found themselves upon the frontlines of the wars of Oren, striving for preservation and defense of their dwindling kind and culture. Ever since the time of Anthos, Adunians have been spread and further dwindling- a rare sight to see within the modern realms. Due to such, often Adunians are often seen as alien or foreign to their once-close cousins of Horen. Though surviving and making well enough independently, slowly do Adunians find themselves bred out of existence. Skin Coloration Skin color amongst the Adunians vary. They tend to stay quite similar to their Heartlander cousins, with peachy and more-often-than-not pale tones- a darker skinned Adunian being unheard of. Hair Coloration Hair coloration in Adunians is the most rigid of all of Horen’s children. Strictly being within black or brown, mixbreeding would be the yield of any other colour. Their hair, similar to Humans, will gray with time- however some Adunians experience the greying of hair just before reaching maturity at 18. Eye Coloration Eye color also is rather rigid within pure Adunians. While most commonly a mix of browns, grays, and greens. Though green and grays are being the most common (Grey being of Mali’dun ancestry), rare Adunians will bear eyes of brown from Harrenite ancestry. Height The usual Adunian height range is 5'4"- 6'2" ft. Most Adunians would be within this range, but can go above or below to the general human limit in individual cases due to mixed ancestry. Lifespan An Adunian, unlike all humans, live a maximum of 200 years. However, there is a common range of the Adunian lifespan. As in, an Adunian will generally live between 150-180 years before growing old and dying. This can often be attributed to lifestyle, though primarily is due to Mali’dun ancestry mixbred with Harrenite blood - producing a slight increase in lifespan, though their aging and maturity remains the same as any human race. Mixblood Adunians, being distantly related to Elves, do fall to some of the same detriments as their related ancestors. Though falling under the curse of Horen and his children, stricken with shortened lifespan, Adunians- though dilute - do take upon some of Malin’s curse. Not nearly as fertile as other humans, Adunians would struggle to produce offspring as much as their related kin. Though not afflicted to the extent of Malin with years between births and sterility a guarantee, Adunians still suffer from partial infertility as males and females. Though they are mixblood, new Adunians would not be created by breeding of elves and humans, given the Adunians have been existent nearly as long as the other descendant races and subraces. Any human-elven offspring, no matter how long the length of family tree, would be free of Malin and Horen’s full curse.
  12. LotC Core Race Lore - Master Thread LotC Core Race Lore - Humans LotC Core Race Lore - Humans: Farfolk Horen’s descendants have spread far and wide, developing many of their own societies and customs. The denominations of Heartlander & Highlander are but a small, centralized fragment of Horen’s children. They are the Farfolk, a broad term for many different cultures & peoples who have diversified greatly from the original ilk of Horen. These Farfolk often have outlying nations or settlements of their own, distant locations only spoken of or written about. Yet, many find their way to the bulk of the Descendant population, their Highlander & Heartlander cousins. Good examples of Farfolk cultures include the Oyashimans, the Qalasheen, the Karamanoğullari, and many, many others. The term Farfolk is a label used by the Heartlanders & Highlanders, to describe any and all foreign human cultures. As such, the scope of the Farfolk is vast. Coloration To come to a conclusion about common colors for the Farfolk is difficult. They are as varied and unique as any group of people could be. However, dark skin tones are prevalent among most of the Farfolk cultures, as well as other darker features such as dull hair color and amber or brown eyes. Given the broad scope of the term, however, little else can be said about them as a group. Height Given the vastness of the Farfolk, their heights vary depending on culture. As such, the usual range for Farfolk is the entire range of humanity, that being 4'8"- 6'4" ft. Each specific culture should be considered for the most common height & features. Lifespan Farfolk, like all of humankind, can live a maximum of 150 years. They can show their age gradually, or age more suddenly & sharply, like the rest of humanity. For all intents and purposes, this follows the trend of general ‘humanity,’ outlined on the general human document. However, the Farfolk tend to age more gently and gracefully than their pale cousins the Heartlanders & Highlanders. They also tend to live longer, with a general range of 70-100 years of life.
  13. LotC Core Race Lore - Master Thread LotC Core Race Lore - Humans LotC Core Race Lore - Humans: Highlanders The Highlanders are a human cultural group, made up of pioneers, yeomen, and all those who choose to live in the rougher corners of the world. Generally of a smaller and more spread population than the city dwelling Heartlanders, they lead rougher lives in the wilderness and on warpaths. The variation in their culture is great, made up of a great many nations & groups who maintain a solid nucleus of population separate from the population centers of the Heartlanders. Good examples of Highlander cultures are found in the people of Hanseti, Haense, Ruska, and Norland. Skin Coloration Pale skin is common amongst the Highlanders, but so are darker complexions & tans. Many laborers are part of this group, and many are olive-skinned or otherwise darker from sun exposure. Additionally, even those who are pale generally do not show the pink health of the Heartlanders. Hair Coloration Beyond that, traits vary wildly depending on the specific culture and people group being addressed. However, a general range can be found. Hair color ranges from black, brown, auburn, blonde, & ginger. Eye Coloration Eye color also ranges greatly, with blue, grey, hazel, amber, brown, & many shades of green found across the Highlander populace. Height The usual Highlander height range is 4'8"- 6'4" ft. This is larger than the general Heartlander range, given the larger body types & heights found amongst the Highlanders. Lifespan Like all of Horen’s descendants, the Highlanders can live a maximum of 150 years. Similar to Heartlanders, however, there is a general pattern & lifespan the usual Highlander will live. This is 60-90 years, approximately the same as Heartlanders. This is, however, for different reasons. Unlike the luxurious & squalor of Heartlander life, Highlanders tend to lead rough lives. These rougher lives, usually full of labor and work to survive on the outer edges of civilization, mean that the average Highlander will grow old and die anywhere within the given range of 60 to 90 years.
  14. NO GOOD WITH COMPUTER PLEASE HELP

    https://prnt.sc/1006lhx

    1. Show previous comments  1 more
    2. KeiaTypeBeat

      KeiaTypeBeat

      Hey, you seem you’re pretty good with computers 

    3. Ryloth

      Ryloth

      alt+f4 and reinstall windows, then hammer the screws of ur motherboard into the tower (they're probably loose). don't forget to remove the grease from ur cpu (typically silvery glue type stuff)

    4. Aengoth

      Aengoth

      put it in rice

  15. LotC Core Race Lore - Master Thread LotC Core Race Lore - Humans LotC Core Race Lore - Humans: Heartlanders The Heartlanders are a human cultural group, made up almost universally of those humans who reside within cities and urban centers. This includes both the peasantry & the nobility, all those who traditionally reside within the large cities of man. Nobility & social hierarchy of large importance to a great many Heartland cultures. Good examples of traditional Heartland cultures are Salvus, Renatus, Courland, & others. Heartlanders maintain certain physical features & attributes, said features not universal but largely common. Skin Coloration Skin color amongst the Heartlanders varies. They tend to, however, have pink or otherwise paler skin coloration. This is a mixture of a natural trait and lifestyle choices of city life. Hair Coloration Hair coloration also varies greatly, the most common being lighter colors like auburns and blondes. Next most common are darker colors, such as brown or black. Naturally white hair is uncommon, but not unheard of. Eye Coloration Eye color also has a wide range. Blue, hazel, amber, brown, and green are all common colorations that can be found in diverse quantities. Height The usual Heartlander height range is 4'8"- 6'4" ft. A city dwelling Heartlander will most often be within this range, but can go above or below to the general human limit in individual cases. Lifespan A Heartlander can, like all humans, live a maximum of 150 years. However, there is a common range of the Heartlander lifespan. As in, a Heartlander will generally live between 60-90 years before growing old and dying. This can often be attributed to lifestyle, indulging in luxuries as far as the upper class or living in the streets & squalor for the peasantry.
  16. LotC Core Race Lore - Master Thread LotC Core Race Lore - Orcs LotC Core Race Lore - Orcs: Ologs Ologs are the largest, and arguably most powerful subrace, of not just the orcs, but of descendant kind in general. Almost exaggeratedly suited for the warlike way of life for orcs, it is rare to find an Olog whitewashed, or not integrated within orcish cultures. The history of Ologs in general is a topic for which no clear answer is present. Though it was argued in ages past that Ologs appeared when trolls and orcs mated, there exists no evidence to prove such a theory, and given there has been no findings of any troll crossbreeds amongst any other race, it is widely dismissed. Whether through excessive inbreeding, generations of selective husbandry, or simple natural adaptation or mutation, Ologs have become quintessential parts of orcish culture. Ologs are a CA (Creature Application) race, meaning that a Creature Application must be filled out on the forums and accepted before roleplaying. Skin Coloration The Ologs are not identifiable by a single broad coloration, but rather by a wide range of many relatively “unnatural” skin colors relative to the other races. Typically Ologs come in shades of green, brown and red, with other colors such as blue, black and even purple being much more rare or typically indicative of a special lineage. Hair Coloration Unlike their skin, the coloration of Ologs hair is almost always black or brown. Some Ologs have even been seen with more reddish or other ‘natural’ hair colors. It is not uncommon for Ologs to dye their hair a wide range of colors, however this is more about personal aesthetic than it is genetics. Eye Coloration Ologs do not have any special range of eye coloration and follow all natural eye colors. That is not to say however that an Olog will not have red or bloodshot eyes should they participate in too much of a certain extracurricular activity. Height The Olog height range is 8’0” ft - 10’0” ft. Ologs tower above the average descendant, always standing between the 8 foot tall and 10 foot tall range.Though shorter Ologs have been observed, any height below 8 feet is usually justified by excessive slouching, or mixed blood. The average Olog middles at around 9 to 8 feet tall, owing to the extra strain of gravity upon anyone taller than 9 feet tall. Weight Ologs in general exhibit a stocky build, this is in part due to their wider bone structure, and likewise due to the species’ genetic and societal proclivity towards obesity and corpulence. Though a Olog with a healthy amount of body fat would weigh roughly 500-650lbs, and with the leanest of Ologs managing weight as low as 400lbs, the average Olog (owing to their nature to both overeat and be overfed) can manage up to 920lbs; any greater weight making the Olog liable to heatstroke, heart attacks, debilitating joint pain, diabetes, and other debilitating health issues. This height and weight ratio extends to both genders, with male and female Ologs capable of any size or height within the predefined range. Strength The strength of an Olog, even without proper training, is something to be reckoned with. Though leaner Ologs tend to be slightly stronger than an orc,the pinnacle of average descendant strength, the largest and most well trained of their kind is capable of matching the strength of 2 full grown orcs. Where one orc would be able to easily lift 200lbs, an Olog would be able to lift 400lbs with the same ease, and so forth. However, this addition to strength does not necessarily equate an Olog to naturally being a better fighter. Though a wrestling match between a human and an Olog would most definitely end with the Olog succeeding, this excess of bulk and strength does not equate to direct fighting prowess. Additionally, Ologs are large, and to an extent are more durable than the average descendant. They’re less likely to bruise from punches or light strikes, their thick limbs make direct amputations far more difficult, and the sheer size of the creature makes it difficult to bleed out. That said, an Olog is just as vulnerable to weapons as any other. Mace strikes to most parts of the body will still break bones, edged weapons will still cut into an Olog’s flesh just as easily, and Ologs are no more resistant to pain than any of the other Descendants. Speed Due to the Olog’s considerable size, most of its movements will be notably slower than their smaller counterparts. This does not mean an Olog is incapable of running, dodging, or swinging a weapon. What it does mean, however, is that a fit descendant would be able to do each of these tasks faster than an Olog, with an Olog lacking the running speed (and if obese, stamina) that a Human, Elf, or even Orc bears, with their running speed for even the leanest of Ologs capping out at 8mph. Mentality Ologs, for lack of a more diplomatic term, are a exceedingly stupid people. Though fully cognizant and emotionally aware and complex, Ologs fundamentally are stupider creatures than the average descendant. Though Ologs are capable of every form of emotion, from frustration to happiness, to empathy, to even betrayal and loneliness, their capacity to communicate such emotions is limited, unless being specifically taught and spoken to about. The mind of an Olog is animalistic, with its present feelings and circumstances dominating its psyche. If an Olog is hungry, it is mainly concerned with finding food. If an Olog is in pain, it will be concerned with resting or alleviating that pain, and if an Olog’s bloodlust is building up, it will be concerned with finding something to kill. This is not to say that an Olog is incapable of any form of curiosity, or non-need based goals, but more so that such need-based pursuits take far more precedence in the mind of an Olog than much else, making pursuits of entertainment, cleanliness, or learning lower priority until those needs are fully and entirely met, with their interest in such waning the moment they become hungry, or distracted with one of their primal needs. It is in this same way that Ologs are extremely slow to learn, and retain information terribly, with stupider Ologs needing the concept of delayed gratification consistently re-affirmed well into their adulthood. It is in this same way that Ologs, even if taught something up and down, and how to replicate it, their minds are focussed upon to cause an effect. Though a Olog butcher could be taught how to use a sausage stuffer to make sausages, it likely wouldn’t understand any amount of how the machine works, simply viewing ‘meat in hole + turn winch = sausage’, rather than understanding that the meat is ground and put through the machine, etc. It is with this fundamental lack of understanding that precludes most Ologs from independent artificery jobs, and most magics. Societally, Ologs are standardly dependent upon others. This is not to say that an Olog living in the wilderness could not sustain itself, but rather that an Olog in an established settlement will standardly be raised and directed by others most of its adult life. Ologs are capable of independent thought, make no mistake, as a Olog can be fed up and suppose its own foolish philosophies and ideas over others, but it's animalistic based thinking will usually cause it to become subservient to whoever, or whatever is providing it food, shelter, and pointing it in the direction of something living to kill. The only anodyne for the Olog’s lesser existence, is the average Olog’s tendency for complacency. So long as an Olog is well fed, and its basic needs met, they tend to be mostly content. -Ologs are incapable of learning complex skills or feats such as the forging of ST-Signed materials, Alchemy, etc. -They may, however, use crafted items such as potions or ST-Material weapons, provided their function is not overly complex. -The only feats accessible by Ologs are Seer, Haruspexy, Corcitura, and Sycophants of Boletius. -Ologs are incapable of learning magic save for Housemagery and Bardmancy, and cannot utilize activated enchantments. -Housemagery and passive non-activated enchantments are excluded from this rule. -Ologs are incapable of holding any form of romance, and are disallowed from FTBing.
  17. LotC Core Race Lore - Master Thread LotC Core Race Lore - Orcs LotC Core Race Lore - Orcs: Goblins The Goblins are the smallest subrace of the Orcs. This is not to insinuate that they are small by normal Descendant standards, however. Goblins are the smallest of the three Orc subraces, and while the other two are towering, Goblins stand at roughly human height or a bit below into the range of Dwarven height. As such, the average goblin is comparable in size and build to the average human man. Besides in build, however, Goblins are rather dissimilar from humanity. They retain other Orcish features such as the Orc coloration and tusks (albeit smaller), however their physique is far more varying than that of the Uruks. Traditionally renowned as tinkers and thinkers among the orcs of Krugmar, the Goblins serve as an important intellectual keystone to the otherwise simple Orcish life. Skin Coloration Goblins are not identifiable by a single broad coloration, but rather by a wide range of many relatively “unnatural” skin colors relative to the other races. Typically goblins come in shades of green, brown and red, with other colors such as blue, black and even purple being much more rare or typically indicative of a special lineage. It is much more common for Goblins to have paler skin compared to their Uruk or Olog kin. Hair Coloration Unlike their skin, the coloration of goblins' hair is almost always black or brown. Some Goblins have even been seen with more reddish or other ‘natural’ hair colors. It is common for Goblins to live to a slightly lesser level of cleanliness compared to the other Orcish subraces, so it is often seen that Goblins will have matted and dreaded hair intertwined with dirt and leaves. Eye Coloration Goblins do not have any special range of eye coloration and follow all natural eye colors. Typically a Goblin will have smaller, beadier eyes, and in cases where the Goblin spends most of their life in caves, can find themselves gaining extreme sensitivity to light. Height The Goblin height range is from 3’6” ft - 6’0”ft. Both ends of this cap are rather hard, typically requiring some sort of mixed blood to vary much in either direction. This range encompasses all full-blooded Goblins, with virtually no exceptions. Weight and Muscle Density Goblins are almost in a state of limbo, comparative in size to the average human but still having Orcish blood coursing through their veins. While descendants of Krug they may be, they do not possess the same build as their Uruk cousins. While their muscle density and strength are comparative to the Uruks and Ologs, there is simply less of that muscle on their body. As a result most Goblins end up fighting rather scrappily against other Orcs, but can go toe-to-toe with Humans and other races.
  18. LotC Core Race Lore - Master Thread LotC Core Race Lore - Orcs LotC Core Race Lore - Orcs: Uruks The Uruks are the most common and dominant sub-race of the Orcs, being the most present of all the orcs, generally the Wargoths and Rexes, with the exception of a few clans. Uruks are the race from which Ologs and Goblins branch from, being relatively smart and strong respectively. Unlike the goblins with their masterful skill with machinery or the Ologs with their primal instinct of survival and abnormal strength, Uruks are gifted with both intelligence and strength, being able to delve in the path of the shaman or the warrior. As a result, Uruks, like humans, are prone to a great deal of variability between the population, with many Uruks leaning towards an intellectual, purely combative, or pious lifestyles. Skin Coloration The Uruks are not identifiable by a single broad coloration, but rather by a wide range of many relatively “unnatural” skin colors relative to the other races. Typically Uruks come in shades of green, brown and red, with other colors such as blue, black and even purple being much more rare or typically indicative of a special lineage. Hair Coloration Unlike their skin, the coloration of Uruks hair is almost always black or brown. Some Uruks have even been seen with more reddish or other ‘natural’ hair colors. It is not uncommon for Uruks to dye their hair a wide range of colors, however this is more about personal aesthetic than it is genetics. Eye Coloration Uruks do not have any special range of eye coloration and follow all natural eye colors. That is not to say however that an Uruk will not have red or bloodshot eyes should they participate in too much of a certain extracurricular activity. Height The Uruk height range is from 6’0” ft - 8’0” ft. Both ends of this cap are rather hard, typically requiring some sort of mixed blood to vary much in either direction. This range encompasses all full-blooded Uruks, with virtually no exceptions. Weight and Muscle Density Uruks vary in weight, much like with anyone else. However, given that they have much denser muscles than the other races they tend to be considerably heavier for their height. While a human may be about 6 foot and 250 or so pounds, an orc of the same height might find themselves closer to 350lbs or even 400lbs. Orcs closer to the 8 foot height cap may find themselves to be upwards of 600-650, if not slightly heavier should they be overweight. On average orcs do tend to have a high fat percentage, and do not walk around as massive towers of pure muscle.
  19. LotC Core Race Lore - Master Thread LotC Core Race Lore - Hybrid Races This thread pertains to any and all Hybrid Descendants, so called ‘Half-Breeds’ and those of mixed lineage between the four main races. This includes Descendants such as Half-Elves, Half-Orcs, et cetera. It is worth noting, however, that this does not apply to mixing between the subraces of a race. A Hybrid is only considered a Hybrid if they have the blood and lineage of two or more separate Descendant races. There are several key & unique physiological traits to playing a Hybrid race, all of which can be found below. Curses By making a Hybrid Descendant, you are damning them to two of Iblees’ curses. All Hybrids will be subject to both curses of their parents, regardless of how much they may try to breed it out or make it less intense. It will always remain as strong as ever, even if that Descendant is only one quarter of a race; the curses cannot be suppressed. Because Hybrids must be two or more of descendants, they are damned to two (or more) of the curses. Lifespan A Hybrid will always exhibit the shorter of the two lifespans of the Descendant races they originate from. For example, A Half-Elf and Half-Orc would only live for the 400 years that an Orc would live. This is particularly bad for Half-Humans, given their curse still stays, living only up to 200 years at maximum. For whatever the Hybrid’s races of origin are, take the shorter lifespan and roleplay that as the lifespan. Body Structure The physiology of Hybrid races ranges from moderately abnormal to absolutely uncomfortable. Each race tends to vary greatly in build and physiology, so some Hybrids exhibit particularly strange bodies or traits. For instance, Half-Orcs will exhibit a hunched back and somewhat misshapen bones. For the strength of a Hybrid race, the Hybrid is always as strong as their weaker half. For instance, a Half-Orc and Half-Human would only be as strong as a Human. The same can be said for height; the shorter height range is always taken. A Half-Orc and Half-Dwarf would be within the Dwarven height range. Below, examples can be found for how the different races intersect and interact to form the Hybrid races. Each one has its own unique traits as a result of the combination of their races, and the full weight of both races needs to be considered when choosing to roleplay a Hybrid. Human/Elf A Human/Elf Hybrid would exhibit both of the curses of Humans and Elves. The Hybrid would live for 200 years at maximum, and would be much less fertile for most of their life until becoming fully sterile at 150. Additionally, there are some unique physiological details for the Human/Elf Hybrids. Between all the Descendant races, Humans and Elves are the most similar to each other. As such, the differences are minor. The Hybrid would have ears longer than a Humans but shorter than an Elves. Additionally, some strange mixing of human and elf features would be prominent. An Elven eye color mixed with a Human hair color, a Human body with the softer facial features of an Elf, etc. The full details of this are up to the player of the Hybrid. Human/Orc A Human/Orc Hybrid would exhibit both of the curses of Humans and Orcs. The Hybrid would live for 150 years at maximum, and would exhibit orcish bloodlust. They would be suffering from anger issues and bouts of raging attacks for the full duration of their shortened lifespan. Additionally, there are some unique physiological details for the Human/Orc Hybrids. Humans and Orcs exhibit extreme differences in physiology. This is less so for Humans and Goblins, but is very much so the case for Humans and Uruks. Ologs cannot produce half breeds. Human/Goblin Hybrids will have a relatively normal bone structure, but will have skin tinted between Human flesh and an “unnatural” Goblin color. Small tusks are common as well, though these do not always fit comfortably in their mouth. Human/Uruk Hybrids will have a more struggling physique. Their bone structure is a strange mix of that which is Human and that which is Uruk. This leads to a slouched and hunched posture the majority of the time, misshapen limbs, and strange bulky skulls. They gain no strength from this, only as strong as their Human half. Painful malformities, aching bones, arthritis, and many other conditions are common among Human/Uruk Hybrids. The skin tone would be tinted between Human flesh and an “unnatural” Uruk color. Larger tusks are common as well, though not as large as an Uruk’s. These tusks, too, tend to fit uncomfortably in the Hybrid’s mouth. Human/Dwarf A Human/Dwarf Hybrid would exhibit both of the curses of Humans and Dwarf. The Hybrid would live for 150 years at maximum, and would exhibit intensified greed. They would suffer from intense greed, selfishness, and an unempathetic outlook for the full duration of their shortened lifespan. Additionally, there are some unique physiological details for the Human/Dwarf Hybrids. Humans and Dwarves exhibit some major differences in physiology, primarily in build and height. The bone structure of the Hybrid would be a strange mixture of the taller and more lithe Humanity with the shorter and more bulky Dwarves. This would be less pronounced than that of the Human/Orc Hybrids, but would still be present. Blocky and flat faces, arms or legs too long, and many more traits are common. They gain no strength from their more bulky Dwarven half, only as strong as a Human would be. Additionally, painful malformities, aching bones, arthritis, and many other conditions are common among Human/Dwarf Hybrids. Their features would still be rather mundane, a strange mixture of both Human and Dwarf features. Elf/Orc An Elf/Orc Hybrid would exhibit both of the curses of Elves and Orcs. The Hybrid would be mostly infertile for their entire life, and they would exhibit intensified bloodlust. They would be suffering from anger issues and bouts of raging attacks for the full duration of their life, additionally much more infertile and highly unlikely to have children. Additionally, there are some unique physiological details for the Elf/Orc Hybrids. Elves and Orcs exhibit extreme differences in physiology. This is less so for Elves and Goblins, but is very much so the case for Elves and Uruks. Ologs cannot produce half breeds. Elf/Goblin Hybrids will have a relatively normal bone structure, but will have skin tinted between Elven flesh and an “unnatural” Goblin color. Small tusks are common as well, though these do not always fit comfortably in their mouth. Additionally, ears longer than a Goblins but shorter than an Elves will be present. Elf/Uruk Hybrids will have a more struggling physique. Their bone structure is a strange mix of that which is Elf and that which is Uruk. This leads to a slouched and hunched posture the majority of the time, misshapen limbs, and strange bulky skulls. They gain no strength from this, only as strong as their Elf half. Painful malformities, aching bones, arthritis, and many other conditions are common among Elf/Uruk Hybrids. The skin tone would be tinted between Elven flesh and an “unnatural” Uruk color. Larger tusks are common as well, though not as large as an Uruk’s. These tusks, too, tend to fit uncomfortably in the Hybrid’s mouth. Additionally, ears longer than an Uruks but shorter than an Elves will be present. Elf/Dwarf An Elf/Dwarf Hybrid would exhibit both of the curses of Elves and Dwarves. The Hybrid would be mostly infertile for their entire life, and they would exhibit intensified greed. They would suffer from intense greed, selfishness, and an unempathetic outlook for the full duration of their life. additionally much more infertile and highly unlikely to have children. Additionally, there are some unique physiological details for the Elf/Dwarf Hybrids. Elves and Dwarves exhibit some major differences in physiology, primarily in build and height. The bone structure of the Hybrid would be a strange mixture of the taller and more lithe Elves with the shorter and more bulky Dwarves. This would be less pronounced than that of the Human/Orc Hybrids, but would still be present. Blocky and flat faces, arms or legs too long, and many more traits are common. They gain no strength from their more bulky Dwarven half, only as strong as an Elf would be. Additionally, painful malformities, aching bones, arthritis, and many other conditions are common among Elf/Dwarf Hybrids. Their features would still be rather mundane, a strange mixture of both Elf and Dwarf features. Ears longer than a Dwarves but shorter than an Elves would be present. Dwarf/Orc A Dwarf/Orc Hybrid would exhibit both of the curses of Dwarves and Orcs. The Hybrid would experience both greed and bloodlust. They would suffer from intense greed, selfishness, and an unempathetic outlook. They would also suffer from anger issues and bouts of raging attacks for the full duration of their life. Additionally, there are some unique physiological details for the Dwarf/Orc Hybrids. Dwarves and Orcs exhibit extreme differences in physiology. Although both are bulky in build, they are built differently to accommodate for their vastly different heights. As such, the bone structure of a Dwarf/Orc Hybrid is more malformed than any of the other Hybrids. This is less so for Dwarves and Goblins, but is very much so the case for Dwarves and Uruks. Ologs cannot produce half breeds. Dwarf/Goblin Hybrids have a more mundane bone structure, but the differences in bulk lead to some strange barrel-chested Hybrids with arms too small or too large. The Dwarf/Goblin would have skin tinted between Dwarven flesh and an “unnatural” Goblin color. Small tusks are common as well, though these do not always fit comfortably in their mouth. Dwarf/Uruk Hybrids stand with Dwarven height, but with the larger and malformed bone structures of an Uruk. A strange mixing of features, misshapen bodies, long arms, bone spurs, and many other physiological anomalies are common among Dwarf/Uruk Hybrids. More than any other Hybrid, Dwarf/Uruk Hybrids suffer from a wide collection of physical conditions. Intense osteoarthritis, rheumatoid arthritis, osteoporosis, osteopetrosis, and many other bone conditions would be common. They would be in no way handsome or good-looking, features being at best a horrible mixing of squashed jaws, misshapen noses, and unnaturally large heads. Even the healthiest Dwarf/Uruk Hybrid would only be as strong as a human, given the sheer differences in physiology from their originating races.
  20. LotC Core Race Lore - Master Thread LotC Core Race Lore - Halflings Halflings, iconic for their short stature and idyllic lifestyle, are a highly concentrated and homogenized race among descendants. While bearing no heroic figure of the four brothers, Halflings rather have supposedly descended in a similar manner to Mali’dun. Certainly younger than any of the original four primary races, though elder enough to be beyond any true trace of lineage, Halflings are in history enigmatic. Though rather transparent and easygoing in their agrarian lifestyle, halflings have gone throughout history as peaceful farmers, typically straying outside of the violent conflicts which plague the other descendants. Celebrating a cultural folk-figure of “Knox”, this supposed god is an embodiment of the halfling spirit which lives on within every halfling.\ Halflings are a highly homogenized and similar group. Though bearing different hair, skin, and eye colours, halflings do generally share similar heights, weights, and ever-youthful mindsets. Below is the rest of the necessary general information for all halflings. Coloration The variations in coloration are extreme, but almost always desaturated. They are, for all intents and purposes, the realistic colors of humans. Additionally, purples, blues, greens, and other ‘unnatural’ colors are almost unheard of as far as hair. Halfling hair is often light in tone, with many halflings having ginger, auburn, red, light brown, or blonde hair, though many weefolk have darker brown or black hair. Most halflings have caucasian skin tones, though it is not unheard of to see halflings of other ethnicities. Height Halflings range from about 2’0”-3’3” tall. A halfling who is a fully-grown adult will fall within this height range, and will remain this way throughout their lives. Weight The average weight of a halfling varies greatly based on height, health, & lifestyle. However, a certain ‘healthy weight’ can be found. Given most halflings are rather sedentary individuals with gluttonous joys, a typical ‘healthy’ weight of a halfling is moreso a ‘happy’ weight. For a halfling at the upper height range of 3’3”, 120lbs is the maximum healthy weight that they may have. Your average halfling would be more around 70lbs, and even that is for the upper height range. Being around 100lbs or 120lbs would be a primary composition of adipose fats. Should a shorter halfling be near this weight, or should a halfling be beyond this limit and 120lbs plus, this is extra weight in fat and does not contribute to muscle mass or strength. The minimum weight of a considered-thin halfling would be 30lbs. Lifespan “If you are a god, then show us!” --An elf, moments before lightning had struck Lord Knox’s Shrine in response. Halflings are, similar to humans, short-lived in comparison to other races. Halflings will live up until 150 years, potentially due to a latent curse of human ancestry. They mature, both mentally and physiologically at the age of 18- From then on, they age twice as slow as humans. They will continue aging twice as slow throughout the rest of their lives, meaning that at 150 they will appear to be about 75 in Human-terms of aging. Similar to elves, culturally, halflings tend to mature mentally about a twice-as-slow pace as well, giving credence to their childlike nature and ambition. The different periods of life after maturing, from young adult to very old elder, can be stretched out to fill the bulk of one’s life. This is determined by what part they wish to roleplay the most. For example, an 80 year old halfling can be a grey haired, but a youthful individual. Another halfling 80 years old can be in their prime physically, still maintaining youth. There is no precise limit as each halfling is subject to their own rate of aging - merely never succeeding 150. Though in general, every two years for Humans is one year physically and mentally for wee folk.
  21. LotC Core Race Lore - Master Thread “...Krug, may your people show valour and honour where none exist..” — 'A Robed Figure' from Ancient History as per The Wandering Wizard LotC Core Race Lore - Orcs Uruks, Goblins and Ologs, often referred to collectively as just ‘Orcs’, are a close-knit and zealot race, typically living in primarily only residing in one place at a time. They can harken their origin to Krug, one of the four brothers. Since its inception the orcs have gone through many stages of growth and withering, however there has almost always been one constant: the Rexdom of Krugmar. While there have been some small groups of independent orcs, or even ‘rebellious’ clans, that have sought to make a name for themselves, all wither away in the shadow of Krugmar. The orcs are a loyal and zealous group, priding strength, honor and faith above most else. Orcs are a varied group, with much variation in skin color, eye color, hair color, and height. However, there are a couple traits that are universal across the orcish subraces, due to their universally traced lineage back to Krug himself. Below is the rest of the necessary general information for all orcs. Coloration The variations in coloration are extreme, and can come in varying hues and shades. A majority of orcs have a skin tone that would fall under green, brown or red. Orcs may also be found in black, blue and even in rare cases purple. The most common hair colors are black and brown, however all natural hair colors are still a possibility. Finally, there is no standard eye color for orcs. All orcs have natural eye coloration. Horns The orcs also exhibit an additional unique facet. This feature would be their horns, a point of pride for the older orcs. Around the age of 200, many orcs will begin to naturally develop a pair of horns atop their head in addition to their tusks. These horns stem from an additional plate of bone within their skull, resting fused to the top of the cranium. This plate lays dormant for the first two centuries of their life, until it begins to grow up and out of the skull. This growth would be painful at first as the horns push through the skin and nerves on the top of the head, harder than the average bone. For the first 20 years or so they will be little more than nubs, poking only an inch or two from the skull. Over the subsequent 50 or so years these horns will begin to develop much faster, taking unique shapes, more often than not resembling the horns of a goat. Around the age of 390, these horns begin to grow inward, starting to push down through the skull towards the orcs brain, leaving the orc often in debilitating pain. An orc with horns that lives the full 400 year lifespan would be found with their horns poking into their brains, having killed them as much as old age had. Height Due to the extreme difference between the orcish subraces they must be broken down individually, as a race-wide min-max would be inaccurate. The reason for the drastic differences in height across the orcish race will be better explained in the specific subrace document. However, as a quick point of reference here are the minimum and maximum heights for each subrace. Goblins 3’6” - 6’0” Uruk 6’0” - 8’0” Olog 8’0” - 10’0” Curse & Lifespan “And you Krug, the most hated of The Descendants, you shall always have the lust of war. You are strong? Well the strength shall be used against your brothers, used to pillage and murder! Your lust for battle shall be unsatiated and your descendants shall grow ugly and heartless.” The curse of the orcs is often described in a very simple way with a fairly vague word: Bloodlust. “The uncontrollable desire to kill or maim others.” Bloodlust is a constant nagging at the back of the mind of every orc, you see somebody or some creature and some grim part of your mind begins almost fantasizing about killing them even if that’s your best friend or mother or favorite pet. So as not to entirely discard the concept of “uncontrollable”, it is to be a part of the mind which can swell and shrink. The longer an orc goes without killing somebody or something this feeling would grow stronger and stronger until either this desire is satisfied or until the orc hits their tipping point. When the tip over point it hits the orc would break into a blind frenzy in which the orc cannot control themself whatsoever and will attack the closest living things near them until they pass out from exhaustion or are subdued. This concept is more dynamic and fluid, not having concrete limits and amounts to mandate when an orc would feel Bloodlust. Some orcs may be able to control their bloodlust better, whereas others might find themselves reaching that tipping point much more quickly. Lifespan Centuries of being bred to become warriors has led to a biological and social demand for the children of orcs to grow quickly and become battle ready and it has become the case that orcs of all kinds physically mature at the age of 18. Despite the time, the size and strength of the average Orc puts a great amount of strain on the youth, the most noticeable repercussion of this would be stretch marks across the body of those who mature very quickly. For a cub to grow from the size of an infant to being taller than 6 feet tall in just under a two decades will not only stretch the skin but it will also require much food to support such a vicious pace of development. From the point of maturity until the age of 350 the orc will live at a physical capacity fitting for a soldier, but after such a point they will rapidly decline until their body will give out. The stress of centuries of living a life of bloodlust and honor will catch up with the orc from age 350-400 and they will begin to rapidly deteriorate. Orcs neither have the curse of the humans nor the blessing of the elves and because of such their lifespan falls between the young deaths of men and the prolonged lives of elves. Orcs can live to a maximum age of 400 years old and no longer, though the majority will not live to see this age because of their brutal warrior lifestyles. Additionally, orcs are made up of a variety of so-called ‘subraces’. These are Uruks, Goblins, & Ologs. Each one is outlined in it’s own post below. Uruks LotC Core Race Lore - Orcs: Uruks Goblins LotC Core Race Lore - Orcs: Goblins Ologs LotC Core Race Lore - Orcs: Ologs
  22. LotC Core Race Lore - Master Thread “...Urguan, may your descendants be hardy, strong hearted, and strong of mind.” — 'A Robed Figure' from Ancient History as per The Wandering Wizard LotC Core Race Lore - Dwarves The dwarves, known as the dwedmar in the dwarven language, are a stocky and short race long known for their association with the ground and the earth. They are a steadfast and stout people, said to have descended from Urguan of the four brothers. The dwarves are a religious folk in a large, societal sense. Worship of the Brathmordakin pantheon is widespread and deeply ingrained in government as well as culture. Their short stocky builds are coupled with the iconic facial hair most dwarves have. Beards seem integral to both physiology and culture to the dwarves, their ability to grow facial hair unparalleled by any other descendant race. Though varied the same as any other race, dwarves tend to have a heavy association with the earth beneath their feet. Whether this be through caves, mountains, or sprawling forests. The dwed are varied, the same as any other descendant race. Each of the four subraces have their own distinct traits, qualities, and appearances. However, some aspects are uniform amongst all the dwarves, unifying them as one race born from Urguan. Specifically, all dwarves tend to be on a shorter height range, the exact details of which are able to be found in the height section. All the subraces live a similar lifespan, of course, and they all suffer the same curse of greed cast onto them by Iblees. Coloration Dwarves vary greatly in coloration between subraces. Each subrace has its own distinctive skin tones, eye colors, and hair colors. Because of this, no true coloration across all of the dwed can be gleamed. The range is quite wide and varied. The relevant information for each subrace can be found on each individual page. Height The dwarven height range between all subraces is 3’5” - 5’0” ft. This is a hard height range, as in, no dwarf can go above or below it without accurate roleplay of possible physiological issues or strange body types. All dwarves fit within this height range. However, each of the subraces has its own general recommended height range within this one. That range serves as the most general and common height range for that subrace, a soft height range. Mountain Dwarves 3’5” - 5’0” Cave Dwarves 3’5” - 4’6” Dark Dwarves 4’0” -5’0” Forest Dwarves 3’6” - 5’0” Weight The average weight of a dwarf varies greatly based on height, health, & lifestyle. However, a certain ‘healthy weight’ can be found. Dwarves are much shorter than the average human, but to make up for that fact they are stout and bulky. As such, the healthy weight range for both dwarves and humans is similar. Dwarves simply compress that down into a smaller form. For a dwarf at the upper height range of 5’0”, 260lbs is the maximum healthy weight that they may have. Your average athlete or soldier would be more around 250lbs, and even that is for the upper height range. Being around 270lbs or 280lbs would be a mixture of both fat and muscle. Should a shorter dwarf be near this weight, or should a dwarf be beyond this limit and 300lbs plus, this is extra weight in fat and does not contribute to muscle mass or strength. Lifespan For the two decades of a dwarf’s lifespan, they age similarly to humanity. However, between the ages of 18 and 50, dwarves mature roughly at a quarter of the speed a human does, a fifty year old dwarf comparable to a thirty year old human in maturity and responsibility. Between the ages of 50 and 100, dwarves mature at around one-fifth the rate that a human does, a hundred year old dwarf comparable to a man of thirty. Dwarves within this age group are considered to be going through their early adulthood. Dwarves between the ages of 100 and 400 mature at a rate roughly one-tenth of the speed of a human, gaining around a decade of maturity for every century, with a two hundred year old dwarf comparable to a man of forty, and a three hundred year old dwarf comparable to a man of fifty. Dwarves within this age group are considered to be going through their midlife. Dwarves of or over four centuries in age continue to mature at about one-tenth the aging rate of the average human, but are now considered to be going through their elder years. A dwarf of four hundred is comparable to a man of sixty years, a dwarf of six hundred like that of an eighty year-old human, and so on and so forth. It is exceptionally rare for a dwarf to live to be over seven centuries old, with only one or two dwarves in every five hundred or so reaching such a venerable age. Dwarves between the ages of two hundred and four hundred are considered to be going through their mature adulthood, while dwarves four hundred or older are thought to be going into their senior years. It is worth noting that dwarves do not weaken as they age, unlike humans, for the vast majority of their lifespan. This lasts until the last two or three decades of a dwarf's life, at which point the speed at which they age multiplies rapidly and swiftly overtakes them. As such any dwarf that does live to be eight hundred or older soon grows feeble and passes away in their beds within a handful of years. Curse "Urguan, your greed and lust shall overcome you. You are not worthy of the height the Creator gave you. Your descendants shall be short, squalid and ugly. You will always seek to find gold and gems deep underground, your hunger never satisfied." The curse of the dwarves, as dictated by Iblees, is greed. The curse of greed means that the dwarves are driven to dig deeper into the earth to seek out precious treasures. Dwarves can also display their greed by hoarding other items, including food and ale. Dwarves will as well always remain short, making even half-breeds such as halflings remain with both the curse of greed and shortness. Despite the curse being what it is, most dwarves do not view it as a curse at all. The dwarven greed is an important cultural and economic backbone, leading to the development of the grand holds and wealth of the dwedmar. While conflict and discourse are inevitable over this greed, it is an intrinsic part of the dwarven psyche and the culture the dwed have developed for themselves. The dwarven race is broken up into four subraces. Each subrace has its own coloration recommended height range, and traits. These subraces include the Cave Dwarves, the Dark Dwarves, the Forest Dwarves, and the Mountain Dwarves. Cave LotC Core Race Lore - Dwarves: Cave Dwarves Dark LotC Core Race Lore - Dwarves: Dark Dwarves Forest LotC Core Race Lore - Dwarves: Forest Dwarves Mountain LotC Core Race Lore - Dwarves: Mountain Dwarves
  23. LotC Core Race Lore - Master Thread “Malin, may your forests be a sanctuary of peace and your children long lived.” — 'A Robed Figure' from Ancient History as per The Wandering Wizard LotC Core Race Lore - Elves The elves, known as Mali within the Elven language, are long-lived and slim-built inhabitants of many terrains and areas. Their diversity is great, but there are key identifying traits amongst all elves. All elves are identified by their strikingly long and pointed ears, upright and taut. Although the elves are traditionally fewer in number than the extremely prolific humanity, they live long lives and have the time to devote to tasks that the average short lived human does not. Grand citadels of white, huge tended forests older than the buildings of man, and vast cave systems that must have taken generations to carve all serve as the domain of the elves. The Mali are widely varied, broken up into three distinct subraces with their own section below. However, as diverse as these subraces are, there are many elves who are mixed between subraces or have no defined subrace at all. As such, this leads to a very wide range of diversity within the full span of the elves. Skin color, eye color, height, body type, and other traits all very. These differences vary from slight to great. However, some general traits can be found amongst most or all elves. Coloration Elves vary greatly in coloration between subraces. Each subrace has its own distinctive skin tones, eye colors, and hair colors. A Mixed Elf can exhibit a range of these traits from whatever subraces make up their ancestry. A Proto-Elf can also exhibit a wide range of these features, though pale skin is a common trend. An interesting trait some elves have is the existence of mono-colored eyes. This is when both the iris and sclera are the same or a similar color. This exists only in some elves, with many elves still exhibiting white sclera. However, some elves are simply born with it, and in some cases it runs in the family. Height The elven height range is 5’0” - 6'6” ft. This is a hard height range, as in, no elf can go above or below it without accurate roleplay of possible physiological issues or body types that real life humans experience. Additionally, the different subtypes have their own specific height ranges, that you are expected to follow should you fall into that category. This height range is for the overall elven race, and the elves who do not fit into any of the subraces. Subraceless Elves 5’0” - 6’6” Wood Elves 5’0” - 6’2” High Elves 5’0” - 6’6” Dark Elves 5’0” - 6’4” Weight The average weight of an elf varies greatly based on height, health, lifestyle, & subrace. However, a certain ‘healthy weight’ can be found. For an elf at the upper height range of 6’6”, such as a high elf, 260lbs is the maximum healthy height range that a very muscular high elf may have. Your average athlete or soldier amongst the other subraces would be more around 240lbs, and even that is for the upper height range for their subrace. Being around 270lbs or 280lbs would be a mixture of more fat than muscle. Should a shorter elf be near this weight, or should an elf be beyond this limit and 300lbs plus, this is extra weight in fat and does not contribute to muscle mass or strength. Lifespan All elves age similarly to humankind for the first two decades of their life. As with humans, they mature at age 18 both physically and mentally. However, at this point the aging of elves and humans begin to diverge. At this point, an elf will retain the generally young appearance of someone between the ages of 20 to 30, seemingly frozen in time compared to a human who will begin to age further and grow old. The elf does continue to grow and develop as any person does on a spiritual, emotional, and social level. There is no true upper limit to elf aging, but elves are still susceptible to disease and poison and wounds. As such, it is rare for an elf to live to one thousand or beyond. Should an elf manage to live this long, they will grow increasingly susceptible to mental illness, erratic behavior, and insanity. This is due to the sheer fact of living several human lifetimes, seeing nations rise and fall and entire lands come and go. As an elf reaches their 8th century or 9th century, the beginning of this will start to encroach. By the time they are a thousand years in age or beyond, it ought to be in full force. This can culminate in any number of conditions, but no elder elf is left truly unscathed by the passage of time. Some even seem to grow physically old and decrepit from the strain of their long life, though this is not exactly common. Curse “Malin, I curse you with sterility, you and your kin shall forever lack the children they need. May your forest halls forever be silent, and your hearts heavy with sadness.” The curse of the elves, as granted by Iblees, is infertility. It is juxtaposed with their long lives, it being much harder for an elf to conceive children than for any of the other Descendant races. This culminates in a variety of traits and details to all elves, as a result of their curse. Twins, by elven physiology, are impossible. While one may be able to theoretically, albeit extremely rarely conceive twins, it is with complete certainty the mother would die in childbirth without chance for revival from the inhumane stress placed upon their bodies. Elves are only capable of having children every 15 years, applying to both men and women. Should they have a child, they will be unable to conceive another for a full in-character 15 years. Elves have an identical gestation period to humans, that being around 9 months. Finally, an elf becomes fully sterile after becoming 500 years old. Any reproductive capability they have is gone, and they are fully sterile for the rest of their long lives. Mixed Elves The term "Mixed Elves" refers to elves of mixed lineage. This is an elf that is a mixture of one or more subraces. The only differentiating feature about a Mixed Elf is that their features are a muddled hybrid of the subraces that went into their creation. They are within the middle of both subrace's height spans, with the full span of features from both parents' subraces being possible. However, some discerning feature must be there to differentiate them from a pure elf of a subrace. An off skin tone, a different eye color, et cetera. Even should an elf be nearly alike in all ways to a subrace, if they are a mixed Elf then there ought to be some feature of theirs that is distinctly of their other half. Proto-Elves The term "Proto-Elves" refers to elves without a defined subrace. The subraces developed from specific circumstances, and some elves escaped becoming part of a distinct subrace. As such, they have been given the title of "Proto-elves," a diverse crowd of elves with no true subrace. They tend to be pale and tall, with muddling and mixed features of things that can be found across the subraces. Such things include eye color, hair color, et cetera. Elves Without Distinction There exists a group of elves that inhabit not bound to a 'subrace', yet are not counted among either the proto-elves, nor considered strict 'crossbreeds'. Diverse, nondescript, and varied, they're neither definable as strict 2-elf crossbreeds, or as their own specific group. Usually born as 'mutts', or heavily mixed elves, their features are usually a unique hodgepodge due to millennia of mixed blood. Though some groups of these elves claim themselves to be their own distinct group or subrace, born of specific sons of Malin and given features due to magic of adaptations, the consistency of these elves exhibiting mostly traits only possible to other subraces of elves creates contention to such a belief, rather affirming that they're but mixed blood elves. These otherwise described 'generic' elves are defined by their individualism, both in philosophy, culture, and appearance. It is not uncommon to see these standard elves integrate into societies not dominated by racial lines or purity, many even being found living amongst humans, or in non-racially affiliated settlements. The skin color of these elves may vary madly, from most natural shades of human skin color, from dark black to vivid pale white, to even faint greys, and even vague pale blues, with their available hair color encompassing most shades of blond, brown, red, orange, black, to even grays and whites, though it is not uncommon for these elves to dye their hair outlandish colors. These elves also exhibit an extreme range of eye colors, comprised of nearly every shade of the rainbow, to even stark whites and vivid blacks. Their available builds, weights, and variance of heights matches both the highs and lows of humans, with little difference. Given the extreme variance of features, many who may be considered members of other subraces by initial appearance may very well be of extremely mixed blood. So though may one look akin to a wood elf, one whom is taller, or shorter than the norm may usually be assumed to have some form of vague mixed blood, and fit within the category of regular, or 'mutt' elf. The bulk of the Elves are made up of three distinct subraces. These are the Wood Elves (known as Mali'ame in Elven), the Dark Elves (known as Mali'ker in Elven), and the High Elves (known as Mali'aheral in Elven). Below, the specifics of roleplaying each of these three subraces can be found. Each has their own relevant height spans, skin tones, and other physiological details. Mali‘ame (Wood Elves) LotC Core Race Lore - Elves: Wood Elves Mali'ker (Dark Elves) LotC Core Race Lore - Elves: Dark Elves Mali'aheral (High Elves) LotC Core Race Update - Elves: High Elves
  24. LotC Core Race Lore - Master Thread “...And Horen, may your people one day explore the Seven Skies.” — 'A Robed Figure' from Ancient History as per The Wandering Wizard LotC Core Race Lore - Humans Humans, known collectively as Mankind or Humanity, are a widely dispersed and numerous race within the realm. They can harken their origin to Horen, the famed first King of Man. Humanity has, since inception, expanded rapidly into becoming the largest and most populous empire known to the Descendant races: the Holy Orenian Empire. The strength and organization of the Empire has waxed and waned through the years, and the influence it has had can be traced through the history of mankind. It always returns in some form or another, however, uniting the greater portion of humanity under its namesake. Religion is an important cornerstone to the vast majority of humanity, predominately of the Canonist faith. Given the vast diversity of humanity, however, there are also a variety of paganistic and Qali-dominated religions. Humanity is a varied group, with much variation in skin color, eye color, hair color, and height. However, there are a couple traits that are universal across the human subraces, due to their universally traced lineage back to Horen himself. Below is the rest of the necessary general information for all humans. Coloration The variations in coloration are extreme, but almost always desaturated. They are, for all intents and purposes, the realistic colors of humans. Additionally, purples, blues, greens, and other ‘unnatural’ colors are almost unheard of as far as hair. The most common hair colors range between black, brown, blonde. Red & orange hair are, of course, possible. Skin color varies wildly, as does eye color. The specifics for each ‘cultural’ group can be found on their own relevant page. Height The Human height range is 4’8” ft - 6'4” ft. This is a hard height range, as in, no human can go above or below it. Different human cultures have different ‘soft’ heights, as in the most traditionally found ranges for their group. However, you can be above or below this so long as they fit within the confines of the human race as a whole. They are simply suggestions. Heartlanders 4’8” - 6’4” Highlanders 4’8” - 6’4” Farfolk 4’8” - 6’4” Adunians 5’4” - 6’2” Weight The average weight of a human varies greatly based on height, health, & lifestyle. However, a certain ‘healthy weight’ can be found. For a human at the upper height range of 6’4”, 260lbs is the maximum healthy weight that they may have. Your average athlete or soldier would be more around 250lbs, and even that is for the upper height range. Being around 270lbs or 280lbs would be a mixture of both fat and muscle. Should a shorter human be near this weight, or should a human be beyond this limit and 300lbs plus, this is extra weight in fat and does not contribute to muscle mass or strength. Curse & Lifespan “Horen, you wish immortality? I will curse you with the opposite, early death for you and your kin. You shall age quickly and die before you experience the fruits of your useless labour.” Humanity is the shortest lived of all the primary Descendant races. Humans will live a maximum of 150 years, because of the curse of Iblees upon all of Horen’s descendants. They mature, both culturally and physiologically, at the age of 18. Beyond that time, their aging slows as they grow into middle aged adults, older adults, and into true elders. This follows a similar pattern to real life aging, but is stretched over the 150 maximum years a human can live. The different periods of life after maturing, from young adult to very old elder, can be stretched out to fill the bulk of one’s life. This is determined by what part they wish to roleplay the most. For example, an 80 year old human can be a grey haired, but still physically active man. Another human 80 years old can be decrepit and near death. Such is the variation allotted to human aging. Additionally, Humanity is made up of a variety of so-called ‘subraces,’ but they are not subraces in the sense of how other races have them. Humans have cultures & culture groups who fit them into three broad categories. These are Heartlanders, Highlanders, & Farfolk. Additionally, Adunians may be considered a 'subrace' of humans, and have some relation to Elves and their own distinct culture. Each one is outlined in it’s own post below. Heartlanders LotC Core Race Lore - Humans: Heartlanders Highlanders LotC Core Race Lore - Humans: Highlanders Farfolk LotC Core Race Lore - Humans: Farfolk Adunians LotC Core Race Lore - Humans:Adunians
  25. LotC Core Race Lore - Master Thread This is the master thread for the primary, core race lore for LotC. Below, the details of each of the four Descendant races and their subraces can be found. Each one has its own appearance, features, lifespan, qualities, & traits. All of that and more can be found below. These threads do not discuss much culture or lifestyle, simply the core physiology and mechanics of roleplaying these races. This is not intended to step on or force culture, either. As the name suggests, this is the ‘core’ racial lore; the key aspects of playing these races and how to do so. Cultural details for each can be found on the LotC wiki, or relevant nation subforums. For a simple, straightforward explanation of physiology and traits, that can be found below. Additionally, information on playing ‘Hybrids’, so called Half-Breeds, can be found below. A Hybrid Race is any Descendant that is born with parents of two separate races. This leads to unique and oftentimes difficult physiology. All relevant pages are accessible in the Racial Lore subforum, or through hyperlinks below. Humans Core Thread - Heartlanders - Highlanders - Farfolk - Adunians Elves Core Thread - Mali'ame (Wood Elves) - Mali'aheral (High Elves) - Mali'ker (Dark Elves) Orcs Core Thread - Goblins - Uruks - Ologs Dwarves Core Thread - Mountain Dwarves - Cave Dwarves - Dark Dwarves - Forest Dwarves Halflings Hybrids (Half-Races) A personal thank you to all Nation Leaders, Community Heads, and the Story Members who had given feedback, worked on, and participated within this project. If there are any inconsistencies, comments, or concerns, please PM a Story Manager, or Sreq in game.
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