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Found 5 results

  1. Origin/Background/Culture After the birth of the 4 races… Finally, as the land and the terrain began to subside and slowly blended into natural composition, and all was good and done, the Creator let out a sigh. Within almost an instant, the winds gushed through the crooks and cracks, the trees and the shrubs, and swifty blew across the seas, creating waves that swivelled the still and quiet life beneath them. It splashed along the shores and dampened the sand. As it nurtured the world, the soil shook, and a storm began to brew. The clouds were shaped like the hands of the Creator, they were charged with electricity ready to destroy anything in its proximity. The storm shrouded the entire world; the Creator’s embodied defiance to the endless void left him, and rushed beyond it all - beyond the seas horizon - it continued to pick up wind and started to centre within a conjunction of islands called The Meranesian Islands. It accelerated, and shortly reached its climax - DOOM! Thunder roared along the ravines and jagged mountains, the lightning seemed to be at a still; then the gloom of darkness cleared. Flora began to bloom around afterwards, and so, this strike of lightning would eventually be called “Keraunós Kháos”. And then a mould began to form, which slowly separated from the soil. It soon formed into the shape of men, but then it collapsed; all that remained was human bones, and then, nature started to mend the creature, treating it as if it was a torn root; with little to no structure to join upon, life itself began to mould and fill them. Then it was done. Life awaited for its creation, but nothing happened; until the Creator blew a small breeze in which he was intrigued, and for just that one thought, that maybe one more shall do. The breeze swirled across the plains and flushed in as cold as ice, and suddenly, it took a breath - and jumped up! And earth elegantly guided it along the fields, for it too will soon learn how to mould. This being will be known as Terrafornia. To Terrafornia, may you hope for fortune, but it is not given, may your hardship be permanent and handed down to your descendants and more, and may your kind-filled heart be your utter undoing. Skeleforian or Terraforian (Collectively known as Terraforians) Physical Description Their height scales roughly the same as humans, about 4' 4 " - 6 '6”, but in some rare cases they tend to scale way higher. They can adapt to most regions, except extremely hot places like the desert. They are herbivores, and unable to consume meat. They’d preferably want to consume water, milk and honey because plants aren’t necessary during later stages of life. Out of the three, milk is required and is the most important because it is the fuel for their bone structure. Without it, their bones will grow weak and will begin to wither out. If their bones are too weak, they will be unable to produce a healthy body for their kin. They vary exponentially, but they still follow the same body structure from the first of their race, Terrafornia. Curse & Lifespan “To Terrafornia, may you hope for fortune, but it is not given, may your hardship be permanent and handed down to your descendants and more, and may your kind-filled heart be your utter undoing.” Their lifespan stretches from 200 - 1000 years and during their early stages, they tend to be very fragile and easily vulnerable to fire, magma, sharp and/or heavy objects, and magic, especially magic from a necromancer. If one is closeby, they will grow severely ill and become weak, their strong will also tends to weaken the longer they are near it. As they grow older, their body structure continues to grow and become super dense, and in turn they become tougher beings, and more bulk in size. In death, all organic/living vegetation on their body will die out (it depends on the vegetation). They will lose stability and will be unable to move during death; the most peaceful way to put them to rest is immolation, even if its roots were once dense it still won’t be able to withstand the flames due to age and will quickly be put to rest, whereas leaving them to pass on naturally leads to hours of endless pain and agony. Weight Their weight cannot be calculated due to the sheer variety and flexibility of their sizes. It often comes down to where they reside; if born in a snowy region for example, their bone density will increase and they will have even more vegetation growing upon them for warmth. But whereas newborns in regions like the plains, they don’t tend to tap into their adapting mechanism, and so, their body structure will consist mostly of flowers and moss, and more bone. These are the two factors (Bone density/amount & Vegetation variety) that make it difficult to average it, and thus, we are only able to calculate the sizes of newborns due to undevelopment of plant life and more consistency with bone density and amount. An average newborn weighs about 12 lbs (5kg), and ranges between 10 - 20 lbs. Mental Description Peaceful beings, taught by the forests itself; although most of them today don’t have to reside in them, they’re still wise and kind-hearted with experience that has been handed down since the first trees sprouted. When it comes to meeting other races, they are passive, calm-minded, and prefer to make right and undo wrongs. Their mindset becomes very spiritual overtime, and it also becomes protective of the land on which it was born; nature is like their family. Their very carefree perspective makes them easily susceptible to misdeeds, manipulation, and so on. But most of the time, they are cautious, and quickly learn how to avoid traps or dangerous situations. Abilities How they reproduce: During the middle of their lifespan, they’re able to reproduce. And once decided, they will usually find somewhere safe or somewhere close to the forests in order to start their reproduction. They first find an area where there's sand/dirt/gravel that can be dug, and once that hole is about 1.5-2 metres deep, they then go to the bottom of the hole they excavated and start imprinting the shape of their body into the soil. If it is disfigured or out of shape, they will have to manually fix the imperfections in order for their kin to live a healthier life. When this process is done, the being roots itself to soil and begins to produce a sap known as Biosap. This process takes around 2-5 days depending on their health and size of the imprint. They will then disconnect itself from the ground and make final preparations, making sure that nothing has disturbed the process. It then begins pouring the Biosap from its mouth into the imprinted mould. Once the sap fills it in, they take a part of their body and place it in the imprinted head. And then they cover up the hole, and wait for the newborn to sprout. These creatures have to go through quite the effort to produce their newborn. But nowadays they do it in groups and under protected land, so it’s easier for this process to go through. When they pass 650 years of age, they will be unable to produce again. There is also a way to turn deceased human remains into a living Terraforian. The remains must be in fertilised soil and pushed at least half a metre into the ground, then, Biosap will be required to finish the process. Last is to cover the remains in soil and wait for them to transform into their being. The being will not remember its past life. If attempting to reproduce, it must be on any type of dirt, gravel and sand, anything outside these will not work. The dirt must also come from the natural surface, a newborn can’t be born on a pile of dirt/sand/gravel (something placed by a player), and cannot be underground, unless there’s a proper context to it. Adapting mechanism: Terraforians are mostly plant life, so depending on the region they’re at, their vegetation will usually follow the common-life in the area. They will be unable to adapt to hot regions like the desert due to lack of inability to keep proper sustenance, plant development, etc. Or deserts like an ice-filled plains will also be impossible to adapt to for the same reasons. Volcanic regions or any other regions with extreme weather will not be an exception to this inability to the mechanic. The Living Scarecrow: These beings are perfect for harvesting crops and scaring off unwanted pests. They have the ability to grow roots from their legs and feed the soil with healthy nutrition. The crops will be more fresh, and they’ll grow faster as well. This also helps Terraforians develop and grow new vegetation on themselves, for example, flowers, grass etc. Overtime, the individual/s will lose hunger quicker and will require to take breaks. More than two individuals attempting to use this ability on the same crop field will not increase the speed any further. When hunger is 3 bars or lower, the ability will be inactive until food is consumed above this limit. Purpose Lotc hasn’t had any new races since 2011, I think it’s about time to add a new addition. I hope this race will give a more connective & spiritual nature to the environment, and to those who just love to adventure harmoniously. And how this race may be the back pocket to victory for future battles. Biosap, What Is It? Biosap comes from the individual during reproduction period or during hibernation. Not only is this substance used for the creation of newborns, it is also a medicine to cure diseases/illnesses, and it’s also a fertiliser for life/crops. It works like bone meal, but in larger amounts. Reference https://www.lordofthecraft.net/forums/topic/224116-history-races/ https://www.lordofthecraft.net/forums/topic/159728-creation-lore/ https://www.lordofthecraft.net/forums/topic/161535-the-meranesian-islands/ Below are some concepts for the race.
  2. The Satyrs Satyrs and Fauns are a race of Fey that inhabit the ancient wilds of the world. Satyrs are very nature oriented, and like many fey do not like to spend much time apart from the wilds. Satyrs: Satyrs are sexually dimorphic to an extent. With males muscular and masculin with tanned skin, dark fur and hair, often building muscles quite easily. Males grow to be between 5'10 and 6'4 most often, and are typically darker colored. They are powerful and strong, and often try to show off and compete with each other, for fun or to settle disputes, or to collect the other's wine. These competitions are not always physical, sometimes they are competitions of poetry or music. The loser submits completely to the other male Satyr's demands until a time when he thinks he can take him. They almost never hold grudges for this, since their minds are still that of the wilds. The tallest male recorded was 6'7 over 800 years ago. Female satyrs are on the complete other end of the spectrum. They are beautifully formed, with pale to slightly tanned skin, often with freckles and lighter colored fur and hair, they are also have darker noses. They grow to be roughly 5'5 to 5'10 and are exceedingly agile and wise, even if they are scatterbrained. Female Satyrs are always exceedingly friendly with every other that they meet. With this, they seem to always act rashly, but try to always know what they are doing. Satyrs, like other fey, are extremely long lived immortal faeries that die if killed by violence. They all grow goat-like horns on their heads, and have cloven hooves and fur-covered goat legs and a tail. Satyrs all have pointed ears and enjoy the pleasures of the flesh, such as lethargy, drinking, eating, and partying. All satyrs, even young ones partake in alcohol if given the chance, and are extremely resistant to it's effects, unless it is wine which they prefer above all else. All satyrs are also talented musicians and poets. Preferring woodwind and percussion instruments, along with heavy chanting or building up, excited songs. All satyrs have a certain fey magic to their music which they use to lure in mortals for their large parties, or using it for other purposes.Satyrs hate clothing, but do sometimes use leaves or natural dress to cover their modesty, if they spend much time with mortals who worry of such things anyways. All satyrs need music like other creatures need food and drink. If a satyr is denied being able to enjoy music, it has the same effects of denying something food and they begin to waste away as though starving. Satyrs are created in two ways. First, by breeding with a Satyr or other fey or mortal creature. The resulting child will almost always be a Satyr. The second way is if a mortal being spends too much time with a Satyr or orgy of satyrs, they begin to take upon traits such as their constant need to party and music, and after enough consumption of satyr wine they eventually their bodies begin to take upon Satyr traits such as nubby horns crowing from their heads, their ears coming to points, and eventually, the painful process of their legs reshaping until they become Goatish hooves. Faun: Very similar to satyrs in most ways, Faun are dimorphic but in a different form. Both male and female Faun are very feminine Hardly ever growing above 6 foot for the males, and 5'8 for the females. Satyrs all have freckled faces like that of deer and does, and dark noses. Atop their heads they grow pointed antlers, that sometimes grow strange fruits and blooms. Their fur is lighter browns, and they have white bottomed tails. All Faun are extremely agile and fast. They are shy and easily startled, but extremely talented with their lutes, harps, or any other stringed instruments. They also have some of the greatest vocals. Rivaling Nymphs and other Fey. Faun settle their disputes simularly to Satyrs, though male Faun almost always submit to the stronger female or male, which then grows a mightier rack. Fauns also enjoy alcohol and pleasures of the flesh, though they also enjoy painting and artwork. Without a form of artwork, be that music, dancing, painting, all of that, they would waste away. Faun grow horns that appear to be made of wood, and which sometimes sprout fruit and flowers. If a person eats Faen fruit often, they will become a Faun, in a process similar to how satyrs are formed. There are almost no male Faun, but they do exist. Fauns can breed with other fey and mortals just as Satyrs can, though males are very rare to be born. Satyrs and Faun are very nomadic. Only meeting up every once in a while for a week long romp and party, creating furniture or clear areas to dance in, and store their drinks and foods. They have deep respect for nature and other Fey creatures, which they consider to be their siblings and under their protection. The Way of the Satyr While no one exactly knows where Satyrs came from, most believe that they were created by the Aspects themselves, so that they can protect nature any stop any harm from coming it's way, while they may sound like druids they are quite the opposite, while appearing friendly and passive, if you were to make one angry the whole herd will become aggressive towards that individual, throwing bottles of wine and anything they can at that person to make them leave, if the person draws a sword or weapon of any kind, the Satyrs themselves will get their weapons, and begin attacking them head on, those who hunt the Satyrs and Fauns for their horns become targets to them, they will send word to the other herds, making sure that the hunter is known, once the hunter comes in contact with another Satyr the Satyrs attack, most likely killing the hunter. Herds are what they call groups of Satyrs/Fawns, often being up to 30 or more people, exploring forests and making camp sites, so far there are no known Satyr villages or cities. Satyrs will often avoid cities, as they prefer to live near nature and in the forests, only stopping at cities to purchase more wine and supplies for the road. Marriage between a Satyr and another is rare, as most enjoy their youth and think that marriage only ties them down. Satyr Fashion (Male and Female clothing/appearance.)) Satyrs wear things made from pelts and fur, as they do not necessarily like normal clothing, while they do not wear much they do cover up, their clothing can be like orcs from a simple fur cover for the top. Laws and Punishment The Satyrs and Fauns follow a simple code, if one breaks the code depending on the code broken it will differ the punishment. A Satyr or Faun will not steal from each other, the punishment differs from the item stolen, for food and lesser items stolen (Ex: Small amount of mina, food, brushes, etc.) the punishment will be that they are to return the items and lose all alchohol and will be publicly humiliated in front of the whole herd (Ex: Will be put on display for an hour with a bucket, food and water, the person will use the bathroom in the small makeshift cage, which is not built good as it will collapse on force, which will only make the punishment longer). Do not take slaves, this involves violence, which they try so hard to avoid. Do not kill another without reason, only if they try to attack you or harm you physically, emotionally will be dealt with accordingly. Emotional abuse is NOT allowed, the severity of the abuse will affect the punishment, the highest punishment is the wooden cage. Banditry can be punishable by exile or death depending on the severity and the length of their banditry. Reproduction and Birthing A Satyr or Faun can be created by breeding with their own kind or breeding with a different one, if a Satyr breeds with an Orc or Kharajyr, it would be like a Kharajyr breeding with a human, there will be no offspring, only Elves and Humans can breed with Satyrs and have an offspring which would be a Satyr, once the child is born the Mother or Father will whisk the child away from it's other parent, returning to the herd to raise them their way, if the other parent is killed in the process the herd will go back for the child and kill the one who killed the other parent, the child will be given an adoptive mother and be said to have birthed the child, as marriage is very rare. The pregnancy of a female Satyr/Faun will be either the normal or longer, being from 9-13 months. Religion and Rituals The Satyrs belive in the Aspects as their gods, worshipping them and sometimes believing themselves that the Aspects created them and so they roam about trying to prove themselves, children are often educated on the road about the Aspects by their mothers or Adoptive mothers, as well as their fathers, they do not strictly worship the Aspects but they do care for their religion, some herds are strict of this, any Satyr caught worshipping any other religion is banished from the caravan, forced to join another one. The most common ritual is the ritual of turning, it is the process in which a Elf or Human is turned into a Satyr on their will, for even children can do this! The most common turned race would be Wood Elves, as they belive in the same religion as they do. If an individual were to spend time with a herd of Satyrs for about 3 days, they are then asked if they wish to always be this way, partying and living their life to the fullest, if the person declines they are free to stay with them for 2 more days before being told to leave, if a person accepts they are welcomed and are brought before the Herd's Leader, if the Herd Leader deems them worthy they are to begin a ritual, the herd will begin to chant in a prayer with the person in the center, the Herd Leader leading the prayer the person will feel tired, and will pass out shortly afterward, once the person awakes he will have little horns growing from his head, his legs would be the same, after about a week or two the person is lead back to the Herd Leader and the next ritual will begin, this time the person being conscious as he feels his bones re-arranging in his legs, fur starting to grow and his feet turning into hooves, most black out from the level of pain, while others go into shock and some die due to it. Those who stay awake while the ritual is being performed the whole time are thrown a feast in their level of endurance. Leadership and the Herd The leader of the Herd is often a bloodline royalty, the offspring of a Herd Leader is a more deer like Satyr, having antlers and generally being taller, growing from 5'11-6'8, of course the leader can always be challenged, fighting with their horns and fists, if the Leader wins the opponent is not allowed to drink wine for one week, if the Leader loses the opponent becomes the leader, the people will then make the ritual to transform him into the more deer-like Satyr. Herds do not have positions other then leader, everyone else is considered equal and are treated that way, of course there are always a few disputes that go on but grudges are rarely held, as they believe it stops them from living their life to the fullest extent. A herd bent on breaking the code will be titled a 'Dark Herd', they are to be avoided as best as possible. Red Lines -Not everyone can be a deer-like Satyr! -Satyrs/fauns do not have any magical power themselves, only the Herd Leaders do. -Satyrs and Fauns are nomadic, they don't stop at one place unless the caravan is broken! Green Lines -Fun new race for the forests! -Can become druids and learn magic! -A new race that can be easily rp'd with simple guidelines! And with this I conclude the Lore Submission! I hope you guys do like it enough to +1 it, if you don't want it to be a race at least it was a good read I hope!
  3. Tuskarr The Tuskarr are a race that have lived on the coasts of Athera long before all the races arrived from Thales. Unfortunately, with the arrival of the races came diseases they had no resistance to. The already low Tuskarr population was ravaged, killing a large majority of the Tuskarr and putting an end to almost every community. It will take a lot of luck if they are to rebuild what they have lost... Appearence Tuskarr are a very stout people, the largest they can get is 5'5" but they tend to hover around 4'-5'. They are very strong, able to rival the fiercest of the dwarfs. Above their muscle is a thin layer of blubber and thick, flaky skin. Their skin is brown, however the shade varies greatly, they can be nearly black or almost as light as a human. Tuskarrs also host mighty tusks, often engraved with elaborate designs. They are the pride of the owner and grow slowly as they age, it is said the larger a Tuskarr's tusks the more courageous they are. Above the tusks are white whiskers and eyes that range from icy blue to deep greens. Their feet and hands are webbed and unlike on land they are very agile in the water, it would be near impossible for any other race to keep up with a Tuskarr. Aging Tuskarrs are pregnant for a very long time, taking 25-30 months for a pregnancy to complete. Once they are born they grow slowly, reaching their height after 30 years. Tusks grow during their entire lifetime and are sometimes shaved down by elders. They do not live as long as elves, but they live a lot longer than humans, they typically give off their last breath around their 300th year. Culture Sadly, with most of their villages dissolved a lot of their culture has died and not much is known about it because they have for the most part been assimilated into other cultures and religions. However, before the races arrived they practiced a form of shamanism, similar to what the orcs practice. They had no written language and told their history orally, passing it down father to son in a tongue foreign to anyone who is not a Tuskarr. They place a large value on fishing, it is dishonorable and unacceptable for a Tuskarr to not be a good fisherman, arguments were settled on who could catch the biggest fish. To a Tuskarr fishing is not only their source of food, but a way of life. Pros and Cons Pros -Tough -Strong swimmers -Tusks Cons -Rival dwarfs in their short legs -Bad at stealth -Not agile in combat This is just an idea, any suggestions will be heeded and appreciated, if this is one day accepted there will also be few Tuskarrs as disease have wiped out most of them. If it's not accepted I feel this would make a great ET race instead.... After not reading this for a few weeks I look back and think this is not the greatest idea I've had, lore is poorly written and we have enough races.
  4. The Utopians Who are they? The Utopians are a group of people that have a vision for a higher purpose in life, and a higher quality. Nomadic as of now, they will strive to create a perfect society where peace and prosperity is valued. But it will take much to get there. A land where you are free to love whoever you like, where violence is rare, and the magical arts are even encouraged. A land where none starve. The Perfect Utopia. Lore The Utopians originated not too long ago in Anthos, when a lone Orc found displeasure with his kin, and moved to create something of his own. Life was rough, he and his wife dying alone with hunting wounds, their Orc son leaving them to die. Years later, this Orc Son, by the name of Gorlekk, found their campsite and cried over their remains. He discovered a book, labeling the thoughts and ideas of his father. With Gorlekk inspired, he sets out to complete his father's dream, making the society he never could. The society where thought and opinion was based on unbiased factors, not racial facts. Today, word spreads of an official name of the Utopians established in the swampish lands of Kralta, near a fortress that has fallen into disrepair. Here, the name makes itself... Rankings - Chieftan - Gorlekk Ly'Di The head of the Clan, his rule is absolute, unless vetoed by the people. - Eldar - Ericus Sarino, Elphaba'Gorkil Second in command, the 3 Eldars act as advisers to the Chieftan, as well as Commanders in battle. - Member - Regular members of the Clan, treated with respect as always. They hold a say in votes and such. Required to fight in battle if the time requires it. - Slave - Although still treated with respect, Slaves do manual labor and may fight in battles if required. They are without pay and work for 5 years before being released. If found suitable, Slaves may be offered Membership within the Clan. For all Slaves are living beings, and the Utopians respect that and acknowledge that. Brotherband The Brotherband serves as an attack and defense force for the Utopians. Training to be a Brotherband is an extremely brutal process to prepare you mentally and physically for the job at hand. If the Brotherband was to ever fail in combat, Members and Slaves will be required to fight. Due to a unique fighting style, rarely would a Brotherband member place himself in danger. The Chieftan serves as the leader of the Brotherband, and Eldars as commanders. Joining You may join as a pre existing member or as a new one. Either way, please provide your Skype! OOC: Username: How long have you been on LotC?: Are you a good RPer?: Skype: Timezone?: IC: Name: Race: Why does he/her want to join?: Skills: Do you pledge allegiance to the Utopians?: Preferred role (Fighter, farmer, etc.):
  5. The Beardic Cult A lone drummer boy walks the streets of Abresi, and then the narrow roads to Malinor, and then all the way to the Dwarven lands, and even Gronkkston. His stick pounds on the drum in a catchy fashion, as he hands out drinks and food to anyone he sees. On top of the note, if you ever chose to review it, would read: "The Beardic Cult wants /you/. Join as an Acolyte in the Beardic Cult /today/! -Kal’Ithrun.” Who are we? The Beardic Cult consists of a group of people that enjoy the merry feel of RP, making people laugh, and generally a good time in RP. Rarely are we violent. If this description fits you, I really recommend you check us out. And yes, we do revolve around Beards. The entire Guild concept, however, is due to be found out in RP, /not/ in some scrunched up text on the forums. With that, I shall go on with this post. Rules 1. No fighting with weapons. A drunken brawl is fun, a knife fight is not. 2. Your beard must be grown and visible at all times. No exceptions, except woman. 3. Should the case arise where one is needy, it is your duty as a member of the Beardic Cult to answer to these pleas and supply the one in need. 4. Serious fights are frowned upon unless if unnecessary. 5. A Beardmancer's verdict is final unless spoken otherwise by the Figurehead. A true Beardmancer is versed in the arts of manliness. 6. ((Use your grammar. Please. Mi bi beggin’ yu.)) Ranks The Figurehead: The chosen leader for the Beardic Cult. Current: Kylar Garnetbreaker ((Treshure)) The Beardmancers: Benders of the Beard, these people are highly respected in this society. Current: N/A Dedicator: A base member of the Beardic Cult, these guys have become normal members of the crew. They preach the word of jolliness and glee, and how life can be so easy. (Rhymed.) They can train new Acolytes. Current: Onar Stormhammer ((Kowaman)) , Odin Hrafnblodt ((MagusArcanus)), Zahrer Irongrinder ((Josh3738)), Igor Ireheart ((Lefty_Bojengles)) Kjell Stormhammer ((Charles_Grimlie)) Acolyte: The newbies of the Beardic Cult. They seek the ways of manliness, jolliness, and overall satisfaction with life. It is up to the Dedicators and above to educate the Acolytes in the Beardic Ways. Current: N/A Applications
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