samoht
Sergeant

This is the introduction to the world. More details to be added later.
Civilization had made its way to all corners of the world. Great cities, ruled by greater kings and emperors, spanned entire continents. For a time all races and peoples lived in harmony, but Man is never content. Soon the drums of war were beating through all the lands and columns of infantry marched behind shining knights and chaos spread across the land. Army crashed against army, cities burned, entire populations were slaughtered, disease spread, yet the worst was still to come. The mages of all sides added their magic to the carnage, but a new force emerged that tolled the death knell for the expansive civilizations that thought they could lay claim to the world. Psionics, people with nigh limitless powers of the mind, emerged as the new super weapons. Single handedly they made entire cities crumble, caused mountains to rise up from where there had been only plains, and commanded massive armies with simple thoughts. A cataclysm was wrought upon the cities of civilization and the world was torn asunder.
People, those who were left, fled from the cities that were bathed in blood and sought shelter in the wilderness, anywhere away from the lands being overrun by war and fire. Bandits, deserters, and the defeated armies preyed upon the refugees. Soon these bands of brigands joined together and formed larger hordes, no better than barbarians, and they swept across the land murdering, raping, and pillaging what was left of the wealth of the cities. All the land fell into chaos. Kings were overthrown, only to be replaced by tyrannical warlords whose only goal was to steal what wealth they could and destroy what they couldn’t take. The hordes clashed and brought complete self destruction to what was left of the people of the world. The remnants fled the destruction, splitting into small bands, and tried to eek out survival in the ashes of the world.
Ages passed and wilderness consumed the world. What had once been great avenues of cities began to sprout trees. Castles were overgrown with vines, and the buildings were brought down by the growth of new life. Beasts and creatures replaced the populations that once called these great cities home, and the people of the world nearly vanished from existence.
Yet still the people hung on to life. Knowledge disappeared as the survivors hid in fear in the ruins. What weapons and tools were left were used until they were broken or destroyed. So much time passed that even the memory of metal was lost to most, and the ruins they lived in became mere landscape, the idea of actually inhabiting such structures were almost completely foreign to them. The survivors found each other and formed tribes, living nomadic lives, hunting through the skeletons of ancient cities, and soon a new religion was formed, led by the druids and shaman that guided the tribes.
Metal, of any kind, in any form, was considered holy. Weapons and tools were left there by the gods to be found by worthy heirs and to be used to lead the tribes. Any who find tools and weapons are considered blessed by the gods and worthy to be followed. Most tools have lost all purpose other than to serve as religious relics and the focal point of the spiritual energies of the few tribes that have access to them. Chieftains lead the political and military aspects of tribal life, while the druids and shaman direct the spiritual and internal matters of the tribe.
Psionics survived, too, but they have become outcasts and hunted. No one knows what makes psionic powers manifest themselves in some, but when psionics are discovered they are hated. At best a psionic will be marked and cast out from their tribes, but often they are brutally killed as an example to others who would dare be born with psionic powers. However many psionics have been able to survive inside their tribes, using their powers to masquerade as druids and shaman, directing the course and future of their people.
Some cities have also survived, but they are far cries from what they once were. Cities exist in a constant state of paranoia and fear, for they are still in possession of a great number of metal items, the same items coveted by the nomadic tribes. Cities keep their locations, amongst the ruins, secret as best they can for they fear the waves of marauding tribes that would surely come to try to take their precious treasures. Inside the cities some knowledge is still preserved. They still know how to make metal, although most lack the ability to mine ores, and there are still some cities that possess centers of magical learning. These cities survive due to iron fisted determination and regimens of paranoid secrecy. But cities exist almost as legend to the tribes. They have heard stories of giant tents of stone that need never be left, where metal exists in abundance and life is easy, but almost none believe these stories. Life can never be easy and survival is a day to day task.
A violent and tyrannical chieftain, calling himself Diotagnet, of a distant tribe of humans, known as the Yarri, began to dream of controlling the largest tribe in the land, but he knew he needed more than just violent ambition to make his desire a reality. He sent his scouts out to other tribes to investigate any and all rumors of metal, for if he possessed metal he would possess the will of the gods and none could stand in his way. In the meantime he began to assimilate the tribes his scouts came across, either violently if they resisted, or peacefully if the tribes realized to resist would mean their destruction. As luck - or destiny - would have it, one of Diotagnet's scouts discovered a small tribe that had in its possession an ancient, spiked mace that they worshiped and used at the center of all of their ceremonies. Diotagnet, when informed of the discovery, ordered the mace brought to him and for the entire tribe to be destroyed so that none would know how he came to gain the favor of the gods, save for his most loyal warriors.
From this point on, Diotagnet's forces grew daily, as did his lust for power and metal. Scattered tribes of goblinoids flocked to his banner, swelling his ranks even further. They were awed by his might and metal, and formed the most devote of his common warriors. Many druids and shaman also recognized the wisdom in joining forces with him, and they developed a cult around Diotagnet, calling him a demigod, helping to further bend the will of others to his banner. He drove his warriors onward, ever searching for even a scrap of metal that he could sew onto his clothes. Tribes that could not flee before him were either destroyed or brought into his own to swell his ranks with fresh recruits ready to serve one who obviously had favor of the gods.
But as people fled, so word spread of the new terror spreading across the land and tribes began to ally and make themselves ready for war. But the people were desperate, and sought any form of help they could. Many tribes sent out their braves young men and women in search of a legendary citadel called Fortress Konnacht. Most thought of the fortress as no more than a tale to tell small children, but the tribes needed any hope they could get. And so one by one, adventurers set out in search of Fortress Konnacht, a place rumored to overflow with metal, and inhabited by a strong people who could defeat the hordes of Diotagnet's warriors.
Druids are magic users connected to nature more out of a respect for its power and an appreciation of its usefulness, than out of any sort of spiritual connection. Druids are adept at making potions and poisons of many sorts. Druids also craft charms and wards, items that either lend temporary benefits to the user, or offer some sort of protection. Likewise, druids can construct cursed items that would hinder those who come into contact with them. All druids are also connected to one of the four natural elements: earth, fire, air, and water. They are able to manipulate these elements. A druid connected to earth might be able to cause an avalanche or shape stone like clay, while a druid connected to water could purify water to drink or freeze water to walk across, while a druid connected to air might use wind to deflect an arrow or mask the sound of his approach, and a druid connected to fire could keep a torch burning indefinitely or cause fire to jump and spread quickly. As might be expected, older and wiser druids are typically much more powerful, with potions being stronger, their charms lasting longer, and their connection to an element much more reliable and powerful. The potions and charms, wards and curses all require the correct ingredients, so role play it accordingly. What the ingredients are I will leave up to the writer, but a potion or charm won’t be pulled out of a druid’s back pocket unless they already gathered the materials necessary and constructed it.
Shaman are magic users that are connected to the spiritual aspect of nature. The most powerful can command plants and animals to do their bidding, while almost all shaman can at least speak to beasts of all sorts. Shamans also have the power to heal. Whereas a druid might be able to make a potion, given access to the right materials, a shaman is able to use his spiritual powers to remove the negative energies that make up a sickness or wound. Naturally older and more experienced shamans are able to heal greater ills and injuries. Shaman are also natural diplomats, because they are able to feel the energies that a person emits, therefore they are able to innately understand how to best communicate ideas. This isn’t to say they have powers to control others (only animals) but, in effect, they have very high charisma. Shaman also, in times of great need, use blood sacrifices to temporarily increase their power. Animals, or people, can be sacrificed and their energies harnessed to help heal the dying or mortally ill. Shaman also have affinity to a particular animal, able to harness that animal’s powers. A shaman with an affinity to a bear can temporarily gain strength, for example, or an affinity to an eagle could grant heightened eyesight, while affinity to a snake could great lighting reflexes for a time. Again, older and wiser shamans who have more experience navigating the spiritual world are better able to use their abilities for longer periods of time and to greater effect.
Psionics are telepathically strong, being able to read thoughts, move objects, or influence the thoughts of others, simply by strength of will. Not all psionics are able to fully use telepathy or telekinesis, yet all psionics are at least able to partially use all abilities. While an extremely powerful psionic might be able to topple a fortified stone wall, the same psionic might not be able to tell that a small child is lying to him. Another powerful psionic might be able to take control of a person’s mind and make them think they’re a duck, and still only be able to move a feather a few inches. Some people are born with psionic powers (and die soon after, slain by their own tribe out of fear and hatred) while others might not discover their psionic abilities until they’re old and feeble. The strength of the powers, while not tied to age or experience, do drain the user mentally and physically. A small child might be able to throw boulders, and grown man might only be able to lift an apple, yet the man could juggle apples all day while the child would be exhausted after moving a single boulder. Some psionics might grow in power over time, while others never get any more powerful than they already are. There is no rhyme or reason as to why some are more gifted than others, but most psionics keep it hidden, lest they be outcast and hunted down by the fearful and paranoid tribes. Psionics are rare, and extremely powerful psionics are exceedingly rare, so role play accordingly.
There is other magic in the world, perhaps some of the remaining cities still hold onto the old ways, but for those living in the nomadic and barbaric tribes, these are the three types of magical abilities.
Dragons are large, airborne, fire breathing lizards. While not malevolent, as many legends go, dragons are predatory creatures that also fiercely protect what they perceive as their territory. Due to the power and long lifespans of dragons, dragons may den in areas that contain treasure. The treasure isn't protected by the dragons, per se, it is simply a collection of items that have not been touched due to their proximity to the dragon. Dragon dens, as a result, contain coveted metal. The dragon dens are hard to come by, however, due to dragons' preferences to live atop tall, ancient towers or in very remote locations. Dragon dens do not necessarily have any specific type of treasure, or even an abundance of treasure, and there is no guarantee any metal will be found. While dragons can be spoken to by shamans, even the most powerful shaman can not control the mind of a dragon. Dragons range in size from large horses to the size of real world school busses. Dragon scales are difficult to pierce, even with metal weapons.
Behemoths are the general name given to creatures that resemble a woolly rhinoceros the size of a large elephant. Behemoths are herbivores and generally travel in herds ranging from three to fifty. They are often hunted for their meat, hides, and very useful bones and ligaments. They have cautions temperaments, and shy away from most other creatures, but stampede when threatened or frightened. Attempts have been made to domesticate behemoths, but they have failed, often with disastrous results.
Forest gliders are cold blooded, monkey sized creatures they have a streamlined head to reduce drag, smooth green and brown scales for camouflage, and a flap of skin attached to the forelegs to the hind legs. Mostly relying on fruits to survive, it will sometimes hunt small animals. A bigger prey may be sought out if traveling in a bigger pack. Like its name, it can glide through the air at a surprising speed, enabling it to pounce on prey before the prey is able to react. While slower on the ground, the forest glider is by no means helpless. It has a relatively fast running speed and is able to climb trees at an amazing rate due to its sharp claws. If cornered, the forest glider can more than put up a fight with its fast reactions and sharp claws. The forest glider emits a high warbling sound alternating with a screech to communicate. It is very curious, very playful, and likes company so they are hardly seen traveling alone. (Courtesy of silencekyo)
Glowfish
size:like a trout
Characteristics;
It is a fresh water fish often seen at night due to the ghostly glow of their body. Spotting them during the day is marginally harder as they still glow faintly. The fish hunts for food by giving out a brilliant multi-hued glow, which attracts insects near the surface of the water, upon which the fish will leap out and consume the unfortunate insect. During the mating season, which is before winter starts and before summer starts, the male fish will give out a pulsing blue glow, which will attract females nearby. Many creatures prey upon this fish, as they are present in most sources of fresh water, and breeds in amazing numbers.(courtesy of silencekyo)
Routhorn
Size: Huge. Average size is as tall as 2 men, and half as wide.
Characteristics:
A huge hulking feathered beast with the foreleg significantly longer and stronger than the hind leg. Has a humanoid face with flattened nose and prominent brows. This beast is feeds mostly on meat, or glowfish whenever meat is not readily available. Armed with vicious claws, it hunts by sneaking up on prey and using a sudden burst of speed to catch and kill the prey (think of a cheetah). Extremely territorial, it will give out a resounding low pitch howl, to challenge any Routhorn on its territory. The feathers on the Routhorn is not for just for show, they also serve as protection, both from attacks and the weather. Being very very resilient, it requires a strong warrior or a strong druid to penetrate it. The feathers of this beast are prized as armors and shields, however, only the strong are able to defeat this mighty beast, so these armors are uncommon. (courtesy of silencekyo)
Humans are... well... human. They are the most prolific of all races in the world, living and thriving in all environments, whether they live in forests, plains, mountains, or city ruins. Their lifespan exceeds only that of the goblinoids. Humans run the gamut of personalities, professions, and passions. Some humans are evil, violent marauders, while other humans are peaceful craftsmen, and still others might be peaceful but hold no qualms over taking a life if he felt cause was sufficient. Many motives drive humans, but the one generalization that will hold true for all is that city dwelling humans are cautious bordering on paranoid, while the nomadic and semi-nomadic humans living in the wilds are superstitious.
Elves detailed more in a great post made by Incaaa
Halflings are an offshoot of humans that have come into existence since the great wars that destroyed the world. Halfling tribes are relatively uncommon. Halflings, like humans, can have many different personalities and professions, being hunters, craftsmen, warriors, healers, herdsmen and the like. Halfings are, as the name might suggest, small. They are typically between three and five feet in height, and slight of build. However, halflings do have a lifespan considerably longer than that of humans, by a few decades, and halflings also have great dexterity and agility. Halflings tend to be more curious than humans, and while all sorts of halflings can be found, most tend to be what is considered 'good,' and they rarely produce offspring that could be considered 'evil.' Halflings have a strong storytelling tradition and much useful information about the surrounding world (locations of places, animal and plant types, survival skills, etc.) is passed on through the best and longest lived storytellers to each generations. And while physically weaker than most races, halfing druids and shamans are able to typically achieve greater power and skill due to their longer lifespans.
Goblinoid is the term used to describe goblins, orcs, hobgoblins, and the like, and they are a race of dimwitted and quick tempered humanoids. While not evil, they are easily controlled and manipulated due to their limited intelligence (most are as smart as dumb humans), and they are often seen in the employ of tyrants or evil warlords. Goblinoids vary greatly in size, shape and strength, but are anywhere from four feet (typical goblin) to seven feet (hobgoblin), with the type known as orcs being most like humans in size. Goblinoids live short lives, either due to genetics or stupidity, and mostly exist as hunters and can (and will) eat almost any living thing. They have poor craftsmanship, but they are extremely hardy and resilient, even the smallest are able to shrug off wounds or ills that might cripple a member of another races. They have excellent senses of smell and sight, and don't mind living in what other races would consider extremely harsh conditions. While not necessarily aggressive, it is wise to approach groups of goblinoids with caution because they tend to lash out like small, violent children when things don't go their way, and it seems every group of goblinoids has its own, mysterious way of conducting interactions and take offense easily to any behavior outside of their norm.
Stone: Common uses include knives, arrowheads, axeheads, sling ammunition, & bracers. Armour is not made from this. Common stone types are Granite, Diorite, flint, & clay-slate.
Leather/Hide: Common uses include armour, grips for handles, and many small uses in weaponry such as straps, bracers, & slings.
Wood: Common uses include cheap unflexible armour, weapon handles, bows & arrow shafts, and many other uses. (note: Wood armours are stronger, and more easily obtained by Elves.)
Animal tendon/muscle tissue: Common uses include: Bow strings, reinforcement for bows, armours, and equipments.
Dragon scale: Uncommon; placed in separate category. Very rare armour, not as much as metal though. The hide of a Dragon often reinforced with a fabric or textile, much like lamellar. Provides optimal protection, but you'll have to slay a dragon for it, or worse, slay someone who slew a dragon for it. Sometimes seen giving an extra cutting edge on weapons.
Bone & Horn: Frequently used as arrowheads, light armour, bracers, & knives.
Character application...
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Bio:
Most recent updates include a bit about magic, and notes on some of the creatures common to this world.
A Brief History
Civilization had made its way to all corners of the world. Great cities, ruled by greater kings and emperors, spanned entire continents. For a time all races and peoples lived in harmony, but Man is never content. Soon the drums of war were beating through all the lands and columns of infantry marched behind shining knights and chaos spread across the land. Army crashed against army, cities burned, entire populations were slaughtered, disease spread, yet the worst was still to come. The mages of all sides added their magic to the carnage, but a new force emerged that tolled the death knell for the expansive civilizations that thought they could lay claim to the world. Psionics, people with nigh limitless powers of the mind, emerged as the new super weapons. Single handedly they made entire cities crumble, caused mountains to rise up from where there had been only plains, and commanded massive armies with simple thoughts. A cataclysm was wrought upon the cities of civilization and the world was torn asunder.
People, those who were left, fled from the cities that were bathed in blood and sought shelter in the wilderness, anywhere away from the lands being overrun by war and fire. Bandits, deserters, and the defeated armies preyed upon the refugees. Soon these bands of brigands joined together and formed larger hordes, no better than barbarians, and they swept across the land murdering, raping, and pillaging what was left of the wealth of the cities. All the land fell into chaos. Kings were overthrown, only to be replaced by tyrannical warlords whose only goal was to steal what wealth they could and destroy what they couldn’t take. The hordes clashed and brought complete self destruction to what was left of the people of the world. The remnants fled the destruction, splitting into small bands, and tried to eek out survival in the ashes of the world.
Ages passed and wilderness consumed the world. What had once been great avenues of cities began to sprout trees. Castles were overgrown with vines, and the buildings were brought down by the growth of new life. Beasts and creatures replaced the populations that once called these great cities home, and the people of the world nearly vanished from existence.
Yet still the people hung on to life. Knowledge disappeared as the survivors hid in fear in the ruins. What weapons and tools were left were used until they were broken or destroyed. So much time passed that even the memory of metal was lost to most, and the ruins they lived in became mere landscape, the idea of actually inhabiting such structures were almost completely foreign to them. The survivors found each other and formed tribes, living nomadic lives, hunting through the skeletons of ancient cities, and soon a new religion was formed, led by the druids and shaman that guided the tribes.
Metal, of any kind, in any form, was considered holy. Weapons and tools were left there by the gods to be found by worthy heirs and to be used to lead the tribes. Any who find tools and weapons are considered blessed by the gods and worthy to be followed. Most tools have lost all purpose other than to serve as religious relics and the focal point of the spiritual energies of the few tribes that have access to them. Chieftains lead the political and military aspects of tribal life, while the druids and shaman direct the spiritual and internal matters of the tribe.
Psionics survived, too, but they have become outcasts and hunted. No one knows what makes psionic powers manifest themselves in some, but when psionics are discovered they are hated. At best a psionic will be marked and cast out from their tribes, but often they are brutally killed as an example to others who would dare be born with psionic powers. However many psionics have been able to survive inside their tribes, using their powers to masquerade as druids and shaman, directing the course and future of their people.
Some cities have also survived, but they are far cries from what they once were. Cities exist in a constant state of paranoia and fear, for they are still in possession of a great number of metal items, the same items coveted by the nomadic tribes. Cities keep their locations, amongst the ruins, secret as best they can for they fear the waves of marauding tribes that would surely come to try to take their precious treasures. Inside the cities some knowledge is still preserved. They still know how to make metal, although most lack the ability to mine ores, and there are still some cities that possess centers of magical learning. These cities survive due to iron fisted determination and regimens of paranoid secrecy. But cities exist almost as legend to the tribes. They have heard stories of giant tents of stone that need never be left, where metal exists in abundance and life is easy, but almost none believe these stories. Life can never be easy and survival is a day to day task.
The Central Plot
A violent and tyrannical chieftain, calling himself Diotagnet, of a distant tribe of humans, known as the Yarri, began to dream of controlling the largest tribe in the land, but he knew he needed more than just violent ambition to make his desire a reality. He sent his scouts out to other tribes to investigate any and all rumors of metal, for if he possessed metal he would possess the will of the gods and none could stand in his way. In the meantime he began to assimilate the tribes his scouts came across, either violently if they resisted, or peacefully if the tribes realized to resist would mean their destruction. As luck - or destiny - would have it, one of Diotagnet's scouts discovered a small tribe that had in its possession an ancient, spiked mace that they worshiped and used at the center of all of their ceremonies. Diotagnet, when informed of the discovery, ordered the mace brought to him and for the entire tribe to be destroyed so that none would know how he came to gain the favor of the gods, save for his most loyal warriors.
From this point on, Diotagnet's forces grew daily, as did his lust for power and metal. Scattered tribes of goblinoids flocked to his banner, swelling his ranks even further. They were awed by his might and metal, and formed the most devote of his common warriors. Many druids and shaman also recognized the wisdom in joining forces with him, and they developed a cult around Diotagnet, calling him a demigod, helping to further bend the will of others to his banner. He drove his warriors onward, ever searching for even a scrap of metal that he could sew onto his clothes. Tribes that could not flee before him were either destroyed or brought into his own to swell his ranks with fresh recruits ready to serve one who obviously had favor of the gods.
But as people fled, so word spread of the new terror spreading across the land and tribes began to ally and make themselves ready for war. But the people were desperate, and sought any form of help they could. Many tribes sent out their braves young men and women in search of a legendary citadel called Fortress Konnacht. Most thought of the fortress as no more than a tale to tell small children, but the tribes needed any hope they could get. And so one by one, adventurers set out in search of Fortress Konnacht, a place rumored to overflow with metal, and inhabited by a strong people who could defeat the hordes of Diotagnet's warriors.
A Bit on Magic
Druids are magic users connected to nature more out of a respect for its power and an appreciation of its usefulness, than out of any sort of spiritual connection. Druids are adept at making potions and poisons of many sorts. Druids also craft charms and wards, items that either lend temporary benefits to the user, or offer some sort of protection. Likewise, druids can construct cursed items that would hinder those who come into contact with them. All druids are also connected to one of the four natural elements: earth, fire, air, and water. They are able to manipulate these elements. A druid connected to earth might be able to cause an avalanche or shape stone like clay, while a druid connected to water could purify water to drink or freeze water to walk across, while a druid connected to air might use wind to deflect an arrow or mask the sound of his approach, and a druid connected to fire could keep a torch burning indefinitely or cause fire to jump and spread quickly. As might be expected, older and wiser druids are typically much more powerful, with potions being stronger, their charms lasting longer, and their connection to an element much more reliable and powerful. The potions and charms, wards and curses all require the correct ingredients, so role play it accordingly. What the ingredients are I will leave up to the writer, but a potion or charm won’t be pulled out of a druid’s back pocket unless they already gathered the materials necessary and constructed it.
Shaman are magic users that are connected to the spiritual aspect of nature. The most powerful can command plants and animals to do their bidding, while almost all shaman can at least speak to beasts of all sorts. Shamans also have the power to heal. Whereas a druid might be able to make a potion, given access to the right materials, a shaman is able to use his spiritual powers to remove the negative energies that make up a sickness or wound. Naturally older and more experienced shamans are able to heal greater ills and injuries. Shaman are also natural diplomats, because they are able to feel the energies that a person emits, therefore they are able to innately understand how to best communicate ideas. This isn’t to say they have powers to control others (only animals) but, in effect, they have very high charisma. Shaman also, in times of great need, use blood sacrifices to temporarily increase their power. Animals, or people, can be sacrificed and their energies harnessed to help heal the dying or mortally ill. Shaman also have affinity to a particular animal, able to harness that animal’s powers. A shaman with an affinity to a bear can temporarily gain strength, for example, or an affinity to an eagle could grant heightened eyesight, while affinity to a snake could great lighting reflexes for a time. Again, older and wiser shamans who have more experience navigating the spiritual world are better able to use their abilities for longer periods of time and to greater effect.
Psionics are telepathically strong, being able to read thoughts, move objects, or influence the thoughts of others, simply by strength of will. Not all psionics are able to fully use telepathy or telekinesis, yet all psionics are at least able to partially use all abilities. While an extremely powerful psionic might be able to topple a fortified stone wall, the same psionic might not be able to tell that a small child is lying to him. Another powerful psionic might be able to take control of a person’s mind and make them think they’re a duck, and still only be able to move a feather a few inches. Some people are born with psionic powers (and die soon after, slain by their own tribe out of fear and hatred) while others might not discover their psionic abilities until they’re old and feeble. The strength of the powers, while not tied to age or experience, do drain the user mentally and physically. A small child might be able to throw boulders, and grown man might only be able to lift an apple, yet the man could juggle apples all day while the child would be exhausted after moving a single boulder. Some psionics might grow in power over time, while others never get any more powerful than they already are. There is no rhyme or reason as to why some are more gifted than others, but most psionics keep it hidden, lest they be outcast and hunted down by the fearful and paranoid tribes. Psionics are rare, and extremely powerful psionics are exceedingly rare, so role play accordingly.
There is other magic in the world, perhaps some of the remaining cities still hold onto the old ways, but for those living in the nomadic and barbaric tribes, these are the three types of magical abilities.
Fauna
Dragons are large, airborne, fire breathing lizards. While not malevolent, as many legends go, dragons are predatory creatures that also fiercely protect what they perceive as their territory. Due to the power and long lifespans of dragons, dragons may den in areas that contain treasure. The treasure isn't protected by the dragons, per se, it is simply a collection of items that have not been touched due to their proximity to the dragon. Dragon dens, as a result, contain coveted metal. The dragon dens are hard to come by, however, due to dragons' preferences to live atop tall, ancient towers or in very remote locations. Dragon dens do not necessarily have any specific type of treasure, or even an abundance of treasure, and there is no guarantee any metal will be found. While dragons can be spoken to by shamans, even the most powerful shaman can not control the mind of a dragon. Dragons range in size from large horses to the size of real world school busses. Dragon scales are difficult to pierce, even with metal weapons.
Behemoths are the general name given to creatures that resemble a woolly rhinoceros the size of a large elephant. Behemoths are herbivores and generally travel in herds ranging from three to fifty. They are often hunted for their meat, hides, and very useful bones and ligaments. They have cautions temperaments, and shy away from most other creatures, but stampede when threatened or frightened. Attempts have been made to domesticate behemoths, but they have failed, often with disastrous results.
Forest gliders are cold blooded, monkey sized creatures they have a streamlined head to reduce drag, smooth green and brown scales for camouflage, and a flap of skin attached to the forelegs to the hind legs. Mostly relying on fruits to survive, it will sometimes hunt small animals. A bigger prey may be sought out if traveling in a bigger pack. Like its name, it can glide through the air at a surprising speed, enabling it to pounce on prey before the prey is able to react. While slower on the ground, the forest glider is by no means helpless. It has a relatively fast running speed and is able to climb trees at an amazing rate due to its sharp claws. If cornered, the forest glider can more than put up a fight with its fast reactions and sharp claws. The forest glider emits a high warbling sound alternating with a screech to communicate. It is very curious, very playful, and likes company so they are hardly seen traveling alone. (Courtesy of silencekyo)
Glowfish
size:like a trout
Characteristics;
It is a fresh water fish often seen at night due to the ghostly glow of their body. Spotting them during the day is marginally harder as they still glow faintly. The fish hunts for food by giving out a brilliant multi-hued glow, which attracts insects near the surface of the water, upon which the fish will leap out and consume the unfortunate insect. During the mating season, which is before winter starts and before summer starts, the male fish will give out a pulsing blue glow, which will attract females nearby. Many creatures prey upon this fish, as they are present in most sources of fresh water, and breeds in amazing numbers.(courtesy of silencekyo)
Routhorn
Size: Huge. Average size is as tall as 2 men, and half as wide.
Characteristics:
A huge hulking feathered beast with the foreleg significantly longer and stronger than the hind leg. Has a humanoid face with flattened nose and prominent brows. This beast is feeds mostly on meat, or glowfish whenever meat is not readily available. Armed with vicious claws, it hunts by sneaking up on prey and using a sudden burst of speed to catch and kill the prey (think of a cheetah). Extremely territorial, it will give out a resounding low pitch howl, to challenge any Routhorn on its territory. The feathers on the Routhorn is not for just for show, they also serve as protection, both from attacks and the weather. Being very very resilient, it requires a strong warrior or a strong druid to penetrate it. The feathers of this beast are prized as armors and shields, however, only the strong are able to defeat this mighty beast, so these armors are uncommon. (courtesy of silencekyo)
Races
Humans are... well... human. They are the most prolific of all races in the world, living and thriving in all environments, whether they live in forests, plains, mountains, or city ruins. Their lifespan exceeds only that of the goblinoids. Humans run the gamut of personalities, professions, and passions. Some humans are evil, violent marauders, while other humans are peaceful craftsmen, and still others might be peaceful but hold no qualms over taking a life if he felt cause was sufficient. Many motives drive humans, but the one generalization that will hold true for all is that city dwelling humans are cautious bordering on paranoid, while the nomadic and semi-nomadic humans living in the wilds are superstitious.
Elves detailed more in a great post made by Incaaa
Halflings are an offshoot of humans that have come into existence since the great wars that destroyed the world. Halfling tribes are relatively uncommon. Halflings, like humans, can have many different personalities and professions, being hunters, craftsmen, warriors, healers, herdsmen and the like. Halfings are, as the name might suggest, small. They are typically between three and five feet in height, and slight of build. However, halflings do have a lifespan considerably longer than that of humans, by a few decades, and halflings also have great dexterity and agility. Halflings tend to be more curious than humans, and while all sorts of halflings can be found, most tend to be what is considered 'good,' and they rarely produce offspring that could be considered 'evil.' Halflings have a strong storytelling tradition and much useful information about the surrounding world (locations of places, animal and plant types, survival skills, etc.) is passed on through the best and longest lived storytellers to each generations. And while physically weaker than most races, halfing druids and shamans are able to typically achieve greater power and skill due to their longer lifespans.
Goblinoid is the term used to describe goblins, orcs, hobgoblins, and the like, and they are a race of dimwitted and quick tempered humanoids. While not evil, they are easily controlled and manipulated due to their limited intelligence (most are as smart as dumb humans), and they are often seen in the employ of tyrants or evil warlords. Goblinoids vary greatly in size, shape and strength, but are anywhere from four feet (typical goblin) to seven feet (hobgoblin), with the type known as orcs being most like humans in size. Goblinoids live short lives, either due to genetics or stupidity, and mostly exist as hunters and can (and will) eat almost any living thing. They have poor craftsmanship, but they are extremely hardy and resilient, even the smallest are able to shrug off wounds or ills that might cripple a member of another races. They have excellent senses of smell and sight, and don't mind living in what other races would consider extremely harsh conditions. While not necessarily aggressive, it is wise to approach groups of goblinoids with caution because they tend to lash out like small, violent children when things don't go their way, and it seems every group of goblinoids has its own, mysterious way of conducting interactions and take offense easily to any behavior outside of their norm.
Various (Common) Materials for Weaponry & Armour (But Not Necessarily All Materials)
Stone: Common uses include knives, arrowheads, axeheads, sling ammunition, & bracers. Armour is not made from this. Common stone types are Granite, Diorite, flint, & clay-slate.
Leather/Hide: Common uses include armour, grips for handles, and many small uses in weaponry such as straps, bracers, & slings.
Wood: Common uses include cheap unflexible armour, weapon handles, bows & arrow shafts, and many other uses. (note: Wood armours are stronger, and more easily obtained by Elves.)
Animal tendon/muscle tissue: Common uses include: Bow strings, reinforcement for bows, armours, and equipments.
Dragon scale: Uncommon; placed in separate category. Very rare armour, not as much as metal though. The hide of a Dragon often reinforced with a fabric or textile, much like lamellar. Provides optimal protection, but you'll have to slay a dragon for it, or worse, slay someone who slew a dragon for it. Sometimes seen giving an extra cutting edge on weapons.
Bone & Horn: Frequently used as arrowheads, light armour, bracers, & knives.
Character application...
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Most recent updates include a bit about magic, and notes on some of the creatures common to this world.