| 12-28-2005, 06:50 PM | #1 |
I was writing about the imaginary world I made called Khazit. The story goes somewhere along these lines: The world of Khazit one of the first born worlds that was made of nothing. First came the God of Earth - Aurem and created the Earth and waste mountains and the low valleys. But not all were pleased. So the God of Fire - Pyro came giving birth to the Sun and inspiring the Khazit with his divine fury. But not all were pleased. Then the God of Water - Aelem came and brought rivers, lakes and seas. Together with Fire Waters gave Air that carried great Winds and Storms across the skies. But not all were pleased. Finally the God of Nature - Serant Eris gave his present. The gift of life. All were pleased... except One. By creating the world the Gods crafted the world from the substance known as the Nether. Nether was the fabric that filled the infinite Void beyond and more important the very body of the Chaos god - the Unnamed One. He sworn that he will destroy the False Gods and their creations, and bring Restoration upon this World. And so it began the First War that will end both the reign of the Gods and the Unnamed One... Taken from the book of Aeren Nilemend - Crafting of worlds Here are the gods that currently run Khazit, though through time there was 12 gods (or "god-like" entities), while the other gods where either banished or dead... They rule through their Avatars. Avatars are people or creature gods empower to do their task and spread their gospel, somewhat like prophets but much more intimate cause they share their mind with the Gods...Aelem - God of water, air and storm - Those that use the magic of waters always think before they act and all of their spells are most probably a part of a carefully laid plan. Their spells are most difficult to cast and they demand lot of mental power from the caster, but in return they have great effect. Water is not about destruction, though its destructive powers can be compared to powers of any other Gods. Its about manipulation. By using its powers you can make your enemies turn on each other or stop any magic you see fit. Water creatures/units ain't the toughest but they sure have some trick up their sleeve. Also they posses a large number of flying creatures. Pyro - God of fire and rage - Fire is of course all about one thing. Burning. Fire creatures strike fast and hard. Their creatures burn with desire to win and they usually do. But Fire has a great fault. As all emotions (especially rage) they aren't a thing that last long. Fire creatures are mostly weak except for a few rare units. The tactic of fire is easy - destroy your enemy before he gets to you. Fire creatures use spell that deal damage or further increase your speed and attack. there isn't much to think with Fire just act. Aurem- God of earth, light and order - Earth stands firmly on the ground. It obeys the rules and punishes those who don't respect them. Earth armies are mostly based on large number of weaker units though their creatures are one of the most strongest on Khazit. Earth prefers large number of weaker unit that are warped by the auras of their famous commandants and hero's. Earth is about peace and prosperity, it is about defending not attacking, its about law and discipline. If the Earth army is left alone for too long it will unfold into the most powerful force on the battle field. Serant Eris- God of nature, wilderness and forest - The Forest is blooming with life from the smallest butterfly to the great dragons that rule the skies above. For Nature it is about and developing your abilities. Its about living the live to the fullest, and making the best of your day. Nature cares little for death and destruction and takes more time for healing and nurting its creature so they could reach their full potential. Its denizens are some of the most dangerous creatures that walk (or fly) Khazit and those that trespass will find themselves in grave danger. Forest Armies are mostly made of powerful creatures that are supported by magicians that further increase their attributes and return their lost vitality. Also in dark times even forest trees can prove to be dangerous. Morgul-God of decay, death and cold - Walking over corpses, disease, decay - power at any cost. This is motto of the Death. The powers of dark are quite simple but destructible and often comes at a great price. For Dark Creatures death isn't the final thing, most of them can be resurrected over, and over again. In the eyes of the Dark there is no great sacrifice only great power, and those too weak to claim it. Armies of Dark are based around a large number weaker and slower units that they use to further spread their blight. Once the Dark God sees that they deserve a chance he will send a more powerful creature or magic to aid them in their fight... And the circle continues... Until one of the armies is destroyed. My Race Alkur'da (taken from Urth added more stuff) Alkur'da – A race of nomadic savages living in the tribal society on the eastern continent called Ashar or Southern Wastelands. Looks - The Alkur'da looks almost as humans, but they are taller and bulkier Their complexion is also a bit darker than an average human. They are very stubborn, and not too intelligent. Most people consider them as dumb brutes, understanding nothing but battle. They live mostly on meat, and have small fangs in the front of their mouth (both up and down of it). They rarely have much facial hair, but most of the Alkur got much hair flowing down their backs. There is not such a big difference between the sexes among the Alkur as it is among other people. The men is usually a bit longer, and the women have small breasts. In their daily lives, there is mostly no bigger difference between men and women, except that the women breast feed the smallest children (who haven’t grown real tusks yet) in the morning and on the evening. The females also give birth to the children (Duh). Society – They live in small nomadic tribes, and move according to seasons. During one season they live in one place and as the season changes they change they roam until they find a suitable enviroment or the one they can conquer. They have a relatively simple hierarchy. On the top of tribes hierarchy is the Chief (which in war is called the Warchief). As a consultant he always have a Warlock and a Druid. And it is wise to consult them before going into a war with another tribe. Tribe consists of 6-7 families and from each families the eldest member is chosen to join the Tribal Council. The Tribal Council chooses a Chief and if they suspect that the Chief is too weak they vote to overthrown him. If the voting fails those that decided to overthrow the Chief are cast out of the tribe and they may never return to it. Currently there are about 6-7 larger tribes and about a dozen of smaller unknown tribes (we deduct this information from some of their script that tell of a grand Tribes meeting that took place ten years ago). War between tribes are rather often due to many factors (seasons moving, rivaly for the oasis, blood feuds...) . Rarely are all tribes joined under one (War)chief. In the known history there were only three such Warchiefs none of them reigned for longer than two years. Social roles – In Alkur tribes there is great difference between men and women. Women spend most of their time in their huts, while men are free to roam the plains and feed their stock. Women do most of the house work like cleaning breast feeding Duhs etc... While men spend their time taking care of their stock, fighting in skirmishes with neighbouring tribes women spend a large proportion of their time seeding plants on the territories their husbands conquered or earned in battles. But unlike any society the women have one privilege profession – spell caster. Among Alkurs it is common belief that only women and off springs of powerful spell caster can have the Kha (Kha is the ability to alter this world and bring spells upon it, and according to some sources this power comes from the women womb). Most men are uneducated in magic and only few Warchief's had been known for their reputation among their tribesmen as a spell caster. Behavior& Customs - There is no real difference between the soldiers and the civilians either. Since the Alkurs lives on the plains, almost everyone of them is hunters and trackers. When the clan chiefs calls to war though, only those who have agreed on serving as his soldiers have to go, but nearly everyone else goes as well, since it is a great prestige to have fought in many battles. On the other hand, it is considered a great disgrace to fall in battle, showing you are weak. Both men and women go to war when the chieftain orders it. Males as more bulkier take place in the first lines as infantry or if they have a boar (or some other beast to ride) they join in with the rest of the cavalry the second lines. Warchief always rides the best beast in their tribe, and if someone has a better riding animal he gives it to the Warchief (in fact this is a great honor for the one that gives him his battle animal). Women mostly support the men by casting their spells from the back lines while some of them sneak behind enemy lines and assistant the enemy's commandants. Only males are allowed to carry their family emblem. Alkur's conquered the land by sticking family flag into the ground. Females aren't allowed to touch the emblem of their (or anyone else for that matter family). If they do they are immediately sentenced to death. They don't shy away from cannibalism when needed, and it is a common thought among the more civilized people that they drink the blood of the fallen on the battle field. It is thought that by drinking the blood of the fallen (or eating his flesh) you will absorb his ghost and weaken the Dramadas that help his tribe. The Alkur'da have great boars, which they live on when they cannot have other meat, but also ride to war as well as to work. A measure of wealth among the Alkur's is the amount of the stock you have or the beauty, speed and fighting spirit of the riding animal (any animal that can be used for riding horse, wolf, boar). Male Alkur's spend most of their free time to take care of their riding animals, since it is a great measure of prestige and honor. Religion - Their society is based upon dualistic polytheistic religion. They do not believe in existence of a single powerful deity but instead in the large number of smaller regionally important deities. They have demons(or Dramda - “the warmonger”) and angels (Elams - “piece givers”).. These are not true demons or angels in the matter of speaking, non of them has wings or have any special powers in fact some studies of their “deities” show that these “demons” and “angels” represent ghosts of fallen relatives. But the problem of this interpretation is that many tribes worship same gods (for example god of Hearth or the fire-place is in all tribes called the Dremaga), but do not have the same origin. According to their religion the Dramadas gave Alkur's the gift of fire and metal and everything Alkur's made. Dramadas believe that Alkur's are the most powerful race in the universe and that whole world should tremble on their path. The Demons often “push” Alkur's in the wars with each other or with the “Others” (other races like the humans, elf's...) To honor the Dramda, Alkur give sacrifices of blood (enemy or their own), fire and raise powerful monuments to please them. Their representative amongst the tribe is the Warlock. Often the Dramadas are considered the patron of Murder and Vendetta. On the other hand the Elams are a creatures of nature and tranquility they proclaim symbiosis with the earth and its denizens. The Elams often represent themselves as carnivore animals and if they find the Alkur's behavior pleasing they drop a sacrificial offering to the altar. The Elams sacrifice is mostly made of plants and animals which are killed without spilling blood and buried beneath the altar. The Elams only wish for piece and they influence warchiefs to end their feuds the peaceful way. It is said that those who dare to challenge the Elams by attacking someone during truce will be swallowed alive by Earth. Representatives of the Elams among the tribes are Druids. Environment - The condition that the Alkur’da lives in is very hard. The Ashar is the continent of extremes. On the south there are the cold mountains of Krelm and on the north the great desert Setah'da. So Alkurs move from Krelm, where they spend their summer to Setah'da where they spend their winters. On Krelm, in winter, the snow can falls waist high in some cases, while summers are relatively mild with lots of rains (though most of the snow never melts away). In the winter, is Setah'da the only place where it isn't cold, . Sun scorches the landscape during winter so you have to move slowly if you don’t want to pass out in thirst, but not too slow if you don't want to get a sunstroke. There is not much vegetation in the area, only rough grass and small shrubs and bushes. Apart from the rare great horses of the natives, there are wolves, boars and small groups of S’drett. S’drett is a large deer like creature that in the summer moves south, but comes down from the extreme climates that forms on winters. Both of these creatures are hunted frequently by the Alkur. To resist these cold climates (during springs on Krelm), the populace live in large tents of pelts and mud. They sleep many in large tents to keep the cold out, both winter and summer Races, suggestion comments are more than welcome. When submiting a race keep in mind this template: -Looks - How they look?How they feed? With what they feed? -Society - Social Hierarchy, Roles in society, Customs, Habits, Laws, History, Architecture, Their common values, goals ... -Religon is a part of society but you can make it a seperate thing -Enviroment -Where they live? What animals do tey use |
| 12-29-2005, 10:26 AM | #2 |
looks a bit like warcraft, which is not a bad thing per se. Maybe a race that has multiple joints. like 2 elbows in 1 arm. so that they extreamly flexible and can run really fast. ill try to draw something. There body color is broken white. with waving brown hair. iq ranges from 50 to 110. (with exceptions) So stupid but extreamly stealthy and with much hunting instincts. They live in the north forests(giant trees are in that forest) and they hunt at daylight. because of there skin color they paint and tattoo themselfs green and brown. They are skinny and have great eye sight (like a hawk). They dont practice magic in its purest form but have a indirect connection with Serant Eris and Aelem so they can do some tribal magics that allow them to heal people. they are not peace lovers nor urging to go to war. they live with anarchy because there is no use for rules. everybody has the code of behavior in him and there are rarly Erei(name) that do stray from the group and make it out of the forest. |
| 12-30-2005, 03:19 PM | #3 |
Excelent suggestions Noxer. Just needs a bit more organistion thats all. *Race approved* I'll post some of my suggestions later. |
| 12-30-2005, 05:58 PM | #4 | |
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cool. i am waiting for it! |
| 12-31-2005, 03:54 AM | #5 |
Hey, I think what's going on here is very interesting. What exactly are you going to do after all of the organization is done? I may want to be a part of this. ![]() |
| 12-31-2005, 09:59 AM | #6 |
*UPDATED @Ignitedstar - I dunno I'm making a world without any purpouse... Maybe a campaign for the Alkur' das would be nice... but that is in the far and distant future not much has actually been done...@Noxer the problem is you didn't make anything more precise about their religion, beliefs customs. Which is fine by my allows me to change it as I want but you may wish to add more of your touch to them. Also all the great cold places in my world are on South (I have South Cap and Gremdel a part of South Cap divided by Ice River, and I have Krelm the great cold planes of Wasteland) |
| 12-31-2005, 10:22 AM | #7 | |
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Ok I was thinking about placing them in a forest with really large trees. it can also be a more european/(mid)america climate, only snow in the winter and such. As to there religion. they worship nonexistant water and tree spirits. the power they think comes from the trees come from Serant Eris and the power from the water spirits come from Aelem. They have rituals for everything, eating, death, birth and all that. Strickt social control is there way of managing things. They cant reach anything better then the iron age as to there lack intelligence. Some attributes. (i hope you know D&D) Strenght = 17 (general) Dexterity = 24 (max) Con = 16 (general) wisdome 17 (general) Int = 11 (general) |
| 12-31-2005, 10:32 AM | #8 |
No I don't know D&D but I think I should post some of my crappy (not we pics) maps to show how it is supposed to look like (it looks like and uspide-down Azeroth).OK from your description I think I better pu them in the forest as sort of a minor race. |
| 12-31-2005, 10:46 AM | #9 |
MINOR!!!. ill write a story about them and then you'll change your mind. just give me a couple of other races that live nearby and there customes and some city names and ill write it!! D&D stat system works like this. (stats are fixed) 3 is generaly the minimum though sertain classes cant have a stat lower then 10. the maximum is 25 which is extreamly high. a intelligence of 25 would mean you have a iq of 300-350 or something. so a dex of 24 is very VERY high and insanely fast. they could steal your clothes of your back bevore you even noticed, and be gone with the loot bevore you spotted there existence. |
| 12-31-2005, 10:53 AM | #10 |
Woodsman - Race of people who live in the largest forest on Continent forest Hadortih (made of wood elfs, treants foresters and simmilar)- The middle of the Hadorith forest called Alastia = capital of the wood elves... I meant adding you race there as guardians and servants to the Temple of Water and Nature. Alkur'da - (look up) they sometimes raid the hadorith forests for nothing Kobrani - Race of reptiles that live in forests I said that they were minor because of undevloped society, hierarchy aren't too inteligent. Not because they are few in numbers... Like Satyrs, Dwarfs, Trolls and Dryads. |
