Highlord McTerra
Jun 5 2007, 06:09 PM
Alright, i've seen a lot of ideas in this topic, and im not going to say that they are good, neither am i going to say they are bad, instead, im just gonna throw in my ideas...
See, a plan hatched within my mind last night, to throw in the largest group of thoughts on the races ever - Homelands, culture, histories, and of course, hard to pronounce names that differentiate them from the basic "Orc, Elf, Dwarf" mentality towards fantasy stories. *Begins to cross fingers, in hopes that Sohmer will not be angered by this offering*
Ok! Here it goes.
Race - Human, Sub race - Eldon (EL-dawn): Eldon are one of the more numerous and well known of the sentient races, their empire spanning a great deal of the islands. They wouldn't have gotten so much land, had it not been for a few of their prime attributes, that nearly all Eldon share. They are aggressive, manipulative, and intimidating. That, combined with their constant thirst for "More" has led them to claiming many lands in multiple ways - Invasions, Trade agreements, Political Negotiations, once even playing off of a less intelligent races fears and beliefs, causing said race to worship the Eldon Conquerors as gods. And all of these schemes originate at the top of the Eldon Ranks - the High King.
The Eldon have many different trades within the world, but most play off of their aggressive behavior. Very few prefer a life of relaxation, such as a nobleman or trader would have. Instead, they prefer to become warriors and gladiators, always displaying their strength and unbreakable willpower. Some further yet, will become Caller's of the Elements, such as mages, Necromongers*, and Shadecasters. Few resort to thievery and assassination, though desperate Eldon could take such a path as Piracy.
The Eldon race is represented in the comics so far by Aelloon.
*Necromonger: A mage trained in dark arts, whom gathers his strength from death, is able to revive the dead, and is responsible for the birth of the Alman should an Eldon request before his death to be revived. This is often very, very expensive.
Race - Human, Sub race - Alman (AL-man): Alman are Eldon returned to life by Necromongers. Though once in a while, should timing, weather, power output, and other factors be absolutely perfect, a Necromonger can revive an Eldon whom died of natural causes (Disease, age, exhaustion, etc.) to his original form - All memories are sustained, bodily decay is not seen, heat continues to travel within the body. In truth, an Eldon returned in this way is simply an Eldon with one bonus - Immortality. However, this is very rare, and most often they return as the Alman - Devoid of all memories and skills (save for the most basic - Speech, movement, common decency), and though gifted with immortality, they're bodies are still decaying, so they only have a short time left to wander the world. Though not necessarily evil people, the Alman are often criticized by clerics and religious beings for their will to cheat death. This hatred towards the Alman has on more than one occasion caused a certain dark corruption to enter not only an Alman's mind, but his soul as well. This darkening often allows skills in dark arts to take hold within an Alman's mind - Assassination, and Dark Magic being the foremost.
Though the Alman have no true homeland, nor do they have a true ruler, stories of told of a far off land where a necromantic haze conceals a hidden village where the Alman have begun the long and troublesome journey to cleanse their souls of evil.
The Alman race is represented by Richard - How we respect thee.
Race - Human, Sub race - Dwarven (DWARF-in): Dwarves are traders and travelers by heart, but will often form villages to better fit with the plans of other Dwarves. Right off the bat, Dwarves have a major difference from other human races, in that they are all short (About half the height of the average Eldon) and the males all have beards to which they tend to constantly. Rumors persist that Dwarves believe that the longer a beard grows, the more honor and achievements the dwarf has earned in life. Dwarven culture often focuses on honor and adventure, but, planned adventure. Should a dwarf wish to travel on a journey, they wouldn't just up and leave - most often, they will plan for weeks, sometimes months, gathering supplies, planning a route, taking into account weather, the wisdom of elders and magicians, the need for amounts of money on the adventure and so forth. Politics within the realm is very much a part of a Dwarf's life. They are always informed on recent decisions within the area that they reside in, and will often join in such debates as to the future of multiple beings, always looking to better the world around them.
Dwarves are not yet represented by a named character, but early in the adventures, Cale and Richard encounter several in a small village.
Race - Taur (TORE), Sub race - Minosa-Taur (mee-NO-sa TORE): Minosa-Taur's, widely nicknamed "Minotaurs" are a hardly sentient race of humanoids, covered in wild fur, bulging muscles, and a grim and wicked face. Minotaurs are most often found in Eldon facilities that demand physical labor - The Minotaurs were long ago enslaved by the Eldon, so that the Eldon may continue their proud lives, standing on the backs of these demoniacally shackled bull people. One thing that has confused both alchemists and lore-keepers is the formation of horns on which the Minosa base their minimal culture. Minosa-Taur's are born with anywhere from 1 to 6 horns - though it is most common for them to be born with only 2. However, this is not troubling in the lest to their Eldon slave drivers, as it is known that within Minotaur culture, that should one cut off the Taur's horns, then the Taur is forever enslaved to the one whom possesses them. This tradition dates back to the barbaric times of the dawn-lands, whence the Minotaurs first developed their culture, in which two males whom would fight over mates, food, and authority, would take barbaric blades, and try to remove their opponents horns in battle, thus earning the right to control the weaker Taur. Thus, whenever a Minotaur reaches the age in which he may preform his duties, the Eldon now take him to a bloodshop - a home for Eldon healers and menders, where their horns are removed. Why would they surround the Taur with healers if they're just going to cut off his horns? Because "Cut" is a non-specific term. Horns are removed in all manner of ways, from a slice from an blade, to ripping the horns out with your own hands, to crushing the horns with iron hammers until they break... Its a terrible curse for the Minotaurs, as they are ALL enslaved by the Eldon.
Since the Minosa-Taur have no representative within the comics thus far, an in-depth physical description is required: The average height of a Minosa-Taur is 4.8 meters, with a 3.8 meter shoulder width. The Horns of a Minosa-Taur have been recorded before their enslavement on their eldest to grow up to four meters, outward - this often would immobilize the Eldest, but as they were prized by their clans and held high for their wisdom, they often had no need to move, as their tasks only included preservation of religions, stories, histories, and clan decisions - They were brought food and offerings upon which they lived. As with all of the Taur race, they have a hunched back, an elongated snout, two arms, ending in hands of two fingers and a thumb, and two legs, ending in broad blackened hooves.
Race - Taur, Sub race - Freebirth (FREE-birth): There exists within the race of the mighty Taur, a more intelligent group of beings, many of which have discarded clan based authority, and barbaric cultural traits of their larger cousins. These "Freebirths", thus named that they do not carry so much respect for the "Horn and master" tradition, and so they can not be enslaved save for force, are often a nomadic people. Most often, a Freebirth will never meet another Freebirth save for a mate, and even this is rare, as the Freebirth's numbers are dwindling. Another noticeable trait of the Freebirth race as a whole, is that they take no large part in any wars - save for a few young adventurous Freebirth warriors hiring themselves out as Mercenaries, or taking part in small scale vengeance-based bloodshed. Most of their combat-nature is used only in defense, or hunting for food (Which is rare once again, as they aren't necessarily financially challenged. Most make a decent living from their trades, metalworking, carpentry, and strangely enough...They seem to be partially skilled with the quill, and ink well - it is known that quite a few Freebirths become scholars)
As far as culture and politics go for the Freebirths, it varies. Freebirths often integrate themselves into civilized society, most commonly with Dwarven and Skydrim folk. The Dwarven and Skydrim look upon the Freebirth in their society with neutral eyes, for they behave in society much like the other races - Save for the majority of the Eldon and the Alman. Freebirths that do not join society, are wanderers and live alone, hidden from all but the most observant, and even if they are found, they make no large deal of it, simply pointing them in the right direction, so to speak. Politcally, Freebirths will ignore any actions that are not directly connected to themselves - Not really because they are selfish, but instead to keep themselves away from any centers of attention.
This race is represented by Krunch Bloodrage. Physically, Freebirths are slightly smaller and less hunched over than their Minosa-Taur cousins. They also share the same 1 to 6 horns trait, but most Freebirths have only 2.
Race - Skydrim, Sub race - Skydrim (SKY-dreem): Well known as "Elves", even by their own people, for their resemblance to the mythical tiny folk, at least by description. Truth be told, physically (and ability wise) only five things separate Pure Skydrim from Eldon. First, they maintain fairer skin than Eldon. Second, they live a little less than twice as long as Eldon, ranging around 160-195 years. Third, they have a very advanced sense of sight - a blind Skydrim is considered inferior to the entire race. Fourth, Their bodies are far lighter, and thus, they are able to travel at far greater speeds than other races. And fifth, Skydrim have a passive "Sixth Sense" that alerts them to danger in the near future - a few minutes or so. Sadly, Pure Skydrim are rare, and often mistaken for Maldrim, or Impure Skydrim, and thus thought to act the same way as the Maldrim. Stories tell of how long ago, the last Skydrim kingdom, Gamlon, was besieged by the Maldrim warriors of Vulii, and utterly destroyed, killing nearly all of the Skydrim knights, save for a few whom slipped into the Catacombs of Kethencia, beneath the grand castle of Gamlon. As for the lesser folk of the Skydrim, many went into hiding, but the remainder swore vengance, and took up bow and blade, in opposition the the far greater might of the Maldrim of Vulii.
The Pure Skydrim are represented by Cale'Anon, Tavor, Centha, Sir Gamlon, and his daughter, Leena.
Race - Skydrim, Sub race - Maldrim (MAUL-dreem): Corrupt powers swayed a large percentage of the Skydrim to succumb to greed, hatred, and blood lust, thus they became the Maldrim - Impure Skydrim. I need not describe them much, for they are identical to the Pure Skydrim, save for the fact that they have little to no sense of nobility, they are greedy, and truly evil.
The Maldrim are represented by the Warriors of Vulii, in pages 37 - 41 of LFG.
Race - Skydrim, Sub race - Wilder-Elf (WILL-dur-elf): Barbaric descendants of both Skydrim and Melsott blood, Wilder-Elves have dark skin, ranging in browns, blacks, purples, and dark reds, that only further their aggressive culture. Their hair ranges in these shades as well, and even some whites in old age. Wilder-Elves live in many lands, but anyone who has asked a Wilder-Elf of their true homeland, have all met the same fate - a dagger cut across the throat. Wilder-Elves thrive on the chaos and destruction of battle, and like other Skydrim, are very light of foot, so upon the battlefield, they are deadly. The weapon of choice for a Wilder-Elf is a dagger, often held in between the middle and ring finger, to produce an uncomfortable looking hook at the end of a clenched fist - a tribal weapon of sorts. However, Wilder-Elves born into the service of Eldon have abandoned this style of fighting, in exchange for a more common fighting style.
Little else is known of the Wilder-Elves.
Wilder-Elves have no named representations in the comic thus far, but can be seen on pages 8, 9, 46 (though hardly visible) and 48.
Race - ???, Sub race - Falmadrim (fal-MAD-rim): Orgins of the Falmadrim are sketchy at best. Some believe that they are a clan of sea-going Skydrim, while others believe them to be some sort of magically altered Melsott. But all theories are correct in one thing - A Falmadrim has no greater love than the seas of which it sails upon. Falmadrim are leaders by nature, and just as the Freebirths, are neutral in the realm-wide conflicts, and prefer to stay away from such large military events - but do not underestimate them - for they are ruthless fighters on land, and nearly unstoppable in the water. The latter for two reasons - First, they are some of the finest shipwrights in the known world, and they're boats seem to gather speed from some unseen force, and second, they are adapted for underwater life (even though they do not prefer it to the land). They can swim extremely fast, turn on a dime in the water, and can breath underwater for hours at a time due to four sets of gill slits - one behind each ear, and two on the chest, about mid-level. Very few are the pirates who have set out to raid a ship and found that one or more of the crew is a Falmadrim, that have survived to tell the tale.
Falmadrim have no traditions, but work off of several race-wide personality traits - They often take action on impulse, they don't take well to competition (In fields like mating, productivity, businesses, etc.), and they are swift of tongue, often able to talk their way out of sticky situations.
Falmadrim are represented by the character Captain Tah'vraay, and an unnamed crewman of the Father's Bones on page 49.
Race - Odri (OD-ree), Sub race - Oorq (O-wurk): Perhaps the most numerous (rivaled only by the Eldon) and most diverse race of beings in the realm, Oorqs are the tall, green skinned, hygienically challenged beings whom fit into most roles - Warriors, servants, slaves, magicians, leaders, sailors, traders- you name it, theres an Oorq who does it. Save for a reflex that forces their pale red blood behind their eyes when experiencing strong negative emotions, Oorqs have no racial abilities that set them apart from other beings, and what they can do is often decided by what they learn from others. Example, an Oorq born into a colony that revolves around an ore mine, will probably grow up to become a merchant, a digger, a smith, or a carver, depending on whom he observed the most. Oorqs, you see, learn very quickly, often from visual observation. This isn't as much of a racial trait as it is a mental note to make others feel proud of their accomplishments.
Oorqs are represented in the comic on nearly every page - just look for the goofy looking green guys - and though it is not yet confirmed, by the character Benny.
Race - Odri, Sub race - Troll (TROLL): A lesser known sub race of the Odri Race (Odri being the name of the darker skinned beings who are neither Skydrim, Taur, or Human) they are tall, with skin colors ranging in blacks, grays, browns, and greens. A very select few Trolls even show a bright hue of yellow in their skin. More vicious and bloodthirsty than other races, Trolls are often upset by minute things, and can go into a blind rage at any moment. Little else is known of the Trolls, as they are so rarely seen - However, it is common knowledge of great armies assembling in the north, comprising of half-Troll Half-Oorq soldiers, so it is possible that Oorq and troll mating situations are possible.
Trolls are not yet represented, save for the half trolls Tim, Styx, and Stoll, and though it is unconfirmed, Benny.
Race - ???, Sub race - Melsott (mel-SAWT): A "Attemptedly" mysterious race, which by chance, had their culture widely revealed. The Melsott are a race of four armed lizard-men, who rarely leave their home city. The Melsott skin/scale color is a sickly green, which is accented by bits of gray and red in areas where scales have been chipped, worn, or torn off. Many believe that the Melsott race magically altered themselves whence they were still as to a lizard, as they are extremely muscular, and able to withstand all sorts of weather and temperatures - odd traits for reptiles. They have a limited vocabulary - at least in the common tongue (they have a very complex racial language of whistles, hisses, and clicks, combined with the ability to raise scales on their brows and snouts, and the ability to wiggle fangs from within their mouths. A mix of sounds and gestures.) The Melsott culture is focused primarily on Shamanisim and Mysticism, where their form of government is that about 60% of the Melsott equal out into workers, traders, and warriors, while a higher tier decides upon minor political decisions, while debating race-wide politics with the highest tier of Melsott, the Primarch. The Primarch's form is bloated and worn, with many patches of scaleless skin, and long robes of red feathers and black furs. He sits upon a throne in the very center of the Melsott city (Dubbed Malisot (MA-lee-sawt)) that is extended thousands of feet in the air, save for when a political session takes place, in which the stone spire where the throne sits, somehow retracts itself into the ground.
Malisot itself is a very strange place, as when approaching the island from the sea, it appears only as a small spire of stone innocently jutting from the waters surface - but should the observant notice that atop the spire is a hole around 3 meters across, and down that hole is a spiraling staircase, breaking into ladders now and then, with crystallized windows allowing light in for a mile or so down into the aquatic cavern, then they shall find Malisot - Home of the Melsott. Within the cavern is a prehistoric forest filled with strange creatures, and beyond that, a huge city of blue stone spires and walls.
The Melsott are not yet represented by a character - only by an unnamed crewman of the Father's Bones on page 46.
Race - ???, Sub race - Gnome: A recently arisen race of tiny folk, whom have a great fascination with mechanics, explosives, and metals of all shapes and sizes. They have poor eyesight, so many wear large goggles, which only add to their unusual appearance. The culture of particular gnome clans are shaped by whatever they steal/scavenge/dig up. Little else is known about the gnomes, not even a positive political leader - although it has been discovered that certain clans take orders from a "Chief Engineer" who is probably a famed inventor of some sort.
The Gnomes are represented by Guardsman Fitch, Chief Engineer Toyk, and the hordes of Mechastone soldiers whom Richard so humorously slaughtered.
*Falls over* thats all i got so far.
Edit: almost forgot. ALL MATERIAL WITHIN THIS POST BELONGS TO SOHMER, LAR, AND THOSE OTHER TWO DUDES WHO RUN THE SITE. This all belongs to LFGcomic.com in short.
Edit again: yeah. That means, its a suggestion to sohmer, he may take this and do what he likes with it if he decides to take this at all. I mean no insult, i am not sucking up, i am completely neutral.