Posted September 18, 2013
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I'm just asking, doesn't really need to be like that because I understand that changes to the original idea usually causes delays.
Drakkon;
i) Warrior culture with a caste system such as that in India in our world.
ii) Home Environment: They inhabit both hot-humid jungles and hot dry deserts. The rift connects to the desert area so desert dwellers are the most commonly encountered.
iii) Major political/religious groups include the “Cult of the Death God”;
(i) Temple is carved into a Mesa.
1. What they are;
i. Assassins renowned and feared for their cruelty. Part of the attraction is that they ignore castes and allow anyone to join and rise to any rank, regardless of where that individual came from.
2. What the ranks among them are;
i. Voice of the Death-God
ii. Leader of the cult
iii. Talons of the Death-God
iv. High-Priests
v. Enforcers, directly below the “Voice”
vi. Priests of the Death-God
vii. Train the “Acolytes”
viii. inspire fear among those who would rebel and loyalty among the rest
ix. Acolytes
x. Trainees/lowest rank in the cult
Gnoll;
i) Home Environment: Same home world as the Rock-Goblins, live on the surface in heavily forested foothills surrounding the mountains where the RG live.
ii) Capitalist/Merchant culture, anyone can attain any rank with the exception of royalty. The drawback is that in order to advance to a higher rank you need three things
1. Personal wealth
2. Wealthy backer(Merchant Noble) to vouch for you
3. To make a big name/fame for yourself.
Rock-Goblin
i) Warrior/gatherer culture, high opinion of personal honor
ii) Home environment and society: Deep beneath granite-mountains in large caverns connected by relatively narrow tunnels. They live in small villages constructed in the larger caverns where a warrior-culture has evolved. As a rite of manhood they must do a solo-hunt against one of the many dangerous predators that lurk within the caves. While not evil, they are aggressive making most encounters likely to result in a battle. Though only rarely, peaceful negotiations may occasionally succeed. Their shamans manufacture some of the most unpleasant tasting; though effective, potions of any of the myriad of species you may encounter and should negotiations succeed they will sometimes sell them to you. Since much of their equipment uses wood, which is not found in the caverns, they send parties to the surface on moonless nights to gather it. Light within the caverns is provided by dimly luminous lichen and fungi rather than torches, and their eyes have trouble adjusting even to the light of a full moon. A typical hunting or scouting party consists of 5 individuals. Their eyelids are thick enough to completely block out even direct sunlight when clenched shut, due to their environment they are fully capable of fighting effectively even while completely blind. So, though being caught out in sunlight will hamper them, it will not stop them or render them harmless, though they are more likely to be willing to negotiate while at such a disadvantage than they are at night when they have the advantage.
iii) Weapons: Vary from one individual to the next but consist of paired large daggers, paired hand-axes, single battle-axes, short-swords with round wooden shields, or single large wooden clubs. Shamans carry staffs but don’t use them to attack, though they will use it to fight back if attacked.
iv) Attack-method: Strictly physical, close range attacks with their weaponry.
Human
i) Home Environment: As varied as the environments on our world
ii) Culture: Sharply divided between the richer areas and the poorer areas.
(a) The richer areas are very futuristic with hovercraft, robots, and laser-weaponry.
(b) The poorer areas have become more primitive, with pack animals and hand-to-hand weaponry such as swords.
Elf:
a) Home Environment: Heavily forested area composed primarily of Giant Redwoods. Live inside the trunks of live trees which have been converted into high-rise apartments.
b) Culture: Worships nature. The rift opened on their end in the center of one of their major cities, on our end it opened on a devastated area where nature had been stripped down to ash and bedrock. They viewed this as sacrilegious and readied their army to combat whoever had done that as well as to restore the area.
Troll:
a) Home Environment: Very rocky mountain ranges where they raise goats.
b) Culture: Very territorial, they shout at trespassers to leave and then begin pitching basketball sized boulders at them if they don’t heed the, often unintelligible, warnings.
Ent:
a) Home Environment: Old-growth deciduous forests
b) Culture: Very protective of the forests they watch all who enter suspiciously and while dead wood may be gathered, cut, and burnt, any attempt to cut a live tree, whether one limb or felling the tree, results in an all-out attack.
Dragon (all varieties)
a) Home Environment: Mountains where they live in caves high on cliffs
b) Culture: They hunt in the lowlands and valleys surrounding the mountains where they live. They raise their young as a family unit until the young reach adolescence, at which point the young are expected to begin hunting for their own cave.
Selkie:
a) Home Environment: Shore of cool northern seas.
b) Culture: They alternate between living as humans on the shoreline and swimming as seals in the ocean. Most of their time is spent as humans though.