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Oasis Races (Will add more later, need to include Lamia)

Apr 1st, 2015
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  1. Oasis races-
  2. Elves- Divide into two families, the High Elves who are made of mostly Skyfolk/human stock and Wood Elves who have enough Skyfolk in them to be longer lived more graceful, and capable of channeling magic easily but having more human emotion and being more feral/primal. These two kingdoms inhabit the only two large forests left in the world
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  4. Wood Elves- very territorial creatures, they protect the Slyveland in the west. Wood elves have access to magic like humans, but they tap into something more primal. Elves don’t so much have magic they channel through their bodies as the magic they use is naturally a part of them. The can call on it to let them run faster, detect those around them, strengthen the growth of nature, allow themselves to sink into connection with nature so they can “see” their surroundings, or charm those who see them.
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  6. They employ commandoes known as the Fennice Foxes. Reynards are the males and Vixens the female agents. Reynards prefer acting as scouts, traveling across the land and making sure paths to the Sylvelands are closed except the legal open commerce channels. They mark the paths of dangerous beasts and act as essentially desert rangers, often meeting with and talking with outsiders to gain their trust. They prefer stealth in combat, preferring to use arrows or traps in the dunes to defeat their assailants.
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  8. Vixens are trained as assassins and guardsmen. They act as the main muscle to the Reynard’s intelligence gathering side. They prefer stealth as well, but are quite capable in a straight up fight. While both units use light armor and rely on their speed and reflexes, Vixens only wear armor around their upper chest, legs, right arm, shoulders, and knees, leaving most of their body exposed. This allows them to be extremely flexible, allowing for acrobatics that make them hard to face head on. They also use their attractive bodies with natural charm magic to give them a brief enough window to strike unlucky opponents vitals before his wits have returned.
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  10. Duergar: an underground race, the duergar are the descendant of dwarves past. Duergar are primary cave dwellers, living in a large cavernous expanse between Wy’rd and Mordune. Their city has several deposits of rich minerals, and they have a well-equipped military force. The Duergar have a large sensitivity to light, so they often wear goggles and cloaks above ground to keep their skin from becoming easily sun burned. They have large sensitive noses that allow them to sniff out food or water in their underground cave, which are also sensitive to metals. Typically, duergar shy away from non-constructive magic, more willing to rely on ruin crafted items or their own inventions than spells. They have some magic users, often stone shapers or ruin smiths. While most duergar live in their sheltered cave away from humans and sandstorms, some duergar gain curiosity about the surface world. Those that do leave often end up working as engineers or miners in Mordune, ruincrafters in Wy’rd, or ship designers in Aridia. A large number of Duergar have also joined the Steel Badger clan, working as mercenaries and mechanics for the group.
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  12. Urask: genetically engineered warriors. Urask were originally a race of guardians for the skyfolk that acted as their main infantry men in battle. After the war against the nok’kol, almost all the remaining urask died out defending the sky kingdom. However, a few samples of the creatures survived, and they were revived by the main antagonist of the story. The urask were extensively modified from their original form to be more adapted for desert combat. with thick insulated hair covering their fore arms, fore legs, and chest that protected them from the heat and weather. They have thick, sharp teeth and often grow horns. Urask tend to vary in personal appearance other than these qualities, but are easy to distinguish from basic humans. They cannot channel powerful magic like war mages, but they have access to several practical abilities like the ability to regenerate and heal wounds of others, the ability to smell and track opponents, super strength and speed, and keen vision.
  13. Most of the Urask have been stocked as the personal guards of Aru’skar, though a couple of years before the story a large faction of angry urask departed into the desert, discontent with the way Aru’skar was being controlled and their role as personal attack dogs for their leaders.
  14. Urask are a proud people with a tradition as defenders and protectors. They seek employment in other places as laborers or mercenaries, but people are intimidated by their large size and history as the soldiers of Aru’skar.
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