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 World of Envaen

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PostSubject: World of Envaen   Sun Jun 14, 2009 3:18 am

Hey! It's Amber! ^^ WW wanted to see all of the stuff I have finished for my new site... so... uh, here it is so far :3

RACES

Humans
With a long bloody history, Humans are the youngest and most numerous Race in Envaen. There are many different Factions that divide the Humans up into many separate pieces. They mostly ally themselves with the surrounding smaller Factions of humans and remain neutral with the rest of Envaen. While they war often among themselves it is rare that they fight another race. This makes their cities open to anyone, creating excellent points of trade.
Height: Male 6’5” Female 5’7”
Age: Male 65-80 years, Female 65-75 years
Magic: Sometimes Magic Potent, more common among females.
Factions:
Weaknesses:Very vulnerable to diseases, short lived.
Strengths: Strength in numbers, determination that outlasts most Races.
Identifying Characteristics: Rounded ears


Orcs
Against popular belief, Orcs aren’t as violent as people say they are. Their culture might be unruly and their personalities robust and headstrong, but their history isn’t nearly as bloody as Humans. Most of their slaughters are of animals. There is but a single Orc city, very few Races other than Orcs are allowed in. Most Orcs live in mobile clans, mostly located on vast open plains or rocky canyons. Their daredevil ways often shorten life expectancy but give them a valiant name. You won’t find too many sharp minds here, but sharp knives and keen weapon wielding are not in short supply.
Height:Male 7’3” Female 7’6”
Age: Male 80-110 years, Female 70-90 years
Magic: Rare Magic Potency
Factions:
Weaknesses: Trouble swimming, generally unintelligent.
Strengths: Brute strength is rarely matched by any other Race, immune to all disease.
Identifying Characteristics: Green/blue toned skin, bulky, tusks on lower jaw.


High Elves
One of the many sects of Elves. High Elves tend to lead an aristocratic life, born into wealth and raised on business. Their carefree expression can be enough to anger anyone and their lofty voices always tend to make you feel as if you’re being spoken to like a child. High Elves live in cities, mostly Human ones. There they direct trade and immerse themselves in commerce. While they are highly magic potent they rarely use any spells, preferring to use their skilled and cunning minds.
Height: Male 6’8” Female 6’4”
Age: Male/Female 100+ years
Magic: It is rare that a High Elf is NOT Magic Potent.
Factions:
Weaknesses: Vulnerable to disease, lithe fragile bodies.
Strengths: Keen minds, most are born into high positions.
Identifying Characteristics: Pale skin, short hair, gold eyes, pointed ears.


Dark Elves
Another sect of the Elves, despite all appearances they are the most friendly of their kind. They have dark skin, the polar opposite of the pale High Elves, and are sensitive to sunlight. They keep their skin covered at all times, even in summer. They eyes are attuned to the night and tend to have trouble adjusting in the light. Dark Elves live in cold damp regions where it’s still warm enough so the rain doesn’t turn to snow. Dark Elves are closely related to the Drow but less adapted to the daytime world than they are.
Height: Male 5’6” Female 5’4”
Age: Male/Female 100+years
Magic: All Dark Elves are Magic Cogent
Factions:
Weaknesses: Vulnerable to sunlight, few left.
Strengths: Skilled with the outdoors, resistant to almost all disease
Identifying Characteristics: Dark eyecolors, white/silver hair, dark skin.


Forest Elves
The original sect of the Elvin community and the largest. Elves are secretive, hiding away in their large forests with little contact to any other Race. They have no loyalty to anyone but themselves and are generally not trusted by outsiders. Many rumors suggest strange happenings within Elvin lands and they are rarely ventured in. Often travelers will enter the woods and never return.
Height: Male 6’9” Female 6’7”
Age: Male/Female 100+years
Magic: All Forest Elves are skilled with Magic.
Factions:
Weaknesses: Not trusted by most of the Races, aloof and secretive.
Strengths: Stronger and faster than most Races. Highly skilled with Magic
Identifying Characteristics: Angled features, pointed ears, light colored hair.


Drow
Often mistaken for Dark Elves, Drow are the less civilized and more nature-adapted cousins of the Dark Elves. While most can speak a crude form of Common their native language and writings are similar to Aztec. Keen and skilled, Drow live anywhere, rarely seen in groups larger than two. They roam along and make popular mercenaries to protect caravans and travelers. Drow are a rough travel-worn people who are masters of survival.
Height: Male 5’6” Female 5’3”
Age: Male/Female 60-?? Years
Magic: All Magic Cogent
Factions:
Weaknesses: Few speak fluent Common, while they are more numerous than Dark Elves there are still few left.
Strengths: Masters of survival, trusted mercenaries/hired hands.
Identifying Characteristics: Dark skin, red eyes, white hair/silver hair, pointed ears.



Trolls
These blue-skinned people live among the same plains the Orcs do, and generally they get along. Trolls live in large groups and have many small villages set up along the plains. They are self dependant, relying on the land for all of their resources and the aid of others. There are no feuds between them; they are one of the few Races that is at peace with itself. They are friendly to outsiders and are masters at surviving on parched plains. Universally trusted by all in Envaen, Trolls are sought by those who need refuge and are respected by all. Their lands are seen as a no-fight zone and other Races at war will not encroach upon them. Trolls are the oldest Race in Envaen.
Height: Males tend to hunch over heavily; standing straight they are roughly 8’9”
Females do not hunch and are about 6’9”
Age: Male/Female 90+ years
Magic: Trolls practice a little known Magic called Source. All are Magic Cogent but they use Magic/Source very little.
Factions:
Weaknesses: Vulnerable to cold and foreign diseases.
Strengths: Survivalist, Respected by all cultures and Races.
Identifying Characteristics: Blue toned skin, tusks on lower jaw.


Aerials
Short elf-looking people that make their dwellings high up in the skies off of mountains. Aerials are highly skilled in a type of Engineering that involves a complex form of both magic and mechanics. They’re a friendly people if you ever manage to reach their homes, but can be fearsome despite their size. Little is known about their culture and even less about their unique skill with metals and magic.
Height: Male 4’2” Female 3’8”
Age: Male/Female ?? years
Magic: Some are Magic Cogent
Factions: ??
Weaknesses: Diminutive size, vulnerable to disease
Strengths: Genius minds, great endurance.
Identifying Characteristics: Short, unusual hair colors.


Dwarves
These stout mountain dwelling people have a knack for shaping metals with a forge and hammer. Many are world renowned smiths that dwell in Human based cities, though the best products will come from their home city. The Dwarves have a single city built in and on the mountains large enough to house their entire population three times over. The city keeps going as they scour the mountains for more metals and gemstones. Beautiful weapons, armor, and jewelry come from the Dwarves and few other can rival their quality.
Height: Male 4’5” Female 4’3”
Age: Male 60-70 years Female 70-80 years
Magic: None are Magic Potent
Factions:
Weaknesses: Short, vulnerable to disease
Strengths: Natural skill with metals, stronger than their size suggests.
Identifying Characteristics: Men have long beards braided so they can be tossed over their shoulder while working. Women have unruly long hair. Short, dark eyecolor.


Dwarf Griffin
Often seen as companions to adventurers, Dwarf Griffin are the smaller and more intelligent version of their larger Gryphon cousins. Dwarf Griffin are any combination of bird and feline. Birds of prey and large cat mixes are the most common; however, a smaller non-carnivorous bird might join the mix of a tame tabby cat. They are the most diverse animals and have a curious bird-like language, able to make seven different noises at once. The only fixed colony of Dwarf Griffin is deep within the canyons where they keep their vast libraries unmatched by any other Race. The rest reside in smaller flocks that roam Envaen freely, though all are welcome in the home canyon.
Height: Male 3’5” Wingspan 6’4” - Female 2’8” Wingspan 6’9”
Age: Male/Female 60-85 years
Magic: None are Magic Potent
Factions:
Weaknesses: Small, built light for flight.
Strengths: Skilled fliers, able to tackle storms and stay aloft, highly intelligent, can speak Common fluently along with other languages.
Identifying Characteristics: Half bird, half feline.


Undead
A wide variety of creatures fall under the ‘Undead’ category. Anything brought back with the art of Necromancy is considered Undead. Most of them are mindless minions with a soul trapped in a decaying body. Some though, some rare creatures remain alive past the death of their bodies through unknown ways. Some dragons become Undead, while other malicious spirits return from death to gain enormous power and reap havoc among the living. Those who think on their own are extremely dangerous and notoriously clever. There are very few ways to finally put down an undead, the most known and most used is simply hacking a body to pieces so it cannot be used any longer.
Height: Varies according to Race
Age: Ageless unless the body decays
Magic: Stronger Undead are Magic Potent, lesser are not.
Factions: None
Weaknesses: Some can only exist so long as their body is habitable, decaying limbs.
Strengths: Invulnerable to disease as well as pain.
Identifying Characteristics: Decaying bodies, ghostly voice if any. White fire-like eyes.


Fallen
Fallen are rumored to be Angels, sent from Heaven either on a mission for some deity, or forced back to the mortal world. Whatever people may think, even the Fallen do not know what they specifically are. Some claim to have come from Heaven, but most have little or no memory of how they arrived at Envaen or of their previous life. It is uncertain what they really are, many different religions among Envaen claim that the Fallen come from their own; however, it is rare that one of the Fallen will side with them. These people generally stay alone, preferring solitary roaming as opposed to grouping. Fallen are rumored to have the ability to fly, though no mode of transport is visible during these rare spottings.
Height: Male/Female - Varies greatly, can be as tall as a Human or as short as an Aerial.
Age: Male/Female - ??
Magic: Not Magic Cogent
Factions: None specific to their kind.
Weaknesses: Very fragile and vulnerable to disease.
Strengths: Unearthly speed that rivals that of the Elves, quick healing (though not instant).
Identifying Characteristics: Though Fallen have no visible wings there is a sort of sense of filled space around their backs. Sometimes the air will swish as if ruffled by feathers. Very fair skin, burned easily by the sun. Lightly colored hair, gray, silver, and blond are the three most common colors. Black is never seen.


Demon
Demon’s are thought to be spawn from the Underworld, creatures with only malicious intent. This is not wholly true. Demons are named so, only because of their menacing appearance and some are downright friendly company. Demon’s prefer to travel in groups of two or three, some with the company of other Demon’s and others with any Race at all. Generally they are to be wearied by all; Demon’s have a hidden terror. At any given moment they might go berserk, even if they seem completely calm. A berserk Demon has no regard for friend or foe and will slaughter everything in his or her path. It is rumored that all are controlled and created by an unknown Undead sorcerer who takes joy in toying with the lives of mortals.
Height: Male/Female – Varies greatly, no taller than a male Troll.
Age: Male/Female - ??
Magic: Few are Magic Cogent
Factions:
Weaknesses: Silver burns their skin, sunlight makes them uncomfortable.
Strengths: Immune to all diseases, strength surpasses that of the Elves.
Identifying Characteristics: There are so many characteristics a Demon may have, wings, horns, talons, claws, tails. Ink-black skin is a constant though, as well as fire-like eyes.





~~~~~~~~~~~~
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PostSubject: Re: World of Envaen   Sun Jun 14, 2009 3:19 am

SKILLS

Pathfinding
Allows you to follow and remember pathways hidden within dense woods and tall grasses.
Also allows you to find, recognize, and accurately track wild game. A must have ability for
any traveler.

Mapmaking
A useful skill for those who plan on traveling far and wide. Mapmakers are usually have
the skill Pathfinding. They can make a coin or two by selling maps they have made. It is a
useful talent if you’re a sea-farer.

Hunting
You might be able to follow the deer, but can you kill it? Hunting provides
multiple skills in one package. Rough skinning comes after killing the animal, as well as
having a vague idea of how to cook it efficiently. (Without Cooking though, you are
vulnerable to diseases from undercooked meat!)

Cooking
You know just about everything about cooking while on the road, how to
keep leftover meat from going bad, and how to rid it of any diseases. You might have
also learned a thing or two from an Herbalist, which plants will add spice to your meal
and which will make good teas.

Chef
For those of you who have a sturdy home, a Chef is a master cook.
He or she knows how to whip up just about any dish so long as the supplies are
provided.
(Chef can only be your skill if you have a fixed home.)

First Aid
Either from the first aid kit or with the natural surroundings, you know
how to keep a scratch from getting infected and how to set a broken bone. First Aid is
a valuable skill, especially if magical healing is not available.

Lock Picking
You might need a certain tool, but you can get into nearly any
locked door. Some of the lesser doors will be easier to get into, but be warned, doors
to important places take longer to pick and are harder to open!

Agility
The ability to move your body through its full range of motion without
hurting yourself. People with Agility can make quick, sharp turns.

Flexibility
This also includes having double-joints, flexible people can slip out
of situations others cannot.

Acrobatics
You might not be able take the blow of an Orc without wincing, but
as an Acrobat you can always jump out of the way! Acrobatics is a skill limited to those
with lithe and lean bodies and is useful in sticky situations.
(Acrobats must also have the skill Agility and Flexibility.)

Commerce
You know how to haggle a lower price off of any vendor and you’ve
got a good idea of how the market works in many cities. You’re good at being thrifty
and spotting good deals.

Silvertongue
You’re a master of the markets! You can haggle any price down to
its lowest point and know of all the trades in nearly every city. You can buy things
at low prices and with your sharp tongue you can convince others to buy them.
You’re a master at spotting a good deal as well as conserving your money.
(Must also have Commerce skill.)

Bard
Bards have a quick mind and are able to make rhymes and songs without
a second to plan. They’re generally loved by commoners who take joy in listening
to their stories and songs. It’s also a good way to make some coin for the nights lodging.
Bards are fluent in Common but don’t have trouble making up their own words or
snatching a few from some other Languages.

Riding
You might not know how to break the horse, but boy can you ride it!
You know how to ride nearly every ride-able creature in Envaen! A useful skill if
you’re planning on traveling far and wide over the continent.

Taming
You know how to calm a spooked horse, and break all of the riding creatures
in Envaen. With your words and noises you can soothe any animal into submission and
accustom them to the saddle.
(If you break riding animals for a living you must also have the skill Riding.)

Fluent
You are fluent in many languages! Go ahead and select another from the list!
(Takes up TWO skill slots.)

Ambassador
You are known and liked by the majority of the Factions and
often you spend your time as an ambassador between them. This also means you
must be fluent in all of the languages they speak. Add an extra four Languages to your list.
(Takes up SIX skill slots. Also makes you more prone to random events.)

Travelworn
Years of wandering on your own has made you strong. Add another
strength to your character sheet under ‘Strengths’
(Takes up TWO skill slots.)

Lucky
Everything always seems to happen in the right place at the right time
for you! While others around you might suffer from bad luck, you rise up and have
a good time!
(Takes up THREE skill slots, but offers protection from harmful random events.)

Unlucky
The polar opposite of those lucky people. Bad things always seem to
happen to you or around you. So you must adapt quickly and have the skills ready to
combat what happens!
(Allows you to select THREE extra skills but makes you very vulnerable to harmful random events.)

Blacksmith
Dented or dinged armor? Broken sword? No problem! If you’re a
Blacksmith you’re skilled with a hammer and comfortable with the great heat of the forge.
Blacksmiths know how to smelt ore into more pure forms and mold it into all kinds of
different things.

Jeweler
Jewelers are the more artistic forms of Blacksmiths, they make fanciful
items as opposed to practical armor and weapons. Their clients tend to be those of a richer sort.

Miner
A miner is comfortable deep within the side of a mountain or under
the surface of Envaen. They know how to extract precious metal and gemstones from
the earth and make a tidy fortune by selling them to Blacksmiths and Jewelers.

Skinning
You know how to skin any animal in Envaen. If you haven’t encountered
an animal before then you can usually figure out how to get the hide off in one piece just
by looking at the carcass.

Leatherworker
You know how to tan a hide and shape it into almost any form possible.
A saddle, or a pair of boots!
(Must also know Skinning.)

Herbalist
You tend to be out on the move a lot, Herbalists know almost
everything about almost every plant. Which one will poison you, which one will
give you a rash, which roots and berries are good to eat. They can also mix them
into simple but helpful poultices.

Potions
Potion making is a rare but sought after skill in Envaen. Some of
the less truthful potion makers will sell love potions or beauty enhancers. Others
will make cures for harmful diseases, some potions can even change hair or eye color.
Potion makers must experiment heavily and be tough enough to deal with the consequences,
since there are very few books teaching the art of potion making.
(Must also have Herbalist skill.)

Carpenter
Either whittling a piece of wood or making an armchair you know
how to build things from timber. You also know most types of wood just by looking at
them or smelling them.

Cloth Worker
A cloth worker has skill in knitting, working the loom, or spinning thread.
They can make any article of clothing they wish provided the materials. The more
talented ones make a nice sum of coin by selling fine wares to nobles.

Strategist
Your keen mind is always working on a way out of a situation if it goes bad.
Strategists make excellent commanders in battles and are sought after by many armies.

Natural Leader
People naturally rally to your call. You are inspiring and
can make a warrior push boldly even in the face of certain defeat and death.
You are also an excellent morale booster.

Stealthy
You are a master of blending in with your surroundings and looking natural.
Some might use magic to reduce how noticeable they are, but you can do
just that without any magic. People won’t cast you a second glance.

Bloodlust
Within battles you can harness your anger and let it loose in a rage.
Bloodlust doesn’t make you untouchable but does make you more resistant to wounds
and stronger in the face of many enemies.
(Takes up TWO skill slots. Also makes you more vulnerable to harmful random events after the bloodlusted fight.)


~~~~~~~~~~~~~~~~~~
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PostSubject: Re: World of Envaen   Sun Jun 14, 2009 3:19 am

FACTIONS [WIP]

Human Based Factions


North Wind Guard:
With Humans split into so many sections,
the North Wind Guard is a battle simply to keep alive. It is the collective
armies of the entire Human Race. North Wind Guard is the name they’re all
categorized under. It’s only ever happened once, but if needed, all of the armies
will stand as one to defend humanity. You must be Human to join these ranks and be
skilled with a weapon.
Battle Cry: None
Greetings/Farewells: None

The Ivory Blade:
A Human based faction where any person with a deep
hate for the Undead rallies. The Ivory Blade is a small, self-made, self-run organization
with the dedication of making Envaen a place for the living. All are welcome to join
except those Undead. No skills are required, they will find some use for everyone.
Battle Cry: For the Living!
Farewells: Blood in your veins always, brother(sister). Free soul and good winds in your travel.

The Thieves Guild:
Another Human based faction with a less noble purpose
than the Ivory Blade. The Thieves guild might be made mostly of Humans, but it
also has a good number of other Races within its ranks. The Thieves guild offers hiding
spots and fences. Thieves are left to do smaller jobs, pickpocketing and the like, until
they are needed. When a large job is pulled, a raid, twenty to forty members are
pulled for the work. Every member must have the skill Stealth, and Pick Lock. It isn’t
required, but Acrobatics and the skills needed for it, would not go amiss either.
Battle Cry: None
Greetings: Never fixed, codes are constantly exchanged and changed to keep
corruption from slipping in.
Farewells: May the shadows always hide you.


Orc Based Factions


Mok’Reigar Army:
Mok’Reigar is the single fixed Orc city, and its Army
is one of the most formidable forces in all of Envaen. When fully assembled every
clan, lesser or greater, stands in unity. While scattered and disbanded the different
clans may have their quarrels, or even a full out feud, but it never stops them
from defending themselves against outsiders. You must be an Orc to join the Army.
Battle Cry: Every clan has a separate one, but while joined together they
take a liking to ‘For the Clans!’
Greetings/Farewells: They’re Orcs, you can’t expect them to be eloquent
enough to make up greetings or farewells and remember them.

Renford Clan:
The third strongest Clan of Orcs separate from the city of
Mok’Reigar. They keep to the plains and grasslands and are famous for their
talents in skinning and hunting. There are very few exceptions, but not everyone
has to be an Orc to join. You need to know Hunting, Skinning, and Pathfinding to join.

Sawtooth Clan
The second strongest Clan of Orcs separate from the city of
Mok’Reigar. Sawtooth Orcs are the most violent group. They’ve been known to raid, pillage,
and plunder other non-orc settlements. They also stray far from their homelands, often
joining other battles to attempt to cripple one side, just for the fun of it.

Orixxian Clan:
The strongest Clan of Orcs separate from the city of Mok’Reigar.
Orixxian (Ore-ricks-yigh-an : yigh rhymes with high) Orcs are the largest and smartest of
all the Clans. They are also the friendliest. Orixxian Orcs welcome outsiders, who are safe
so long as they tread lightly. Their moving village is nearly a city and is a center of trade
among the small villages in the plains.

Bestiary Trade:
Run by the Orixxian Clan and the Renford Clan together, the Orcs
sell leather goods, animals, meat, hooves, horns, and any other good produced from an
animal in the Bestiary Trade. The Orcs hire caravans to move their goods and generally
send a group of warriors to defend them. These caravans, often in groups ten to twenty
strong, ride out to cities far and wide to sell their goods.


High Elf Based Factions


High Elf Trading Ring:
A less high-strung group of High Elves. Not as omnipotent
acting as the Nobles Guild, but still a lofty and arrogant collection of High Elves. They
offer connections to one another and aid each other when they are in financial need. You
must be a High Elf to join.
Greetings/Farewells: Good fortune to you and your kindred.

Nobles Guild:
The Nobles Guild is a collection of pompous aristocrats and successful
business owners. They have frequent parties to celebrate random events, often
successes in business will merit another party. You don’t have to be a High Elf to join,
merely a successful business owner.
Greetings/Farewells: None, they just tend to be classy.


Dark Elf Based Factions


Soldiers of Fortune: They’re not exactly an organization, seeing as there are almost no places where they all gather in large numbers. Members of the coalition are merely signed onto a charter to offer their services up for hire. A person might want protection for their caravan so they head to the headquarters of the Soldiers and pay for an escort. Every Soldier carries with them a small tablet of enchanted metal. When a member receives a job the tablet will become warm to the touch and details about the job will become inscribed in the metal. The tablet is about the size of a deck of cards and is either worn about the neck or carried in a pocket. You must be a Dark Elf to be a Soldier.

Travelers Vanguard: Another mercenary group, though perhaps with better intentions than the Soldiers of Fortune. The Vanguard have lower prices and enjoy having regular clients. The mercenaries of the Vanguard will often be assigned to familiars, adding a sense of friendship to the association. While the Vanguard is much smaller and less rich than the Soldiers of Fortune some people prefer it. The majority of the members are Dark Elves, but you do not need to be one to join. Their charter is similar to that of Soldiers of fortune; however, they use messengers instead of tablets.

Nights High Council: Since the Dark Elf population is so small, it often cannot keep to its own side without risk of being conquered. The Nights High Council serves not only as a major decision making council, but also as an alliance with the Drow. The Drow are similarly a small population. Very often Drow and Dark Elves have similar goals and hopes. They band together and follow the lead of the eight Council members, acting as the collective army for both Races. Must be either Drow or Dark Elf to be part of the Council.


Forest Elf Based Factions


None as of now, too little is known about them.


Drow Based Factions

Nights High Council: Since the Drow population is so small, it often cannot keep to its own side without risk of being conquered. The Nights High Council serves not only as a major decision making council, but also as an alliance with the Dark Elves. The Dark Elves are similarly a small population. Very often Drow and Dark Elves have similar goals and hopes. They band together and follow the lead of the eight Council members, acting as the collective army for both Races. Must be either Drow or Dark Elf to be part of the Council.

None other are known/formed yet.


Troll Based Factions


Guild of Hospitality: The Guild of Hospitality is not only the name of a group of trolls, but also the place where they live. Leading a monk-like peaceable life within their safe walls. A strict non-violence code is followed in the city of the Guild of Hospitality. Anyone may seek refuge here and live in peace, no matter their past, just so long as they abide by the rules. Many criminals have sought refuge in this place, and most have found it near impossible to adapt to the atmosphere there. Still, nobody yet has dared challenge the Guild when it welcomes a criminal into its gates.

Vassal of Source: Vassals of the Source are the Magic potent Trolls. Each one of them is taught a creed kept very secret by the Trolls. The Source is rumored to be a magic hundreds of times more powerful than normal Magic. It is partially fear of the Source that has kept all of the Races from opposing the Trolls. You must be a Troll and you must be magic potent to be a Vassal of Source. You are forbidden to speak of the creed to anyone, even another Vassal.


Aerial Based Factions


None as of now, too little is known about them.


Dwarf Based Factions


Blood and Iron:

Deep Forge Hammers:
A member of the Deep Forge Hammer, or simply a
Hammer for short, is a skilled Blacksmith. The group of Hammers is probably the
best source of armor, weapons, jewelry, or any other earth-woven good in all of
Envaen. You must be a Dwarf to be a Hammer. Either that or a superb Blacksmith,
they don’t let non-Dwarves into their ranks lightly.


Dwarf Griffin Based Factions


Keepers of Time: The Library of Time

Undead Based Factions

Fallen Based Factions

Demon Based Factions

Based Factions
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PostSubject: Re: World of Envaen   Sun Jun 14, 2009 3:20 am

~~~~~~~~~~~~~

NONMAGIC POTENT CHARACTER SHEET [WIP]

Appearance
Picture: Not mandatory, but if you have a picture of your character place it here. Make sure to give credit to any source(s) the picture came from.
Description: A description of what your character looks like. Clothing, hair/skin/eye color, etc.
Unique Markings: Any unusual scars or tattoos that are unique to your character. Maybe they have a symbol of their faction tattooed to their shoulder?



Basic Statistics
Name: Full name of your character. Include a pronunciation key if you want to.
Age: How old is your character? (To the nearest year.)
Gender: Male or Female?
Personality: At least 1-2 paragraphs long.
Race: Pick from the Races list here --> Races
Height: In feet and inches, keep in mind the general height of your Race.
Weight:How much does your character weigh?
Marital Status: Single? Married? Other?
Faction: Choose from the Faction list here -->
Occupation: Optional choices here -->
Languages Spoken: (All Characters will be able to speak Common without having it use up one of their Two Languages.) Pick TWO from the list here -->
Place of Birth: Where in, or out, of the world were you born?



Magic
Magic Cogent: No



Talents/Skills
Pick THIRTEEN from the list here -->
Skills/Talents



Strengths
List FOUR strengths of your character.



Weaknesses
List FOUR weaknesses of your character



Other
History: At least 3-4 paragraphs. If you want some of it to be revealed in roleplay that's fine, just say so in the description so a Moderator doesn't tell you to change it.
Weapon/s: Do you carry a halberd? A sword? Or some other unique weapon? Pick from the weapons list here --> (If you have a unique weapon you would like to use, PM a Moderator to OK it.)
Items: Anything other than the clothing or weapons that you carry.
Mount: Do you have a faithful steed? Tell us about him/her.
Companion: Any pets? Perhaps a bird that perches diligently on your shoulder? Chose from the list of Tamable/Docile creatures in the Beastiary here -->

~~~~~~~~~~~~~~~~~

MAGIC COGENT CHARACTER SHEET [WIP]

Appearance
Picture: Not mandatory, but if you have a picture of your character place it here. Make sure to give credit to any source(s) the picture came from.
Description: A description of what your character looks like. Clothing, hair/skin/eye color, etc.
Unique Markings: Any unusual scars or tattoos that are unique to your character. Maybe they have a symbol of their faction tattooed to their shoulder?



Basic Statistics
Name: Full name of your character. Include a pronunciation key if you want to.
Age: How old is your character? (To the nearest year.)
Gender: Male or Female?
Personality: At least 1-2 paragraphs long.
Race: Pick from the Races list here --> Races
Height: In feet and inches, keep in mind the general height of your Race.
Weight:How much does your character weigh?
Marital Status: Single? Married? Other?
Faction: Choose from the Faction list here -->
Occupation: Optional choices here -->
Languages Spoken: (All Characters will be able to speak Common without having it use up one of their Two Languages.) Pick TWO from the list here -->
Place of Birth: Where in, or out, of the world were you born?



Magic
Magic Cogent: Yes

Spells:
Pick EIGHT from the list here -->



Talents/Skills
Pick FIVE from the list here -->
Skills/Talents



Strengths
List THREE strengths of your character.



Weaknesses
List FIVE weaknesses of your character



Other
History: At least 3-4 paragraphs. If you want some of it to be revealed in roleplay that's fine, just say so in the description so a Moderator doesn't tell you to change it.
Weapon/s: Do you carry a halberd? A sword? Or some other unique weapon? Pick from the weapons list here --> (If you have a unique weapon you would like to use, PM a Moderator to OK it.)
Items: Anything other than the clothing or weapons that you carry.
Mount: Do you have a faithful steed? Tell us about him/her.
Companion: Any pets? Perhaps a bird that perches diligently on your shoulder? Chose from the list of Tamable/Docile creatures in the Beastiary here -->[/size]


There it is! All of this is (c) to ME. YOU STEAL I EAT YOU! ^_^
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WildWind
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Alpha
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Female
Rat Libra

Posts : 1362
Age : 22
Location : My house.
Joined : 2008-02-28
Pet :
Name: Pan
Status: Needs hatching; please click!

PostSubject: Re: World of Envaen   Mon Jun 15, 2009 6:16 am

8D IT LOOKS AWESOMEEEeeeeeeee.... I can't wait to join when it's finished! But can I ask a question? Are you able to have a mount and/or pet when you first create a character?
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Amber
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Female
Posts : 89
Location : Look over your shoulder. I'm standing behind you.
Joined : 2009-03-21

PostSubject: Re: World of Envaen   Mon Jun 15, 2009 4:26 pm

Heh thanks Morgan ^^ That makes me feel real nice :3

I can't wait until you join either.
Yes you can have a pet when you first make a character,
it's just that some of them come and go as random events
and cannot be captured.

You can chose from a variety of mounts to begin with
but some of them, the ones I want to keep unique and
not flooded all over Envaen, require auditions. This
either means a post with you and your Mount doing
something, or a post with you attempting to tame your
mount. (In that case I will be temporarily playing the creature,
how well the posts are written will decide whether or not
you tame the creature.)

I just looked back at your post and I kinda looks like
another question I haven't covered. You can have both
a Mount AND a docile pet.
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