Races: Difference between revisions
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Humans are one of the shorter lived ones on Arkrath but because of this they tend to be more ambitious and more adaptable to the constant change cause by the rifts. There tends to be two different mindsets among humans. One group the (city folk) prefer to hold up in one place and the other (Wanderers clans) move around dodging the rifts. | Humans are one of the shorter lived ones on Arkrath but because of this they tend to be more ambitious and more adaptable to the constant change cause by the rifts. There tends to be two different mindsets among humans. One group the (city folk) prefer to hold up in one place and the other (Wanderers clans) move around dodging the rifts. | ||
# '''City Folk'''. Form city strongholds to fight against the rifts. More knightly/noble culture. | |||
# '''Wanderer clans'''. Most move around to avoid the dangers of the rift. One of the more famous clan are the Rift Chasers* that chase after the rifts for the “gifts” they give. | |||
'''Costuming Guidelines''' | '''Costuming Guidelines''' | ||
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The Elves of Arkrath live with/in nature. Although they may live with nature there is a split between the elves on the ideology on how to live with nature. | The Elves of Arkrath live with/in nature. Although they may live with nature there is a split between the elves on the ideology on how to live with nature. | ||
# '''Miasto Raekta'''. While most elves love nature there are some that believe that they should control it. | |||
# '''Náttú Natura'''. While some think nature should be controlled others think they should simply live with it. | |||
'''Costuming Guidelines''' | '''Costuming Guidelines''' | ||
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'''Gnome''' | |||
Gnomes are expert crafters and enchanters. With no known homeland of their own they for their own communities in and around other towns | |||
# '''Solar Gnomes'''. Crafters | |||
# '''Lunar Gnomes'''. Enchanters | |||
'''Costuming Guidelines''' | |||
Insert Gnome costuming guidelines here. | |||
'''Beastmen''' | |||
Lizardmen, Kenku, catfolk, etc. Beastmen are humanoids that have various bestial features ranging from scaly lizardmen to feathered Kenku. They have all lived together in there various clans but recently the clans have joined together and formed two different factions. | |||
# '''Riftlings''' | '''Costuming Guidelines''' | ||
Insert costuming guidelines here. | |||
'''Aetherborn''' | |||
Aetherborn residents of Arkrath that are attune to a specific elemental '''[[aether]]''' whether natural or manufactured. | |||
# '''Natural'''. Being born in/near a naturally attuned aether crystal area can develop attunement to that element | |||
# '''Manufactured'''. Manufactured Aetherborn a creatures attuned to element through artificial means. They range from '''[[element|elemental]]''' golems to magically enhanced humanoids | |||
'''Costuming Guidelines''' | |||
Insert costuming guidelines here. | |||
'''The Touched''' | |||
The Touched are ones that are born with abnormal looks and powers. It is believed that it caused by abundant amount of aether in the world. The religious think that those born like this have been touched by the gods | |||
# '''Celestial'''. Touched by order | |||
# '''Abyssal'''. Touched by chaos | |||
'''Costuming Guidelines''' | |||
Insert costuming guidelines here. | |||
'''Primal''' | |||
Description Here. | |||
# '''Orcs and Half-Orcs'''. | |||
# '''Half-Ogres'''. | |||
# '''Goblins'''. | |||
'''Costuming Guidelines''' | |||
Insert costuming guidelines here. | |||
'''Riftlings''' | |||
Riftlings are what the residents of Arkrath call the creatures that come out of the rift | |||
'''Costuming Guidelines''' | |||
Insert costuming guidelines here. |
Revision as of 12:38, 10 May 2024
There are currently 9 playable heritage categories that a character will belong to, some of them encompassing several different races within the world of Arkrath. Below is a brief description of the heritage categories, and examples of some smaller subdivisions among certain races, along with costuming guidelines for each.
Humans
Humans are one of the shorter lived ones on Arkrath but because of this they tend to be more ambitious and more adaptable to the constant change cause by the rifts. There tends to be two different mindsets among humans. One group the (city folk) prefer to hold up in one place and the other (Wanderers clans) move around dodging the rifts.
- City Folk. Form city strongholds to fight against the rifts. More knightly/noble culture.
- Wanderer clans. Most move around to avoid the dangers of the rift. One of the more famous clan are the Rift Chasers* that chase after the rifts for the “gifts” they give.
Costuming Guidelines
Insert Human costuming guidelines here.
Dwarves
The Dwarves of Arkrath like to hold up in the Mountains and live in class base society separated by the noble class that tend to live above the surface were the working class live and work underground.
- Gold Dwarves. The noble class, live on the surface. Have a lot of pride in their beards. Let them grow long and put jewels in them.
- Iron Dwarves. Working class. Live underground. Less pride in their beards, but still decorate them.
Costuming Guidelines
Dwarves should be wearing a beard.
Elves
The Elves of Arkrath live with/in nature. Although they may live with nature there is a split between the elves on the ideology on how to live with nature.
- Miasto Raekta. While most elves love nature there are some that believe that they should control it.
- Náttú Natura. While some think nature should be controlled others think they should simply live with it.
Costuming Guidelines
Insert Elf costuming guidelines here.
Gnome
Gnomes are expert crafters and enchanters. With no known homeland of their own they for their own communities in and around other towns
- Solar Gnomes. Crafters
- Lunar Gnomes. Enchanters
Costuming Guidelines
Insert Gnome costuming guidelines here.
Beastmen
Lizardmen, Kenku, catfolk, etc. Beastmen are humanoids that have various bestial features ranging from scaly lizardmen to feathered Kenku. They have all lived together in there various clans but recently the clans have joined together and formed two different factions. Costuming Guidelines
Insert costuming guidelines here.
Aetherborn
Aetherborn residents of Arkrath that are attune to a specific elemental aether whether natural or manufactured.
- Natural. Being born in/near a naturally attuned aether crystal area can develop attunement to that element
- Manufactured. Manufactured Aetherborn a creatures attuned to element through artificial means. They range from elemental golems to magically enhanced humanoids
Costuming Guidelines
Insert costuming guidelines here.
The Touched
The Touched are ones that are born with abnormal looks and powers. It is believed that it caused by abundant amount of aether in the world. The religious think that those born like this have been touched by the gods
- Celestial. Touched by order
- Abyssal. Touched by chaos
Costuming Guidelines
Insert costuming guidelines here.
Primal
Description Here.
- Orcs and Half-Orcs.
- Half-Ogres.
- Goblins.
Costuming Guidelines
Insert costuming guidelines here.
Riftlings
Riftlings are what the residents of Arkrath call the creatures that come out of the rift Costuming Guidelines
Insert costuming guidelines here.