Races: Difference between revisions

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The humans of Arkrath are one of the most common races found.  With a shorter lifespan than most of the other races, humans tend to be more ambitious and adaptable to the ever-changing landscape of Arkrath.  
The humans of Arkrath are one of the most common races found.  With a shorter lifespan than most of the other races, humans tend to be more ambitious and adaptable to the ever-changing landscape of Arkrath.  
:'''City Folk'''. These humans have created a more sedentary lifestyle behind the protection of city walls.  From behind their walls the City Folk continue to expand their knowledge on the workings of the world and create a system of governance that allows for a caste of wealthy nobles who can offer protection to the workers below them.  Other’s form groups of like minded individuals as a guild to help facilitate their agendas.
::'''City Folk'''. These humans have created a more sedentary lifestyle behind the protection of city walls.  From behind their walls the City Folk continue to expand their knowledge on the workings of the world and create a system of governance that allows for a caste of wealthy nobles who can offer protection to the workers below them.  Other’s form groups of like minded individuals as a guild to help facilitate their agendas.
:'''Wanderers'''. These humans have embraced the dangers of the wilds, moving from area to area as a tribe.  Some groups try to predict when and where rifts will open so that they may be there to collect any items of interest left behind, while other groups travel to avoid the rifts and the potential dangers they present.   
::'''Wanderers'''. These humans have embraced the dangers of the wilds, moving from area to area as a tribe.  Some groups try to predict when and where rifts will open so that they may be there to collect any items of interest left behind, while other groups travel to avoid the rifts and the potential dangers they present.   
'''Costuming Guidelines'''
'''Costuming Guidelines'''


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The dwarves Arkrath have long avoided the rifts by holing up in the mountains of the realm.  Adventuring dwarves were almost unheard of until the destruction of Shakar caused a series of tremors to destroy many of the deeper mines in the Dwarven Ancestral home (located in the Mountains to the west of Shakar).   
The dwarves Arkrath have long avoided the rifts by holing up in the mountains of the realm.  Adventuring dwarves were almost unheard of until the destruction of Shakar caused a series of tremors to destroy many of the deeper mines in the Dwarven Ancestral home (located in the Mountains to the west of Shakar).   
:'''Gold Dwarves'''. This is the noble class of Dwarves who tend to live closer to the surface than their counterparts.  The Gold Dwarves tend to be expert metal crafters and enchanters who love to show off their skills by adorning their beards with rings of gold, silver and gems.
::'''Gold Dwarves'''. This is the noble class of Dwarves who tend to live closer to the surface than their counterparts.  The Gold Dwarves tend to be expert metal crafters and enchanters who love to show off their skills by adorning their beards with rings of gold, silver and gems.
:'''Iron Dwarves'''. The Iron Dwarves are the working class of Dwarves, as skilled with a pick as they are with an axe and hammer.  Iron Dwarves do not have the luxury of keeping their beard as well-kept as the Gold Dwarves and as such they tend to be more wild looking with any adornments being made of cheaper materials such as leather.
::'''Iron Dwarves'''. The Iron Dwarves are the working class of Dwarves, as skilled with a pick as they are with an axe and hammer.  Iron Dwarves do not have the luxury of keeping their beard as well-kept as the Gold Dwarves and as such they tend to be more wild looking with any adornments being made of cheaper materials such as leather.
'''Costuming Guidelines'''
'''Costuming Guidelines'''


The main distinguishable trait of a Dwarf from any of the other races is their magnificent beard.  As mentioned above Gold dwarves tend to utilize a lot more jewelry and Iron Dwarves are a lot more plain/wild.
The main distinguishable trait of a Dwarf from any of the other races is their magnificent beard.  As mentioned above Gold dwarves tend to utilize a lot more jewelry and Iron Dwarves are a lot more plain/wild.


'''Elves'''
'''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.  
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.
::'''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.  
::'''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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Gnomes are expert crafters and enchanters. With no known homeland of their own they for their own communities in and around other towns
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
::'''Solar Gnomes'''. Crafters
:'''Lunar Gnomes'''. Enchanters
::'''Lunar Gnomes'''. Enchanters
'''Costuming Guidelines'''
'''Costuming Guidelines'''


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Aetherborn residents of Arkrath that are attune to a specific elemental '''[[aether]]''' whether natural or manufactured.  
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
::'''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
::'''Manufactured'''. Manufactured Aetherborn a creatures  attuned to element through artificial means. They range from '''[[element|elemental]]''' golems to magically enhanced humanoids
'''Costuming Guidelines'''
'''Costuming Guidelines'''


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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
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
::'''Celestial'''. Touched by order
:'''Abyssal'''. Touched by chaos
::'''Abyssal'''. Touched by chaos
'''Costuming Guidelines'''
'''Costuming Guidelines'''


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Description Here.
Description Here.
:'''Orcs and Half-Orcs'''.
::'''Orcs and Half-Orcs'''.
:'''Half-Ogres'''.
::'''Half-Ogres'''.
:'''Goblins'''.
::'''Goblins'''.
'''Costuming Guidelines'''
'''Costuming Guidelines'''



Revision as of 10:13, 13 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

The humans of Arkrath are one of the most common races found. With a shorter lifespan than most of the other races, humans tend to be more ambitious and adaptable to the ever-changing landscape of Arkrath.

City Folk. These humans have created a more sedentary lifestyle behind the protection of city walls. From behind their walls the City Folk continue to expand their knowledge on the workings of the world and create a system of governance that allows for a caste of wealthy nobles who can offer protection to the workers below them. Other’s form groups of like minded individuals as a guild to help facilitate their agendas.
Wanderers. These humans have embraced the dangers of the wilds, moving from area to area as a tribe. Some groups try to predict when and where rifts will open so that they may be there to collect any items of interest left behind, while other groups travel to avoid the rifts and the potential dangers they present.

Costuming Guidelines

Humans tend to wear clothing that reflects their status, whether that is a guild symbol, a house crest, tribal tattoos, etc. They tend to be the most versatile when it comes to costuming.


Dwarves

The dwarves Arkrath have long avoided the rifts by holing up in the mountains of the realm. Adventuring dwarves were almost unheard of until the destruction of Shakar caused a series of tremors to destroy many of the deeper mines in the Dwarven Ancestral home (located in the Mountains to the west of Shakar).

Gold Dwarves. This is the noble class of Dwarves who tend to live closer to the surface than their counterparts. The Gold Dwarves tend to be expert metal crafters and enchanters who love to show off their skills by adorning their beards with rings of gold, silver and gems.
Iron Dwarves. The Iron Dwarves are the working class of Dwarves, as skilled with a pick as they are with an axe and hammer. Iron Dwarves do not have the luxury of keeping their beard as well-kept as the Gold Dwarves and as such they tend to be more wild looking with any adornments being made of cheaper materials such as leather.

Costuming Guidelines

The main distinguishable trait of a Dwarf from any of the other races is their magnificent beard. As mentioned above Gold dwarves tend to utilize a lot more jewelry and Iron Dwarves are a lot more plain/wild.

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.