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| Tweet Topic Started: Jun 26 2011, 05:41 AM (169 Views) | |
| Moth | Jun 26 2011, 05:41 AM Post #1 |
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Crossers: Crossers-human beings-are not native to Arcus. They appear in the land at a young age-typically younger than 5 years of age, though sometimes older-from an unknown place [In actuality, Earth], with little to no memory of their previous life. The children are often brought to orphanages, or occasionally adopted straight off by the people who find them. Those older than 15 or so are left to fend for themselves. Occasionally, Crossers arrive with items from Earth (beyond their clothes), and though anything electronic doesn't function and the books are all written in text that the natives of Arcus find unreadable, they are highly valued for their rarity. A handful of Crossers are born in Arcus, to a pair of Crosser parents. Wizards: Nearly identical to humans, wizards have the ability to do magic, including casting spells and making potions. They also possess the ability to form telepathic bonds with animals, known as familiars. Familiars also gain human level intelligence, and the same lifespan as the wizards. They age at a normal rate, but some have found ways to gain eternal youth and immortality. Elves: Elves tend to be taller and more graceful than humans with sleeker builds, as well as ears that taper to a point. They may also have unusual hair or eye color, and are capable of great speeds. They age as humans do until they are about 30 years old, when there aging slows somewhat. Capable of living to about 250 years, many live well into their second century. A few are capable of using magic, but they are often not nearly as strong as a wizard might be, and they cannot forge bonds with familiars, and thus are never considered true wizards. A family of elves has rules over Arcus for many centuries. Werebeasts: Werebeasts have the bodies of humans, but are able to take the form of a fierce beast at will, whenever they choose. They are the result of a botched spell a wizard preformed on himself and his familiar, giving the wizard the ability to shift into a larger, fiercer version of his familiar. In doing so, he lost the ability to use magic. He explained the spell to other wizards, and they too became werebeasts. Over time, they interbreed with other werebeasts, and the other races, all their offspring gaining the ability to shift and the werebeast moniker. Over time, their origins and the spell that was first used to turn wizards into werebeasts has been forgotten. Orcs: Tall and very powerfully built, Orcs are known as strong, brutal warriors throughout Arcus. While not all are known to be so fierce, the reputation sticks with them. They possess quite a stocky build, and often have a skin tone somewhere between green and grey, and occasionally, possess a pair of tusks that emerge past their lower lips. They have a lifespan similar to humans. Centaurs: A race of beings with human-like upper bodies, but in place of legs, possessing the body of a horse (or, much more rarely, antelopes, deer, and other similar creatures). They are able to take a fully human form, but they may only do so for a single full day (from one sunrise to the next). If they remain in the form for a moment longer, they will be stuck as full humans forever. They tend not to live in villages, preferring to remain with their herds in the wilds of Arcus. Their lifespan is similar to that of the elves, their aging slowing down considerably as they reach their twenties, and living well into their second century. Angels/Demons: Beings that resemble very beautiful humans, though Angels possess large feathered wings, and demons often have oddly colored skins (shades of red, black, and silver are not unheard of) and bat-like wings, and occasionally a set of horns or antlers on their head. Highly rare, they possess magic ability that easily rivals those of the strongest wizards. Due to their rarity and power, many members of other races have hailed them as messengers of gods. Whether this is true or not remains to be seen-some deny this vehemently, while others have no qualms about such associations. They age very slowly, if at all, and some have claimed to lived many hundreds of years. Elementals: Elementals possess the ability to control and generate an element-each is limited to one, either earth, air, fire, or water. Each has a mark somewhere on their body, related to their element. They look almost identical to humans otherwise, and age as humans do. Dwarves: A stout and stocky race (they tend to range in height from around 4'6" to 5'6" or so), Dwarves have strong work ethics, and are well-known for their metalworking abilities. For the most part, they take little interest in the goings-on of the other races. Their age as humans do, though they tend to live a bit longer, many approaching their second century at the times of their death. Mermaids: Mermaids (and mermen, as their males are called) are beings with the upper bodies of humans, and the lower bodies of aquatic creatures (mainly fish, other creatures are more rare). Colonies of mermaids exist in many of the larger bodies of water in Arcus. Like Centaurs, they are able to take a full human form, but only for the length of a single day at most at one time. To stay in the human form any longer results in them being trapped in such a form. Dragons, Griffins, and Unicorns: Creatures of human level intelligence, Dragons (massive, winged lizards), Griffins (creatures that are half-bird of prey and half-big cat) and unicorns (horses with spiraling horns on their heads, and occasionally wings) are a bit of a rare sight in Arcus. Many have been known to take on a human form, but unlike Centaurs or Mermaids, there is no limit to how long they may remain in this form and are always able to change back. They may also "half-transform", looking human with a few traits of their natural form. They are able to live for very long time, capable of surviving for several centuries, and aging very slowly. Hybrids: There have been records of all possible hybrids (at least within the first generation) existing. Their appearance and traits tend to be a mixture of their two parent races. They may be shunned or accepted by their communities, depending on the circumstances. Other Races: Interested in creating a character with a race outside these? Contact the admin with a description of the race and their abilities, and if they approve, they will add the race to the list. Edited by Moth, Aug 26 2011, 04:34 AM.
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7:24 PM Jul 11