III. Races of Ozulon

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III. Races of Ozulon

Post by Game Master on Sun Mar 12, 2017 12:35 am


Across Ozulon, there are a total of 11 remaining races that are sentient, or cooperative enough to be considered sentient. These races almost all played a hand in the God Wars,
or were a direct result of the War. The races of Ozulon are as follows:




Humans
Satyrs
Centaurs
Elves
Dwarves
Alacasians
Fae
Glacites
Lurkers
Nords
Mar



Last edited by Game Master on Sun Apr 02, 2017 3:45 pm; edited 6 times in total
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Re: III. Races of Ozulon

Post by Game Master on Sun Mar 12, 2017 1:03 am



The race responsible for single handedly slaying the most creatures in the wild as their lust for blood, and sport called them to do so. The humans were the last of the mortals to be acknowledged by the gods, their tendency for war being the cause. Humans are treated as a blight by the other races, their weapons scarring the land, their thirst for war being known across the entire world, and their demand for more land being just as infamous. Humans are the most flexible of the races, able to adapt to almost any situation and having a volition like none other. This is the cause for their need of land, as their species populates faster than any other, often times countering their short life spans.
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Re: III. Races of Ozulon

Post by Game Master on Sun Mar 12, 2017 1:09 am


A special group of individuals that enjoy making merriment and laughter. They're commonly seen as bards, playing elaborate songs on the simplest of weapons. They're also known for making mischief and toying with people's minds. Satyrs are a being with the lower half of a goat, walking on two legs, and the upper half of a human. Normally Satyrs are quite short, standing just a bit taller than dwarves.They tend to dislike combat, having hooves for feet is truly a horrible disability in most terrain when you've only got two.
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Re: III. Races of Ozulon

Post by Game Master on Sun Mar 12, 2017 1:10 am


Native to the Enchanted Forest, the Centaur is a mythical creature that's legendary with a bow. They're beings with the lower half of a horse, all four legs included and the upper body of a human. They're not keen on wearing great deals of clothing, the women nomrally wrapping some cloth around their breasts and their men wearing nothing at all. Because of this, most humans who see them standing behind an object that conceals the horse half, confuse them for a mostly naked, very beautiful person. Centaurs have always been known as the knights of the forest, and the friend of Fairies. In fact, they're the only creature the Fae ally with- because they willingly, happily kill anyone and anything that steps on their land. Centaurs are proficient with bows, but they're also good with Swords, Spears, and staves.

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Re: III. Races of Ozulon

Post by Game Master on Sun Mar 12, 2017 1:11 am


The main denizens of the Town Shining in the Night, otherwise known as Beacon by lost travelers. They originally protected the Enchanted Forest, living peacefully with the Fae and Centaurs. The God War changed all of that... During the first half of the war, the Elven Leader of the time had taught one of the Dwarves how to make magical weaponry- which required a Fairy's heart to make. Because of the war, the Fae had declined in numbers and it all started with one Elf whose mouth was too big. Ever since their numbers began declining, the Fae and Centaurs drove them from their lands, forcing them to live elsewhere. Their powerful magic allowed them to make their beloved city, and their determination helped them make it more grand than initially anticipated.
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Re: III. Races of Ozulon

Post by Game Master on Sun Mar 12, 2017 1:12 am


Masters of the forge, and champions of the tankard! Dwarves have existed since the Gods created Ozulon. Worshiping the god of craftsmanship, the Dwarves pride themselves on crafting the best weapons in the world. They detest terrible craftsmanship, and as a result take in anyone who comes to their gates in the Misty Village asking to get training. During the God Wars, the Dwarves had taken in troves of assistants to help with the overwhelming amount of weapon requests. They played a role in the near extinction of the Fae, and are part of the reason the race of tiny mages despise all but the Centaurs.
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Re: III. Races of Ozulon

Post by Game Master on Sun Mar 12, 2017 1:13 am


A society of women, the Alacasians are extremely fearsome beings. They're like humans, except they reproduce with any gender, and are the only ones better with a bow than Centaurs. All children of an Alacasian are born female, the reason for which is still unknown. The Alacasians are known for their deadly poisons, as well as potent remedies. They reside in the forests surrounding the Gates of Ozulon, protecting the wildlife and their home with deadly accuracy. However, the Alacasians don't kill without reason and will only attack if visitors in their land show signs of being a threat. A nickname for the Alacasians are the Gate Guardians, as they prevent undesirables from entering- and bandits from leaving. As they look like humans themselves, albeit a bit tall for females, the Fae attack them with extreme prejudice just the same.
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Re: III. Races of Ozulon

Post by Game Master on Sun Mar 12, 2017 1:14 am


The infamous Fairies, the tiny titans, the pint-sized mammoths... These creatures are feared and respected by all races after the God Wars. Before, the Fae and their Enchanted forest were vast; the forest taking up the entire southern half of Ozulon, and their homes were just as widespread. They lived peacefully with all races, playing with children and sometimes even living with the others. However, due to a certain Elven leader, it was made known that there were two things required to make magic staves. The first of which is enchanted materials; metal was hard to come by pre-enchanted, but there was an entire forest of pre-enchanted wood. As the enchanted trees, vines, and herbs were taken- the forests' size was reduced within a couple years to half that of its' original range. The second requirement was the heart of a Fairy. The magical power stored in that tiny organ was more than enough to fill the weapon with magic, and allowed it to rapidly regenerate lost mana after firing a bolt of it. Very few races were stupid enough to go toe-to-toe with a single fairy, to acquire enough Fae Hearts to craft all the staves ordered by warring parties. The dwarves knew one race that loved challenge, and feared nothing when enough gold was put on the table... Humans. By the end of the war, the Fae and their land were reduced to 1/4 its' original size. The only ally the Fae had were the Centaurs, whose duty to the forest caused them to valiantly protect the Fae with their lives.

Nowadays, no one enters the Enchanted Forest; those who manage the achievement rarely leave without being reduced to a screaming torso if they leave at all. Those who failed to enter the forest, or got just a bit too close are left to rot in the sun or be eaten by the wild beasts. A hundred meters out marks the corpse of the Alacasian who got closest to the Fae forest, ten arrows in her body with a large vine through her heart. Several meters behind her lay more corpses, all in just as good if not worse condition. The Fae worship the Goddess of Air, Aura as it was her creation of "The Scar" that ended their plight. Had it not been for her creating that painful area of destruction, where armies are reduced to squads... well, the Magic Staff would be a much rarer commodity since there would be no more Fae to extract a heart from.


Last edited by Game Master on Sun Mar 12, 2017 12:28 pm; edited 1 time in total
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Re: III. Races of Ozulon

Post by Game Master on Sun Mar 12, 2017 1:15 am


Glacites, otherwise known as Glacies Children; they're looked at with a degree of fear by the ignorant, often times grouped together socially with humans. The Glacites are the result of Glacies' actions in the God Wars. Well, other than Glacies' Vale itself. The Glacites appear to be normal humans from behind, but upon looking at their bodies you can see the major veins and arteries in their bodies clearly defined with an icy blue glow. Their eyes are always ice blue, and shine in the dark. Quite literally, the Glacites have slush for blood and ice for a heart... Behaviorally, the Glacites are passive until given reason to not be. They're masters of Ice Magic, and despise hot temperatures; both for obvious reasons.
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Re: III. Races of Ozulon

Post by Game Master on Sun Mar 12, 2017 1:15 am


The result of elven intervention, the Lurkers are native to The Scar. After the God Wars, the Scar marked the place where the Wind Goddess, Aura had shown exactly how far she would go to end the war. Her actions were a result of the hunting of the Fae, and destroying of their forests and her desire to stop it. With the motion of a single hand, a great wind swept across Ozulon from the South to the North and obliterated all in its' path. Dozens of races met their end as a result. Kitsune, Werewolves, Demi-Merfolk, and Atracians were the better known of the extinct races.

The Elves created the Lurkers by extracting genetic information from dying victims in their final hours. This was done by having one of their females voluntarily pleasure the man until the genes were produced, and then waiting the full year it took for Elves to give birth to see if it worked. The original offspring resembled their parents wonderfully, the Elven gene present in only a handful of them; however, this only lasted for a generation. As they reproduced, their children either became the other race- not their own, or suffered the price of inbreeding. After four generations, there was no sign of the original specimens and all that remained was an entirely new race that resembled massive Elves. Outcast by society, and despised by their creators for being failures; the over sized Elves migrated to the only place they could be safe from persecution, The Scar.

In The Scar, the Lurkers earned their names. They stuck to places where no one, not even the monsters that inhabited the area would occupy. Living in the darkness, avoiding traveling parties, and acting as ghosts in the night; the Lurkers remained as elusive as possible. The only time Lurkers showed themselves was to give aid to wounded travelers they came by, and when they failed to be good at hiding. Unfortunately for the Lurkers, their race can never recover from its creation as all children of a Lurker befall one, or both of the following fates:
• All children of a Lurker are born a Lurker
• Children whose mother wasn't a lurker are born with a dead mother.
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Re: III. Races of Ozulon

Post by Game Master on Sun Mar 12, 2017 1:19 am


The other inhabitants of Glacies' Vale, the Nord is a large, well built version of humanoid. The main difference is that the Nords have the ears of Elves rather than human ears. Unlike elves, the Nords aren't too good at magic, but they're powerful warriors. Life in the Vale is rough, anything that isn't a plant- and sometimes even the plants, wants to kill you. The air is frigid, and there's almost always a blizzard plastering your camp with snow and/or hail. Not the brightest when it comes to making elaborate, convoluted strategies; they're the best when it comes to simple plans of attack because they all know the most basic plan, attack.

During the God Wars, the Nords were asked by one of the Elder Gods, Ignis to take no part in the fighting. They were instructed to wait in caves, survive, and know that they would be rewarded with a better fight than any war they'd fought to date. The Nords would have told them off instantly, and went to battle had it been a mortal; but the Nords respected the Gods above all else, and obeyed their instruction. When the Vale was formed, the Nords new that their choice to obey was the right one. When they survived the year after the formation of the Vale, they knew that Ignis had come through with his promise. Because of that, the Nords preferred god is Ignis, the leader. Because of their battle-readiness, and their decision to obey Ignis; the Nords were given two Combat Abilities instead of just one.
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Re: III. Races of Ozulon

Post by Game Master on Sun Mar 12, 2017 1:21 am


A race of humanoids that look like fish. They have fins on their lower arms, backs, head, and calves with scales all over. Their hands are webbed with claws, and their feet are able to turn into flippers. The Mar live in small communities, working together to survive while migrating across The Land of a Thousand Lakes. They prefer this over large communities since it makes them smaller targets, require less food to survive, and there's less chance of betrayal from within. It's said that these are the remnants of the previous residents, and it's also said that they're the result of Levyathan creating them. The Mar are mostly friendly, but will readily attack with powerful magic when threatened or angered.
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