brand new race descriptions by noy
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1 changed files with 65 additions and 17 deletions
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@ -52,7 +52,21 @@
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male_name= _ "race^Drake"
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female_name= _ "race+female^Drake"
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plural_name= _ "race^Drakes"
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description= "Drakes are the sons of dragons, almost the last legacy of those mighty beasts. Most of the race can fly and spit fire. When the fire in their body is extinguished so is their life. Because of this they are weak against cold, but they are good against most other attacks. However, due to their soft underbellies, 'sharp, pointy weapons' have always been their weakness, a characteristic most consider very dragonlike. They are heavy and move slowly, but once they reach their enemy they are devastating. Their homeland was an island named Morogor, located between Wesnoth and the Green Isle, but it slowly sank into the sea, and now many of them are nomads, flying over the sea looking for a place to settle undisturbed."
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description= _"Drakes are large, winged and fire-breathing creatures, reminiscent of true dragons. On average, an adult drake stands around three meters tall and easily weighs more than a man and a horse combined. Their skin is made up of hard scales, resistant to most physical strikes except piercing and cold damage. Most drakes are capable of true flight and can travel long distances quickly. However, their sheer weight and bulk does limit their flight ability somewhat, making them ungainly in the air. Where possible, they make use of terrain features such as hills, mountains and trees as springboards in order to gain greater height and speed. Fortunately for their enemies, they are still quite clumsy creatures and surprisingly slow in combat. This, combined with their large size, renders them easy targets for those who dare attack them.
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Drakes are inherently magical creatures, with a mysterious internal fire fueling their very lives. This can easily be witnessed when one of their kind perishes in combat; its internal fire is released, burning their remains in to ashes. Their internal fire is also their greatest weakness; it makes them vulnerable extremely vulnerable to cold attacks. Despite their magical nature, drakes are incapable of channeling magic in a controlled manner. While the magic imbued within a drake's body enables it to spit fire and gives it life, they have no willful control over its functions of this magic.
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Society:
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While Drakes seem to be a relatively warlike race, and their societies can be best described as a cultured martial society. A small group of veteran warriors headed by a mutually respected - or simply feared - leader rules the society with an iron fist. Every drake is expected to earn their place in the strict hierarchy, to obey their superiors and command their lessers. Entry to the highest ruling classes practically only happens through challenging and defeating a superior in single combat, which is the way the hierarchy inside the ruling class itself is established. The use of deception of any kind towards any fellow drake is, without exception, seen as cowardly and unacceptable.
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While their warlike nature and sense of territory drive them to defend their own territories savagely, drakes rarely invade or trespass on areas already occupied of the other major races. Instead, they most commonly settle in unpopulated areas to establish their own territory there. They primarily feed on large game they hunt in the lowlands around their homes, but hatchlings and lower caste drakes are known to feed also on certain of moss and fungi they cultivate deep in their cavers. The only technology drakes value is armour- and weapon-smithing, and know or need little else in terms of science and culture besides this to survive and thrive. However the few implements they do fashion are almost unrivaled in quality, only matched by those produced in the finest Dwarven foundries.
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Drakes are hatched from eggs and usually live naturally between 20 to 30 years. Death in battle is the most preferred way for a drake to leave this world, and unlike the old members of other races, drakes naturally grow more aggressive and reckless towards the ends of their natural lives, perhaps to help ensure their place in the heroic legends of their kind.
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Geography:
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Drakes originate from the island of Morogor in the Great Ocean. However, since the island has been slowly sinking for centuries, and colonies of drakes have slowly spread to the Great Continent. Drakes tend make their homes in mountain caverns near volcanoes to protect their eggs, hatchings and forges. While drakes naturally prefer warmth, their internal fire is more than capable of sustaining them even in a relatively cold climate, a feature which has allowed them to populate even some of the mountains of the far north of the Great Continent."
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num_traits=2
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{DRAKE_NAMES}
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[/race]
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@ -62,7 +76,11 @@
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male_name= _ "race^Dwarf"
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female_name= _ "race+female^Dwarf"
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plural_name= _ "race^Dwarves"
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description= "Dwarves were living on the Great Continent before Haldric arrived, but they were also immigrants, like him, coming from the East across the mountains. Dwarves are the height of human children, but are stronger than even fully grown men. They are a solitary folk, cautious and slow to anger, but once their anger is roused they are terrible fighters. Wielding many weapons with equal skill, dwarves are effective against many different races. They see in pitch darkness due to their constant work underground, and their heavy armor protects them against almost any physical attack, although magic can harm them effectively. The most skilled smiths of any in the realm, they are often hired by foreign kings to craft magical items, and the weapons and jewelry they make have been the cause of numerous wars."
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description= _"The dwarves are a race famed for their miners, blacksmiths, merchants and warriors. Considered as the third oldest race on the great continent after the elves and trolls, their early history is shrouded in mystery. Legends tell of a time long forgotten when their people began emerging from their underground world through caves. Nothing is known about their life prior to their arrival, or their reasons for entering the surface world, but they have been an integral part of the continent’s history since. Soon after their emergence from the underground, the dwarves entered into conflict with the original inhabitants of the land, the elves. The original reason for their dispute has been lost to history, but the two races have since fought three long wars, interrupted by a few decades of peace. During these wars the dwarves could not dislodge the elves from the deep forests in the south, but managed to consolidate their position in hills and the mountains in the north of the continent, known now as the Northlands. Since then they have constructed fantastic fortifications and settlements deep within the mountains and crags of their territory.
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Possibly due to their isolation, the dwarves are generally distrustful or hostile towards most other races, particularly the elves. The single exception to this temperament is towards humans. This could be traced back to the era of Haldric I and the arrival of humans and orcs to the content. At this point the dwarves started allowing some humans, mostly dissidents and outlaws from the Crown of Wesnoth, to settle in certain areas of the Northlands. Their motivation was unsurprising. The plight of these individuals reminded the dwarves of their early history of persecution, eliciting a sense of solidarity. The dwarves also had much to gain in forming a bond with these outcasts. They would settle in areas where dwarves disliked living themselves; plains, forests, and swamps, freeing them from defending these areas. Later, when threatened by the Orcs, the dwarves and their human allies formed The Alliance of Knalga to defend their common realm.
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Dwarves are slight creatures, but they are by no means fragile. Their warriors, tough and powerful are both feared and respected throughout the continent for their prowess in battle. In addition dwarves are known for their calculating intellect and superb craftsmanship. Dwarven smiths are renowned for their deadly weapons and heavy armor, which clad their stout warriors. These accruements are unrivaled in quality, possibly only matched by those produced by drake armourers. Their intelligence and natural inquisitiveness has also made them the most technically advanced race on the continent. One of their most famous, and feared, discoveries was a mysterious powder that produces an immense explosion when exposed to fire or sparks. Certain dwarf warriors use this powder to hurl small objects at tremendous speeds. Given their technological inclinations, many dwarves tend to distrust magic users. However a small group does practice a form of magic based on the engraving of runes. Called runesmiths, they use these carvings to enchant items in order to augment certain aspects of its nature, but were rumored to have been wiped out in a tragic accident several centuries ago. Since the art’s rediscovery, it has gained greater acceptance among many dwarves, but many still treat the runesmiths’ craft with disdain."
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num_traits=2
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{DWARVISH_NAMES}
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{TRAIT_HEALTHY}
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@ -73,7 +91,9 @@
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male_name= _ "race^Elf"
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female_name= _ "race+female^Elf"
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plural_name= _ "race^Elves"
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description= "Elves are the elder race. They are skilled with the bow and arrow - almost all of them carry one - and are also good with the sword. They do not use many weapons but these, although they are in command of powerful magic, and do use it when needed. Physically, Elves are quite tall, and seem even taller due to their slimness. They are peaceful beings, but will fight against any who enter their homeland unasked. They live mostly in the forests of the Southwest, although some choose to live in the harsh Northlands."
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description= _"Compared to humans, elves are somewhat taller, more agile but less sturdy. They have slightly pointy ears, pale skin and usually blond hair. Though few differences between humans and elves are more pronounced than the latter’s unusually long life - most, unless claimed by illness, accident or war, live a two full centuries. While some elves possessing a high magical aptitude have been known to live an additional full century, most elves begin to grow physically frail approaching their twentieth decade and pass away within a few decades. Elves are naturally imbued with magic to a small degree. Though most of their kin are unable to channel it directly, its latent presence gives them their keen senses and long life. It many cases it manifests at will, allowing them to achieve tasks that most normal beings would find astonishing. Those elves that learn to actually wield this power can become truly formidable in it's use. Many chose to use their gift to heal others.
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Due to their long life, elves are not driven by a primal lust of life to the extent that shorter living races like humans or orcs are. Instead, elves spend much of their time engaging in individualistic pursuits. Those not adept at the magical arts typically devote their time honing their physical skills. As a result, elves excel at archery, which is perhaps their most important method of warfare. Most elvish troops carry a bow and no other race can rival their archers in speed and accuracy. All elves also share a mysterious, natural affection to unspoiled nature, which they cannot quite explain. They often feel uncomfortable in open unvegetated spaces and leading them to make their homes in the forests around Great Continent, such as Aethenwood in the southwest and Wesmere in the northwest. As far as one can tell, no other race predates the elves on the continent, with the possible exception of trolls. Many of their settlements cannot be reliably dated, undoubtedly existing over a millennium."
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num_traits=2
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markov_chain_size=2
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{ELVISH_NAMES}
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@ -85,9 +105,7 @@
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male_name= _ "race^Goblin"
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female_name= _ "race+female^Goblin"
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plural_name= _ "race^Goblins"
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description= "Goblins are, despite their appearance, members of the exact same race as orcs, and are born as siblings to the orcs. Unlike similar races, who usually bear children singly or in pairs, orcs will have large litters of children all at once; which is a large part of why their populations can explode so quickly. Within any litter, there will only be one or two true orcs, who will grow to the full size and strength of their race. A few more will be half-orcs, notably weaker than their big brothers, and relegated to supporting roles in combat, such as archery. The rest, often a full half of more of any litter, will be goblins. Goblins are puny, and quite frail; similar in size and stature to a human child, even at the apex of their growth. They have a rather tragic fate; a lifetime of near-slavery to their larger kin, and use as sword-fodder in battle. In spite of this, they thrive; in part because they are so very numerous, and also because their brother orcs are well aware how dependent they are on the goblins.
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Goblins accomplish the bulk of manual labor needed by the orcs, with the sole exception of jobs which require the brute strength of true orcs, which the orcs revel in doing as proof of their prowess."
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description= ""
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num_traits=2
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{ORCISH_NAMES}
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[/race]
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@ -97,7 +115,7 @@ Goblins accomplish the bulk of manual labor needed by the orcs, with the sole ex
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male_name= _ "race^Gryphon"
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female_name= _ "race+female^Gryphon"
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plural_name= _ "race^Gryphons"
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description= "These majestic and powerful creatures are masters of the sky. Gryphons are both dangerous and wary of other intelligent creatures, and thus should not be disturbed without a good reason."
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description= ""
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num_traits=2
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{GRYPHON_NAMES}
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[/race]
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@ -107,7 +125,15 @@ Goblins accomplish the bulk of manual labor needed by the orcs, with the sole ex
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male_name= _ "race^Human"
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female_name= _ "race+female^Human"
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plural_name= _ "race^Humans"
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description= "The race of men is an extremely diverse one. Although men originally came from the Old Continent, they have spread all over the world, and split into many different cultures and races. They do not possess much magic, though they can learn it, and can learn many more types of it than most others. They have no extra special abilities or aptitudes except their versatility and drive. Although often at odds with all races, they can occasionally form alliances with the less aggressive races such as elves and dwarves, and the less scrupulous among them do not shrink back from hiring orcish mercenaries, either. They have no natural enemies, although the majority of men, like most people of all races, have an instinctive dislike of the undead. Men are shorter than the elves, but taller still than dwarves or orcs. Their skin color can vary, from almost white to dark brown."
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description= _"The race of men is an extremely diverse one. Although they originally came from the Old Continent, men have spread all over the world and split into many different cultures and races. Although they are not imbued with magic like other creatures, humans can learn to wield it and able to learn more types than most others. They have no extra special abilities or aptitudes except their versatility and drive. Although often at odds with all races, they can occasionally form alliances with the less aggressive races such as elves and dwarves. The less scrupulous among them do not shrink back from hiring orcish mercenaries, either. They have no natural enemies, although the majority of men, like most people of all races, have an instinctive dislike of the undead. Men are shorter than the elves, but taller still than dwarves. Their skin color can vary, from almost white to dark brown.
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Subjects of the Crown:
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Many different groups of men exist, but the majority of them on the Great Continent live under the rule of the Crown of Wesnoth. The humans first appeared on the Great Continent from a land far across the ocean to the West, the Green Isle, and soon established their capital at the inland city of Weldyn. Over the following centuries they have built up a number cities across the continent. The soldiers from the Crown of Wesnoth protect the country, forming the most organized military force in the known world. Its warriors come from the main provinces, where all men are conscripted at an early age.
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The Clansmen:
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The eastern provinces of Wesnoth, known as the Clan Homelands, have a geography consisting of more open plains and rolling hills than the western, more civilized provinces. They are home to the Horse Clans, who are allied with the Crown of Wesnoth but operate independently and maintain their own identity. Some consider them to be a tributary state, which sends food and soldiers to Crown in exchange for protection. Others say they are on equal footing with the western half of Wesnoth, and they just serve different purposes in the country. In any case, the eastern provinces do not have a conscript army the way Western Wesnoth does. Training for fighting is part of the way of life of the Clans, so the parents will teach the children to ride horses, fight and shoot a bow >from an early age. In general, the Clan warriors are less organized than the civilized fighters, and their strengths and weaknesses complement each other."
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num_traits=2
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{HUMAN_NAMES}
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[/race]
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male_name= _ "race^Saurian"
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female_name= _ "race+female^Saurian"
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plural_name= _ "race^Saurians"
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description= "These are the smaller, more crafty allies of the Drakes. They often live in swamps or other damp places."
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description= ""
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num_traits=2
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#Tentative list of fricative heavy lizard names
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{LIZARD_NAMES}
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@ -139,7 +165,7 @@ Goblins accomplish the bulk of manual labor needed by the orcs, with the sole ex
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male_name= _ "race^Merman"
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female_name= _ "race^Mermaid"
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plural_name= _ "race^Mermen"
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description= "The Merfolk live in the shallow parts of the ocean, wary of the monsters that lurk in the deep. Ordinarily they form alliances with no one, but in Asheviere's time they allied with the elves in order to defeat their captors. Mermen are powerful and quick in any watery environment, but struggle greatly to move on land."
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description= ""
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num_traits=2
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{MERMAN_NAMES}
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[/race]
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id=monster
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name= _ "race^Monster"
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plural_name= _ "race^Monsters"
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description= "There are many monsters that roam about the land, not obeying anyone's orders. Occasionally, but not often, those who see them survive to tell the tale, and it is only from them that the people of Wesnoth know of their existence."
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description= ""
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num_traits=0
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[/race]
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@ -157,7 +183,7 @@ Goblins accomplish the bulk of manual labor needed by the orcs, with the sole ex
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male_name= _ "race^Naga"
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female_name= _ "race^Nagani"
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plural_name= _ "race^Nagas"
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description= "Nagas are the long time enemies of the Merfolk, and in Asheviere's time they allied with orcs to finally defeat their opponents. They usually join forces with anyone willing to help them defeat the mermen."
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description= ""
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num_traits=2
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{NAGA_NAMES}
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[/race]
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male_name= _ "race^Ogre"
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female_name= _ "race+female^Ogre"
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plural_name= _ "race^Ogres"
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description= "Ogres are giant creatures that usually live alone in the wilderness, remarkably similar to humans in form, though large and misshapen. They are extremely brutish and stupid, but possess enough intelligence to wield a weapon. While they can be easily outrun or outsmarted, their strength is not to be underestimated."
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description= ""
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num_traits=2
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{OGRE_NAMES}
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[/race]
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male_name= _ "race^Orc"
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female_name= _ "race+female^Orc"
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plural_name= _ "race^Orcs"
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description= "Orcs are a race of fierce, brown-skinned human-like creatures found across the wild places of the world. They came from across the sea, following the humans of the Green Isle. They are violent, quick-tempered, and belligerent, and hold an ancient hatred for the race of elves. Although orcs are disorganized and prone to infighting, warbands under a strong leader can cut bloody inroads into the boundaries where civilization meets wilderness. Most live in the Northland, away from the settled land of Wesnoth, whose people they are more often than not at war with. They are a greedy race, and often can be found fighting under the banner of a lich-lord or human, hoping to gain riches from those they defeat."
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description= _"In appearance, orcs are half men and half beasts. They are taller, sturdier and stronger than humans, which is matched by their savagery and lack of intelligence. Their blood is darker and thicker than that of normal humans and they have little care for personal hygiene or their personal appearance. Although Orcs are violent and warlike creatures, they possess an odd social kinship with one another; an orc never travels long or lives alone in groups smaller than half a dozen.
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Society:
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Almost every orc are a member of a tribe or a clan. Relations between neighbouring tribes are usually violent, except in cases of a mutual enemy threatens their existence or prospects of great plunder overrides mutual animosity. In addition, a single strong chieftain may emerge to lead multiple tribes from time to time, usually through intimidation of followers. An orc tribe in times of peace tends to almost solely focus on strengthening itself in preparation for the next armed conflict. Orcs are known to possess a very simple system for symbolic writing - usually in blood - although it's most commonly used to trade insults or threats between tribal leaders.
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Orc societies are based on little else but strength; might makes right, and a leader leads and survives only as long as no one manages to wrest the title from him. A constant struggle usually exists for power between potential tribal chiefs. An orcish leader rarely lives more than a handful of years to enjoy his absolute authority before being killed for his position - although history knows some notable exceptions. Orcs hold no particular honour code and while undisputable raw strength is usually the preferred method of displaying power, assassination, poisoning and backstabbing are completely viable means to further one's own goals.
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Orcs mostly live in rural areas, often in foothills or mountainous regions, sometimes in caves. They grow no crops nor keep livestock, but are competent hunters as a result of their physical stature and brutality. Due to their large numbers they are capable of hunting an area virtually clean of anything larger than rodents in relatively short period of time. Due to this and their unstable leadership, orcish tribes tend to lead a semi-nomadic lifestyle, never settling in one region for too long. The larger tribes may establish themselves firmly in an area for years or even decades and build large encampments almost resembling cities, but even these are easily dismantled and abandoned if there is a need to relocate the horde.
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The oldest known orcs have been around 50 to 60 years of age, but very few individuals ever live to see over two or three decades before meeting their end either in war or by the hand of one of their kin. The oldest orcs are often shamans, which are perhaps the only ones most of their kind sees as being trustworthy and neutral. The origins for this custom are unknown, as the shamans do not directly contribute much to orcish societies but only act as advisors, which is not something orcs tend to otherwise tolerate. Shamans are in many ways the opposite of almost every other orc: they are often physically withered and frail in comparison and lack skill in battle. Despite their reliance on raw strength, not nearly all orcs are destined to grow to possess any. Many orcs are born smaller and weaker than the rest, and already almost as newborns are put in their place by their stronger siblings. The stronger ones will routinely grab most of the food and thus grow stronger still, while their weaker siblings do not. Many of these individuals tend to specialize in other skills, like archery or assassination."
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num_traits=2
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{ORCISH_NAMES}
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[/race]
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male_name= _ "race^Troll"
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female_name= _ "race+female^Troll"
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plural_name= _ "race^Trolls"
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description= ""
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description= _"Trolls are ancient creatures, one of the oldest known races known to inhabit the Great Continent. They are large, slow, simple-minded, and live extremely long lives inside deep caves or atop high mountains. The most unique characteristic of trolls is an internal vitality that sustains and heals them from within. As a result they live very different lives from almost any known creature. Trolls have few real needs: they require little food or water, and thus they have little incentive to pursue much besides protection from those who are hostile towards them. This in turn means they rarely have to worry about anything and can spend much of their time sleeping or in contemplation. Trolls have a curious affinity with nature. They do not relate with living things like elves do, but instead with earth and stone. They are also somewhat curious of their surroundings and many younger whelps even enjoy traveling and seeing the world. As trolls grow older they tend to become increasingly passive, gradually losing interest in their environment them and spending more of their time sleeping in a quiet, familiar corner of their home cave. This is until they finally pass away as their bodies themselves slowly turn into lifeless statues of stone.
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Trolls are seen by many as being little more than a yet another race of savage monsters. This common misconception is in part perpetuated by orc to persuade trolls to join their armies. Because they are rather simple and do not understand the ways of other races or sometimes can even tell them apart, it is usually easy for an orcish band to convince a group of trolls that by joining them they get to exact revenge on those that have before hunted them. These new recruits are then directed to attack whoever the orcs themselves are currently in conflict with, whether previously a foe of the trolls or not, accumulating even more enemies for the misled trolls. The most common enemy of trolls are dwarves, and the animosity between these two races is ancient.
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Geography:
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Trolls have inhabited the mountains of the Great Continent longer than the dwarves who migrated there. Trolls are a common sight on the mountain ranges north and east of Wesnoth, and wherever Orcish hordes travel."
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num_traits=2
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ignore_global_traits=yes
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{TRAIT_STRONG}
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male_name= _ "race^Undead"
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female_name= _ "race+female^Undead"
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plural_name= _ "race+plural^Undead"
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description= "As their race's name means, these are lost souls caught between this realm and next. Themselves deprived of life, they wish to likewise deprive all others of it. They are created by Necromancers, practitioners of dark magic, and are controlled by them when raised. After the necromancer controlling them dies, they remain in this world, and continue fighting for a purpose no one, perhaps not even themselves, know. Most of them are strong against physical attacks, but are weak against fire and holy assaults. Since they do not require bodily warmth to survive, cold is very ineffectual against them."
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description= _"Undead are not really a single race of creatures, although often treated as such. Almost any dead creature can, by a sufficiently skilled necromancer, be reanimated and rise again in undeath. Undead are for the most part unnatural but mindless constructs, obeying whoever created them without question nor thought. A greater mystery of necromancy is in how constructs are sustained without continuous effort from the necromancer. An undead creature requires not the constant attention of the necromancer to command and sustain, but can work autonomously according to the commands of it's master. Only rarely, perhaps once every few months, does the necromancer need to maintain his creation.
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Necromancy is almost solely limited to humans. Even the legends of magically apt races like elves and mermen tell of very few of their kind who have ever delved in the dark arts. It is surmised that necromantic magic requires great adaptability and a flexible mind, extremes of which are most commonly found in humans.The ultimate goal of most necromancers is to turn the same art of preserving and imbuing life upon themselves, to alter themselves at whatever cost, to ultimately escape death by preserving their own mind and spirit.
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Geography:
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While undead lords arrived on the Great Continent in considerable numbers only in the wake of Haldric I, they were not completely unheard of by elves and dwarves before that."
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num_traits=1
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ignore_global_traits=yes
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{TRAIT_UNDEAD}
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||||
|
@ -212,7 +260,7 @@ Goblins accomplish the bulk of manual labor needed by the orcs, with the sole ex
|
|||
id=wose
|
||||
name= _ "race^Wose"
|
||||
plural_name= _ "race^Woses"
|
||||
description= "Little is known about the Woses, apart from their tree-like appearance. However these beings have not descended from trees, despite the similarity in form. They seem to be wardens of the natural world."
|
||||
description= ""
|
||||
num_traits=0
|
||||
markov_chain_size=3
|
||||
{WOSE_NAMES}
|
||||
|
|
Loading…
Add table
Reference in a new issue