Post by komissar on Oct 4, 2007 11:17:03 GMT
Humans
----Coming sooon----
Lizards
Self-respect, reduced to extreme vanity.
Exaggerated sexuality, bordering on salacity.
Creativity - the lizards possess an intricate mind and are brilliant actors, masters of hipocricy.Canny lizards master subtle intrigues, but they like to conceal their sharp intellect under the mask of rude, clowning savages. To great extent the appearance of lizards is to blame for such a poor reputation. But these creatures use their own ugliness as a perfect disguise - who would expect in a tall, wicked snake a head of a giant continental corporation, seeking for questionable business.
Everyone who has just made a fleeting acquaintance with lizards would suppose the representatives of this race have absolutely no notion of intellectuality, refinement or even politeness and good manners. An extern observer would describe them in general as ruffians and swines. It should be mentioned though, that lizards' aggression is not just a mask. They are a unique race indeed who, not restrained by any moral scruples, find their fulfillment in obscure life of street gangs or in hazardous business of war or geological exploring expeditions. Lizards are agile and forceful, armed with claws and teeth. Their skin is thick, covered with scales of various shades. From their reptile-ancestors they have inherited a strong tail, typical scull and vertical pupils. Their movements are those of animals, rush and smooth at the same time. Female lizards are in every respect as temperamental and venturous as male ones. They are spectacular, their sweeping movements are graceful and their carriage immaculate.
Lizards were originally settled in the region of Baahornin the South-west of Sanadaria. Their character had always made relations with the neighbours rather complicated. Zwergs were lizards' patrons once and lizards learnt a lot from them, but when they decided there was nothing more worth knowing they rebelled against the arrogant attitude of their undersized neighbours and sought conflicts with them. Looking for political allies lizards have never specially appreciated spiritual congeniality, they choose those, whom they could use best at the moment. They allied with militant dispised kelebra, as they hoped to deprive zwergs of some of their lands. When the plan didn't work and the allied forces of zwergs and human, supported by tenqui and sidhe forced lizards back, the latter had no scruples to declare arrawns, who were feared and hated as no other race, to their allies. Lizards even made kelebra collaborate with their worst enemies. Thus the Alliance of the Three was contracted. The states of the Alliancehad no more in common than military interests in the world politics, which was the reason of their backward position in magical and technological development. But lizards' foresight always helped the Allianceto catch up with its adversaries at a critical moment. Lizards were not interested in progress because of the good it could bring the planet, but because of the profit. The most famous lizard magician and alchemist caused the greatest economical crisis in the postwar world by finding a way to forge gold. Though, it should be mentioned, this unhappy event initiated a new great step in the development of the world and gave rise to the establishment of crystal-secured non-cash payment system.
Zwergs
Zwergs are a dwarfish race, their average height is about 150 cm. Zwergs' gracile small bodies are shaped by the creative will of the underground springs, some spots on them covered with shining gemstones. Their hair is a growth of crystals.
Sensibility and reserve of scholars is combined in zwergs' nature with exuberant creativity of artists.
The first zwergs born in the vaults of the underground kingdom were surrounded by multifarious and intricate world full of crystal beings. For a long time they believed their caves to be whole world, inhabited by cognated creatures. Zwergs decorated and cultivated this world after their fancy. When they first came out to the surface they realized the whole extent of their misapprehension. The upper world struck them with its variety and chaotic beauty. They knew then, sublime forces had created this wonderful world and the zwergs, who should accomplish its development and use their talent and skillfulness to bring its beauty to the utmost perfection.
Zwergs believe unshakably they are an instrument in the hands of the demiurge forces. Incessantly they improve magic technologies and create thousands of ordered forms with their help. Zwergs' creation never suffers from lack of material, the whole world from small gemstones waiting for a cut to living artificial forests of fanciful, asymmetric and almost frightening beauty is clay in their hands. Zwergs are distinguished by vivacity, quickness of mind and child-like curiosity, the wish to learn more and more about the world. But at any moment this vividness can give way to melancholy. In their solemnity they work on comprehending the nature and making extravagant decisions that often seem insane to others.
Zwergs inhabit the Glittering lands, which is the only state of the Wellana confederation in Sandaria. As well as sidhe zwergs are convinced they were the first race to come into the world. Although there is a lot of evidence that makes the claim of sidhe much more probable, zwergs are too stubborn to see any of it. This race received the name zwergs from the humans and call themselves and their language Dalaran. Words of this language elude any reasonable translation, their true meaning is apprehensible only for Dalaran themselves. Young zwergs see no use in learning it and the language dies by and by. Zwergs traditional occupations are mining and working gemstones. At present they cultivate all kinds of industries including the magic one. Zwerg technologists and scientist are without comparison in the modern world. Zwergs are not on good terms with their neighbours on the continent. The history of this conflict is long. During the Great war lizards and kelebras ravaged zwergs' country and destroyed the ground parts of their cities. Only the safety of the underground cities preserved them from total defeat.
The relations to the allies are also rather complex. Zwergs' first political partners were sidhe and tenqui. Trade and knowledge exchange flourished. But ideological misunderstandings caused often arguments. The appearance of humans (strange understated sidhe) didn't make any impression on zwergs at first. But the humans turned out to be quite capable to learn and to negotiate. Soon they became zwergs' main trade partners. Humans were the first to offer zwergs military help after the aggression of arrawns. Without this support zwergs would surely have been completely defeated when kelebras got involved in the war. The relations between the two races stay friendly until now. Human curiosity and the striving to work out new and new ways in technology, politics, trade and magic made zwergs feel closer to them than to conservative sidhe and tenqui, who make nothing of experiments.
Arrauns
---coming soon---
Kelebra
Kelebras are the youngest race on the planet. in their human shape kelebras are tall and tout. Males are big and muscular, their rough features, specially the eyes, witness to their animal nature. Transformed men take shape of giant wolfs. Females are tall as well, but gracious, their bodies are strong and agile, their features regular and delicately chiseled. Transformed they appear as big lynxes
They were people once, defending their territories from incessant attacks of arrawns. They strived for strength not to yield in this fight and that's how they became what they are. They got their name from an old house of people, whose head, warlord Kelebra founded the city Watch Nest in the Narrow valley of the Southern principality. Hundreds of years his descendants contained the aggression of arrawns, but when their situation became hopeless they appealed to people's rulers to start an offensive. The appeal was not heard, and the soldiers felt disappointed and betrayed. The legends tell, that the Godess Moreg heard their laments and promised to endow those who would spent their lives serving her with great force. Thousands of warriors accepted secretly her gift. They could never be the same again, but they acquired enormous strength and the ability to take animal shape, which gave them equal chances in the fight against arrawns. The new race turned out to be quite prolific and soon the new creatures outnumbered people in the Southern principality. Enraged, werewolves lost control over themselves and could even attack their former kinsmen. Then the great magicians, patrons of the human race, decided kelebras had to leave in order to avoid a civil war. They were banished to protect the Twilight lands, people's domain in Sanadaria. Butkelebras rather disliked their position as outcast servants. Soon they declared independence and were determined to defend it. They even consented to the persuasions of Lizards and contracted an alliance with their most hated enemy, the arrawns.
Strong and harsh, kelebras know neither fear nor temperance, this race is charismatic and self-confident, hardened in the blaze of dreadful battles with arrawns, zwergs and people. Kelebras are quick, relentless and fearless, which distinguishes them from other races. Like fire they emerged once from the battlegrounds and changed irreversibly the alignment of forces in wars and world politics. Ostracised by the people, they made canny lizards, ingenious zwergs and murderous arrawns respect and defer to them in several years. Kelebras' destiny has always been to fight and to protect. Their spirit and will have become unyielding in the endless battles. They believe passionately, the faith is an escape for their seething fury.
Kelebras are double-faced and double-natured creatures, living simultaneously on two sides of one world. By their will alone they can turn into a powerful animal. But their power is also their curse, kelebras can take animal shape just for some minutes, but as soon as they stay in this condition a little longer than necessary or practice too industriously on this ability, they loose their will and senses and fall into bestial insanity, destroying every life around them. The atrociousness of the curse feeds an incessant fear in the souls of this most courageous race, that's why they feel better at night, when darkness conceals their faces and makes colours fade. At nighttime fear transforms into fury and hurt into power. But however complex their feelings are, day and night kelebras exemplify proud warriors, physically perfect and fearless. They embody the very essence of force, attractive, furious, but at the same time humanly sage and compatient.
Sidhe
The appearance of sidhe as player characters should express their superhuman nature: olive-skinned, they look humanlike, absorbed in constant concentration controlling their inner power. An observer can notice its movement, for their inner light penetrates the surface of their bodies at some places, such as the eyes and some other spots. Sidhe's height, both male and female is a little less than 2 meters. Their athletic bodies seem to consist of interlaced magic fiber, that form a frame to keep the inner energy from bursting out.
----more coming soon---
Tenqui
----coming as soon as the devs remove the shroud of mystery from this race---