Post by Trixie on May 11, 2005 10:20:13 GMT -5
Guardian
(Admins only)
The most powerful being in Nezhrym is the Guardian, having said to have been bestowed with god-like powers and capabilities that surpass all other races. He/she watch over Nezhrym omnisciently but is said to roam the lands unbeknownst to others. The Guardian is the guiding light of the world of Nezhrym and the sole factor of balance in throughout great lands and vast seas. He/she, however, is more of a myth among the inhabitants of the world as few have ever laid eyes on a Guardian’s face. As an unwritten rule, the Guardian only interferes in matters that are of dire consequences; people never really call or seek the Guardian for aid on dealing with the affairs of a Kingdom or even two. Guardianship is very much like a seat on the throne of one Kingdom; it is passed from generation to generation. This generation has, out of circumstance, two Guardians though not many know of that fact.
Capabilities:
Telepathy
Exceptionally swift and agile movement
Exceptionally sensitive senses
Advanced healing and ability to take wounds unto self
Telekinesis
Conjuring
Resistance to extreme weather
Invisibility
Control of elements and weather
Mind reading/empathy and manipulation of thoughts
Clairvoyance
Creation of illusions
Creation of unbreakable shields
Ability to communicate with animals
Transmutation of animals, objects, surroundings and self
Duil (Unique to the Guardian)
Human
Thyons
Thyons are more often than not, born; not made. But those who possess strong magical capabilities, an able mind and a resolute heart can become one though most that try fail to fully learn the Arts Thyons learn to perfect. While second only to the Guardian’s capabilities, Thyons are the most formidable magical race treading the world of Nezhrym. They are not many as it takes a great deal of skill and dedication to be under the tutelage of a Thyon. Too, Thyons are not prone to taking a pupil under their wing. Be it a sort of pride or whatever reasons these perceptive individuals have for such a tendency; it is seldom that a Thyon takes an apprentice.
Capabilities:
Telekinesis
Exceptionally swift and agile movement
Resistance to extreme weather
Control of elements and weather
Telepathy
Conjuring
Exceptionally sensitive senses
Creation of illusions
Mind reading
Creation of unbreakable shields
Ability to communicate with animals
Transmutation of animals, objects, surroundings and self
Mages
The most disciplined and most peaceful among all human races, Mages are also the most varied and most focused. Though all Mages are able to control the basic elements (i.e. Earth, Wind, Water and Fire), most of them have an element of specialty. In addition, not all Mages are of the same capability level. Some may be able to create a drizzle while others a hail. The capability level of a Mage depends on how hard he/she dedicates to learning the art of Magery. The most powerful of Mages can (not a guarantee) acquire the ability to read and manipulate the minds of others. Though the Mage is able to sway living beings, he/she must take care; destroying a subject’s mind may very well destroy the Mage’s.
Capabilities:
Control of elements
Conjuring
Telekinesis
Telepathy
Creation of illusions
Creation of elemental shields
Mind reading and manipulation
Enchanters/Sorcerers
Like the Mages, Enchanters or Sorcerers have the ability to take control of the elements as they desire. They are the more flexible than the Mages, being able to adapt easily with whatever element they wish to use. They are also able to create illusions, be it on their selves or their environment. They are very keen observers and a cunning race. Sorcerers are separated from Enchanters by their hunger for power. Though both races possess a form of mind magic that can have them bending the emotions or even the will of a subject, Sorcerers are more aggressive in using it for the attainment of power. They also tend to ignore if they use their power for good or evil. As a result, most Sorcerers are drawn to the Dark side easily.
Capabilities:
Control of elements
Creation of illusions
Creation of shields
Invisibility
Mind manipulation (not all have it or use it)
Royalty
-- Kings, Queens, Princes, Princesses, Dukes, Duchesses, etc.
Commoners
Rangers & Wanderers
Non-human
Light Elves
Ethereal beings, they are rather frail in build. They are taller than humans and a good deal more graceful in movement, even the males. They possess hair that is of a pale blond color; darker shades are rarer but are found among them. Their eyes are brighter than the brightest gems found scattered throughout the world, usually of hues such as blues and greens. Elves are considered to be the oldest inhabitants of Nezhrym, said to be born at the dawn of the start of the world’s creation, and the wisest besides the Guardian. They age very slowly; approximately 50 human years are equal to just 1 Elven year. They may not be susceptible to any sickness that man is and can live for thousands of years but they can be killed. Elves are rather reticent and would prefer to keep away from any outburst that occur within Nezhrym but are extremely capable warriors. They are superb allies and friends but they can be terrible and relentless enemies so beware an angered elf.
Dark Elves (Drows)
Like their Light cousins, Drows are taller and more slender than humans. Their movement is seen as gliding rather than walking but they are just as deadly as warriors as their Light counterparts. Drows have skin as fair as snow, very much like the Light Elves. Their hair, however, is as black as night and their eyes are like boundless voids. While Light Elves may occasionally associate with humans, Drows never do. They possess an arrogance that had them thinking they are worth more than humans will ever be since they are an older and much wiser race. Humans have overrun Elves on the vast territories that once belonged to the Elves; Drows took that fact as an offense on their part and never really forgave the human race for doing so.
Dunmhars Dunmhars
(NPCs as of the moment)
Brawny to an extent and noticeably tall in build, most would be intimidated by their presence. Looking very much like brutes with their bluish-black skin, their intelligence is often misjudged. They may not be as remarkable as those who learn the fine art of Sorcery or Magery but the creatures are very capable of inflicting serious injuries with strength compensating for any lack of mental capacities they have. They materialize above ground as needed, which the Dunmhars rarely perform as what they need is all provided by their environment underground. They are surprisingly adept at wielding various weapons despite their brutish appearances. They may also have alliances between Dark Elves.
(Admins only)
The most powerful being in Nezhrym is the Guardian, having said to have been bestowed with god-like powers and capabilities that surpass all other races. He/she watch over Nezhrym omnisciently but is said to roam the lands unbeknownst to others. The Guardian is the guiding light of the world of Nezhrym and the sole factor of balance in throughout great lands and vast seas. He/she, however, is more of a myth among the inhabitants of the world as few have ever laid eyes on a Guardian’s face. As an unwritten rule, the Guardian only interferes in matters that are of dire consequences; people never really call or seek the Guardian for aid on dealing with the affairs of a Kingdom or even two. Guardianship is very much like a seat on the throne of one Kingdom; it is passed from generation to generation. This generation has, out of circumstance, two Guardians though not many know of that fact.
Capabilities:
Telepathy
Exceptionally swift and agile movement
Exceptionally sensitive senses
Advanced healing and ability to take wounds unto self
Telekinesis
Conjuring
Resistance to extreme weather
Invisibility
Control of elements and weather
Mind reading/empathy and manipulation of thoughts
Clairvoyance
Creation of illusions
Creation of unbreakable shields
Ability to communicate with animals
Transmutation of animals, objects, surroundings and self
Duil (Unique to the Guardian)
Human
Thyons
Thyons are more often than not, born; not made. But those who possess strong magical capabilities, an able mind and a resolute heart can become one though most that try fail to fully learn the Arts Thyons learn to perfect. While second only to the Guardian’s capabilities, Thyons are the most formidable magical race treading the world of Nezhrym. They are not many as it takes a great deal of skill and dedication to be under the tutelage of a Thyon. Too, Thyons are not prone to taking a pupil under their wing. Be it a sort of pride or whatever reasons these perceptive individuals have for such a tendency; it is seldom that a Thyon takes an apprentice.
Capabilities:
Telekinesis
Exceptionally swift and agile movement
Resistance to extreme weather
Control of elements and weather
Telepathy
Conjuring
Exceptionally sensitive senses
Creation of illusions
Mind reading
Creation of unbreakable shields
Ability to communicate with animals
Transmutation of animals, objects, surroundings and self
Mages
The most disciplined and most peaceful among all human races, Mages are also the most varied and most focused. Though all Mages are able to control the basic elements (i.e. Earth, Wind, Water and Fire), most of them have an element of specialty. In addition, not all Mages are of the same capability level. Some may be able to create a drizzle while others a hail. The capability level of a Mage depends on how hard he/she dedicates to learning the art of Magery. The most powerful of Mages can (not a guarantee) acquire the ability to read and manipulate the minds of others. Though the Mage is able to sway living beings, he/she must take care; destroying a subject’s mind may very well destroy the Mage’s.
Capabilities:
Control of elements
Conjuring
Telekinesis
Telepathy
Creation of illusions
Creation of elemental shields
Mind reading and manipulation
Enchanters/Sorcerers
Like the Mages, Enchanters or Sorcerers have the ability to take control of the elements as they desire. They are the more flexible than the Mages, being able to adapt easily with whatever element they wish to use. They are also able to create illusions, be it on their selves or their environment. They are very keen observers and a cunning race. Sorcerers are separated from Enchanters by their hunger for power. Though both races possess a form of mind magic that can have them bending the emotions or even the will of a subject, Sorcerers are more aggressive in using it for the attainment of power. They also tend to ignore if they use their power for good or evil. As a result, most Sorcerers are drawn to the Dark side easily.
Capabilities:
Control of elements
Creation of illusions
Creation of shields
Invisibility
Mind manipulation (not all have it or use it)
Royalty
-- Kings, Queens, Princes, Princesses, Dukes, Duchesses, etc.
Commoners
Rangers & Wanderers
Non-human
Light Elves
Ethereal beings, they are rather frail in build. They are taller than humans and a good deal more graceful in movement, even the males. They possess hair that is of a pale blond color; darker shades are rarer but are found among them. Their eyes are brighter than the brightest gems found scattered throughout the world, usually of hues such as blues and greens. Elves are considered to be the oldest inhabitants of Nezhrym, said to be born at the dawn of the start of the world’s creation, and the wisest besides the Guardian. They age very slowly; approximately 50 human years are equal to just 1 Elven year. They may not be susceptible to any sickness that man is and can live for thousands of years but they can be killed. Elves are rather reticent and would prefer to keep away from any outburst that occur within Nezhrym but are extremely capable warriors. They are superb allies and friends but they can be terrible and relentless enemies so beware an angered elf.
Dark Elves (Drows)
Like their Light cousins, Drows are taller and more slender than humans. Their movement is seen as gliding rather than walking but they are just as deadly as warriors as their Light counterparts. Drows have skin as fair as snow, very much like the Light Elves. Their hair, however, is as black as night and their eyes are like boundless voids. While Light Elves may occasionally associate with humans, Drows never do. They possess an arrogance that had them thinking they are worth more than humans will ever be since they are an older and much wiser race. Humans have overrun Elves on the vast territories that once belonged to the Elves; Drows took that fact as an offense on their part and never really forgave the human race for doing so.
Dunmhars Dunmhars
(NPCs as of the moment)
Brawny to an extent and noticeably tall in build, most would be intimidated by their presence. Looking very much like brutes with their bluish-black skin, their intelligence is often misjudged. They may not be as remarkable as those who learn the fine art of Sorcery or Magery but the creatures are very capable of inflicting serious injuries with strength compensating for any lack of mental capacities they have. They materialize above ground as needed, which the Dunmhars rarely perform as what they need is all provided by their environment underground. They are surprisingly adept at wielding various weapons despite their brutish appearances. They may also have alliances between Dark Elves.