Appendix for Times for Heroes

EQandcivfanatic

Zailing Captain
Retired Moderator
Joined
Jan 21, 2002
Messages
11,579
Location
On the Zee
The Appendix for the World of Azmenaal

The Races of Azmenaal

Amonomo
Neutral
Strength: 3
Intelligence: 2
Ingenuity: 2
Mysticism: 3
Diplomacy: 0
Basic Physical Description: Green scaley lizardlike men with 2 arms and 2 legs, and a lizardlike head. They do stand upright. The Amonomo are different from your average lizardmen in the fact that they've evolved their bloodstream to be neither warm nor cold blooded. Think of their bloodstream not as a heated source, nor a pitcher of water that can be frozen, but as a sort of anti-freezing coolant that brings oxygen and nutrients from the heart to the rest of the body. This allows the Amonomo to be able to survive high in the mountains, where the temperature may at times become sub-zero.
Background and Creation: The Amonomo were at first enslaved by the Bakemono, which were a country of orcs, who inhabitted the land of Gizima. Being enslaved and bred to do manual labor for the orcs, the Amonomo grew stronger with each generation. Some of these Amonomo were brought into the Bakemono noble manors to serve for other jobs rather than manual labor, and even educated some. One day, however, an Amonomo Akradata, which is a slave-warrior, led a revolt of the Amonomo. This revolt swept the whole of Gizima and a large-scale slaughter of all Bakemono happened. Now the Amonomo live in a tribal society as they had before, having destroyed the cities of the Bakemono. The feudal society that the Bakemono had used was adopted by the Amonomo, as well as their interest into mysticism and the arcane. Each tribe is led by a Daimyo, of noble birth. The warriors of the tribe are considered "Amonomo", and those who are too old to fight usually go into the arcane and become wisemen. The women of the society take care of economics, as the men are too busy honing their skills and proficiency in war. The land of Gizima is a mountainous jungle land, and from these mountains are the Gilemak, which is a huge venemous spider that the bakemono domesticated. The Amonomo have also learned to domesticate these huge spiders, and have formed cavalry which are called Gilemakiri.

Californians
Alignment: Neutral
Strength:2
Intelligence: 4
Ingenuity: 2
Mysticism: 0
Diplomacy: 2
Basic Physical Description: Your average human
Average Height: 5.6-6.5 feet
Hair color: Ranges from blond to brown while most has dark blond hair.
Skin Color: Tannish- White
Eye Color: Can include Blue, Brown or Green (most common eye color is Hazel Green)
Background and Creation: The Californians were certainly gifted. Not just by looks, but by strength and intelligence. For all of recorded history, the Californians have lived in Southern California. It all started in Irvine, the Capital. Irvine is a thriving city and has been one. With its Mediterranean climate and architecture, it truly is a sight. But their is one thing the Californians love more than their capital city, and that is money. They love money, in fact their god, Dibbler is the god of wealth. So you can imagine the majority of Californians are wealthy. So they build big houses, which truly are breath taking. The Californians trust, the police with their lives. The police are masters of controlling riots and stopping and reducing crime and of course defense, which they are very good at. So with the thriving economy it seems right that the Californians would expand. That is true and expand they did. They continued their magic by building fantastic cities like Los Angeles San Diego Santa Barbara Riverside Palm Springs Anaheim Long Beach ranging from the beautiful beaches to the mountains of palm desert. California was truly a remarkable place and Californians, no doubt about it, were remarkable people.

Cenatan
Neutral
Strength: 2
Intelligence: 3
Ingenuity: 2
Mysticism: 1
Diplomacy: 2
Basic Physical Description
Almost a basic Centaur, with a few major differences: The Horse part is shorter. Also their front feet can fit in a gap to be folded like a chicken's wing. When threatening, they can stand on their hind hooves, fold their front hooves in and stand at least 7ft tall with their basic features looking like a tall human. (A Centaur with small back legs and a foldable front hooves. Useful in some fighting.) They usually run 4 hooved and are known for their agility. Their basic hair color is as varied as a horse, while eyes usually stay within hazel toward brown to blue.
Background: They worship the Star and the Fields. While their gods are Semiv and Lowkey. They are brothers to Centaurs and reside in the Northern Plains.

Centaur
Evil
Strength: 4
Intelligence: 1
Ingenuity: 1
Mysticism: 4
Diplomacy: 0
Description: The Centaur are believed to have been created by the god Thudd as the scourge of the lands. Though Simev and Lowkey foiled his plot to create a massive quick army by the creation of the Cenatan, the centaur continue to maraud across the Great Plains, leaving only rubble and destruction in their path.

Dark Seraph

Neutral/Evil
Strength: 4
Intelligence:2
Ingenuity:0
Mysticism:3
Diplomacy: 1
Basic Physical Description: Body like a graceful lithe human with pale skin, but four membranous wings like a dragon's come from the back. The wings generally are wrapped around the Seraph like clothing, two for the chest, and two for the lower areas, but generally Seraphs will generally wear something underneath though, in case they need to use their wings for combat or gliding. Given that they have the legs of a normal human, flight is not possible, but they can do a wing assisted jump that is greater than any human could (similar to the frog-folk) or glide to survive much greater falls than otherwise possible. Some attach blades to their wings and lash out with them as weapons as well. Eye color can vary greatly, but is normally very bright. Piercing blues, bright greens, violet purple, and red are all common colors. Hair follows a similarly extreme pattern, with fiery reds, pitch black, silvery platinum or straight white not being uncommon.
Background and Creation: Some say they are an inversions of Angels, but their mortal nature and free will does not align with this theory. They are not frequently found anywhere, but they have a preference for mountains, where their gliding ability can be of some use. They are generally very individualistic, and rarely get along with one another, and so aren't very adept at forming an entire nation of themselves. This individualism, as well as an odd detachment from reality has lead them to be less than diplomatic with others, but their otherworldly attractiveness, in both male and female, helps negate this to a degree. Their otherworldly nature doesn't stop at their appearance however, many have an affinity towards the Gods, specifically Rorshack and death related magics, as necromancy allows them to make up for their small numbers without having to deal with one another. While they seclude themselves from one another for most of their lives, either living alone or in small families, in dying they do expect their bones to be taken and stored in one of the few hidden crypts, deep in the mountains. Scattering one's bones after death is considered the greatest insult possible.

Drell
Alignment: Evil
Strength: 2
Intelligence: 1
Ingenuity: 4
Mysticism: 2
Diplomacy: 1
Approximate Starting Location: Across Northern Azmenaal
Basic Physical Description: The Drell are lanky bipeds with what appear, to the human aesthetic, to be horribly twisted and misshapen backs. While they can walk on two legs, they typically travel as hunched knuckle walkers. Their skin is rough and leathery, and is capable of growing hair for insulation from the cold, and shedding it in warmer times.
Background and Creation: Exactly who created the Drell remains unclear, and uninvestigated. Their frequent violence suggests Thudd and Rorshack, their tendency to live in burrows suggests Crezth, their cunning thievery suggests Dibbler or Lowkey, and their unclean and morbid behaviour point to Sahtra. It may be the case that they are the working of several gods, but at any rate, the Drell are seldom ones to ponder such questions. Instead, since their unclear origins, they have spread across the northern reaches of Azmenaal, continually raiding against other races, and each other.

Elves
Good
Strength: 1
Intelligence: 3
Ingenuity: 3
Mysticism: 2
Diplomacy: 1
Description: The Elven are naturally tall, beautiful human-like people of pale skin. They would be able to pass themselves off as normal humans if it weren't for their pointy ears and their eyes, which are nearly always each of different colours (heterochromia). Normally, their right eye tends to be the colour of one of the noble metals (gold, silver or bronze) signifying their ties to magic and their ability to work with those materials, and their left eye has a colour like blue, green or red, as a tie to the nature they respect and admire. They aren't very strong physically, but they compensate it with their agility, inventiveness and intelligence, which they employ to investigate several new ideas that their wise men and women have. They tend to be private people, isolating themselves from other races, although they are known to have worked next to others when it is necessary.
Background: After the Gods' War for Azmenaal and the agreement to leave the war to the lesser races, the Goddess Leifeimara decided to create a race of her own that would fight in her name and worship her, while she helped them whenever she was truly needed. Thus, she started to think of what would her race look like and she suddenly saw a recently born Ent, one of her favoured Agents during the War. She noticed that the Ent was very fragile when he was born, but it would become a very strong being when it grew up, so she decided to create a new being that would be weak, but whose strenght resided in what couldn't be seen: their mind, which she knew they would use quite well. Once she started, she realised that, in order for them to be powerful enough for living in the land of Azmenaal, they would have to wield the powers of a God, but at a smaller scale, because if every of the Elven (as she decided to call her protegés) had the power of a God, it would mean the destruction of the world. Anyway, all the Gods had signed a magical agreement that none of the races could be completely perfect, because it would be a very one-sided fight if any race was the best in everything (even though the Evil Ones had not liked it, the other Gods had threatened to continue the war if they didn't sign), so she was limited in what she could do. Thus, she decided to make her Elven intelligent and curious enough to properly follow their mindpaths, but not very curious about the other races that would surely appear in the world once the war marched on, so as not to tie their fates to her Elven's

Envalen
Neutral
Strength: 2
Intelligence: 1
Ingenuity: 2
Mysticism: 4
Diplomacy: 1
Basic Physical Description: A thin, lean race, the Envalen have litte to no hair covering their lightly tanned skin. Their hair tends to be dark colored and their eyes as green as the leaves that surround them.
Background and Creation: When Leifeimara created the elves, magical energy left over formed to create the Envalen. They travelled as nomads until coming across the various valleys located throughout the Evervale Mountains (What they call the Appalachian). There they finally settled down as small scattered village groups. While they keep in close contact with each village, there is no single authority that runs throughout. Most are led by chieftans who govern a village or two. Minor skirmishes breakout at times, but if presented with a larger threat, the Envalen tend to unify as a race. Though created by energy Leifeimara released, they don't tend towards good, and are more neutral overall. Even as the Goddess is good, they still see nature itself as neither good or evil, as such many believe the goddess to be neutral as well. They seemingly pass through the forest without physically touching anything around them. At times they seem still part of the energy that created them. They love the beauty of the forest and the glittery stones they come across, but they don't shy away from chopping down a tree or two for lumber or hunting the deer or rabbits for food as they know something must give for new trees and animals to grow.

Gil'Galeth
Evil
Strength: 0
Intelligence: 3
Ingenuity: 3
Mysticism: 3
Diplomacy: 1
Description: The Gil'Galeth's hands drip with blood constantly, a reminder in perpetuity of their original sin. Their skin are infused with shadows from birth a gift from Bramberlose their patron. Their species is now cursed, for they have no color, they exist as shadows and the palest absence of shadows for no light touches them.
Background: Nobody is aware of what created the Gil'Galeth or what drives them, not even themselves. Bramberlose is their god, they his children and a mother does not confide of her children everything.

Gnomes
Good
Strength: 0
Intelligence: 5
Ingenuity: 3
Mysticism: 2
Diplomacy: 0
Description: Fearful of their Toata cousins spawned by the gods Thudd and Sahtra, the gnomes have fled to the lands of the north. Rarely retaining any true organized society, the gnomes have spread among the humans of the central regions as well as frequently settling with dwarven communities. It’s said that the gnomes search at every moment to find a cure to the Toata threat and plague.

Hill Dwarves
Neutral
Strength: 3
Intelligence: 2
Ingenuity: 3
Mysticism: 0
Diplomacy: 2
Description: Though they look much like their mountain cousins, Hill Dwarves are usually slightly shorter and more open towards outsiders. Populating the hilly lands near the East Sea, the Hill Dwarves frequently interact with their neighbors, putting a cheery disposition into a dwarven body.

Humans
Good
Strength: 2
Intelligence: 2
Ingenuity: 2
Mysticism: 2
Diplomacy: 2
Description: The humans of the Central lands are believed to be distant cousins of the erudite Californians. More concerned with worldly ways than building fantastic culture or society, the Humans are constantly besieged by other races, particularly tribes of Drell and Centaur. Time will tell if this race will ever rise to power.

Kelhitsum
Alignment: Neutral
Strength: 2
Intelligence: 2
Ingenuity: 1
Mysticism: 3
Diplomacy: 2
Yucatan Penninsula
Basic Physical Description: A very strange race, the Kelhitsum bare a resemblance to gigantic toads. They have powerful back legs to propel them forward, and moderatly strong front legs to help control the jumps better. They also have a small pair of arms that are higher up on their bodies (think T Rex). These arms have hands on them which allow the Kelhitsum to build tools and other things. these arms and hands are rather weak though, and are rahter clumsy. The average Kelhitsum weighs about 200 pounds, their bodies bloated and large. As they get older they will often have younger Kehhitsum to move them around on platforms.
Background and Creation: The Kelhitsum owe their existance to the one they call the "Under Toad". They believe that they were created from the earth they stand on by the Under Toad in his image. To get closer to The Under Toad, they live in caves or dwellings close to the ground, believing that one day they wil merge with the ground and again become one with the Under toad. In reality, they are worshipping Crezth under a different name, for he created them, although he hasn't really influenced them directly a whole lot after their creation. However, the Wise Spider is often a character in Kelhitsum tales, showing that Crezth has possibly influenced some of the Kelhitsum's culture secretly. The Kelhitsum are extremely religiously devoted, and will kill any outsiders they see as a threat to their faith. The current ruler of the Roagim Empire is Groabit II of the Roagim Dynasty. Serving as the head Sage of the Empire and its ruler, he commands his people with their utmost dedication.

Marine Dwarves
Alignment: Neutral
Strength: 5
Intelligence: 2
Ingenuity: 2
Mysticism: 0
Diplomacy: 1
Basic Physical Description: Marine Dwarves are appear to be basic Hill Dwarves when viewed. They are a very hearty folk that stand between 3'6" and 4'3", usually have brown, blond, or red hair, and have fair skin. It is common to see a male dwarf with thick facial hair, since it is considered a symbol of prestige amongst dwarves. Although their build is short and stocky, they are quite muscular, which makes up for their slight hindrances.
Background and Creation: Marine Dwarves are the product of interracial mating between Hill Dwarves and Seacliff Dwarves. Through this, the Marine Dwarves gained characteristics from both, so not only care they gifted smiths, but they also are very good swimmers. They are accustomed to life on the water, and on land, and with this, have become great sailors. Other than that, they are just normal dwarves. Their life on the water led towards the duel worship of the gods Jainah (of the Sea) and Semiv (of Order), both being the patron god of one of either the Hill or Seacliff Dwarves. It is said that the two gods willed the creation of the Marine Dwarves after they befriended each other, and used the common subjects to solidify the bond. Marine Dwarves are commonly found in the forest, mountainous, and coastal regions in the colder and temperate climates. They live very easily with gnomes, and other dwarves. They are accepting of all other races, with a few exceptions. They are fond of their axes and cleaves, and are very good at smithing them, along with other items.

Minotaur
Good
Strength: 3
Intelligence: 1
Ingenuity: 3
Mysticism: 2
Diplomacy: 1
Location: Minotaur live on the Great Plains in the middle of Azmenaal.
Basic Physical Description: The Minotaur stand roughly 7-8 ft in height, with large, bovine heads, characterized by horns protruding to the sides of their skulls. Their bodies are large and muscular, with long arms, and huge cloven feet. Though generally docile in nature, they are fierce in combat, especially against their mortal enemies, the Centaur.
Background and Creation: Not yet available

Mountain Dwarves
Alignment: Neutral
Strength: 3
Intelligence: 2
Ingenuity: 4
Mysticism: 1
Diplomacy: 0
Rocky Mountains, near our Denver
Short and stocky, mountain Dwarves are the prototypical dwarves - strong and clever, they are master smiths and miners, and know more about stonecarving than most other races. Born of the God of the Underground, they have been made in his image and so generally are endowed with strong, albeit short, forms, and have very pronounced beards. Called Khazad in their own tongue, Mountain Dwarves are known to most of the world as just that - mountain dwarves. In the domain of mountaineering, however, they have no peer.

Naga
Alignment: Good
Strength: 2
Intelligence: 2
Ingenuity: 2
Mysticism: 4
Diplomacy: 0
Basic Physical Description: Their upper bodies are very similar to humans with the exception of the ears being pointed, eyes being slits pupils, slightly forked tongues, and partially retractile fangs. From about the waist down they are snake like and tend to have shades of browns and yellows primarily. Likewise they tend to have dark hair and eyes. Note, they are warm-blooded despite the snake half.
Background: The goddess Vigaliana created the Naga for reasons known only to her. They are able to traverse just about any terrain due to their snake like bodies and travel widely. Unfortunately due to their appearance they have become feared despite their good nature which is compounded by their very direct and blunt nature as they abhor lying and view anything but the truth as an insult. But for any who can get past this they make excellent friends and guides through the wilderness of Azmenaal. Many Naga also follow the god Semiv as they see order needed to avoid conflict.

Orcs
Alignment: Evil
Strength: 7
Intelligence: 0
Ingenuity: 2
Mysticism: 1
Diplomacy: 0
Basic Physical Description: Adult Orcs stand anywhere between 6-8' tall, but they never stop growing, the older and more battle-hardened orcs become the taller and stronger they get. Many however die before they reach 7'. Orc skin is a green color, but it changes as they grow. It becomes darker and grimier the taller and older they get. They are broader and more muscular than most humans, and their skeleton is thicker and heavier than a human's.
Background and Creation: The orcs were most likely created by Thudd, god of war, although no one knows for certain. The orcs believe that their god had cast them out, but they remain loyal to him, hoping to get back into his favour with their continual fighting. It is uncertain whether or not these orcs are related to the ones the Amonomo destroyed. The orcs are continually fighting something, stopping only long enough to get more weapons. They also invent their own "weapons", modifying existing weapons to make them killier, louder, and more destructive.

Ourim (OW-RIM)
Good
Strength: 6
Intelligence:1
Ingenuity: 1
Mysticism: 2
Diplomacy: 0
Basic physical description: Ourim are a beastial race; that is they resemble animals more than humans. They are a bipedal, humanoid species covered in fur. The main differences, other than being covered in fur, between them and humans are: Ourims are stronger and possess faster reaction times; Ourims possess a more canine, or occasionally feline, head with carnivorous teeth; Ourims have claws on their hands and feet, particually feet, that are blunt and used to improve grip when they are climbing or running on all fours; they are capable of using all four legs for running like dogs, cats etc. and finally they are carnivorous preying on animals sapient or not though they prefer prey that is not more intelligent than them: animals. Even the most insane and beastial of the Ourim would not harm, could not harm, an Elven.
Background and Creation: The Ourim were another race made by Leifeimara after she made the Elven. She made the Ourim when she saw that though the Elven maybe powerful magic-users and they may possess some of the greatest minds in Azmenaal they were weak. They were weak of body and would need protectors strong of body to serve and protect them until they had developed their magical powers and their minds enough to be able to match the other races blow for blow in battle. So the Ourim were born made to serve and protect the Elven until they reached the height of the powers inside them.

Peit'hom
Neutral
Strength: 1
Intelligence: 3
Ingenuity: 4
Mysticism: 1
Diplomacy: 0
Basic Physical Description: The Peit'hom are a small people, generally 3 to four feet in height, and though they are not lithe like the Elves, thay are also not stocky like the Dwarves in build. Their hair runs the spectrum of browns from near blond to red-tinted to black and are incapable of growing facial hair, excepting sideburns in old age. Their eyes, on the other hand, are all of light colours, yellows, oranges, light browns, greens, and occasionally blues. Not naturally a strong folk, it is only from the great toil of farming and shipping that the Peit'hom build strength. Their facial features are strong, with firmly-set chins and well-defined cheek bones, though they are known for often having hooked noses. Like the Elven and Fairy folk, they bear pointed ears. Most Peit'hom age gracefully, developing wrinkles, grey hair, and side burns; their bodies remain vigorous generally well into the second century of life.
Background: When the Divine Wars ended and the Age of Creations began, the first of the small races to emerge were the Dwarves and Gnomes. For generations upon generations the Dwarves of the hills and mountains and the Gnomes of the fields and forests thrived, building grand fiefdoms and lordships free of the influence of the other. It finally came to pass that the Gnomes and Dwarves came to meet among the fertiles plains, rolling hills, deep ridges, and forests stretching out to the west of Lake Granac (Lake Michigan). At first peaceful, the Dwarves and Gnomes soon came to war. The Wars of the Little Folk were bloody and greusome as the strength of Dwarves and the intellect of Gnomes clashed. Finally, after four generations of Gnomes and six of Dwarves had passed, conflict came to an end with the Gnomes victorious. Though they had won the war, the Ebeve, or Eastern, Gnomes, those who had chosen to make this land theirs, were greatly weakened in numbers and forced to accept coexistence with Dwarves. Gradually, with time and the intervention of Lowkey the Mischievious, known in Gnomish as Vateuber of Laughs, a new race emerged from out of the two. The Peit'hom, the Little Folk of the Valley, were born. With the ingenuity of the Dwarves and the intellect of the Gnomes, the Peit'hom quickly rose to dominate the lands along the ridges of their homeland, stretching eastwards towards Lake Grance, stretching westwards out into the plains where they mingle with Ebeve Gnomes, and stretching northwards along its western coast where they mingle with Dwarves. Combining the Dwarven and Gnomish traits of ingenuity, intelligence, pacifism, and strong connections to nature with Lowkey's, known in Peit'homish as Pertruc of the Jest, inventiveness, jovial nature, and trickster character, the Peit'hom are uniquely adapted as fine craftsmen, scholars, and merchants. They run trade routes up and down the deep ridges of the region, purchasing raw materials from the Dwarven folk and selling their own finished products. They have also turned to the sea, building more and more ingenious ship designs with the blessing of Jainah of the Seas, known to them as Mabo the Bounty Giver. Even so, they generally lack the greed that so plagues their Dwarven kin, seeing wealth as a means to an end, allowing them to pursue the craftsman's, artist's, and scholar's life. Dibbler the Golden, a.k.a. Fermai Dragon's Breath, remains an unpopular deity among Peit'hom. Additionally, the Peit'hom remain ever respectufl of the lord and lady of earth and nature, Crezth of the Cavers, known as Parret the Smith, and Leifeimara the Gardener, known as Rei'arb the Forest Walker.

Toata
Alignment: Evil
Strength: 1
Intelligence: 3
Ingenuity: 3
Mysticism: 2
Diplomacy: 1
Basic Physical Description: Gnomes, to put it bluntly, are small. But what they lack in size they make up for in ferocity. Their arms are not propotionate to the rest of the body, making them scrape their hands across the ground. They have a fast, frantic way of walking. It is believed their intelligence and ingenuity comes from the paracite on the stomach.
Background: The Toata paracite was created by Sahtra, to control his enemy's troops, while the Toata creature was created by Thudd. However, Thudd rejected these creatures, as he believed them not strong enough. He created their always fresh wounds as a sign of failure, at cast the entire race of them out of his domain. They found solace in Sahtra's domain, for he saw their potential. He combined the paracite and the creature, and created the Toata.

The Great Heroes of Azmenaal

Legendary Weapons of Azmenaal

The Gods of Azmenaal

The Good Gods

Leifeimara: Goddess of Nature
Alignment: Good
Favored Agent: Ent
Magic Type: Nature

Rehtu: God of Light
Alignment: Good
Favored Agent: Angel
Magic Type: Light

Semiv: God of Order
Alignment: Good
Favored Agent: Stone Giant
Magic Type: Defense

Vigaliana: Goddess of Life
Alignment: Good
Favored Agent: Dragon
Magic Type: Healing

The Neutral Gods

Crezth: God of the Underground
Alignment: Neutral
Favored Agent: Giant Spider
Magic Type: Earth

Dibbler: God of Wealth
Alignment: Neutral
Favored Agent: Dragon
Magic Type: Construction

Jainah: Goddess of the Seas
Alignment: Neutral
Favored Agent: Kraken
Magic Type: Water

Lowkey: God of Mischief
Alignment: Neutral
Favored Agent: Imp
Magic Type: Confusion

The Evil Gods

Bramberlose: Goddess of Shadow
Alignment: Evil
Favored Agent: Tsai
Magic Type: Shadow

Rorshack: God of Death
Alignment: Evil
Favored Agent: Reaper
Magic Type: Necromancy

Sahtra: God of Pestilence
Alignment: Evil
Favored Agent: Lich
Magic Type: Disease

Thudd: God of War
Alignment: Evil
Favored Agent: Dragon
Magic Type: Fire
 
backup in case we need more space.
 
Images of the Toata

 
A Gil'Galeth



That I did not draw.

A Tsai



Mostly mine, the nuts and bolts were from elsewhere.
 
Top Bottom