SSNES: The Race Elevator

Silver Steak

The Ghost of SS
Joined
Dec 13, 2004
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The Story

Shira, the God of Magic was observing the world below. It was inhabited by his new creatures. One of the races was destined to become his chosen minions, but none of them seemed to distinguish themselves. They lacked... ingenuity. Indeed, he had shaped them to be under his control, but that safety was also hindering their progress. Therefore, he decided to toss in a few of his more daring designs in the mix. Perhaps these new races would prove worthy, or perhaps they would be foolish and get themselves killed. In any case they all had a new possibility, a chance that none of the old races had...

DISCLAIMER: This is a magic-intensive NES. That means mundane forces are irrelevant, most battles fought exclusively between spellcasters.

The Rules

Race - One for every player.

Every player will have to create their own race. Describe it as much as possible, and I will arbitrarily assign a fictional relative strength (compared to, say, humans) which I will use to adjust reproduction and combat. Generally, larger and bulkier races will be more resistant to damage, but easier to hit. Their smaller counterparts may be able to dodge away from blows, but can take less beating before dropping.

This score will, needless to say, greatly affect the path of your race later on. I'm considering making this relative stat an open one (as in the template)

Habitat - where your race thrives.

Another thing I'm considering is adding habitat as a stat. Depending on what terrain your race calls home, the efficiency of nearly all you do will vary. This will naturally affect combat and warfare, but also reproduction and other minor things. Forcing enemies out of their habitat may be the most devastating attack indeed.

Aquatic races will have to be banned - at the most I can allow semi-amphibious ones.

Types of habitat are defined by altitudes: Mountains, Hills, Lowlands and Aquatic. Every race will have two types, the second being the second best suited. You're free to combine these as you see fit, but Aquatic can never be primary habitat.

It is allowed to create your own types of habitats that are perfect for your race through magic. This will be added to the stats, granting greater bonuses than standard primary habitats. The price for developing a perfect habitat is 150 prana. Expansion will cost extra, but it will be much cheaper than developing from scratch.

Leader - For your writing pleasure.

Your race's leader. It might be a singular ruler, a circle of spellcasters or a league of hooded mystics. Whatever floats your boat, really. Useful for stories and diplo, but not much more I think.

Population - Stronger means slower.

The default starting population will be around a thousand. From there, your population will grow relative to your race's individual strength. The stronger your minions, the slower they will reproduce. Call it divine intervention, as it very much is. :p
Spark/Prana - The gears of magic.

Spark measures the collective magical prowess of your race. It consists of the race's "life energy" - called prana. The stronger an individual, the more prana it has. Prana can be used, as well as stored. Spark size will increase and decrease, depending on whether you bunk or overspend prana.

Sizes are(with prana replenish rate bonus):

Diminutive(+10%) - Tiny(+25%) - Small(+45%) - Medium(+70%) - Large(+100%) - Huge(+135%) - Colossal(+175%) - Epic(+220%)

To increase Spark size, you must bunk prana. This locks the prana away from the steady stream available for spellcasters, and will at set levels raise your Spark size. You can only unlock this prana by overspending, and then it will cost you five times more. For example, training a spellcaster using prana costs three units, while training a spellcaster using bunked prana costs fifteen units.

Prana required in bunk to advance from one level to the next is as follows:

Diminutive (100) - Tiny (125) - Small (175) - Medium (250) - Large (350) - Huge (475) - Colossal (600) - Epic

Uses of prana can be separated in two categories: discharge and investment. Discharge is expending prana on magical effects, such as casting spells. Investment is typically training a new spellcaster. Larger investments are accessing new domains, designing new spells or improving already acquired ones.

Prana will replenish at a set rate of 1% of population, multiplied by relative strength. That means 10 units for 1000 "humans". In addition, all spellcasters discharging any amount of prana will grant a small bonus to replenish rate. Casting spells in combat will yield a far greater bonus, but this depends on the spellcasters' survival, so beware.

Overspending

You can, theoretically, overspend as much as your spellcasters' combined capacity allows. This capacity is described later in the spellcaster chapter. However, every unit of prana overspent will drain five from your Spark. If you do this at a large scale, you'll risk dropping down a level, which could easily ruin your prana replenish rate - far more than the damage taken by not doing so.

Domains - your toolbox(es).

Domains are the fields of magic that your race has access to. Domains give access to researching and casting spells within that field. Types of domains are rather generic, like "Fire" or "Water". Domains are rather static, as they cannot be upgraded as spells can. However, it might be a wise thing to get two or more, as spells can be under more than one domain. Besides, sharing domains with other races opens for spells trade!

Accessing a new domain costs 25 prana.

I'm inclined to not create a complete list of domains, but will reserve the right to deny certain domains as I see fit. Again, keep in mind that picking the same domain as other players might be an advantage. Once a domain is granted, it is open for everyone to access. That means if I allow a new domain, everyone else can buy access to it.

Spells - your tools.

You start out with no spells. Every spell must be individually researched. Spell effects are linear in terms of prana cost. Since one unit of prana is enough to cast the spell a large number of times, stronger spells will be cast fewer times than weak ones. This doesn't mean researching spells is wasting prana, as one battle or campaign can be decided by the variety of spells being cast in cohesion.

Spell Template

Spell Name [Domain/Domain] (Level/impact/cast rate)

Spells come with at least one domain, a level stat, an impact stat and a cast rate stat. Level indicates how many times the spell has been improved. Impact shows how powerful the spell is, and cast rate determines how often the effect is reproduced. The only real difference this makes is whether the effect is a large one-off, or a burst of tiny ones. Higher cast rate is often useful when fighting small fry, while greater impact is needed against larger ones to inflict any damage at all.

Research/upgrade

As opposed to the toolbox, you may sharpen your tools. Investing in already existing spells will make it more effective, either upgrading the impact or cast rate. This means the same spell can evolve different ways, being suited for different purposes.

Ex: Liquid Fire [Fire/Water] (1/Strong/Slow)

In the aforementioned example, Liquid Fire is a spell that falls under both Fire and Water domains. This means a spellcaster must have access to both domains to cast it. The level is one, indicating that this spell has not been upgraded yet. The impact is Strong, and cast rate Slow. If I choose to upgrade this spell, I can either a) add a domain or b) upgrade the level.

I might want to make this spell a kind of burning fog. I then add the Air domain to the spell, and rename it Infernal Cloud. It now has three domains. A spellcaster must have access to all three to cast it, but the spell is more difficult to counter.

Infernal Cloud [Air/Fire/Water] (1/Strong/Slow)

Then, I decide to upgrade its stats greatly by cranking up the level thrice. For every level, I must choose to either upgrade impact or cast rate. I choose to upgrade impact once, and cast rate twice. The result is a 4th level spell with Immense impact and Fast cast rate.

Infernal Cloud [Air/Fire/Water] (4/Immense/Fast)


You can only have one version of a spell at any one level. If you want to redesign a spell, you must pay for researching it again, so make sure you get it right the first time.

Casting spells will be by units of prana, down to a single unit.


Costs for designing new spells are as follows:

First level, one domain: 10 prana
Another level: +5 prana
Another domain: +5 prana


Levels of impact/cast rate are as follows:

Impact: None - Puny - Weak - Medium - Strong - Immense - Devastating
Cast rate: Agonizingly slow - Very Slow - Slow - Medium - Fast - Very fast - Furious

Default starting stats are paired "diagonally":

None/Furious, Puny/Very fast, Weak/Fast, Medium/Medium, Strong/Slow, Immense/Very slow, Devastating/Agonizingly slow.


Costs for upgrading existing spells are as follows:

Another level: +10 prana
Another domain: +10 prana

Note that you cannot design new spells of a level you do not already have a spell at. This means you must upgrade one of your 1st level spells before designing 2nd level spells. Similarly, to add a new domain to a higher level spell, you must have access to a spell of equal level in the domain you want to add.

Important note: you are free to exchange spells with other races. However, they must have access to all the spell domains in order to cast them.

Spellcasters - your everything.

Seriously, without your spellcasters, you can't do sh't. They are your hands and feet, your builders and soldiers. They create and defend what's yours, and destroy your enemies with their powerful spells. You should all call them something fancy and describe them in detail. Their chances of survival depends on the type of magic cast by the opponent, as well as any defensive spells. Physical attributes count for little more than the obvious - larger targets are easier to aim at, while larger races would likely be able to pummel smaller ones if they engaged in melee.

Combined capacity

Spellcasters perform all uses of prana, including investments. The amount of prana one spellcaster can cast in one turn is 5 units. That means you should assign capacity to all their tasks. The easiest way to do this is to multiply your spellcasters by five, then make sure all your spendings don't go over that limit. If you have enough spellcasters, this isn't going to be a problem. But when things start to get busy with projects and warfare going side by side, I'm not going to do the math for you. If you screw up, some orders will simply be ignored. (I choose what's left out. Generally, I will pick what's least important)

Training a spellcaster costs three units of prana. A fresh spellcaster will not contribute to the combined capacity immediately. This is to prevent you from training insane amounts of spellcasters by allotting newly opened capacity from progressively growing generations to the next. Also, it makes calculating capacity a simple multiplication.

Projects

Whatever does not fit into these rules. You describe it, and I will determine the cost. Things like creating optimal habitats are possible projects. Keep it realistic, or I won't allow it. There are things that even magic can't do.


Price List

Training a spellcaster: 3 prana

Accessing a new domain: 25 prana.

Designing a new first level spell of one domain: 10 prana
Adding a level to the new spell: +5 prana
Adding a domain to the new spell: +5 prana

Upgrade an existing spell by one level: 10 prana
Add another domain to an existing spell: 10 prana

Create a perfect Habitat: 100 prana
 
PC Races

Aalin Shenn Sleih/ the Fair Old People (16) Vertinarii118
Habitat: Mountains/Lowlands
Leader: Mie Latteowa or Fair, as in moral, Guide
Population: 1000
Spark: Tiny (0/100)
Prana: 50 (10 +25% = 13/turn)
Domains: None
Spells: None
Spellcasters: 10 Galdre
Projects: None

Spoiler :
They are tall standing at over 7ft and have fine feathers all over their bodies yet they lack a beak or wings so they are not an arian race. They have three toed feet with retractable claws used for fighting and four fingered hands also wiht retractable claws. Their faces are soft and fair often with large hocked noses that are a matter of great pride and beauty for the Aalin Shenn Sleih as well as the whiteness of their coats. Nobles among their people tend to have coats of varying shades of white and grey whilst those with black coats are often shunned yet they are useful as they tend to be the strongest of the Galdre. No-one knows why this is it just is. One of those facts of life. They tend to possess a slender frame that hides great strength and physical endurence. They mate once every 10 years and have one child that can be born live or the egg can be layed at the mother's choice. Thus every child is precious and they are spoilt until they begin to mature and grow their first coat. After which they are treated as adults.


Durmino (5) Charles Li

Habitat: Lowlands/hills
Leader: Shabanti
Population: 1000
Spark: Tiny (0/100)
Prana: 50 (10 +25% = 13/turn)
Domains: None
Spells: None
Spellcasters: 10
Projects: None

Spoiler :
The Durmino are about twice the size of rats. They look like large, 5ft Mice with smallish, curled hears and a tail useable as a limb. They have a shortish snout with sharp teeth but most noticeable are their hands, which have small, but ever growing nails/claws. They have a large legs made for running, climbing and jumping with smaller forlimbs for holding. They are skilled in defending their homes and trying to prepare for the future.


Jirzzarg (6) lord_joakim

Habitat: Lowlands/Hills
Leader: Guglort
Population: 1000
Spark: Tiny (0/100)
Prana: 50 (10 +25% = 13/turn)
Domains: None
Spells: None
Spellcasters: 10
Projects: None

Spoiler :

The Jirzzarg is a race of short, intelligent humanoids. They are slim and adept, but their weak physique renders them vulnerable to the stronger beasts in their natural region. Their design are short, proudly standing humans but with the mouth of a goat, making their face longer, and the ears are small and round. The towns of the Jirzzarg are spread evenly throughout the landscape. Most of the peasants live from farming while the aristocracy is spending its time playing with technological machinery, gadgets and simple artifact construction. Their architecture is based upon the same, and windmills as well as simple farmsteads are normally having an integrated machine tool device to help out where their weak physique lacks the strength to work.


Golem (150) Abaddon

Habitat: Mountains/hills
Leader: Grarg
Population: 1000
Spark: Tiny (0/100)
Prana: 50 (10 +25% = 13/turn)
Domains: None
Spells: None
Spellcasters: 10
Projects: None

Spoiler :
Young start out as cold rock, slow to move, slow to think:

stonegolemsuit.jpg


Older, hotter, full of magic and fire:

Coal_Golem.jpg



As big as a house, crushingly heavy and large... they are rare and have only a basic "civilization" They live in the mountains, scattered in small family groups, communicate by slamming the ground which can be heard for miles and miles if you are atune to the ground.


Kusulo (12) Ninja Dude

Mountains/Lowlands
Leader: Xefensa Biltutha Arksu
Population: 1000
Spark: Tiny (0/100)
Prana: 50 (10 +25% = 13)
Domains: None
Spells: None
Spellcasters: 10
Projects: None

Spoiler :


pangolinsg6.jpg


The Kusulo are a race designed for life in the desert, which is made obvious with just a small glance at them. Standing about 4 feet tall, they are a race of almost rodent like creatures. However, they're skin lacks fur, and instead is tough and leathery, almost bearing a resemblance to scales. This keeps moisture in their bodies, as well as allows them to constantly crawl in the sand without hurting their skin. Big ears allow them to spread heat throughout their bodies, keeping them cool in the desert when the sun is out.

Their hands are well suited to digging and clawing. Their hands have five fingers on them, and are arranged much like humans. However, they have extremely long claws on all of these fingers, except the thumb. These tough claws allow them to burrow underground or to attack an enemy if needed. similar claws can be found on their feet, but Kusulos generally use their hands for digging.

A Kusulo does have an important weakness though. While they have very good good night vision, Kusulos have an incrediably hard time seeing in a well lit area. This is possibly due to their tendancy to only come out of the ground during the night to hunt. Due to their hatred of the sun, they are often found deep underground, or in caves and mountains.

Thier governemnt is fairly loose, being what could be considered a confederation of small kingdoms and chiefdoms. While there are many Kusulo who can claim to be a king or lord, only Biltutha Arksu can claim the title Xefensa, or Sand King. He is the overlord of all the tribes, kingdoms, and cities. His word is law, and anyone who dares appose him, including the nobles, is bound to be killed.


Moon Rider (4) thomas.berubeg

Habitat: Mountains/hills
Leader: Orpheus
Population: 1000
Spark: Tiny (0/100)
Prana: 50 (10 +25% = 13/turn)
Domains: none
Spells: None
Spellcasters: 10
Projects: None

Spoiler :
bats1.gif


The Moon Riders are a race of flying creatures. Nocturnal, they flit through the skies, suspended on the clouds. Thier sole earthbound location is a Mountain they regard holy: the place from which Shira ascended to his home on the moon. There, a holy order of priests and sorcerers keep the prophecies and histories of the Moon Riders. They rule the moon riders with a fair but firm law.
The Average Moon Rider is approximately 3 feet in length, with a Wingspan of 7 feet. Thier fur is Dark at birth, but lightens to a palest silver with Age. The Average moon Rider lives 45 years, and has four broods of 7 infants


Ogulmuks (24) Erik Mesoy

Habitat: Hills/Lowlands
Leader: King Clax
Population: 1000
Spark: Tiny (0/100)
Prana: 50 (10 +25% = 13/turn)
Domains:
Spells:
Spellcasters: 10
Projects: None

Spoiler :
Description: Imagine a centaurlike being, but with the lower body of a giant lizard, and the upper body is also scaled, but still vaguely humanoid. Only vaguely, though, as they have four arms that are many-jointed like snakes and end in quadruple opposable claws set in a cross shape, instead of one finger opposing four others. Ogulmuks are usually striped or speckled dark blue and mute yellow. Their feet are also clawed, rendering them incapable of a full gallop, but they can instead grip and climb far better than most races. The bulk and scales of a single Ogulmuk render it superior to practically any other creature, meaning that they fear only one another, which is why they have a rigid social order with an absolute, hereditary monarchy and a detailed order of succession, so that there is no question of who has the final word in a dispute. For the Ogulmuk breed slowly, and prefer a harsh, clear decision to an uncertainty that may lead to strife and death.


Shinta (12) Icekommander

Habitat: Lowlands/aquatic
Leader: Kylarnos (Currenthunter)
Population: 1000
Spark: Tiny (0/100)
Prana: 50 (10 +25% = 13/turn)
Domains: None
Spells: None
Spellcasters: 10
Projects: None

Spoiler :
The Shinta are a strage race of, River Scorpians. These sentient insects, are rather large, the average specimen just over two meters long, and twenty five centimeters off the ground. They use three pairs of large feet to get around, and each foot as bunched up webbing between the toes, much like that of a water bird. They also have a long tail that's usually positioned overhead with a grasper on the end. This means that groups of two or more are required for most tasks.

In colour they range from a dusty blue to a bright green, usually a colour inbetween. It is often hard to spot one crawling through the forest or swimming through a a river. It is in rivers in fact, that they are most often found. The river provides an ideal hunting ground, as both plants and animals are frequently found within. Many an animal has wandered up to a bank, no noticing the Shinta Hiding within. This tactic is greatly helped by the fact they can stay underwater for about twenty minutes (average) before surfacing.



NPC Races

Rats (1)

Habitat: Lowlands/hills
Leader: None
Population: 1000
Spark: Tiny (0/100)
Prana: 50 (10 +25% = 13/turn)
Domains: Death
Spells: Disease [Death] (1/Strong/Slow)
Spellcasters: 10
Projects: None

Spoiler :

Rat_swarm_by_jayodjick.jpg


Rats are perhaps the most dangerous creatures unleashed by Shira unto this world. They are essentially critters, with a natural affinity to magic. Their primary goal is reproduction. Combined with their habit of migrating around, they are bound to be a pest to many races. They are also oblivious to the concept of Honor, and will therefore attack any other creature they encounter. Rats are too inferior to communicate with other races, and not organized beyond sensing when the pack is migrating to the next territory.


Shiitak (3)

Habitat: Lowlands/hills
Leader: None
Population: 1000
Spark: Tiny (0/100)
Prana: 50 (10 +25% = 13/turn)
Domains: Nature
Spells: Ensnare [Nature] (1/Medium/Medium) Sleep Spores [Nature] (1/Strong/Slow)
Spellcasters: 10
Projects: None

Spoiler :

Fungus.jpg


Shiitaks are wandering fungi, about the height of a human. They are omnivores, preying on everything from grass to larger creatures by dissolving them to a soup with their acidic fluids. Shiitaks live in communities that are linked together by countless threads in the ground. Through these they share a collective identity and knowledge bank. These communities are static, and reproduction is therefore dependent on spores that are spread with the wind. Shiitaks are intelligent enough to understand basic communication, but are not able to express themselves outside of their community.


Rakhaza (15)

Habitat: Lowlands/hills
Leader: Chief Torandrah
Population: 1000
Spark: Tiny (0/100)
Prana: 50 (10 +25% = 13/turn)
Domains: Air, Earth
Spells: Wind Wall [Air] (2/Immense/Slow) Spike Trap [Earth] (1/Weak/Fast)
Spellcasters: 10
Projects: None

Spoiler :
Rakshasa_Ak_Chazar_by_Johndowson.jpg


Rakhazas are feline humanoids. They are physically strong, and are organized in tribes. Each tribe is led by the eldest Rakhazas, ranging from groups consisting of three to fifteen. These tribes send one of their member to represent the tribe in the Chief Council. Rakhazas are the greatest proponents of the Code, and also the most zealous against dishonorable races. Their pride as defenders of the Code often gets the better of their good intentions. Still, Rakhazas are skilled diplomats and are truly brilliant when leading their allies in battle.


Draug (7)

Habitat: Hills/lowlands
Leader: None
Population: 1000
Spark: Tiny (0/100)
Prana: 50 (10 +25% = 13/turn)
Domains: Air, Fire
Spells: Flame Launcher [Air/Fire] (2/Medium/Fast)
Spellcasters: 10
Projects: None

Spoiler :
pseudodragon_in_blue.jpg


Draugs are small draconic creatures. They live in pairs in caves and grottoes, staying inside their claimed territory. Offspring are forced out of the cave at an early age, forced to find their own cave - or dig a small one by themselves. This harsh upbringing makes most Draugs competitive and vicious, with constant rivalry and infighting. The largest and best caves are always inhabited by the strongest pair of Draugs, often the few with magic abilities. The Draugs have little interest in other races' affairs, and tend to seclude themselves. If they are threatened, however, the Draugs cluster together in swarms and pour out of their caves to make sure they are disturbed never again.


Oni (17)

Habitat: Hills/mountains
Leader: Lord Zuka
Population: 1000
Spark: Tiny (0/100)
Prana: 50 (10 +25% = 13/turn)
Domains: Fire
Spells: Magic Torch [Fire] (1/Medium/Medium)
Spellcasters: 10
Projects: None

Spoiler :
f1b4f2937e34620eeaf24df5984e145b.jpg


Oni are the evil counterpart of Rakhazas. As such, they care little about upholding the Code, and attack other races for enjoyment. They are organized in Clans, led by their mages. The society is brutal, forcing their cubs to train both physically and mentally under horrible conditions to produce the strongest and toughest spellcasters of all. This rigorous training only benefits the few who are actually elevated to magehood - the rest are practically slaves that do said mages' biddings. On top of the hierarchy is the Lord, who leads the race until he is challenged and defeated in combat. This happens quite often.


Rockeater (6)

Habitat: Mountains/hills
Leader: None
Population: 1000
Spark: Tiny (0/100)
Prana: 50 (10 +25% = 13/turn)
Domains: Earth
Spells: Unknown
Spellcasters: 10
Projects: None

Spoiler :
03%20-%20Jewel%20Eater.gif


Rockeaters live underground in extended families, digging/eating a network of tunnels wherever they roam. Much remains unknown about this race, as it rarely comes up to the surface. They seem to prefer rocks with veins of precious metals and gemstones, and collect these in their bodies where they remain undigested. It is claimed that a great cavern is located somewhere deep underground, where Rockeaters go when they feel their death approaching.


Naga (9)

Habitat: Mountains/hills
Leader: Sssasz Damm
Population: 1000
Spark: Tiny (0/100)
Prana: 50 (10 +25% = 13/turn)
Domains: Nature
Spells: Nature's Healing [Nature] (3/Immense/Medium)
Spellcasters: 10
Projects: None

Spoiler :
82345.jpg


Nagas are creatures with human heads and the body of a serpent. They live in the high mountains, in groups of up to a hundred. These villages are led by a hereditary ruler, who elect a leader to represent their race among the others. Nagas are devout followers of the Code, and generally docile and peaceful. They eat a special plant called Rutus which only grows in high mountains.


Riverfolk (10)

Habitat: Lowlands/aquatic
Leader: King Rahm
Population: 1000
Spark: Tiny (0/100)
Prana: 50 (10 +25% = 13/turn)
Domains: Water
Spells: Summon Elemental [Water] (2/Strong/Medium) Mist [Water] (1/Immense/Very slow)
Spellcasters: 10
Projects: None

Spoiler :
Waveservant_by_Bhryn.jpg


Riverfolk look very much like humans, only with gills and longer arms suited for swimming. They can stay great lengths of time underwater, but are dependent on settlements on land as this ability requires concentration, and cannot be maintained while sleeping. Riverfolk prefer to stay near any body of fresh water, and often migrate up and down the stream. Each river is ruled by a Duke, who answers only to the King of Riverfolk himself. Riverfolk are also true to the Code, and seek to uphold this among the races.
 
Updates

The Map

The map I stole from da intarwebz, like any real pirate would do. Yarr! I've touched it up a little, fixing lesser details. Also, the map is saved as a layered file, making editing in new terrains/habitat types easy. I'm also going to upload the layered GIMP save file with the updates.

anchorome-1.png


And the blank:

anchoromeblank-1.png
 
Stories

Write some, you lazy bums! :p
 
Stats Template

Race: Name of race (Relative strength) Human = 10
Habitat: Something/something
Leader: Leader name
Population: 1000
Spark: Tiny (0/100)
Prana: 50 (10 +25% = 13/turn)
Domains: None
Spells: None
Spellcasters: 10
Projects: None
 
The Code

The Code is the Rules of Engagement, originally founded by the Rakhazas, and agreed by all honorable races as the only proper way of warfare. All but outright dishonorable races acknowledge the Code as the norm. Some races are not as keen on sticking to it, but they tend to do so - if only to avoid being hunted down by the overzealous. The Code itself is quite simple:

¤ Wars are to be declared at least one day before engagement.
¤ Wars are to be fought through honorable battles between spellcasters.
¤ Battles are to be fought on accord. One can challenge the other, which must accept or by refusing break the Code.
¤ Battles are to be fought by spellcasters only. Those who do not have this ability must stay out, as this is not honorable.
¤ Those who do not have the ability to cast spells are not to be targeted by spell effects.
¤ Use of magic outside battles are restricted to spells that do not harm or cause damage.
¤ Any and all races that do not follow the Code are considered Dishonorable, and are not subject to these Rules.
¤ If a race breaks the Code once, this transgression renders it Dishonorable for one year.
¤ If a race breaks the Code repeatedly, and does so without relent, they are considered permanently Dishonorable.
This includes the following races:

Rats
Oni
 
Race: Monaudians
Habitat: Highlands
Leader: Chashlion
Population: 1000
Spark: you decide
Prana: you decide
Domains: Fire, wind
Spells:
Burning Arrows [Fire] (1/Weak/Fast)
Fire storm [Fire/Wind] (1/Strong/Slow)
Spellcasters: 10
Projects: None

The history of the Monaudians is delved deep with mystery while Humanoid and relativly weak compared to some of the other races the Monaudians have perfected the arts of swordsmanship and have incorperated their magiks into creating the feared fighting force that has managed to spread their influence around the world. Nobody knows where the Monaudians originated from but they arrived in huge ships made unnaturly fast by the addition of spells they then proceeded to wipe out and exterminate all other nearby cultures now the Monaudians have settled down and are in the process of creating a cultire to be feared

Using the template from the preNes thread Does it work?
 
Race: Monaudians
Habitat: Mountains/hills
Leader: Chashlion
Population: 1000
Spark: Tiny (0/100)
Prana: 50 (10 +25% = 13/turn)
Domains: None
Spells: None
Spellcasters: 10
Projects: None

The history of the Monaudians is delved deep with mystery while Humanoid and relativly weak compared to some of the other races the Monaudians have perfected the arts of swordsmanship and have incorperated their magiks into creating the feared fighting force that has managed to spread their influence around the world. Nobody knows where the Monaudians originated from but they arrived in huge ships made unnaturly fast by the addition of spells they then proceeded to wipe out and exterminate all other nearby cultures now the Monaudians have settled down and are in the process of creating a cultire to be feared

Using the template from the preNes thread Does it work?

Fixed it for you.

EDIT: Actually, reading the race description, it doesn't fit in at all. Try to write a more physical description, as well as their social structure.
 
Starting location:
startlocationfd3.png


Kusulo
Mountains/Lowlands
Xefensa Biltutha Arksu
Population: 1000
Spark: Tiny (0/100)
Prana: 50 (10 +25% = 13)
Domains: None
Spells: None
Spellcasters: 10
Projects: None

The Kusulo are a race designed for life in the desert, which is made obvious with just a small glance at them. Standing about 4 feet tall, they are a race of almost rodent like creatures. However, they're skin lacks fur, and instead is tough and leathery, almost bearing a resemblance to scales. This keeps moisture in their bodies, as well as allows them to constantly crawl in the sand without hurting their skin. Big ears allow them to spread heat throughout their bodies, keeping them cool in the desert when the sun is out.

Their hands are well suited to digging and clawing. Their hands have five fingers on them, and are arranged much like humans. However, they have extremely long claws on all of these fingers, except the thumb. These tough claws allow them to burrow underground or to attack an enemy if needed. similar claws can be found on their feet, but Kusulos generally use their hands for digging.

A Kusulo does have an important weakness though. While they have very good good night vision, Kusulos have an incrediably hard time seeing in a well lit area. This is possibly due to their tendancy to only come out of the ground during the night to hunt. Due to their hatred of the sun, they are often found deep underground, or in caves and mountains.

Thier governemnt is fairly loose, being what could be considered a confederation of small kingdoms and chiefdoms. While there are many Kusulo who can claim to be a king or lord, only Biltutha Arksu can claim the title Xefensa, or Sand King. He is the overlord of all the tribes, kingdoms, and cities. His word is law, and anyone who dares appose him, including the nobles, is bound to be killed.

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OOC: Yes, these guys are like Sandshrew but with bigger ears and longer claws. :p Or they could be considered Sandslash with no spikes on and larger ears. :p

Anyways, I hope this is okay. Silver, do you want us to pick our domains and make spells right now, or do you want us to do that in our orders?
 
Race: Monaudians
Habitat: Mountains/hills
Leader: Chashlion
Population: 1000
Spark: Tiny (0/100)
Prana: 50 (10 +25% = 13/turn)
Domains: None
Spells: None
Spellcasters: 10
Projects: None

The Monaudians are a race of adaptation. Standing at an average of 8 ft the Monaudians have a high level of dexterity. The Monaudians have very slender long feature like extended fingers, arms and legs. Despite an appearance that would give the impression of being clumsy they are quite gracefull. Making up for their lack of strength is their near legendary sword work.

Does this work?
 
pretty much and increased intelligence. You know i remember a movie that had creatures that looked like my race but for the life of me i cant remember the name.
 
I'd like to remind you all that I require a relative score. This is so that I can balance your population (and general performance) with the other races.

EDIT: No race has any magic mojo yet, (only 50 prana to start out with) so you need to pick domains and stuff in your orders. If something isn't acceptable, I'll send you a PM back.
 
I don't completely get the rules, I think, but I'll give it a shot. :)

Jirzzarg lord_joakim

Habitat: Lowlands/Hills
Leader: Guglort
Population: 1000
Spark: Tiny (0/100)
Prana: 50 (10 +25% = 13/turn)
Domains: None
Spells: None
Spellcasters: 10
Projects: None

Relative score: 3

The Jirzzarg is a race of short, intelligent humanoids. They are slim and adept, but their weak physique renders them vulnerable to the stronger beasts in their natural region. Their design are short, proudly standing humans but with the mouth of a goat, making their face longer, and the ears are small and round. The towns of the Jirzzarg are spread evenly throughout the landscape. Most of the peasants live from farming while the aristocracy is spending its time playing with technological machinery, gadgets and simple artifact construction. Their architecture is based upon the same, and windmills as well as simple farmsteads are normally having an integrated machine tool device to help out where their weak physique lacks the strength to work.
 
Race: Chamenedes (5)
Habitat: Mountains/Hills
Leader: None (disunited)
Population: 1000
Spark: Tiny (0/100)
Prana: 5 (10 +25% = 13/turn)
Domains: Fire
Spells:

Burn (Fire): (2/Default impact/Default cast rate)

Spellcasters: 10
Projects: None

The Chamenedes are as a race are a completely amoral people, and their society is based around this. About one in a hundred dream of ruling an empire, but the others simply don't care. Even the one in a hundred try at most to get a small group together.

In practice, Chamenedes live on their own, and carve out territories large enough to support themselves. Byzantine systems of alliances are created for mutual protection and mating, with the weak attempting to use diplomacy to compensate for this (ceding territory, creating alliances amongst themselves, that sort of thing). Ocassionally a person who dreams of empire will unite a group together, but none have ever exceeded ten people and lasted more then a year.

The ten Chamenede spellcasters mostly attempt to use this power to create massive territories, but run into the problem of using the resources. They tend to remedy this by capturing children or babies as slaves and having them do their hunting for them. They are then killed when they get old enough to run away. (Ocassionally one learns this and attempts to run away "early", but they usually die in the wild)
 
I suggest you all find suitable images for your races, if possible. I'm trying to dig up some for the NPCs myself...
 
Wait, what would a human's number be with your system when it comes to relative strength? My race would basically just be a tad stronger than humans.

Edit: I'll try to find pictures that don't have anything to do with pokemon.
 
Race: Aalin Shenn Sleih or the Fair Old People (17)
Habitat: Mountains/Lowlands (sticking to forests, isolated valleys etc. Will be explained.)
Leader: Mie Latteowa or Fair, as in moral, Guide
Population: 1000
Spark: Tiny (0/100)
Prana: 50 (10 +25% = 13/turn)
Domains: None
Spells: None
Spellcasters: 10 Galdre
Projects: None

Background


The Aalin Shenn Sleih are an old race as their name suggests but no-one knows how old. They live for hundreds of years and no records of them have been found until now. Some say they are not old, some claim that they are in fact a young race but others assume age due to their wisdom or that they faked the myths about their origins to try and make themselves look important. Some of their own scholars claim that the Aalin Shenn Sleih were among the very first of the 'new' races to emerge or even, a few dare to beleive that they are an unique 'old' race that did have creativity and free-thought and ingenuity. But how could a god miss them? The answer lies in their age and resilence to diease of the body. Very few dieases can affect them but one diease did and it took hundreds of years to manifest itself in the population. The Aalin Shenn Sleih's immune systems had assumed it was a nautral part of the body after all it had the right antigens and had done nothing for years. Within days almost all Aalin Shenn Sleih were wiped out and their leader Mie Latteowa ordered the survivors to scatter and hide in the most isolated places on the contient masking their presense with powerful wards cast by their strongest Galdre (spellcasters) at the expense of their lifes. Now the Aalin Shenn Sleigh emerge as the wards break down and begin to form towns and cities. But who really knows? Only one Aalin could know Mie Latteowa herself. Will she say? No she won't. Some even say she doesn't know and that Mie Latteowa is a title not a name and that she has changed over the generations.

OOC note: I hope this backstory is ok Silver. I think I have left it open enough. If I have not PM me so we can work out a backstory that fits in better together.

Abilities/Physical description

They are tall standing at over 7ft and have fine feathers all over their bodies yet they lack a beak or wings so they are not an arian race. They have three toed feet with retractable claws used for fighting and four fingered hands also wiht retractable claws. Their faces are soft and fair often with large hocked noses that are a matter of great pride and beauty for the Aalin Shenn Sleih as well as the whiteness of their coats. Nobles among their people tend to have coats of varying shades of white and grey whilst those with black coats are often shunned yet they are useful as they tend to be the strongest of the Galdre. No-one knows why this is it just is. One of those facts of life. They tend to possess a slender frame that hides great strength and physical endurence. They mate once every 10 years and have one child that can be born live or the egg can be layed at the mother's choice. Thus every child is precious and they are spoilt until they begin to mature and grow their first coat. After which they are treated as adults.

Problems Silver Steak?

PS An image could be tricky but I will see what I can find.
 
ND: Judging by the color codes, your starting location is hilly, not mountainous. I'm not barring people from interesting pairs of habitats, but the general idea is that races prefer either high terrain or low (or something in between). You may want to change either your habitat or starting location...

Nwag3: Your relative strength is too low. Try to adjust it. Humans are about 10, for reference.
 
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