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Fairies

Fairies live in a loose society, often having several thousand inhabiting one large tree in the forest. These creeatures do not like the big people, even elves, who they all see as intruders and destroyers of the forests.This is the reason for their constant jokes and pranks played on the other races, knowing that they could never win on the field of battle. Fairy swords are always enchanted with some type of spell that causes mischief, like a spell that causes the victim to dance uncontrolably for hours.

There are only two races that are tolerated by the fairies, these are wood elves, though not too much, and Kender, seeing the latter as a fun race that is always willing to play with them. They like the wood elves to an extent, because the wood elves always ask permission to build communities in the area of a fairy's home.

The fairies HATE anything ugly, and if anything that is ugly comes into the area, it will be swarmed by the little tricksters and have many magic spells cast on them. The other thing that the fairies do to make certain that ugly creatures do not come within their home, is to enchant food in the area to cause very nasty effects, like halucinating a race of giant friendly bettles, turning the victims skin a bright purple, or causing their ears to grow to over five times their normal size. This is their only defense, and is one of the best defenses in the world. It is also the reason that no one has ever won a battle against the fairies.

Fairies generally are named after natural occurrences or happy ideas, like PeaceBlossom or GoldenDancer. These tiny creatures enjoy the freedom of flight with veil-thin wings of varying shapes, sizes, textures, and colors. At 6 to 8 inches in height, they can easily hide in just about any small space, and their 1/2 to 1 1/2 pounds of weight is hardly noticible if they camp out in a backpack. Aside from their flamboyent dress and wildly colored hair, eyes, and wings, they resemble very small elves, their pointed ears and pale skin especially.

Gnomes

When they were created, the gnomes immediately went into the mountains and found shelter inside dormant volcanoes. There they modified their homes, made inventions, and created technology far advanced than any on the planet. The problem they always ran into was that these inventions never worked. This never bothered the gnomes. They made it their life quest to perfect certain things.

Gnome society is one of total anarchy. There is no set ruler, and the gnomes are always just doing as they please. They work well with each other and help one another out with their inventions. They live in mountains and extinct volcanoes; often turning them into vast halls with most of the mountain hollowed out to accommodate the vast numbers.

The gnomes make various inventions, most of which do not work. These creations are large, noisy, and have many cogs, gears, wheels, bells, whistles, levers, pulleys, and other various components. These machines are usually made to do basic tasks like sharpen knives, travel under water, make the bed, and travel between floors of the society without the need for stairs.

Gnomes are always looking to improve everything, even speech. A typical gnome sentence would be as follows: "Thisdayisaverynicedaydontyouthink.Itissunnyandwarm andIhaveneverseenadayquitelikethis, dontyouthink?" The Gnomes do not believe in stopping neither to pause between words, nor to take breaks when they finish a thought. This is because they feel that they are so busy that to talk slowly is a waist of valuable time. Gnomes are always keeping busy, never really taking breaks except to sleep and eat (The gnomes are currently working on a machine that helps them stay awake all day, so far all it does is spit oil) so they can work more.

All gnomes have a quest in their lives that they have to finish before they die, which usually never happens. This is because the quest is usually something so complex or difficult that it is nearly impossible to perform. A gnome's "life quest" is passed on to future generations if the previous generation did not complete it. Such quests can be to know the digestive system of dragons, to finding a way to use light to talk to someone on the other side of the planet, or to map out the complex tunnels of the Underdark.

The gnome believes that everything can be modified; they have an inquisitive mind that causes this. They will look at things, and study them, and try to find the best way to make it better. They are very annoyed by races that do not understand what the gnome is talking about. They also will work for hours on end to complete any task given.

Gnomes have names that are a compilation of theirs, their parents', and their ancestors' names as far back as people will let them go before telling them to shut up. This goes back to the beginning of time for the gnomes. Average length for a gnomish name is equivalent to 26 volumes of an encyclopedia set. Every other race calls them by a shorter name, usually the first five or six letters of their entire name. Females names are based off the mother, males are based off the father.

For gnomes, large nobby noses are common, and most have pointed ears, though these are large-ish as well. They are small at 3 to 5 feet tall, and are far more svelte than the dwarves, weighing only 50 to 100 pounds. Their skin, hair, and eye colors are fairly similar to those of humans.

Kender

Around 4500 BI, this friendly race simply ‘appeared’, waltzing into cities en masse, mistaken, at first, for elven children. Of course, that was quickly rectified as hundreds of stores, homes, and pockets were ‘handled’. Soon after their arrival, they built a city called Kenderhome (not very original, but that’s how they think) in the northeastern area of Tarol, just north of the forests and near the Mouilla Ocean. This is the only city on the planet that has never been attacked.

Fun-loving and carefree, these gentle happy folk like everyone and everything they come across. Their innocence is legendary, often causing others to be stressed by their lack of understanding. More than this, they cannot comprehend aggression or war, as it seems pointless and unfriendly to them. One rather remarkable trait of theirs is their incredible lack of fear. Literally nothing scares them, because they feel that everything is simply a new adventure, including death. They do, however, recognize danger, and will quickly warn their companions using their hoopak.

Often they are called thieves due to their lack of attention span combined with a love for shiny or new things. They hold something long enough, they forget where it came from and hold on to it for ?safe keeping?, though if it is found out, they will gladly return the item and warn them to keep better track of their own items. Another terrifying trait is the Kender Taunt. If you are going to insult someone in their presence, make sure it is original, or you will find yourself blinded by fury as they unleash impossible taunts in a barrage that would un-pacify a pacifist.

All Kender possess a varied collection of pouches, their numbers ranging from 5 to 15 pouches. These pouches are non-magical, and yet the items contained therein often shift from pouch to pouch without being physically handled. The mystery of these pouches is unknown, even to the Kender.

Kender have a special weapon peculiar to their race called the hoopak. All Kender carry hoopaks, which are modified staff-slings approximately 5’ in length. The top is V shaped, with the slingshot attached, and the bottom is sharpened to a point for use in fancy maneuvers and quick jabs at an enemy. The point is also useful for checking water depth, and prying things open. The sling itself is used not only for combat, but also picking fruit from trees, or as a bullroar (when the sling is spun above the Kender’s head, a high pitched sound like a jet engine just before take-off is emitted, useful for warning companions of impending danger). Note: Because this is made by the Kender, it costs nothing and may be in a starting profile.

Kender are normally named after whatever comes to the parents’ minds when the Kender is born. Often, names like Hopper, Tasselhoff, Blister, Kipper, Treeflower, or Sunspring result. Similar to Humans, they can have most mundane skin, hair, and eye colors. Their slightly pointed ears give the uninformed the impression that they are looking at a half-elven child. They are very small, like children, at only 3 to 4 feet tall and 50 to 100 pounds. These small folk are restricted from the Mage and Paladin classes, and can never wield non-clerical magic.

For further information on the kender, click here.

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