Showing posts with label discerian. Show all posts
Showing posts with label discerian. Show all posts

Friday, September 30, 2011

Race Profle, DnD version

Heritage


Discerean
Truth. Valor. Wisdom. These are things that you will care about most in your day to day lives. Living on an island off the mainland of Terramar you and your people have known to be the diplomats and truth seekers of the world—often striving for truth in whatever they do.  
Personality:  Discerean are lovers of all things true.  While generally can varying kinds of professions, they still seek truth in their field of study through wisdom and intelligence. Often they are kind, but often have very little regard for their emotions. They seek reason and logic as the foundation of their studies and conversations.  Known as noble people, they seem to have lofty idealistic ideals regarding how people ought to work together and their interest is the diplomatic unity between people.  
Physical Description: Discereans are some of the tallest of the people of Terramar ranging from 6’4” to no less than 5’10” for the shortest woman.  They are most often of fair skin and even those who might often work outside rarely darken their skin.  One of the most unusual characteristics is their long white hair and dark purple eyes.  Often, this trait is what distinquishes them from other people groups.  Generally, this people are often concerned with healthy living and constantly train even if they are not monks, believing that concentration of the body is mediation of the mind.
Relations:  Since the Discereans are so interested in working with other people groups they are highly interested in forming positive relations with others. Yet, due to their object seeking of truth (and sometimes extremely uncanny way of detecting it) they are often regarded with cool criticism and avoided.  To be involved with a Discerean is for them to know your whole life story, without saying a word.
Alignment: Discereans are most often very lawful human beings.  They are interested in systems of people working together and as such believe laws are what best guide them.  A chaotic nature is extremely rare and frowned upon by their society at large.  They tend to be often charismatic to the plight of human beings and so therefore of good nature, but some can be neutral or evil caring more for their own interests rather than humanity at large.
Lands: The Discerens homeland is an island off the continent of the mainland of Terramar. It’s landscape is often not very producible for farming, but raised gardens and fishing provide for enough food for the second smallest group of people of Terramar.  Surronding this little island are cliffs on every side, making landing or attacking it nearly impossible.  Sides of the cliff have been cut into by previous generations that allow the Discerean to travel other lands if the rare desire should strike.
Religion:  After the splintering of the views of God, the Discerean have sought after God as the truth bringer and seeker.  They see him as the one who helps the see the truth of the world and of its people.  Organization of worship is rare but for on festiveal days, but many are willing to thank God for the truth he has brought to their minds.


Mohari
“That was fun! What’s next?” This the idea by which Mohari tend to live.  They are by their impulsive nature always seeking the next experience and opportunity.  They are a race of wanderers broken down into several tribes that move from campsite to campsite.  Often they specialize in hunting and forestry, but they have a knack for performing for the delight of their fellow people and for the Farragorns whose villages they visit.
Personality: Mohari are of a joyful and a “spirited” nature that they hope to share with all that meet.  They desire that people work together, but in jovial spirit.  They are a highly charismatic race seeking to love all that enter into their camps.  They will quickly share of what they have with one another and hope to sustain a spirit of sharing. They are also often impulsive and rash with their emotions sometimes to a fault.  Yet often this spirited nature is the most encouraging to the down trodden.  
Physical Description: Often of a shorter nature, the Mohari are usually 4’ 7”to 5’ 6”.  They are dark of a darker complexion and usually in clothed in bright fabrics and adornments.  Their skins are also covered tattoos, which describe their family heritage, name, and history.   
Relations: The Mohari are very loving people and wish for all people to join in fellowship. For this reason their relations with others are generally always positive.  Often when individuals enter their camp to harm them, they are able to bring that person to love them instead.  Their best relations are with Farragorns as they often entertain them along their journeys.  Nonetheless, many regard their ways as strange and see them outsiders to any ordinary way of living.
Alignment: Mohari are generally of a good alignment, though some may be more often be far too interested in their fun and impulsive nature than for caring for others.  A lawful nature is extremely rare.  More often than the impulsive nature of the Mohari lends to a chaotic alignment.
Lands: The lands of the Mohari are a forested area that lies between the mountain to the north and rolling prairies to the south.  One may lose their way along such trees, but the Mohari have created paths for generations upon generations, but only those who have been taught can find their way.  Food has never been much an issue for the skilled, though there are some dangers of wild animals attacking or getting lost if one wanders too far from camp.  As some tribes paths have run near Farragorn villages, some are more acquainted with the rolling prairies and village life, while others transverse harsh, cold mountainous passes each year.
Religion: The Mohari honor the spirit of joy in their worshipful experiences.  They toast to god’s mirth and ability to sustain living with each glass and perform the time honored festivals for the changes of the seasons.


Quentin
“So we are trying to get from here to there and all we got are these broken pieces from a train?” “Well I’m sure we can make something that flies”  Hard working and innovated, the Quentin is a natural seer of the possibilities and takes all that he can to overcome obstacles that lay before him.  He harnesses the power of steam and makes his dreams come true.
Personality:Quentins are a strong willed race fighting to overcome all obstacles that lay in their path.  Often a rather combative race, they are also inventors of the greatest technology Terramar has to offer--steam engines.  Quentins can often be idealistic about their future when they are creating new machines, and even optimistic when their machines fall apart.  They keep working hard to better improve the living situation of their race. For them, their community is more important than the individual and they will sacrifice all to create a new, brighter, and bigger life.
Physical Description: The Quentin are of varying builds--from the strongman of the soldier to the wiry frame of the alchemist--and tends to reflect the profession that they are in.  Overall, they are a relatively short with the tallest being 5’9” and the shortest 5’. Their skin tends to be of a more olive nature, but often covered with the marks of soot and ashes that comes with being steam engineers and soldiers. Their dark hair often holds onto the effects of steam and grease making it look even darker. Often they are garbed in the dull uniforms of their profession and rarely dress outside of it’s rigid fabrics.
Relations: Quentins, isolated by sea and mountains have for generations been largely indifferent to the people that populate Terramar.  Under the regime of General Seth, they have become more concerned with the unity of Terramar.  As a whole they find the other groups to be odd, or simpleminded and should conform to their ideas.  This most true with the Mohari’s chaotic tendencies whose lands lay just to the south of the mountain passes.  
Alignment: Most often the Quentin is a rather neutral person with perhaps a more chaotic or lawful nature depending on whether work calls for the rigid following of commands in miltary or the chaotic experimentation of the inventor.
Lands:  The reason for Quentins hardworking attitude and ability to be innovative comes from the land in which they live in.  Their land is desolate of most vegetation and very little animals come to wander there, with the exception of bold wolves who hunt for vulnerable people traveling in the mountains to the northeast.  To grow food, they have learned to create underground agriculture systems and have gained some of their wealth from the mining of rocks and minerals that cannot be found elsewhere.  To their north is great storm system that limits their travel by ship and by the south they are blocked in by great mountain chain that isolates them.
Religion:  Before the formation of more militaristic ideals, the Quentins praised god for the ability to see possibilities in the world before them.  In present day, religion has become meaningless and their temples are crumbling if not already transformed to an inventor’s lab.


Farragorn
Grow.   This is the care of the Farragorn people.  They are a hardworking group as farmers, craftsman, and merchants.  They celebrate the giving of life to every part of their lives and enjoy the moments of celebration at the end of a hard day’s work, but also welcome the grief of death and disappointment.  A more simple minded people, they are known peasants of Terramar.
Personality: The Farragorn are a people of simple living. They are hardworking people in whatever their trade and work to provide for themselves and their families.  Often more independently minded, they still love to work in their small town and communities and enjoy the delight of a beer or even a small barfight for that matter.  They are a loving people and work to make things continue to live, be it people, animals, or the plants they care.
Physical Description: The Farragorn are a solid looking group.  Strong muscles and toughened skin are the result of generations of hard working in the sun.  Often many of them have tanned skin and light sandy hair from the hours in the sun.  They are of a varying different heights but mostly range between 5’4” and 6’.
Relations: The Farragorn are relationable within themselves and also with those of other heritages, no matter how odd they are.  They are grateful for the wisdom of the Discerean, but find their lofty ideals unrealistic.  They appreciate trading with the Quentins, but find them too ambitious and complicated. Finally, they are humored by the Mohari tribes that visit villages and towns, but far too unpredictable and flightly.  In the end, the Farragorns are happy with Farragorns and need little else.
Alignment: As a wholesome people, the Farragorns mostly tend to align towards good, though swindlers and thieves are often still present.  They are also can fall between chaotic and lawful, but rarely fall into either extreme.  Mostly, they are independently minded people who care for their community and land, those who do not are frowned upon and ostracized in society.
Lands: The land of the Farragorns is a vast rolling fertile land dotted with villages, towns, and small cities.  As the Farragorns are mostly content to live in their own separate communities travelling occurs rarely with the exception of merchants who travel together and the occasional man or woman visiting their cousin in the next town over.  In general, travel is relatively safe, but there are the dangers of getting lost, being robbed, or attacks by bears or wolves.  Most often the Farragorns work the land through farming and livestock, though some provide for the town through craftsmanship.
Religion: The Farragorn are some of the more traditionally active in their worship.  They praise god for his life-giving ability and for the food they are able to produce each year. Most attend services weekly and celebrate festivals of harvest and growing in gratitude of God.