Likes Likes:  0
Dislikes Dislikes:  0
Показано с 1 по 3 из 3

Тема: for koder

  1. #1
    искатель Аватар для Netmen
    Регистрация
    04.07.2004
    Адрес
    в грезах, мечтах и походах
    Сообщений
    231

    По умолчанию for koder

    персоналкой не получилось хапай так:
    Half Elf

    he half elves are the offspring of the union between any of the three ancient elven races and a human. Physically, they closely resemble humans in build, but with the more delicate elven facial structure. This blending of features creates perhaps one of the most exquisitely beautiful races on Norrath. The half elves are rebellious, and this seems to show through in their hair styles and garb. There are no Norrathian societies that can come close to some of the outlandish fashions of the half elves.




    Caught between cultures, half elves possess no heritage of their own and have long been forced to exist outside the boundaries of polite society. As such, they've been mostly content to live in the human cities or to embrace their woodland heritage and call the outdoors home. With the influx of refugees into the cities, half elves have come to feel displaced from the only way of life they knew. They have grown somewhat rebellious as a result and refer to themselves as Ayr'Dal, a term derived from the old elven word for "misfit." Though often used by dark elves and high elves as an insult, the half elves have embraced the word as a symbol of their unique place in the world.



    High elves and dark elves view half elves with disdain, as they represent a taint upon the purity of their respective races. Wood elves are somewhat more accepting, and humans simply don't care one way or the other.

    Сила --- 17

    Ловкость --- 25

    Стойкость --- 8

    Интеллект --- 21

    Мудрость --- 19

    Traditional Roles: Scout, Mage. With exceptionally high agility, half elves are born scouts. But do not discount their intelligence, which has inspired many to study the arts of the mage.




    Halflings are a pudgy people, second shortest of the great races. Some view them as objects of physical abuse and ridicule, but Halflings are far from being easy targets. They are quite nimble, a fact that belies their typical appearance. At first glance many races mistake halflings for human children. After a second and closer look, they see the wise faces and the coarse hair growing upon their bare feet. Halflings are typically a merry people, prone to sharing ale and songs with their kin.

    ___

    Halflings are the creation of Bristlebane, King of Thieves and lord of the Plane of Mischief. They are, as their name implies, about half the height of humans, and are known for their rounded, slightly portly features and oversized hairy feet. Halflings are good-natured and friendly, amiable to just about anyone who doesn't show them open hostility. Though well-intentioned, it is common for halflings to fall into all manner of mischief and shenanigans. Nothing pleases a halfling more than sitting by a fire with family and friends, recounting stories of past adventures. Even so, halflings are durable survivors, formidable in battle when forced into that situation.

    Originally from Rivervale, halflings are devoted to their beloved thicket. They build houses into grass-covered mounds of earth, being partial to rounded doorways and low ceilings.


    Agile of finger and foot, halflings make superb scouts. The inherent wisdom of this loyal race guides many on the spiritual path of the priest.

    Traditional Roles: Scout, Priest

    С15

    Л30

    С17

    И16

    М22




    Smaller than humans, the lithe high elves have facial features that are graceful and captivating. The high elf complexion is pale and flawless; facial hair is rarely present. Their hair is like fine silk, long but often cinched behind their necks with long strands wrapped up in elegant designs. Of all the races save the Erudites, the high elves wear the finest cloth apparel on Norrath. They have access to rare threads and even rarer tailoring talents. Their armor is always in pristine condition; the metal used to craft this fine armor is usually unexpectedly light, while still retaining strength and durability.

    High Elves, or Koada'Dal, are the fair-skinned children of Tunare, Goddess of Growth. Tall and slender, high elves embody elegance and culture, having long made their home within the pristine stone walls of Felwithe. The Koada'Dal appreciate art and design, surrounding themselves with examples of their artistic and intellectual superiority. Above all else, high elves are an orderly and disciplined people. Though benevolent in nature, they look down on other races as being less pure than themselves. Their wood elf cousins exist chiefly to do their bidding, and most other good races are merely tolerated. Evil races, especially their mortal enemies the dark elves, are worthy only of a quick and efficient death. High elves see themselves as the chosen Elves of Tunare, a perspective that has caused the development of their well-known egos.


    Traditional Roles: Priest, Mage, Scout

    An ancient race both wise and intelligent, high elves make exceptional priests and mages. Though some might consider the lifestyle beneath them, their natural agility makes them quite skilled as scouts.




    Humans are diverse in nearly every aspect of their abilities and culture. They possess a wide range of physical features, and their values and principles are equally varied. Capable of both amazing deeds of kindness and thoughtless acts of cruelty, they have risen to prominence among many of the older races. The thriving cities of Qeynos and Freeport stand as testaments to the culture and prosperity of the human race.


    Three words best exemplify the strength of humans: diversity, ingenuity, and adaptability. No other race has as many beliefs and class options, few races match their ability to think creatively, and no race has proven to accept change as well as humanity. As an evolutionary offshoot of the barbarians, humans are generally more refined than their northern ancestors. Though they excel at no singular profession and have nothing extraordinary in the way of physical attributes, humans can fill virtually any role well, making up for their shortcomings with quick thinking.



    The height of human power came at the end of the Age of Blood, when the mighty Combine Empire ruled over most of Norrath. Eventually the empire splintered, with most of its leaders carrying their internal conflicts to the moon of Luclin. Relics of the Combine Empire have long dotted the landscape of Norrath. A more intellectual subset of humans, the Erudites, long ago separated themselves from their less cerebral kin. Erudites have since experienced an evolution of their own.



    Qeynos and Freeport stand as monuments to the design and culture of humans. Having survived the Age of Cataclysms relatively unscathed, it is humanity that now holds the greatest advantage.


    Traditional Roles: Any

    Humans are the most balanced of all the races. Whether choosing to become a fighter, priest, mage, or scout, humans will discover unlimited paths of opportunity.




    The iksar are a physically imposing race. Their tall, broad, scaly forms and powerful sweeping tails have brought fear to many armies of Norrath's past. The skin of an iksar is covered with scales nearly as thick as a layer of chain mail. Their scaled broad snout opens to reveal a maw of razor-sharp teeth, and their eyes are hypnotic and fiendish. In fact, this entire race's appearance is formidable; many know of the mighty iksar of ages gone by, and have learned to avoid them. The iksar seem dressed for battle on every occasion, their armor dark to aid them in movements through the night and shadows.

    The iksar are a tall reptilian race created by Cazic-Thule. Their major sphere of influence has always been on the continent of Kunark, where they have long been one of the primary cultures. The iksar have a rich but painful heritage. At one time, their Sebilisan Empire controlled Kunark with a fierceness and utter dominance comparable to that of the original Rallosian Empire on Antonica. Though they ruled Kunark with a might challenged only by the dragons themselves, the iksar have also undergone long periods of enslavement and humiliation. This history has caused the race to despise outsiders and depend only on each other for strength. The architecture and design of the iksar is exemplified in Sebilis, Cabilis and the City of Mist, revealing a penchant for dojo-like structures and minimalist design. As a race, the iksar exemplify perhaps the purest form of evil on Norrath. Rather than wallowing in pettiness and corruption, iksar embody orderly, direct wickedness. They do not hide their intentions or practice subterfuge; they hate everyone openly and equally.


    Traditional Roles: Priest, Scout, Mage

    The iksar use their strong wisdom and fierce nature to become powerful priests, while their inherent agility and intellect make them skilled scouts or mages.




    Kerra are a large humanoid feline race, their bodies covered in fur with colors and patterns denoting their lineage. They are tall and powerful with great agility, their tails able to perform menial tasks almost with minds of their own. Their massive heads contain maws filled with sharp teeth capable of latching onto prey and neatly snapping bones in two. They are a shamanistic culture that revels in beads, jewelry, and a wide range of ceremonial adornments.


    Female kerra are a bit larger than males, thus they have developed as a matriarchal culture. Kerra trace their ancestry back to their first great leader, Kejaan. He traveled the continent of Odus, uniting the various tribes into one kingdom and ushering in an era of peace and prosperity. One day, Erud and his High Men arrived to settle the continent. This splinter group of humans took over much kerra land; even worse, a great plague infected many and caused massive deaths. The kerra blamed the Heretics and their study of necromancy. Kejaan succumbed to the plague, leaving his son Vah Kerrath as leader. He vowed to make the Heretics pay.



    During the civil war between the Erudites and the Heretics, a huge explosion of mystical forces teleported an entire kerra village to the dark side of the moon of Luclin. Vah Kerrath survived this journey and renamed his lost tribe the Vah Shir. The kerra on Norrath scattered; some went west to settle Kerra Isle, others east to a tiny island in Erud's Crossing, and others fled deep into the Stonebrunt Mountains. Much later, a path to Luclin was breached and some of the Vah Shir returned to Kerra Isle, breeding a new, stronger people.


    Traditional Roles: Scout, Fighter, Priest

    The feline agility of the kerra lends itself well to the life of the scout. Yet their strength and wisdom allow them to excel as brave fighters and noble priests.




    The ratonga are a race of rodent humanoids about the height of a dwarf. Their bodies are covered in thick hair, and they have long furless tails. Their eyes are small and beady, best suited for the dark. Ratonga are a somewhat weak race, their armor most often made of hides or light chainmail forged of rare alloys. They prefer to lurk in the shadows and remain unseen: whatever they don is usually made to be silent and blend in with the darkness.


    The ratonga are a race of intelligent rat-like creatures approximately the same height as dwarves. Little is known of the ratonga's background. The race was first encountered in the Age of War; ratonga guides aided Freeport Militia troop movements through subterranean tunnels to the Desert of Ro, allowing supplies and troops to move while the great city was under a long siege. After this encounter, the ratonga vanished back into the depths they were found in. The ratonga did not reappear for ages, until the massive earthquakes of the Rending began to rip the continent of Antonica into pieces. Rumors surfaced that the ratonga were a tribe of rat-men related to the Chetari of Dragon Necropolis, a theory that the ratonga themselves seemed to encourage. However, it quickly became clear that these new arrivals were an order of magnitude more intelligent than the Chetari, leading many to speculate that the race's origins might lie in the Underfoot itself. On this subject, the ratonga say nothing.



    The ratonga often emblazon a symbol on their chest. This symbol is always the same, whatever it may mean.


    Traditional Roles: Scout, Mage, Priest

    The unsurpassed agility of the ratonga makes the role of the scout a natural choice for this crafty race. They are also quick students of magic who make skilled mages and priests.




    Wood elves share the same common traits as all elves - thin builds, alluring faces and pointed ears. Their skin is tanned and subtly glittering. The wood elves have more physically defined bodies than the other greater races, resulting from their forest living. Most wood elves wear their hair long. They prefer cloth and hide for clothing, but have been known to don light chain or scale mail of rare metals. They also make a rare type of symbiotic living armor.

    Wood elves, or Feir'Dal, are the free-spirited cousins of the high elves. Far more tolerant of other races than the haughty Koada'Dal, wood elves are pleasant and friendly. They average five feet tall with golden-hued skin, blending naturally into the surroundings of their forest home. The Feir'Dal come from the tree city of Kelethin, a series of platforms and elevators built skyward into the awesome beauty of the Greater Faydark. Wood elves love celebration and song, dedicating their lives to the praise of their creator, Tunare. Their welcoming and accepting nature has lead to close ties to other races, especially humans. This particular closeness has, in turn, sired the vast majority of the half elf race.


    Traditional Roles: Scout, Priest

    Possessing natural agility and wisdom, combined with a passionate devotion to the forests, wood elves make excellent scouts and priests.
    Мы можем столько сколько мы знаем, но кто мешает нам узнать больше?
    родившийся во времена где честью кормят воронье...
    Стремящийся вперед да не запутается в дебрях истины!

  2. #2
    Пастер Аватар для -=X-Koder=-
    Регистрация
    10.07.2004
    Адрес
    В деревне
    Сообщений
    37

    По умолчанию

    эпопея продолжается

    он половина эльфов - потомство союза между любой из трех древних гонок elven и человека. Физически, они близко напоминают людей в, строят, но с более тонкой elven лицевой структурой. Это смешивание особенностей создает возможно одну из наиболее изящно красивых гонок на Norrath. Половина эльфов непослушна, и это, кажется, показывает через в их стилях волос и одежде. Нет никаких обществ Norrathian, которые могут прибыть близко к некоторым из диковинных мод половины эльфов. Пойманный между культурами, половина эльфов не обладает никаким собственным наследием и долго вынуждалась существовать вне границ вежливого общества. Также, они были главным образом довольны жить в человеческих городах или охватывать их лесное наследие и звонить на открытом воздухе домой. С притоком беженцев в города, половина эльфов прибыла, чтобы чувствовать себя перемещенной от единственного образа жизни, который они знали. Они стали несколько непослушными в результате и обращаются к себе, поскольку Ayr'Dal, срок, полученный из старого elven слова для "не подходят". Хотя часто используется темными эльфами и высокими эльфами как оскорбление, половина эльфов охватила слово как символ их уникального места в мире. Высокие эльфы и темные эльфы рассматривают половину эльфов с презрением, поскольку они представляют инфекцию на чистоту их соответствующих гонок. Деревянные эльфы несколько более принимают, и люди просто не заботятся так или иначе. Сила---17 Ловкость---25 Стойкость---8 Интеллект---21 Мудрость---19 Традиционных Ролей: Бойскаут, Волшебник. С исключительно высоким проворством, половина эльфов рождена бойскауты. Но не обесцените их сведения, которые вдохновили многих изучать искусства волшебника. Halflings - пухлые люди, секунда, самая короткая из больших гонок. Немного рассматривают их как объекты физического злоупотребления и насмешки, но Halflings далеки от того, чтобы быть легкими целями. Они являются весьма ловкими, факт, который противоречит их типичному появлению. На первый взгляд много гонок перепутывают halflings для человеческих детей. После секунды и ближе

  3. #3
    Пастер Аватар для -=X-Koder=-
    Регистрация
    10.07.2004
    Адрес
    В деревне
    Сообщений
    37

    По умолчанию

    Традиционные Роли: Бойскаут, Волшебник. С исключительно высоким проворством, половина эльфов рождена бойскауты. Но не обесцените их сведения, которые вдохновили многих изучать искусства волшебника. Halflings - пухлые люди, секунда, самая короткая из больших гонок. Немного рассматривают их как объекты физического злоупотребления и насмешки, но Halflings далеки от того, чтобы быть легкими целями. Они являются весьма ловкими, факт, который противоречит их типичному появлению. На первый взгляд много гонок перепутывают halflings для человеческих детей. После второго и более близкого взгляда, они видят мудрые лица и грубые волосы, растущие на их босые ноги. Halflings - типично веселые люди, склонные к разделению пива и песен с их семьей. ___ Halflings - создание Брайстлебэйн, Король Воров и лорда Самолета Вреда. Они, поскольку их название подразумевает, приблизительно половина высоты людей, и известно их округленными, немного полными особенностями и негабаритными волосатыми ногами. Halflings являются добродушными и дружественными, любезными к примерно любому, кто не показывает им открытую враждебность. Хотя полно благих намерений, это обычно для halflings, чтобы упасть во всю манеру вреда и shenanigans. Ничто не нравится halfling больше чем заседание огнем с семейством и друзьями, пересчитывая истории прошлых приключений. И даже так, halflings - длительные оставшиеся в живых, огромные в сражении когда вызвано в ту ситуацию. Первоначально от Rivervale, halflings посвящены их возлюбленной чаще. Они встраивают здания в покрытые травой насыпи земли, будучи неравнодушными к округленным дверным проемам и низким потолкам. Проворный из пальца и ноги, halflings делают превосходных бойскаутов. Свойственная мудрость этой лояльной гонки ведет многих на духовной дорожке священника. Традиционные Роли: Бойскаут, Священник С15 Л30 С17 И16 М22 Меньший чем люди, гибкие высокие эльфы имеют лицевые особенности, которые являются изящными и очаровательными. Высокий цвет лица эльфа бледен и безупречен; лицевые волосы редко присутствуют. Их волосы походят на прекрасный шелк, долго но часто обеспеченный позади их шей с долго

Информация о теме

Пользователи, просматривающие эту тему

Эту тему просматривают: 1 (пользователей: 0 , гостей: 1)

Метки этой темы

Ваши права

  • Вы не можете создавать новые темы
  • Вы не можете отвечать в темах
  • Вы не можете прикреплять вложения
  • Вы не можете редактировать свои сообщения
  •  
Top.Mail.Ru