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Nation Building Dark Age of Empires - Q&A

The Guins


<p><a href="<fileStore.core_Attachment>/monthly_2016_06/upload_2016-6-7_14-4-26.jpeg.8c2f3180ae855e79b2918a902751a2e3.jpeg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="132596" src="<fileStore.core_Attachment>/monthly_2016_06/upload_2016-6-7_14-4-26.jpeg.8c2f3180ae855e79b2918a902751a2e3.jpeg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


As you can see,the Guins are a reptillian humanoid race.Believed to have evolved from turtles,the Guin society centers around worshipping their very ancestors,and obtaining unique sacrifices for the pleasure of their long dead ancestors.As a result of the unregulated religious activities,the Guins had turned out into what we call "warmongering bastards".During the old age of empires,thousands of Guin warriors would leave their villages to scrape the land of any living animal,resulting in the extinction of multiple species.Soon enough,the Guin war parties encountered an orc village(Note:The Guins don't have an effective government at this point),and decided that they would be good sacrifice.The village was raided and it's inhabitiants were slain at the shrines.The orcs,noticing the Guin attack,retaliated by razing several Guin villages to the ground,resulting in the Bloody Plains War.Throughout the war,thousands of Guins died defending their ancestral homeland,but the uncoordinated Guin forces was finally pushed back to Gulai Mountain,the last refuge of the Guins.Believing that they are heading to extinction,the Guins launched a final counterattack against the invading orcs.Soon enough,the orcs had to retreat out of the Turtle Plains,back into the orcish lands.Ever since the war,the Guins were finally unified under the same flag,and began haressing the orcish borders with their cavalry.


Strengths:


-Capable of surviving underwater


As a race evolved from turtles,the Guins can actually survive for long periods underwater.This means that the Guins could launch surprise attacks against the enemy navy,or collect precious sea resources more efficiently than other races.


-Capable of war


Having survived the Bloody Plains War,the confidence of the Guins as a race was gradually built up as they celebrated their victory over the dreaded enemy.Unfortunately for the other races,this confidence was a major factor that led to the Guin's warmongering.Numerous Guin strategists were born as their war parties assaulted the orcish borders,which gave the Guins the ability to create devise complex strategies.


-Advanced technology


In order to devise of ways to speed up their wars,the Guin government has offered large amounts of money to buy technology.As a result,many inventions appeared within the Turtle Plains.This has made the Guins slightly more advanced in technology than the other races,although it doesn't necessarily mean military technology.


Weaknesses:


-Extremely weak economy that has to be sustained by constant war


Although the Guins achieved victory in the Bloody Plains War,but they had sustained massive losses from the carnage.85% of the Guins were slaughtered in the Bloody Plains War.As a result,the Guins relied on tools and slaves for labour.The infrastructure was also heavily damaged and is unable to sustain the current Guin population.This caused an extremely fragile economy for the Guins which has to be sustained by looting other races.Thus,losing wars would cause a extremely negative effect on the Guins,possibly even resulting in the collapse of the Guin government.


-Incapable of diplomacy


The Guins are not given a chance to engage in diplomacy in the past.Thus,they don't know that problems can be solved through peaceful methods rather than war.In the Guin mindset,there is only two ways to deal with a nation:Declaring war and not declaring war.What makes the fact worse,is that the Guins closed their borders to outsiders and guards it fiercely,making trade and culturally influencing them virtually impossible


-Extreme arrogance


The Guins are so confident of themselves that they treat other races as uncultured scum that needs to be exposed to "true" culture.Thus,they are more likely to launch crusades and colonization attempts(worse when paired with the fact that they are incapable of diplomacy).The Guins also treat themselves as the upper class and all other races as the lower class,making them unreasonable in the eyes of the other races

 

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Nyq said:
The Guins
View attachment 294786


As you can see,the Guins are a reptillian humanoid race.Believed to have evolved from turtles,the Guin society centers around worshipping their very ancestors,and obtaining unique sacrifices for the pleasure of their long dead ancestors.As a result of the unregulated religious activities,the Guins had turned out into what we call "warmongering bastards".During the old age of empires,thousands of Guin warriors would leave their villages to scrape the land of any living animal,resulting in the extinction of multiple species.Soon enough,the Guin war parties encountered an orc village(Note:The Guins don't have an effective government at this point),and decided that they would be good sacrifice.The village was raided and it's inhabitiants were slain at the shrines.The orcs,noticing the Guin attack,retaliated by razing several Guin villages to the ground,resulting in the Bloody Plains War.Throughout the war,thousands of Guins died defending their ancestral homeland,but the uncoordinated Guin forces was finally pushed back to Gulai Mountain,the last refuge of the Guins.Believing that they are heading to extinction,the Guins launched a final counterattack against the invading orcs.Soon enough,the orcs had to retreat out of the Turtle Plains,back into the orcish lands.Ever since the war,the Guins were finally unified under the same flag,and began haressing the orcish borders with their cavalry.


Strengths:


-Capable of surviving underwater


As a race evolved from turtles,the Guins can actually survive for long periods underwater.This means that the Guins could launch surprise attacks against the enemy navy,or collect precious sea resources more efficiently than other races.


-Capable of war


Having survived the Bloody Plains War,the confidence of the Guins as a race was gradually built up as they celebrated their victory over the dreaded enemy.Unfortunately for the other races,this confidence was a major factor that led to the Guin's warmongering.Numerous Guin strategists were born as their war parties assaulted the orcish borders,which gave the Guins the ability to create devise complex strategies.


-Advanced technology


In order to devise of ways to speed up their wars,the Guin government has offered large amounts of money to buy technology.As a result,many inventions appeared within the Turtle Plains.This has made the Guins slightly more advanced in technology than the other races,although it doesn't necessarily mean military technology.


Weaknesses:


-Extremely weak economy that has to be sustained by constant war


Although the Guins achieved victory in the Bloody Plains War,but they had sustained massive losses from the carnage.85% of the Guins were slaughtered in the Bloody Plains War.As a result,the Guins relied on tools and slaves for labour.The infrastructure was also heavily damaged and is unable to sustain the current Guin population.This caused an extremely fragile economy for the Guins which has to be sustained by looting other races.Thus,losing wars would cause a extremely negative effect on the Guins,possibly even resulting in the collapse of the Guin government.


-Incapable of diplomacy


The Guins are not given a chance to engage in diplomacy in the past.Thus,they don't know that problems can be solved through peaceful methods rather than war.In the Guin mindset,there is only two ways to deal with a nation:Declaring war and not declaring war.What makes the fact worse,is that the Guins closed their borders to outsiders and guards it fiercely,making trade and culturally influencing them virtually impossible


-Extreme arrogance


The Guins are so confident of themselves that they treat other races as uncultured scum that needs to be exposed to "true" culture.Thus,they are more likely to launch crusades and colonization attempts(worse when paired with the fact that they are incapable of diplomacy).The Guins also treat themselves as the upper class and all other races as the lower class,making them unreasonable in the eyes of the other races
accepted, very interesting.
 

Playable Race


Goblins




2a9890c42f6b1037fcd40913e67262e6.jpg



Small in stature, Goblin tribes often substituted their lack of natural physical superiority with either advanced technology or large numbers. While those who followed technology would eventually join or start their own societies in the future, those who relied on numbers eventually coined the stereotype of filthy scavenger among others. Hordes of tribal Goblins scoured battlefields and attacked small towns in the older days, but after one of the old kings from an ancient Human empire eventually led a crusade against them, their activities were pushed back to the northern areas of Eidan were they were chased into massive underground caves.


Though there are tribal goblins that continue painting negative images of their people, they have been placed lower on the list of threats due to the relative ease with which any well-learned captain/commander can dispose of them.


Though the remaining tech savvy Goblins speak in similar disjointed forms of dialect as their tribal cousins, one could easily tell that they rely more on sly tricks to get their way.


Non-Playable Races


Trolls


bf5f4f53f68fca733f795a6722306fa2.jpg



Lumbering giants who often use larger beasts as cattle, Trolls are known for leading relatively quiet lives in solitude. These gargantuan creatures may work with a small number of other Trolls to herd large beasts or craft the large caves & huts camps they reside within. They communicate with each other through a series of groans and mumbles, but their natural distrust of other races/ societies has led many to still muddle over ways to put their dialect together coherently.


Trolls will not attack unless provoke, but are incredibly territorial when it comes to their beasts or homes. As such if they find other creatures intruding they will retaliate with a passion.


Most trolls are strong enough to dig their own caves with their bare hands, and despite rumors which say otherwise a running troll can easily outpace the average man. While they tend to use their overwhelming brute strength to decimate instigators or unwary travelers with their hands or large blunt implements they craft, those capable of outrunning trolls will have to contest with the massive clumps of raw earth they can yank out of the ground and launch.

Ogres




48e58e9cc0c8b6c991b426dd53b9aecf.jpg



The Natural enemy of the troll, Ogres aren't as large but certainly tower over most of the other races. Unlike Trolls, ogres are much more experienced in forging their own equipment. Ogres are hardly seen outside of caves or their underground tribes, because of this they tend to remain out of daylight. As such they often coordinate night attacks on Troll camps and the likes. While they don't go out of their way to harm other races due to their constrained timeframe they have to stay on the surface before the sun rises again, If Ogres stumble upon a settlement before sunrise they will almost always pillage for fun.


Unlike Trolls however, many know that excruciatingly bright light is able to ward them off. Though this doesn't happen 100% of the times as sometimes they go into an enraged frenzy in response, it's the most used tactic for keeping Ogres at bay.


However, as they only actively antagonize Trolls the only reason that would be a necessity is if outsiders enter their caves or if settlements are just in unlucky positions. However, when they do raid a settlement, they take the surviving civilians for their own pleasures.


Golems

50f5d132bc66310a0e57212904a246e9.jpg



Golems, one of the results of restless human souls infused with magic, these beings often wander the ruins of ancient magic-based societies. Though there are those that are a result of left over magic left to seep into the elements as the kingdoms who once wielded them were weathered away over time, they are most certainly the most dangerous. They vary with the type of magic and human soul which formed them and which element they are housed in, but generally they are all able to wield that magic in some way. They are intensely hostile towards outsiders, making it hard for scavengers to get to the riches that are often housed in the ruins they wander.


When Golems are formed it's often a sign that whichever kingdom they were formed in was exceedingly well versed in spellcraft and necromancy. As such, those who study ancient civilizations can often tell many things about the scope of that civilizations magic and necromancy versatility simply by studying Golems.


Though incredibly durable and often times incredibly powerful, Golems are still just assemblies of magic, lost human souls and the elements. They are not known for their intelligence, due to the lost souls forgetting everything, and those who can survive their onslaught of attacks can overcome them with swift thinking. But since Golems are only found in ruins ancient magical civilizations, one would have to go out of their way to encounter one.




Undead

b78ba983761c625d4959dc5b364dc0a8.jpg


5a25d0fc01f46fa886945707eccf2ee3.jpg


448267f3b8bc8ffa081350b220684316.jpg



The most common result of residual magic, the large number of undead defenders found in ruins is the result of leftover healing magic which had been fouled by death. A commonly known practice, Healing magic was used plentifully by ancient civilizations which wielded magic, as such many of their remains ended up being fouled by once the magic went bad. As a result, undead roam the ruins in even greater supply as Golems, attacking outsiders who dare trespass.


Often wearing the remains of the apparel they had when they passed, Undead come in many shapes and sizes. Some undead mages are even still able to wield some of the magic they had before they passed. As such, encountering them in magical ruins is pretty much assured. They are still mindless bodies, just sustained by fouled healing magic. As such, they should be slightly easier to overcome than their living counterparts. They are also extremely flammable.


Undead come in three common categories. Wrights, mummies and skeletons. Wrights tend to reside in the northern snowlands, mummies in the southern deserts and skeletons in the midlands.<p><a href="<fileStore.core_Attachment>/monthly_2016_06/f32581087767953547363c2dec6e62c8.jpg.a3356dfdf00c8c5a96e27c1fc5d14db9.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="132930" src="<fileStore.core_Attachment>/monthly_2016_06/f32581087767953547363c2dec6e62c8.jpg.a3356dfdf00c8c5a96e27c1fc5d14db9.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p><p><a href="<fileStore.core_Attachment>/monthly_2016_06/golem___gyromancer_by_kunkka-d3e96u2.jpg.747d371699a0a44c000db2b464ae837f.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="132931" src="<fileStore.core_Attachment>/monthly_2016_06/golem___gyromancer_by_kunkka-d3e96u2.jpg.747d371699a0a44c000db2b464ae837f.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p><p><a href="<fileStore.core_Attachment>/monthly_2016_06/the_dark_eye__demonicon___ogre_by_aeyolscaer-d6ml7wj.jpg.cae912298d0ab6ece0098baef67bb41f.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="132932" src="<fileStore.core_Attachment>/monthly_2016_06/the_dark_eye__demonicon___ogre_by_aeyolscaer-d6ml7wj.jpg.cae912298d0ab6ece0098baef67bb41f.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p><p><a href="<fileStore.core_Attachment>/monthly_2016_06/f88f8eb411e9ece1b18ba7f8ababe989.jpg.ee228207df9022277d4ae9a7b0c67e5f.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="132934" src="<fileStore.core_Attachment>/monthly_2016_06/f88f8eb411e9ece1b18ba7f8ababe989.jpg.ee228207df9022277d4ae9a7b0c67e5f.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p><p><a href="<fileStore.core_Attachment>/monthly_2016_06/goblin_warlord_age_of_wonders_3_by_vfxrob-d6ycppz.jpg.8594abfba64fcdd7a34ed076fb7daa01.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="132935" src="<fileStore.core_Attachment>/monthly_2016_06/goblin_warlord_age_of_wonders_3_by_vfxrob-d6ycppz.jpg.8594abfba64fcdd7a34ed076fb7daa01.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>









 

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GrieveWriter said:

Playable Race


Goblins




2a9890c42f6b1037fcd40913e67262e6.jpg



Small in stature, Goblin tribes often substituted their lack of natural physical superiority with either advanced technology or large numbers. While those who followed technology would eventually join or start their own societies in the future, those who relied on numbers eventually coined the stereotype of filthy scavenger among others. Hordes of tribal Goblins scoured battlefields and attacked small towns in the older days, but after one of the old kings from an ancient Human empire eventually led a crusade against them, their activities were pushed back to the northern areas of Eidan were they were chased into massive underground caves.


Though there are tribal goblins that continue painting negative images of their people, they have been placed lower on the list of threats due to the relative ease with which any well-learned captain/commander can dispose of them.


Though the remaining tech savvy Goblins speak in similar disjointed forms of dialect as their tribal cousins, one could easily tell that they rely more on sly tricks to get their way.


Non-Playable Races


Trolls


bf5f4f53f68fca733f795a6722306fa2.jpg



Lumbering giants who often use larger beasts as cattle, Trolls are known for leading relatively quiet lives in solitude. These gargantuan creatures may work with a small number of other Trolls to herd large beasts or craft the large caves & huts camps they reside within. They communicate with each other through a series of groans and mumbles, but their natural distrust of other races/ societies has led many to still muddle over ways to put their dialect together coherently.


Trolls will not attack unless provoke, but are incredibly territorial when it comes to their beasts or homes. As such if they find other creatures intruding they will retaliate with a passion.


Most trolls are strong enough to dig their own caves with their bare hands, and despite rumors which say otherwise a running troll can easily outpace the average man. While they tend to use their overwhelming brute strength to decimate instigators or unwary travelers with their hands or large blunt implements they craft, those capable of outrunning trolls will have to contest with the massive clumps of raw earth they can yank out of the ground and launch.

Ogres




48e58e9cc0c8b6c991b426dd53b9aecf.jpg



The Natural enemy of the troll, Ogres aren't as large but certainly tower over most of the other races. Unlike Trolls, ogres are much more experienced in forging their own equipment. Ogres are hardly seen outside of caves or their underground tribes, because of this they tend to remain out of daylight. As such they often coordinate night attacks on Troll camps and the likes. While they don't go out of their way to harm other races due to their constrained timeframe they have to stay on the surface before the sun rises again, If Ogres stumble upon a settlement before sunrise they will almost always pillage for fun.


Unlike Trolls however, many know that excruciatingly bright light is able to ward them off. Though this doesn't happen 100% of the times as sometimes they go into an enraged frenzy in response, it's the most used tactic for keeping Ogres at bay.


However, as they only actively antagonize Trolls the only reason that would be a necessity is if outsiders enter their caves or if settlements are just in unlucky positions. However, when they do raid a settlement, they take the surviving civilians for their own pleasures.


Golems

50f5d132bc66310a0e57212904a246e9.jpg



Golems, one of the results of restless human souls infused with magic, these beings often wander the ruins of ancient magic-based societies. Though there are those that are a result of left over magic left to seep into the elements as the kingdoms who once wielded them were weathered away over time, they are most certainly the most dangerous. They vary with the type of magic and human soul which formed them and which element they are housed in, but generally they are all able to wield that magic in some way. They are intensely hostile towards outsiders, making it hard for scavengers to get to the riches that are often housed in the ruins they wander.


When Golems are formed it's often a sign that whichever kingdom they were formed in was exceedingly well versed in spellcraft and necromancy. As such, those who study ancient civilizations can often tell many things about the scope of that civilizations magic and necromancy versatility simply by studying Golems.


Though incredibly durable and often times incredibly powerful, Golems are still just assemblies of magic, lost human souls and the elements. They are not known for their intelligence, due to the lost souls forgetting everything, and those who can survive their onslaught of attacks can overcome them with swift thinking. But since Golems are only found in ruins ancient magical civilizations, one would have to go out of their way to encounter one.




Undead

b78ba983761c625d4959dc5b364dc0a8.jpg


5a25d0fc01f46fa886945707eccf2ee3.jpg


448267f3b8bc8ffa081350b220684316.jpg



The most common result of residual magic, the large number of undead defenders found in ruins is the result of leftover healing magic which had been fouled by death. A commonly known practice, Healing magic was used plentifully by ancient civilizations which wielded magic, as such many of their remains ended up being fouled by once the magic went bad. As a result, undead roam the ruins in even greater supply as Golems, attacking outsiders who dare trespass.


Often wearing the remains of the apparel they had when they passed, Undead come in many shapes and sizes. Some undead mages are even still able to wield some of the magic they had before they passed. As such, encountering them in magical ruins is pretty much assured. They are still mindless bodies, just sustained by fouled healing magic. As such, they should be slightly easier to overcome than their living counterparts. They are also extremely flammable.


Undead come in three common categories. Wrights, mummies and skeletons. Wrights tend to reside in the northern snowlands, mummies in the southern deserts and skeletons in the midlands.
accepted
 
Well,did I actually posted information about the goos here?
 
So how do orcs look? Could you find a more direct picture, or should I just interpret based on what I got? I am going to draw some pictures of my soldiers, and I need to know how human or orcy to make them.
 
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Lazzamore said:
So how do orcs look? Could you find a more direct picture, or should I just interpret based on what I got? I am going to draw some pictures of my soldiers, and I need to know how human or orcy to make them.
Have you seen the picture in the lore tab? If not, I'll try to describe it to you.


They're green, very muscular, not as smart elves.
 
Thank you, I saw the picture, it's just coming from an odd angle and he's wearing a lot of armor that covers his ears and face. That's enough information for me to do my drawings, though.
 
Lazzamore said:
Thank you, I saw the picture, it's just coming from an odd angle and he's wearing a lot of armor that covers his ears and face. That's enough information for me to do my drawings, though.
That's good, I though his face was revealing enough though
 
Giants


<p><a href="<fileStore.core_Attachment>/monthly_2016_06/97aa554782db8f8c8fb4ff440a223015.jpg.e992f5a3509c33963c1e2533af540560.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="137367" src="<fileStore.core_Attachment>/monthly_2016_06/97aa554782db8f8c8fb4ff440a223015.jpg.e992f5a3509c33963c1e2533af540560.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


An old and powerful race.


Giants are generally covered in a thick coat of brown fur which turns white with age. Giants are known to live for a time much longer than the other races, a giants height can be anything from 14-20 feet tall however in some cases they are even taller. They are capable of showing incredible feats of strength such as wrenching apart Iron bars and pulling a tree from the ground.


Generally giants use large clubs made from trees as their weapons, however some of the more intelligent ones are known to tie a boulder to the end of it to use as a maul, and some even are known to have huge bow and arrows that can shoot hundreds of feet in length.


It is believed that some particular large members of the other races have giants blood in them.


Giants were once a plentiful race, however due to war and struggle to breed it is unknown how many are left but it couldn't be anything more than a few thousand. They do have kings but the most popular giants tend to be their best warriors.


Giants live in climates of extreme cold and speak a language of their own, it is rare for a non-giant to have even a basic grasp of the language but it is rumored to have ties to nature itself as Giants can control large animals such as mammoths by command, or so it seems.

 

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Rhosvyn said:
Giants
View attachment 304346


An old and powerful race.


Giants are generally covered in a thick coat of brown fur which turns white with age. Giants are known to live for a time much longer than the other races, a giants height can be anything from 14-20 feet tall however in some cases they are even taller. They are capable of showing incredible feats of strength such as wrenching apart Iron bars and pulling a tree from the ground.


Generally giants use large clubs made from trees as their weapons, however some of the more intelligent ones are known to tie a boulder to the end of it to use as a maul, and some even are known to have huge bow and arrows that can shoot hundreds of feet in length.


It is believed that some particular large members of the other races have giants blood in them.


Giants were once a plentiful race, however due to war and struggle to breed it is unknown how many are left but it couldn't be anything more than a few thousand. They do have kings but the most popular giants tend to be their best warriors.


Giants live in climates of extreme cold and speak a language of their own, it is rare for a non-giant to have even a basic grasp of the language but it is rumored to have ties to nature itself as Giants can control large animals such as mammoths by command, or so it seems.
we will vote on this
 
I would vote 'yea' on these Giants. They seem like a fairly original take to me, and I think will play out fine as long as there's not too many.
 
I think yes.Quite a primitive race,can't really hurt the Guins even if we go to war
 
Rhosvyn said:
Giants
View attachment 304346


An old and powerful race.


Giants are generally covered in a thick coat of brown fur which turns white with age. Giants are known to live for a time much longer than the other races, a giants height can be anything from 14-20 feet tall however in some cases they are even taller. They are capable of showing incredible feats of strength such as wrenching apart Iron bars and pulling a tree from the ground.


Generally giants use large clubs made from trees as their weapons, however some of the more intelligent ones are known to tie a boulder to the end of it to use as a maul, and some even are known to have huge bow and arrows that can shoot hundreds of feet in length.


It is believed that some particular large members of the other races have giants blood in them.


Giants were once a plentiful race, however due to war and struggle to breed it is unknown how many are left but it couldn't be anything more than a few thousand. They do have kings but the most popular giants tend to be their best warriors.


Giants live in climates of extreme cold and speak a language of their own, it is rare for a non-giant to have even a basic grasp of the language but it is rumored to have ties to nature itself as Giants can control large animals such as mammoths by command, or so it seems.
So they like roam the northern part of crystal empire?
 
The Orns


This is an old race, but throughout history, they have mostly stuck to their small collection of northern islands. Now, they are considering changing that.


They are humanoid, but shorter and have smoother bodies that are made to swim. They can't breathe in through their mouths, but have two large 'nostrils' on their foreheads. When underwater, these can filter a small amount of oxygen and nutrients from the water around them, letting Orns survive unconscious underwater for up to a day. Because of their large lungs, even the weakest Orn can hold their breath underwater for a full ten minutes before they begin to pass out.


Their sense of touch is dulled and their outer layer of skin is rubbery, allowing them to survive very cold temperatures. This outer layer can melt in temperatures that humans can live at with only slight discomfort. Fear of this keeps most Orns to their islands, though it is physically possible to travel south during the summer, if they wear special cold-insulating suits and masks.


As they mostly eat plants and fish, most Orn teeth aren't as sharp as human teeth. However, in the center of their top row of teeth is one large, sharp 'cannibal tooth.' All Orns are born with this (other teeth come in later), though some have it removed later in life. This tooth is present because of the unusual birthing process - nerves and blood vessels shut down over the uterus, the uterine wall binds with the skin, and the baby eats its way out. Both males and females have a body fat storage running across their chest. This storage has no nerves and is used for feeding babies.


Orns have little family structure. Children usually have a primary caregiver, or a few, but not always. Their caregivers are very rarely the people who actually conceived them. Orns are very promiscuous, but conception is rare.
 

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