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Ecology Eldar

Elves, Eldaran and Drow all came from one ancient species, the Eldar. They all live to around 500 years. Originally lived in both the Feywild and the Prime. Originally one group but two different ideas on where the race should head: Elves said nature focus, Eldaran said magic focus. Eldar race rocked by internal sociopolitical conflict (not warfare however). Even the gods were split almost down the middle. One goddess (Loth) saw a chance and began to whisper promises of power/wealth/prestige/influence to the most vulnerable of the powerful Eldar Eventually Loth commanded her forces to attack the two conflicting Eldar sides while they were disorganised. She commanded that they conceal themselves with black warpaint so that each side will think that it is the other who attacked them. The plan worked at first, there was soon warfare between the people that would be Elves and those that would be Eldaran. The forces were also harassed by the black clad forces lead by Loth's chosen general (a male who's name is lost in time). Loth's general was killed by his mad with power 2nd in command (also a male), who then pushed the forces too far too quickly rather than the guerilla war that was planned. Loth cursed the fool into an abomination but it was too late. The gods and the people saw the plan and united to defeat the dark painted foes. But at great cost. Not wanting to commit genocide, the remaining gods and Eldar cursed the turncoat tribe, and forced them down into the Underdark. There Loth spelled out her anger, forever ruling that no male would again be in charge of the Drow people. There they cultivated their hated and cruelty and slowly spread like a cancer through the Underdark. The people that would become the Eldaran were hit hardest during the conflict and were actually forced to flee into the safety of the Feywild after all their holdings on the prime were laid to waste. They rebuilt, but it took until the 4th age of the world before the great magical forces that held the Feywild shut and secret were let down. The Eldaran were the architects, the builders, the engineers of the Eldar. Without them, the people who would be Elves had to recover from the war alone. Never again would there be cities like those the Eldar had. What cities the Elves made were now made with nature as guide and inspiration. They abandoned the hills and open plains (for the most part) to the races of humans, gnomes and halflings. It has only been since the cities of men spread and grew that Elves began to live other than in the forests of the world. The Drow see everyone as inferior and potential slaves. Elves are passionate but this can show as impulsive or flighty, and this can cause irritation for other races who don't have the same lifespan. Eldaran have have a detached view of the world (again due to long lifespan and time exiled in the Feywild) leading them to seem distant and intimidating to most other races.

Dwarves.

Sturdy, stocky and tough, Dwarves live for some 300 years. Once the slaves of the Giants, these proud people have thrown off the shackles of oppression and now have outposts, mines and citadels scattered all over the world. The Family/Clan (and the honour/social standing thereof) is traditionally very important to a Dwarf. However it can often lead to an isolationist stance towards the outside world. Often accused of being second only to Dragons in their greed for gold and gems Dwarves are masters of industry, mining and the forging of weapons, armour and tools, though their traditional nature sees less new ideas/techniques then perhaps they would otherwise. Highly organised, Dwarves act with precision in everything they do, be it diplomacy, crafting or warfare. The most famous exception to this is the Dwarven Berserkers. It is rare to find a Dwarven outpost entirely above ground. Most are at least in the side of a mountain or deep within, some even down in the depths of the Underdark. They get on well with Gnomes and Humans, however traditionally have some issues with Elves and Halflings. The latter because of the Haflings' seemingly lazy lifestyle being quite opposite to their own hard working one. The former because of the Eldar's flighty nature and sense of superiority.

Gnomes

Small, stealthy and often secretive yet polite and willing to lend an ear, Gnomes live about 250 years. Gnomes do not have cities or castles but instead to live in small villages or towns of family groups, many of which are hidden (to the point of relocating the entire village if discovered). There are a few trading centers, but the facade of a simple isolated village is carefully cultivated. This is not the case. Gnomes have been known for being more adapt at Illusion than most other magic, however after the weakening of the barriers of this world and the Feywild, many Gnomes have found they are able to tap into the magic almost inherently. Every Gnomish settlement or outpost is able to contact any other, as well as The Shadow Government. The Shadow Government are a hidden group who are tasked with keeping an eye on world events, focusing on events that impact on Gnome-kind. This group directs organisation such as The Trust and The Silent Keepers when deemed necessary. While it may look like such a group is interested in meddling in world politics (or perhaps even world domination), most members are concerned solely with Gnome related issues to the exclusion of all else.

Though not as famous for common items as the Dwarves, Gnome made artifacts are highly sort after by mages, artificers and some adventurers. Gnomish inventors have cracked the secrets of flying machines, gunpowder and even submarines, however the secrets are jealously guarded. There is even a rumoured order of assassins and defenders (The Silent Keepers) who are tasked with keeping such secrets in gnome hands. There have been rare instances when such marvels have been rented out for incredible sums of gold. The only real Gnome stronghold is the once flying, now floating, Gnome Island located near the great Isle Draconis. Reported to have two of every gnomish invention ever made, however most people would never want to go near an island full of gnomes and their crazy inventions. This suits the gnomes just fine. Unlike their Dwarven cousins, the inventions of Gnomes USUALLY end up ridiculously complicated to do fairly simple task. E.G. Magnetism was first used not for a compass, but instead as a way of keeping a laboratory free of loose nails and screws. Such obtuse use of ideas have kept the gnomes from truly taking advantage of their technological advantage. However certain approved Dwarven traders have been able to pick up a few improved technologies.

Most people rarely see the gnomes as a threat. The little people are scholars and shipwrights, bards and bookbinders. But those who actually spend time among the gnomes know better. The cheerful demeanor of the gnome is a carefully cultivated mask. A gnome may be no match for a half-orc barbarian in a fair fight -- but the gnomes seldom fight fair. But while the gnomes had no interest in expansion and colonization, they were always driven by a thirst for knowledge. At its deepest level, this is a survival instinct: The gnome knows that information is a weapon. The more he knows about an enemy, the more power he has -- and everyone is a potential enemy. Over time, all matters of law enforcement and national security were placed in the hands of the Trust. The Trust punishes the guilty, and its justice is swift and merciless. It is invisible and omniscient, staffed with spies, diviners, and assassins. Any Gnome could be an agent of the Trust. This calling comes above friendship and family. Gnomes see this as a virtue; while they have little privacy, they also live free from crime in their settlements. The Trust is there when it is needed and invisible when it is not; even the members of the organization know only a handful of other members. In the eyes of the typical gnome, a loss of privacy is a small price to pay for security. Tieflings

Can live to about 150, though few survive that long. It is difficult to trace linages of some Tieflings due to when exactly the first generation for a bloodline made the infernal pact between a human and devil. Normally scattered about living in other settlements, the Tiefling empire (The Unknown Land) far to the south was home to virtually only Tieflings and Dragonborn. Few outside the Aztec-like empire even knew of it's existence. After it's destruction it became apparent that few from the Unknown Land survived.

Humans

Humans have colonised most of the known world, clearing land for farming and mining as well as erecting cities and then kingdoms trying to lay claim to the surface of the world. They live about 100 years and are the most populous of the races.

Dragonborn

Powerful in stature and combat, this entire race was kept secret from the world by the Tiefling Unknown Land of the south. They live about 100 years but reach maturity much quicker than humans. Their freedom was given to them by The Great Master (the Tiefling who brought about The Cataclysm) in exchange for leaving the Unknown Lands forever. The Elders of the Companies agreed, leaving the country en mass allowing T.G.M's mainly Tiefling and demon forces to take control, unwittingly setting the stage for the near destruction of the plane. This did ensure their survival from the horrors of the Cataclysm. Many try to attack the Dragonborn's sense of honour (which is as great as that of the Dwarves) due to their abandoning of their masters. Dragonborn see this differently, and take the look that it as a legitimate contract negotiation where one party provided an undeniable offer: Freedom. One thing is certain, bringing the event up is not a way to make friends with a Dragonborn. For generations they were separated at birth and then either sold or placed into one of several mercenary forces which served as armies and private guards. As such their society is very different to most sentient races: Their Company is treated like most would treat their family, however should one Dragonborn change his/her allegiance to another group (perhaps for better pay/conditions, or perhaps his old company was destroyed in combat) there is no shame or dishonour, and the new group is treated like it was always his family. Most moved into (and settled) the deserts of the world, however they don't claim ownership of any nation or district greater than where they live (perhaps a reminant of generations of slavery). Some have moved further north and Dragonborn can now be found all over the world. Since the dawn of the 4th age, a new culture for some Dragonborn has arisen, determined to throw off all remnants of the past have set off on their own in search of making a name for themselves, not for their Company.

Halflings

Halflings are a small race known for their resourcefulness, quick wits, steady nerves and nomadic lifestyle. They live about 100 years. Often accused of being a slothful and lazy race, Halflings traditionally love good food and a relaxed lifestyle. Their Gypsy like existence is often met with accusations like the only time a Halfling will get on his feet is to get a meal or pick a pocket from small town folk. It is not always undeserved. Masters of riding, and river boating, it seems the Halflings will domesticate any animal or invent any vehicle in order to avoid having to do their exploring by walking. From dogs to dinosaurs, including beasts much bigger than themselves, Halflings use all kinds of beasts of burden to pull their caravans and to carry them on their adventures. They are not lazy really as a race, however wasting time or effort is wasting life for people who don't have hundred of years to live. They try to cram a lot into life while striving for comfort and a good life. Sometimes called Little Elves or Kender for their similarities to the Elves' wanderlust and awe of the world. Some also share the Dwarves' keen business sense and with their less ridged set of morals they can turn quite a profit in the slightly less reputable markets in the world. The most famous example of this is Porky of Porky's Pony Palace which amounts to Losfun's version of a Car Dealership empire. Not only a prolific businessman, but also a prolific breeder with an unknown (but very large) number of descendants. The eldest of each generation of his huge horde takes on the name of Porky and continues the family name and business of having children and setting up stables all around the world.

This are just the more common species in Pandania you can play, dragonborn, dwarves, Eladrin, Half elves, Elves, Halflings, humans, tieflings, gnomes, half-orcs, The following are also playable; however, you must have a strong fitting background story. Goliaths (Half ogre-like being with a strong native American feel) Deva (Beings whose race undergoes serial reincarnation who were once servants of the gods who now make their own lives in the mortal world) Razorclaw Shifter (Lycanthropes that have had blood diluted through breeding so that they only retain the smallest ability to call on their ancestral animal for speed and strength) Minotaur Shardmind (Creatures of animate crystal, who maintin their form using willpower alone.)

Feel free to wiki these for more information but understand that they may have a slightly different flavour.

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