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 Post subject: New Subraces
PostPosted: Sun Mar 03, 2013 4:32 pm 
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Glorwing Lead DM
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Location: right here but in a parallel universe
The following subraces are available for play at this time: Belil Drow, Un'Silmoth Drow, Aasimar, Tiefling, Kithain, and Lianite. This thread will detail these subraces and their traits. There are no mechanical changes to playing one of these subraces, all you need to do is choose the correct parent race, make the appropriate physical changes, and you're set.

Parent Races

Belil and Un'Silmoth Drow: Elf
Aasimar: Human, Half-Elf, Elf, Dwarf
Tiefling: Human, Half-Elf, Elf, Dwarf
Kithain: Human, Elf, Half-Elf, Dwarf
Lianite: Human

_________________
To all of my children in whom Life flows abundant
To all of my children to whom Death hath passed his judgement
The soul yearns for honor, and the flesh the hereafter
Look to those who walked before to lead those who walk after

Shining is the Land's light of justice
Ever flows the Land's well of purpose
Walk free, walk free, walk free, believe...
The Land is alive, so believe...

https://www.youtube.com/watch?v=YgEg8kXmifo


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 Post subject: Re: New Subraces
PostPosted: Sun Mar 03, 2013 4:33 pm 
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Glorwing Lead DM
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Joined: Sun Mar 21, 2004 4:42 pm
Posts: 2772
Location: right here but in a parallel universe
-=:Drow Translator:=-


The Ilythiiri (Dark Elves, Drow)
Drow, Dark Elves, Ilythiirii. All of these names speak of a vast cultural heritage unique to a subrace of elf. The Drow of Wilwarin have existed here, since before the Original Expedition. The original drow colony, Tshal'moth, consisted of ten rival houses. The T'shal'moth are noted for their rather standard (by drow norms) coloration. White hair, and dark grey skin dominate their population. These drow very early on drew a connection to the Spider Queen, Araknia. They worshiped her as their own goddess for generations, until the first reaving.

A single house, Noth'borani was betrayed when their priestesses suddenly disappeared. Fleeing north into the Frosthorne, they established a new colony, devoted to the worship of the Shadow God. They would become know to the surfacers as "The Renegade Drow". Eventually, a second house would split from Tshal'moth, that being Belil. The Belil would settle for a time in Darkwoods, until driven out by their "cousins" who would later establish Eldalonde as their new home.. With the houses reduced to eight within Tshal'moth, an uneasy truce developed between the ruling house and her power base, and the powerful rival house, the Un'silmoth. What happened to break this truce is speculation, as getting any information beyond this from T'Shalmoth or any other houses is harder than getting an audience with Tyrannos. Whatever the case, the Un'silmoth waged a constant war, and despite being three houses to Tshal'moth's five, they managed to hold their own for many decades.

Time and manpower were not on the side of the Un'Silmoth, and they were eventually driven from their ancestral home. They disappeared from view, and for the next century they were all but forgotten.


House Belil
Parent Race: Elf
Cultural Alignment: Neutral Good
Deities Worshipped: Helmsman, Cyparthia, Quiet God, Sun Goddess (rare)
Disallowed Classes: Paladin (The Belil have yet to attain a state of personal grace amongst their own to allow for a paladin)
Alignments Allowed: NG, CG, LN, TN, CN (Evil is allowed with strong RP, LG is completely disallowed)
General Location of Hometown: south of the Delta on the fringes of the unexplored region known only as Aridia, on the mouth of a major entrance to the Underdark. Several Belil have made homes closer to the town of the Delta in the last few years.
Physical Characteristics: Lighter shades of gray and purple skin; red and violet eyes are most common with uncommon blue eyes. Hair color is completely black or completely white.

Bio in Brief: The Belil split off from the T'Shalmoth centuries before, and positioned themselves closer to the Surface to avoid direct confrontation with T'Shalmoth. Although this strategy worked, it also brought them into direct confrontation with the Surface Elves of the Darkwoods. They fought off-and-on again wars over time, with neither side committing fully at any given time. However, that changed with the Belil-Black Knight alliance, and the Elves felt their home directly threatened by two of their foes uniting in common cause to destroy them. With the help of many adventurers from the Kingdom of Glorwing, the Elves battled the Belil fiercely and defeated them. The battle caused unintended damage to the Near Underdark, and the mountain underneath the Belil city collapsed. The Surfacers escaped unscathed, but the Darkwoods-Underdark tunnel was permanently sealed.

Initially, the bulk of survivors rallied further in the Underdark to prepare a new counteroffensive. However, when the Valsharess never joined them, the remaining military leaders realized that they had more civilians than soldiers; and of each they had very few of the original population left. Faced with the realization that the Belil were on the cusp of extinction, they fled the city of Belil and never looked back.

In the years spent in the Underdark, they fled from one attack to another -- sometimes it was the T'Shalmoth or Un'Silmoth. Other times it was the natural denizens of the Underdark. In this time, the young Kaelie Immaryn, the youngest daughter of the Valsharess, took charge of her people. It was she that had the first revelation that Araknia had abandoned them to their fate, and it was she that realized the bond with their goddess was so weak that it could be broken. The weight of survival overpowered their natural aversion to being without their goddess, and even those reluctant to go through with severing themselves from her still remained with the group. Finally, Kaelie led them to a new, uncharted route to the surface where they encountered two new foes: Asabi-tribe lizardmen in a standoff with Humans from the Delta. Seeing no other options, she negotiated with the Humans to aid in their own defense of their town. The Belil went to work right away and managed to collapse several tunnels the Asabi used to move, cutting their numbers down significantly. The Humans withstood the attacks, and then aided the Belil themselves to escape the Underdark one last time.

For a few short years, the Belil lived near the Delta on the surface. They were highly influenced by the teachings of the Helmsman and many other churches aligned with them. Having already forsaken the darkness of Araknia, they embraced the Humans' faiths instead. Many of their old traditions have been adapted, and they currently practice many unusual communal rites, blended from the practices of the ancient days when they were part of T'Shalmoth along with modern Helmsman-church practices. Of course they have replaced the use of blood with wine, and have long since eliminated their most depraved rituals.

Their time in Human territory came to an end with the Glorwing Civil War. The Regent of the Kingdom finally retook the Delta, forcing its defenders and the Belil to part ways. The Belil went south to the uncharted edges of Aridia -- the lands beyond the Skuggian Mountains. Beyond the reach or interest of the Kingdom or the Sultanate, they established a new hometown.





House Un'silmoth
Parent Race: Elf
Cultural Alignment: Neutral Evil
Deities Worshipped: Asoth Thal, Ruhn Aleasi, The Nameless, Tyrannos
General Hometown Locations: Underdark, Liana
Alignments Allowed: Any non-good (good-aligned Un'silmoth must be approved by Lead-DM or Admin)
Disallowed Classes: Paladin.
Physical traits: White hair, red eyes, dark black or purple skin

Bio in Brief: The wars with T'shalmoth and other Drow factions have greatly defined the other Drow factions. Since Un'Silmoth's departure from T'Shalmoth, they have been in constant war with their former allied houses. Having established their own cities far away from the main heart of T'Shalmoth, distance was enough to stave off an aggressive campaign for generations and they were left forgotten. That changed when T'Shalmoth began employing new weapons and added many slave races to their ranks, giving them the breadth of attacks necessary not just to pursue their campaigns against the surface world, but also against Un'Silmoth. Their new horrors quickly overran several outposts and eventually the main city that Un'Silmoth built in the Underdark, forcing them to flee and reinforce themselves elsewhere. Unlike Belil, however, Un'Silmoth only had one war to contend with.

In recent years, the Un'Silmoth managed to explore new routes through the Underdark into the region of Liana. However, this fateful encounter proved disastrous for both -- many Un'Silmoth were caught in the wake of R'lyeh's insanity. As a result, many Drow can be found in the Dreadlands of Liana, every bit driven insane as their Human counterparts. Many more Un'Silmoth escaped, and have established various settlements in and around the fringes of Liana, free from the curse that rampages through the rest of their race.

Despite their own calamities over the years, they still maintain their cultural heritage, and for the most part are evil bastards towards non-Drow. Since the revelation of the Belil survivors, they have extended their kill-on-sight courtesies to the Belil as well. However, individual Un'Silmoth have managed to grace various regions in the world with their presence and made themselves useful enough to the right sorts of people to not be immediately butchered. Their untenable situation has forced them to somewhat compromise and not kill every Human they come across, else they themselves be on the receiving end of some powerful lord's genocial tendencies.

Special Notes

1. Drow of any faction readily identify those of other factions. It is far more natural for them to know who someone belongs to based on racial traits they pick up on. Non-Drow must learn these traits with study and observation. A Belil can identify a Renegade versus an Un'Silmoth, for example. However, an Un'Silmoth could potentially disguise themselves and pass off as a Belil in territory that welcomes them.

2. The physical descriptions must be taken into special consideration. All Belil and Un'Silmoth must have hair, skin and eyes that conform with the descriptions above, no exceptions.

3. Lawful Good Drow do not exist. As such, none can become Paladins. This may change with time and RP.

4. No Half-Drow exist. Do not ask to make one. It will be thirty years before the first ones reach the proper age to RP as a child. No, we are not going to accept any time-rifted Half Drow.

5. We are also not accepting Rifted-Drow from other worlds, or otherwise Houseless Drow. Go Belil, go Un'Silmoth, or go home.

6. Any Drow subjected to the curse of insanity that permeates Liana must take The Nameless as their deity, and is subject to the rules of insanity that follow.

T'Shalmoth
Are not allowed as a playable race. T'Shalmoth represent a major antagonist force on Wilwarin, and any such Drow going beyond their own borders are immediately attacked by other Drow and by most surfacers. A tiny, tiny fraction of them have defected, but they represent far too small a minority to justify a PC playing one.


The Renegades
Are not allowed as a playable race. Renegades are just as xenophobic as T'Shalmoth and their own allegiance to Ravenos make them hated among virtually all other races on Wilwarin. Even non-Drow Ravenites see them as something to be killed, not as something to be allied with due to their near-insane hatred of anything that doesn't look like them, and their marginally-more sane hatred of those who do look like them.

Any other faction of Drow seen before V9 and the Exiled (Houseless)

Many Drow have been seen in various places around the continent all the way up to v8.5. Previously such Drow were never really defined, except as a generic enemy. All Drow fall under one of the four factions now, otherwise they are branded as houseless, a thing to be pitied at best, destroyed at worst. A houseless Drow does not survive long by himself, and his lifespan is expanded only a short time if he should stumble upon other houseless who take him in. All Drow, regardless of their faction, shun houseless. Belil might not kill them, but they still have nothing to do with them. Un'Silmoth do kill them because it's less effort to do that than figure out what happened to him and determine if he's worth anything at all.

On exile/banishment: There is no set way for a Drow to be exiled. T'Shalmoth almost never exile one of their own, they prefer to simiply execute a T'shalmoth for his crimes. Belil that are exiled are usually judged by a jury of their peers or declared by the Valsharess to be exiled. Un'silmoth and Renegades brand their exiles on the face and send them with only the clothes on their back (if lucky to keep that much). If an exiled Drow attempt to claim a House and are found out, the punishment is universal: death.

_________________
To all of my children in whom Life flows abundant
To all of my children to whom Death hath passed his judgement
The soul yearns for honor, and the flesh the hereafter
Look to those who walked before to lead those who walk after

Shining is the Land's light of justice
Ever flows the Land's well of purpose
Walk free, walk free, walk free, believe...
The Land is alive, so believe...

https://www.youtube.com/watch?v=YgEg8kXmifo


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 Post subject: Re: New Subraces
PostPosted: Sun Mar 03, 2013 4:34 pm 
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Glorwing Lead DM
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Joined: Sun Mar 21, 2004 4:42 pm
Posts: 2772
Location: right here but in a parallel universe
The Aasimar: (Heaven-Touched)
Aasimar have begun to appear in Wilwarin ever since the end of Eve's War. Carrying angelic or celestial blood as the result of a distant ancestor, Aasimar tend to be warriors for Light. Aasimar tend to have two fully human parents...much like draconic blood in a sorcerer, its presence does not always lead to an Aasimar. In most cases, the blood line is divinely awakened. Most aasimars strive to behave nobly, but must often fight against tendencies toward vengeance or quick judgment. Some also experience a great deal of prejudice due their bloodline, which can lead to aloofness. Ultimately, most aasimars tend to be loners, unable to fully trust others.

The Aasimar
Deities Worshiped: The Sun Goddess (preferred), The Helmsman, Justin, The Quiet God
Disallowed Classes:
  • Palemaster (The rites to become one would kill an Aasimar)
  • Dragon Disciple (Cannot mix the bloodlines)
  • Blackguard
Alignments Allowed: Any Good or Neutral
General Location of Hometown: Any land can serve as a home to the Planetouched. They will tend to be loners, and somewhat divorced from their families.
Physical Characteristics: Aasimars look like the race of their parents with a few exceptions. They tend to have (at least) one of the following: silver hair, golden or even topaz eyes, iridescent skin, an intense stare, or a powerful, ringing voice.

The Heaven-Touched are quite misunderstood on Wilwarin. Of all the recent bloodlines to come into resurgence, the Aasimar were the first to be noticed. At first, the parents thought their births to be a sign from the Goddess that some epic undefined thing was about to happen, and they put undue burdens upon these children. This led to even worse situations when the Kithain started appearing, then the Tieflings, revealing the Aasimar to be part of something else going on causing several bloodlines to appear. This led to some severe backlashes on the part of the Aasimar, as all children do when pushed too hard by parents without knowing why. Many ran away from home, others rebelled by converting away from the Goddess, the ways the first Aasimar rebelled were as varied as the number of Aasimar existed. Over time, they began to find their callings, though many still deal with the repercussions of their family problems. Despite this, an Aasimar is very likely to find himself in service to a god directly in some way or another.

_________________
To all of my children in whom Life flows abundant
To all of my children to whom Death hath passed his judgement
The soul yearns for honor, and the flesh the hereafter
Look to those who walked before to lead those who walk after

Shining is the Land's light of justice
Ever flows the Land's well of purpose
Walk free, walk free, walk free, believe...
The Land is alive, so believe...

https://www.youtube.com/watch?v=YgEg8kXmifo


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 Post subject: Re: New Subraces
PostPosted: Sun Mar 03, 2013 4:34 pm 
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Glorwing Lead DM
Glorwing Lead DM
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Joined: Sun Mar 21, 2004 4:42 pm
Posts: 2772
Location: right here but in a parallel universe
The Tiefling: (Hell-Touched)
As with their heavenly cousins, the aasimar, the tiefling have begun to appear in Wilwarin. Carrying demonic or infernal blood as the result of a distant ancestor, tiefling tend to be dark and cunning creatures, twisted in will as they are in form. A tiefling will tend to have two fully human parents...much like draconic blood in a sorcerer, its presence does not always lead to an Hell-Touched. In most cases, the blood line is divinely awakened. Most tieflings are cast out as soon as their heritage becomes known. This leads to isolation and resentment, which festers into cruelty and depravity. Though they are stereotyped as being twisted in soul and devious, this is most often the case.

The Tieflings
Deities Worshiped: Any Evil deity, also The War Triad, Death God, Cyparthia
Disallowed Classes:
  • Paladin
  • Dragon Disciple
Alignments Allowed: Any Evil or Neutral (with strong RP)
General Location of Hometown: Any land can serve as a home to the Planetouched. They will tend to be loners, and very much divorced from their families.
Physical Characteristics: Tieflings resemble their parents' race(s) with a few exceptions. Usually, one or more of these features is present: small horns, pointed teeth, red eyes, a whiff of brimstone about them, cloven feet, or red skin.

The Hell-Touched are distinctly unusual of all the bloodlines, as the physical signs don't manifest until early adulthood (around 13 for Humans, and equivalent for other races). Other signs of being Hell-Touched include a generally bad attitude, being highly aggressive and overly competitive, killing of animals or other sentients, and basically all the things that one could pin on any non-Touched person that makes him bad. What makes these traits stand out is how they tend to show up in some way or another among all Hell-Touched. As such, these people find it difficult to remain in the places they grew up or keep ties with their family. Even in Dun-Ammon, Tieflings seem to go above and beyond to stand out in all the wrong ways, even to them.

_________________
To all of my children in whom Life flows abundant
To all of my children to whom Death hath passed his judgement
The soul yearns for honor, and the flesh the hereafter
Look to those who walked before to lead those who walk after

Shining is the Land's light of justice
Ever flows the Land's well of purpose
Walk free, walk free, walk free, believe...
The Land is alive, so believe...

https://www.youtube.com/watch?v=YgEg8kXmifo


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 Post subject: Re: New Subraces
PostPosted: Sun Mar 03, 2013 4:35 pm 
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Glorwing Lead DM
Glorwing Lead DM
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Joined: Sun Mar 21, 2004 4:42 pm
Posts: 2772
Location: right here but in a parallel universe
The Kithain: (Fey-Touched)
Throughout the lands of Wilwarin, there exist savage and beautiful fey beings...nymphs, nixies, sprites, and dryads. These creatures will from time to time take mortal mates. As the bloodlines are handed down, they will occasionally become awakened, resulting in a fey-touched, or Kithain. The Kithain trend to be chaotic and flighty creatures, who never fully settle in anyplace...or with anyone. While generally not cruel, they are not overly kind either.

The Kithain
Cultural Alignment: Any Chaotic
Deities Worshiped: Mysilvia, The Quiet God, Cyparthia, Ruhn Aleasi, The Nameless
Disallowed Classes: ((These are general restrictions, but CAN be waived for good RP))
  • Paladin (Too undisciplined, a result of Fae blood)
  • Monk (Too undisciplined, a result of Fae blood)
  • Harbinger (Too undisciplined, a result of Fae blood)
  • Red Dragon Disciple (Dragon and Fae blood do not mix)
Alignments Allowed: Any non-lawful
General Location of Hometown: Any land can serve as a home to the The Kithain. They will tend to be loners, and very much divorced from their families.
Physical Characteristics: The Kithain have one or more of the following physical traits that differ from their base race: Iridescent hair, vivid green, blue, purple, or rarely pink eyes, blue-tinged skin, green-tinged skin.

How and why a person is Fey-Touched is as much a mystery as the distinctions that go along with being considered Kithain. Most any surface-dwelling race on Wilwarin seems to be able to carry the lineage of the Fey. However, no Drow has ever been known to carry the bloodline. What is known is that the Kithain hold a strong distaste for civilization, and rarely are able to stay in a town for long before being driven (figuratively) insane by the tiny details of a town. A Kithain is most at-ease in nature, and many are drawn towards the Darkwoods, whether the Elves who live there like it or not. Many have clashed with The Darkwoods Elves many times over the "right" to enter, and are at the forefront of forcing the Elves to reopen their borders.

_________________
To all of my children in whom Life flows abundant
To all of my children to whom Death hath passed his judgement
The soul yearns for honor, and the flesh the hereafter
Look to those who walked before to lead those who walk after

Shining is the Land's light of justice
Ever flows the Land's well of purpose
Walk free, walk free, walk free, believe...
The Land is alive, so believe...

https://www.youtube.com/watch?v=YgEg8kXmifo


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 Post subject: Re: New Subraces
PostPosted: Sun Mar 03, 2013 4:35 pm 
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Glorwing Lead DM
Glorwing Lead DM
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Joined: Sun Mar 21, 2004 4:42 pm
Posts: 2772
Location: right here but in a parallel universe
Cursed Lianites

Parent Race: Human
Cultural Alignment: Chaotic Evil
Deities Worshipped: The Nameless (mandatory)
Disallowed Classes: Paladin, Monk (the touch of insanity completely interferes with the Monk fighting style)
Alignments Allowed: Non-Good
General Location of Hometown: Eastern Steppes, City of Liana
Physical Characteristics: Extremely pale skin, light colorations of hair compared to Humans or even white hair; standard eye pigments


Quote:
On Melki’s shattered thrown sits the slim figure of a drow girl. Her clothes and hair are disheveled, and she slowly rocks back and forth. Her eyes are glazed over, unseeing, and a trickle of spittle runs from the corner of her mouth. Most days, she is quiet. But on some, she leaps up, manic, demanding that Ravenites be brought before her. She demands from them blood as expiation, the dagger in hand savaging the captive priests. Their sin is belief in a newer god, for the girl’s master is unforgiving of competitors. As the last breath of her victims is expelled, she screams out profane and heretical prophesies before collapsing back into catatonia.

Such is the madness of Ry’leh, Godtouched Queen of Liana.



Since the ascent of the Nameless One to the surface in Liana, major changes have been wrought to the realm. Melki’s madness seems to pale in comparison. The Nameless is a brooding and ancient intelligence of unfathomable power, able to grant divine favor to those who would worship it. Its mind is utterly alien, and exposure to it causes permanent psychosis. This has begun to take hold in Liana, and nearly all Lianites, already borderline from years of worshiping Ravenos, have slipped into true insanity.

Playing a Lianite:
Lianites are, first and foremost, not slavering monsters that attack humans on sight. Rather, they are afflicted with one or more of the following symptoms (though this list is far from inclusive):

Quote:
Psychotic/Impulse Control Traits:
  • Aggressive: You are easily angered and cannot hide your feelings.
  • Bestial: You take on a ferocious, wild demeanor.
  • Crazed: You can no longer easily cope with sudden changes in circumstance.
  • Treacherous: You betray on a whim, even your closest allies and friends cannot trust you.
  • Unbalanced: Your unstable mind makes you unpredictable.

Dissociative Traits:
  • Disoriented: You lose track of events.
  • Neglectful: You disregard hygiene and cultural mores.
  • Delusional: You’re convinced that the world is an illusion and that you and your companions are being controlled by inhabitants of a distant, alien realm.
  • Deranged: Your grasp upon reality becomes tenuous.
  • Distracted: You pay more attention to the whispers in your mind than to your surroundings.
  • Hallucinating: You see things that aren’t there, and often have trouble sorting reality from your imagination.
  • Apathetic: You withdraw into yourself, losing contact with the world.
  • Unresponsive: Your senses are dulled and you lose the ability to discern the truth of the world around you.


Fearful Traits:
  • Phobic: You are irrationally afraid of one or more common things in the world. These phobias manifest in various ways starting with triggering a fight-or-flight response to complete catatonia, shutting one's self off from the world until the source of the phobia goes away.
  • Weak-Willed: The constant presence of demonic voices whispering in your ears has sapped your will.
  • Jittery: You are easily startled and spooked.
  • Craven: You become a lily-livered coward.
  • Paranoid: You grow overly suspicious, even of your closest companions. You cannot avoid watching for or overreacting to perceived signs of treachery.

Obsessive Mood Traits:
  • Compulsive: Pick a compulsive ritual to adopt. For example, you and your equipment are never clean enough. You can only break out of the compulsive pattern by eating bugs, which sometimes disagree with you.
  • Sycophantic: You fill the air with a torrent of unctuous flattery of your companions, opponents, or imaginary friends.
  • Opinionated: You are so wrapped up in commenting on everything you hear that you are often caught off-guard.
  • Prophetic: Your dark dreams torment you with strange visions of things that might occur in the future. You zealously proclaim a different prophecy each week, making sure everyone you meet knows what is about to transpire.
  • Hysterical: Everything you meet is hilarious. It takes a short time to perceive the humor; then a laughing jag overwhelms you.
  • Solipsistic: You believe that you are the only thing that matters in the universe.
  • Enthralled: You are drawn to and fascinated by evil. You no longer have the will to strike it down.
  • Fatalistic: You become oppressed by negative, defeatist thinking and are convinced there’s little you can do to save yourself from a horrible fate.
  • Hubristic: You regard yourself as superior to all things, even the gods.
  • Bipolar: You switch from manically energetic to withdrawn and depressed as easily as most people draw breath.



General Characteristics of the Cursed

When playing a Lianite, it is important to remember that you are not a brainless killer. The insanity should be portrayed in the games and on the forums as deviant, even dangerously so, but not unaware. After all, a crazy person believes that he or she is -NOT- crazy. Just because the voices in you head don't like me, there's other ways to express it than mindlessly attacking me. The PvP Rules of Consent are waived because of the affliction of insanity.

Lianites are accustomed to the darkness of their realm, and thus find the light of day offensive. It is not uncommon for Lianites to wear hoods, have umbrellas, stand in shady area when out and about in the world, or simply just want to go inside and not come out. However, not all Lianites can explain this particular issue, to them it is just "a thing".

Equally offensive are the other gods. Lianites tend to spit in the direction of “heretics” either directly or indirectly. It is known for some to be extremely petty about their contempt or even passive-aggressive about it (and no, that can't be your malady).

Lianites prefer their home to all others, and are instinctively drawn to return eventually. They can describe their home as a place of unbelievable beauty, and can be quite wordy about it (at least those that form coherent sentences more often than not). When compared to any other place, to a Lianite, it just doesn't get any better than Liana.

Requirements to playing a Lianite

All Lianites require bio approval for play. In addition to the mandated steps, the player must choose at least one derangement listed above, or may choose something from an outside source. This derangement is subject to specific review along with the rest of the character. The derangement must be persistent (always on), or the triggers to activate it must be extremely common so as to show up in almost every scene the PC is involved in. If a Bio Approver does not feel your chosen derangement(s) are sufficient, you will be asked to choose something else, or add another.

This is not an easy concept to play out well. Please take care in choosing to play a Lianite or a worshipper of The Nameless.

_________________
To all of my children in whom Life flows abundant
To all of my children to whom Death hath passed his judgement
The soul yearns for honor, and the flesh the hereafter
Look to those who walked before to lead those who walk after

Shining is the Land's light of justice
Ever flows the Land's well of purpose
Walk free, walk free, walk free, believe...
The Land is alive, so believe...

https://www.youtube.com/watch?v=YgEg8kXmifo


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