Monday, January 1, 2007

Orcs


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Orcs are a foul humanoid known for their savagery. Orc males stand at between six and a half and seven feet tall, while females are typically about six inches shorter. Both genders have large and powerful muscles, though the males are considerably stronger. Orcs have a deep green colored green that is tougher and more leather than human skin. They have large eyes, thick brows, broad flat noses, and small round ears. Their teeth are proportionally large compared to humans and their mouths are larger as well. Their jaws and teeth are quite strong and are capable of biting through wood, flesh and bone. Their cuspids are also pronounced, especially in males. Orc eyes are always black as is their hair on their hair. Orcs very seldom cut their hair though they smear dirt and feces into their hair, which mats it down into a stiff and foul smelling mess.


Even if they were clean, orcs would have a distinctly unpleasant odor about them, though orcs seldom bath themselves unless by necessity (such as having to swim) and in fact often smear their bodies with their own feces. One reason they do this is that they identify each other in part by smell, and can thus smell fellow tribe members from a distance. They also do this to show dominance within the group as the orc's smell dominates the area around him. Dominant orcs often smear their own feces upon their slaves or submissive servants.


Orcs eat all sorts of food, anything they can catch in fact, including bugs, animals, fruits, vegetables, wood, grass, feces of other animals, or even each other. They eat anything from prey that is still alive and squirming to food that is rotten and squirming with maggots. Perhaps because their diet is so diverse, orcs have an incredible resistance to disease and well as poisons. They can be exposed to illnesses, rot, food poisoning, or other disgusting things that would kill most other living things. There are a few powerful poisons that can affect them, but most are poisoned created through alchemy, nothing naturally occurring can phase them. Orcs never get infected wounds and heal from most injuries quite quickly. The bodily fluids of orcs are riddled with diseases and anyone exposed to their bodily fluids could be in danger of getting some unpleasant illness, though the orcs themselves are unaffected.


Orcs are immensely strong, fast, and tough. Their running speed is phenomenal as is their endurance, they can run down all sorts of prey animals and kill it with their hands and teeth if need be. Orcs are powerful swimming and climbers as well as naturally vicious fighters. Orcs have tough skin and strong bones which make them somewhat resistant to many injuries. Orcs live primarily in very hot and humid locations, they do not like the cold and have trouble finding water in arid lands. They feel quite comfortable in hot weather though, and their thick green skin protects them from the bites and stings of insects that are common in hot wet lands.


The sense of hearing of orcs is weaker than that of humans. Because of this, along with their savage personalities, they are very loud creatures. Even in calm conversations with each other in the primitive orc language is like shouting to a human's ears, and their screams of fear or anger can be deafening. When engaged in a fight they often scream, snarl, and grunt to frighten or distract their foes. Orcs engaged in warfare create an unbearable cacophony of dreadful noises.


Orcs' large eyes give them the ability to see well at night as long as their is some source of dim light and orcs are active during both day and night. Their sense of smell is quite well developed as well, they can sense game from quite a distance away and can even tell basic emotional or physiological states of their fellow orcs by changes in that orc's scent. This sense of smell is particularly amazing considering the fact that orcs themselves exude such a foul odor.


Orc are known for their fecundity as well as their brutality. Orc females often stay in a state of nearly constant pregnancy. The gestation period for a pregnant orc female is only 3 months and within a week after giving birth the female can get pregnant again. A new born orc is quite different from a human infant. It is a bit smaller than a human child, perhaps weighing an average of four to five pounds, but has considerably greater physical ability. Orc infants are born with the ability to crawl, see, and eat on their own. Orc mothers, despite having permanently enlarged (though small by human standard) breasts and nipples, do not nurse their young nor do they particularly take care of them. Within the first week or two of life, an orc female will sometimes leave scraps of extra food for her new born and may sometimes protect it from the predation of other orcs - but after that time period it must fend for itself.


The baby orc can crawl quite quickly, can climb, and seek out food with smell or sight, and can otherwise support itself. At this point in an orc's life, its mental ability is more like that of an animal than a humanoid creature, relying on instinct and cunning rather than learned knowledge or practice. The young orcs stay on the periphery of their tribe eating scraps left by adult orcs. The scent exuded by baby orcs can be recognized by other orcs in the tribe and makes adult orcs less inclined to kill or eat the babies, though they will do so if other sources of food aren't easily available. By the time an orc reaches the age of one year, it can walk and run and interact with other orcs on a very basic level. By the age of five it begins to enter the orc community and learns its place in the tribe. By the age of ten, the orc is fully mature and is a full member of the tribe. The years between five and ten are dangerous for young orcs, as more fully grown adults may see them as a threat and may kill and eat them. The males are in particular danger as they are seen as threats by the adult males. During these years, young orcs will usually show total submission to dominant adults as to do otherwise would be exceedingly dangerous.


For the next twenty years, orcs slowly grow in size and strength, though by their thirtieth year they begin to show signs of age and their physical prowess diminishes. When adult orcs start to show signs of age and cannot defend themselves as well, they are usually killed and eaten by younger and more vigorous adults. Few orcs live past the age of forty. Females are more likely to live longer as they tend not to be as competitive with each other, though even they will be slain by their fellow tribe mates when they become too weak or if the signs of age make them less desirable to dominant males. At birth, males outnumber females by more than double, but by adulthood they are considerably closer in number and by the age of twenty females considerably outnumber males.


Orc society is based almost entirely upon dominance and submission which is determined by violence. Orc tribes vary tremendously in size from ten individuals to several hundred. Because orcs can reproduce so quickly or die off so quickly from conflict, the size of a single tribe can fluctuate tremendously over a relatively small period of time. Tribes are lead by a group of dominant males, sometimes this can be a single strong male for a small tribe or as many as twenty males in tribes which number in the hundreds. These males are often more closely related to each other than others in the tribe and gang up on and kill other males or groups of males which do not show submission. In an orc tribe, submission is shown sexually, with the dominant male having intercourse with the female or submissive male.


When a male refuses to show dominance to the leaders of the tribe, there will be a fight. Orcs know no sense of honor or fair play, they fight as ferociously as they can and use superior numbers to their advantage in such battles for dominance. Frequently, the victorious males bite off the genitals of the losers before raping them, permanently turning the defeated males into mutilated eunuchs and rendering them forever submissive. Just as often the defeated males are killed by the victors or other members of the tribe in a frenzy of bloodlust. Females also fight to show dominance, but usually only against each other and young or castrated males. Females usually only kill other females when they see that one of their sisters is becoming to old and weak - at which point they fall on her to devour her.


When orcs fight for dominance, frequently even uninvolved orcs will join in the battle. Orcs become excited at the site of violence and their instincts direct them to take the side of the victor. When two orcs or groups of orcs fight, others look on screaming and grunting with excitement until one side seems to start gaining the upper hand. At that point, the previously uninvolved orcs fall open those who appear to be losing and attack them ferociously in an orgy of bloodshed and sadism. It is only because of the natural toughness of orcs that losers survive to be castrated.

Battles for dominance within an orc tribe usually only occur if the rival males believe that they can defeat the dominant ones. Orcs understand superior strength and superior numbers and will seldom attack if they know they will be defeated. Often if some event happens which leaves a dominant male or number of males dead or in a weakened position, then another group of males which had previously been biding their time and showing submission will rise up and attack the dominant group. There is little loyalty or trust within an orc tribe, a weakened or defeated orc will be killed by even his closest former allies once his weakness has become evident. Sometimes even dominant orcs kill each other or fight over dominance if one shows too much weakness or vulnerability.


Orcs virtually all love to see pain inflicted on others and to inflict pain when they are able. Should a defeated foe be still alive or an animal caught and wounded, the orc to take great delights in what ever pain it can inflict upon the unfortunate target before it can die. Orcs seeing others in pain will typically burst into fits of hysterical laughter, sounding like a cross between a screaming ape and a braying mule. Other orcs will join in the fun, prancing about laughing and pointing or trying to get at the victim themselves if they are not submissive to the orc already inflicting the pain. Orcs are also highly lascivious by nature and when not hunting, waring, or fighting for dominance they are copulating. Females are not as profligate as males, but still always submit to the dominant males because it would be dangerous to do otherwise.


In conflict, orcs have neither bravery nor cowardice. They see the world in terms of dominance and submission and operate on a pack mentality. When orcs sense submission in a foe, rival, or even a tribe mate, they will act upon that feeling and exert their dominance as aggressively as possible. Should another creature show bravery or confidence to the orc, it will be wary of attacking and will likely only do so if it has superior numbers or the element of surprise. When a number of orcs act boldly and with confidence, it inspires such confidence in their fellow orcs and the entire group can work itself up into a frenzy where they are virtually fearless. Along the same lines, fear or uncertainty is contagious among the orcs and a single act of cowardice can soon send the entire tribe fleeing even if there is no evident threat. Other emotional states can pass quickly among orcs as well. When excited, orcs will grunt and snort and thrash about, and when one orc is so excited many others will follow suit even without knowing what the cause of excitement is.


Castrated males become considerably more passive and docile than their intact brethren. They are also more clear thinking and less likely to be swayed by the pack mentality. They are some of the few orcs that have the patience to craft any sort of useful items such as stone knives or spears. Castrated are usually slaves to the males who defeated them in combat and are frequently used to do work for the dominant males, craft items for them, or please them sexually. Castrated males are the lowest adults within the tribe, and suffer abuse even from females of the tribe and must often eat the very worst food that others have discarded.


Outside of a few stone age items which are crafted by tribal castrati, orcs have no real technology. Orcs wear no clothing and construct no shelter, though they sometimes take refuge under fallen trees, within caves, or in dwelling built by other races. They have no knowledge or understanding of writing, no ability to refine ore, most tribes don't even know how to make or maintain fire. The orc language itself is exceedingly primitive, having only words for very simply and primal concepts. Orcs have quite a low intelligence by human standards, perhaps as low as fifty or sixty on average if their IQ could be tested, with the castrated males being higher with IQ's about ten points higher than before their mutilation.


If orcs find themselves at war with other races, they will steal weapons if they are able, though most tools are complicated for orcs to use. If some non-orc settlement is raided by orcs, the orcs will usually kill and devour all living creatures they encounter, delaying death only long enough to rape the victims or torture them. In some cases though, the orcs will make slaves from the few living prisoners they take from an attack. These slaves are subjected to terrible cruelty and abuse, and few live very long, though sometimes such prisoners can be forced into creating items of value for orcs, such as advanced weapons, or doing labor which orcs lack the intellect or patience to complete themselves. Though have have little intellect, creativity, or cohesiveness, orcs can reproduce so rapidly that they can successfully conquer areas by extended wars of attrition where they periodically raid other races' settlements and then replacing their number more quickly than their foes can. Because of this, it is not completely unknown for ruined cities to be filled with orcs who killed off the original inhabitants years ago and still dwell in the dilapidated buildings and use old rusted or damaged weapons taken from their defeated foes.


Though dominant males, or groups of them, usually lead the small tribes of orcs that are a plague to civilized and even to savage creatures, it takes a special kind of orc to form a an orcish horde. One such kind of orc is a hag - a hag is a female who survives long enough to essentially go through the orc equivalent of menopause - something that happens at around the age of fifty. Of the minority who hit menopause, very few survive more than a few years afterwards. At that age, a female orc's body starts to shrivel and become considerably slower, weaker, and more fragile. More bones grow smaller and less dense, her breasts shrink to nothing, causing her to shrink, her skin turns a sickly yellowish shade, her hair falls out in clumps, and she smells of weakness and old age. Elderly orc females become nothing more than skin and bones and are easy prey even for juvenile orcs. The reason why it is they who become leaders of large groups of orcs is that at this advanced age, some orc females can begin to tap into innate magical power which was unavailable to them in their youth.


Though an orc's body withers when she reaches that age, her mind becomes stronger. Like orc males who are castrated, she is freed from the inner rage and instincts which drive orcs to mindless violence. Her ability to think and reason increases dramatically as does her willpower, making the hag the mental equivalent of many humans. As her physical abilities decline and her intellect decreases, most orc hags begin to realize that staying with the tribe will result in their eventual death and then leave to seek out a life on their own. This transition is difficult for many orc hags to make, particularly before they begin to manifest any real magical abilities, especially as their bodies lose their vigor. Sometimes it takes years after the change before powers start to develop, sometimes it happens immediately before the female orc even begins to decline physically. The sooner her powers develop, and the more powerful they are, the more likely she is to survive.


For the most part, the magical powers of the orc hags develop naturally and then are enhanced through practice. Some of the first abilities they develop are subtle, such as prophetic dreams or the ability to supernaturally sense danger. These subtle powers are usually the first to develop. As time progresses, the orc hag gets more overt power, though the individual abilities vary from hag to hag. Some have the ability to become invisible or blend in to their surroundings, others can summon and control a yellowish acidic mist that they can use to strip the flesh from their foes, some can even control the minds of their fellow orcs. There are some hags who can bring a semblance of life back to a dead creature, making it a lifeless automaton under the command of the hag. Virtually all hags develop some sort of divination ability, other powers are more variable. Over the years as hags use these abilities, they grow in power and scope. Hags can live for several decades after becoming hags, sometimes longer if they use their magic to prolong their life or increase their health. Hag magical rituals are, like orcs themselves, primitive and bloody.


Many of the more powerful abilities of hags must be developed over time or learned from other hags - often times the divination abilities of one hag will lead them to seek out others from which to learn from or to ally with. At some point, a hag will become powerful enough in using its magic, or make enough allies among their fellow hags, that they can return to orc "society" not as weakened outcasts but as masters. When a powerful orc hag returns to her tribe, her fellow orcs will see and smell her age and weakness and will immediately seek to kill and devour her, though by this point a display of her magic should be enough to cowl the other orcs into submission. Once a hag, of group of them, gains control of a tribe of orcs, then the tribe becomes vastly more dangerous as it has a reasonably intelligent and capable leader.


Hags have progressed beyond the point where they crave sex or mindless violence. They do not, however, ever grow past the orc lust for power and dominance. When a hag's mind develops, she begins to see dominance on a scale that few others orcs can conceive of - she begins to imagine ruling many tribes, of creating nations, of having numerous slaves bow down and show her obedience. This is why she can so often be dangerous, because she has the intellect and drive to attempt to make these things happen - sometimes orc hags even succeed. It is when multiple tribes of orcs are united under s single ruler that you get what civilized people call an orcish horde.


Orcs under the rule of a hag operate a bit differently than typical orc tribes. The dominant males submit themselves to her and become her enforcers while the eunuchs of the tribe become her personal assistants and servants. As the hag recognizes the superior mental abilities of orc eunuchs, she can utilize them in ways that they seldom experience in a normal orc tribe. This can sometimes consist of learning to make more advanced weapons or dwelling. Hags can also see the potential of having other hags in her service and will protect aging females who show the potential to become hags themselves. The ruling hag must be careful in doing this, as hags always have ambition and loyalty is a sentiment unknown to orcs - it is not unknown for orc hordes that are ruled by multiple hags to collapse as the hags fight amongst themselves. Hags are also sometimes known to ally with other races, sometimes even selling the services of orc warriors as mercenaries in exchange for advanced weapons, secrets of crafting certain goods, or even jewels or baubles which some hags find desirable. On occasion, some solitary hags will even sell their services to non-orc groups if she sees that it might benefit her.


Male orcs also undergo a transformation when they reach the twilight of their lives. Even fewer male orcs than females reach an advanced age because of the fierce competition between males and the violent lifestyle they live. As soon as a dominant orc male starts to show sign signs of weakening with age, or when it loses its friends who helped to keep the less dominant males in line, then it becomes prey to younger males who seek dominance themselves. Sometimes though an orc male of advanced age can escape from the tribe and survive on its own, much like a hag might. Older males have an even more difficult time than females do, because they have the smell of an enemy male and will be sought out by bands of dominant male orcs. So an older orc male must be crafty to make it on its own for a prolonged period. By the time of a male orc's fiftieth year, it begins to undergo a strange transformation that is totally unlike what the hag experiences.


The elderly orc male develops a ravenous appetite and begins to eat prodigiously, feeding new growth in its body. The orc's bones grow larger and thicker, becoming significantly stronger than it ever was before. Its skin darkens and becomes thicker and tougher, like rawhide or boiled leather. Its brain grows as well and it becomes more cunning and intelligent, though they remain just as violent, sadistic, and libidinous. All of the orc's hair falls out and its eyes seem to sink into its head, becoming darker and more fearsome looking as the sclera turns a shade of dark brown.The creature the orc becomes is commonly known as an ogre. A fully developed ogre, one between the ages of sixty and seventy, can be over ten feet tall and is likely to weigh between a thousand and two thousand pounds though they can get much larger. Ogres will live for several decades after making this transformation, continuing to grow larger each year until its heart gives out from the stress of supplying blood to such a massive and powerful body.


Most ogres continue to live on their own, becomes solitary apex predators of the jungles that orcs inhabit. A solitary male ogre will kill almost any creature that it happens upon, especially other which it will frequently rape to death before devouring. Though a minority of ogres return to their former tribes (or another tribe) for much the same reason that hags do - in order to rule over them. When an ogre returns to a tribe, it will usually slay most or all of the males in the tribe - often takings its time and torturing them for its own amusement before eating them alive. In some cases it may be possible for an orc tribe to fight off or even kill an ogre, though usually an ogre is smart enough to select only smaller tribes for attack, picks off dominant males one at a time, or waits until the tribe has some other conflict. Male orcs who are particularly submissive or helpful to the ogre may be spared, but they will also be castrated so as not to become a threat or competitor for mates. The ogre then claims every female in the tribe for itself, ruling with an iron fist and usually kills or castrates any male orc which is born. Ogres naturally dislike each other, but are also shrewd enough to not attack fellow ogres on sight and may sometimes even ally with them in certain situations, though they will usually strike out against the other ogre when a good opportunity presents itself or when the other ogre's utility has outlived itself.


Ogres and hags have no love for one another either, as they both see each other as rivals in leading other orcs. Often a hag's magic is not powerful enough to counter the physical strength and resilience of the ogre combined with its intelligence - in which case the hag will typically end up as a meal for the ogre. In some cases though, a hag with the ability to control the minds of orcs will be able to force an ogre to her will - in which case she will have an extremely powerful and fearsome bodyguard. Some particularly knowledgeable hags have even been known to help protect elderly male orcs from their pack mates so that they might develop into ogres - though doing this would be madness if the hag had no way to control those ogres. Having ogre servants can sometimes be dangerous for hags though, as it is allying with other hags, as ogres are strong willed and cunning, they do not like being another creature's slave and on a few occasions an ogre has cast off a hag's mind control and devoured her. In some cases, hags can control ogres not by magic but through guile, by letting the ogre rule openly while the hag manipulates it into acting in accordance to her will. Only a minority of orcs have the potential to become either a hag or an ogre and only a minority of those ever get the chance, making each creature rare meetings between them rarer still.


Orcs live in the lands far to the south and west, where there is frequent rainfall and constant heat. It is in the thick jungles, rain forests, and nearby tropical savannah that orcs most often make their home. Orcs have a natural affinity for the heat and wetness of this climate, their thick green skins protecting them from insects and providing them with camouflage in the lush flora of the southwest. Orcs wear no clothing and make no shelters, though they do sometimes dig out small pits that they fill with mud and feces which can provide them with a more comfortable sleeping place or congregate under a tree's canopy for protect in a rain storm. Since temperatures of the jungles never become that low, the orcs can survive without shelter to clothing, though in seasons when it becomes uncharacteristically cold, orcs do nestle together for warmth. Hags, being more intelligent than other orcs and also more physically frail usually find, build, or have built for them some kind of shelter - though by the standards of other races this structure is usually quite primitive. Most orcs tribes do not use or know how to start fires, they don't need them to stay warm, cook food, or to aid in building civilization. If a tribe does have fire, it was usually introduced by a hag or ogre and either maintained by them or by eunuch orcs.


Orcs have very little in the way of culture. Orcs have no art aside from smearing themselves and their hair with feces. They have no true music to speak of, though sometimes they will begin screaming, snarling, beating rocks or sticks together or otherwise making load noises as a group and they get some measure of pleasure in the shared experience of making this noise. Orcs do have a language, though it has far fewer words and a smaller range of concepts than the languages of most other races. Orcs have great difficulty learning the language of other races and usually hags are the only orcs to do so unless they have been captured and forced to learn the alien language at a young age. Orcs do have one major past time that would be seen as a culture to other races and this is storytelling. Orcs like to tell each other stories about great events, essentially legends of the past, though these stories usually involve self aggrandizement on the part of the orcs. Orcs have no compunction about lying and do both to make themselves seem better than they are and to make their stories more interesting, and being of low intelligence their lies are generally poorly thought out or outlandish in nature, though many orcs cannot discern this. Female orcs particularly like to spin tall tales of incredible events they have seen or personal accomplishments, while male orcs generally try to least least base their stories on some event they have witnessed to heard tell of. Submissive orcs generally remain silent as their masters speak or when they do tell stories, they tell of the fighting or sexual prowess of the dominant orcs in order to ingratiate themselves to them.


Orcs have no religious or moral beliefs to speak of. Orcs are terrified of death, but never discuss or really even contemplate what happens before or after death or why life exists or if there is any meaning to it. For orcs, the only meaning in life is found in sex, eating, exerting dominance over others, and avoiding death or injury. There does seem to be certain spiritual ideas among the hags - usually involving a belief in the cyclic nature of existence and the reincarnation of souls. Some of the more spiritually inclined hags say that their ability to look into the future is actually their ability to remember the events of a past cycle in a another life. When hags congregate, they sometimes discuss these ideas with each other. Normal orcs generally fail to comprehend such ideas as there being an afterlife or indeed a past or future at all and the ignore or quickly forget any such ideas that they are exposed to.

Sunday, February 19, 2006

Hobbits


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The hobbits are only about 3-4 feet tall and are 1/4 the strength of humans. They do have the same running speed as humans do though and have twice the dexterity. Hobbits live twice as long as humans, but mature at the same rate. Hobbits have medieval technology, mostly wearing chain mail armor with some limited access to partial plate, about on par with 13th century Europe. They have the same intellect and character as humans more or less, though they tend to be a bit more peaceful and easy going. Because of hobbits peaceful nature, they have 75% less crime and need for law enforcement than similar human communities would.


Despite their weakness compared to other races, they have one huge magical advantage - no one can attack a Hobbit community unless the Hobbits attack first - this is a magical prohibition put in place by powerful wizards long ago. No other nation can take hostile action against the hobbits, including poisoning water supplies, causing environmental harm or otherwise. This prohibition only applies when the hobbits are on their own land, it does not apply to hobbits who leave their land for any reason. Also, the prohibition is broken if hobbits try to exploit this by taking other nations as vassal states or allying with another nation and then extending a thin way of hobbit land around the allies' land. Hobbits can only be attacked by an enemy if the hobbits attack first, and even then it is only by that one enemy and its allies, no others may attack. One major exception is other hobbits - any hobbit nation can invade any other hobbit nation - though the attacks lose immunity for as long as the conflict continues and for one month after the conflict ends.


Hobbits are naturally good and resist evil magic. They have a 50% chance of resisting any non-physical magic directed at them, this increases to a 75% chance if the magic is inherently unholy or demonic. Hobbits are also extremely stealthy and quiet and are able to sneak with skill unrivaled by any other race save the elves.


Some hobbits, the merchants, can travel outside of hobbit lands while still being immune to attack. These merchants can enter foreign land and trade for goods or even gather basic information, though they cannot enter private or public spaces without permission and must leave foreign land if asked to or they will lose immunity. During every month of trading in foreign lands, the merchant can procure 10 mundane items that another race produces - such as ten dwarven arquebuses, ten shirts of high elven mythril chain, etc. Instead of bringing back weapons or items, a hobbit merchant can hire mercenaries from foreign nations instead - getting 10 mercenaries per month spent dealing with the home nation of the mercenaries. The hobbit merchant can get the following mercenaries : goblins, kobolds, humans, zombies, dwarves (count as 2 each), homunculi (count as 2 each), ogres (counts as 5 each), elves (count as 10 each), or draconians (count as 10 each). These mercenaries will be subservient to the hobbit nation for 5 years each unless the hobbit nation finds itself at war with their nation of origin, in which case they take the side of their homeland.


Another special kind of hobbit is the rogue. Rogues are hobbit masters of stealth, information gathering, and even assassination. They have incredible skill as sneaking, breaking an entering, and sleight of hand. The can easily scale walls, pick locks, escape from bonds, crawl through narrow spaces, or steal a coin purse right under a victim's nose. They are also skilled in close combat and have peak hobbit dexterity and combat skill. Combing their stealth with their ability to fight makes them ideal assassins as well. Hobbit rogues carry enchanted short swords (the size of human daggers) that allow them to strike a blow with the same force as a human does, but with the deadly speed and accuracy of a hobbit rogue. Another special quality to rogues is that they do not violate the prohibition against violence if they attack another nation. If a hobbit rogues goes to assassinate a rival country's leader, the leader or his guards may fight the rogue, but the rogue's home nation doesn't not become vulnerable to counterattack.


Hobbit priests are paragons of virtue and leaders of their communities. They believe in peaceful coexistence and trade with all nations and try to encourage that among their people. Priests have the ability to heal with a touch, by simply concentrating for 30 seconds they can heal any living being of all its injuries. Priests are beacons of holiness and light, as a result, they can repel creatures of evil such as undead or demons. The priest must merely concentrate and take no action other than walking and no such creature can come within 20 feet of the priest or use any magical powers against him. Also, with a second of concentration, the priest can focus his holy energy on a single undead creature within 100 feet, causing it to disintegrate in the case of lesser undead (like zombies, mummies, ghouls, etc.) or causing it terrible burns and pain (in the case of wights, lich priests, or vampires). Priests will not use violence against any living thing, though they can attack undead with holy power or weapons.


As leader of the hobbits, you can be a hobbit wizard. Hobbit wizards have the ability to look into the future once per week, basically allowing them to ask the fates (the GM or another PC) any one question that must be answered. Once per day, a hobbit wizard can instantly teleport from where ever he is back to his sanctum in hobbit territory, this power can be used to avoid injury if the hobbit is targeted by a spell. Hobbit wizards carry magic acorns that when thrown at an enemy, turn that enemy to stone if touched, this transformation can be reversed by enemy magic users, but requires a month of study and ritual to do so. Hobbit wizards carry a magic wand that can shoot bolts of energy at targets within 500 feet, these bolts will knock down enemies and stun them for 30 seconds. Also, with his magic wand, the hobbit wizard can counter spells cast upon him or any of his allies with 100 feet, though this is only 90% effective and can't be used to counter two spells at once.


Alternatively, you could be a hobbit assassin. Assassins have all of the ability of normal rogues and a few other powers. With 10 seconds of intense concentration, assassins can turn themselves completely invisible - though this power fades if they engage in combat or take any offensive action. They carry an enchanted blade that can cut through any substance as easily as the air. Any living creature struck by this blade will become paralyzed for 10 seconds from a magical poison which coats the blade. The assassin can also carry ranged weapons which carry this poison as well. Assassins have peak hobbit strength and 50% greater than peak hobbit dexterity. Hobbit assassins have heightened senses and awareness and are able to spot invisible or hiding creatures or see through illusions. Hobbit assassins carry three magic items with them at all times, though after using up one of the items it takes 6 months to procure a new one - a scroll of teleportation, when read it teleports the assassin to any place he can see or has seen before, reading the scroll takes 10 seconds; a potion of alteration that allows the hobbit to assume the appearance (but not abilities) of any humanoid creature for up to 6 hours, and a flask of holy water that has the same effect as a priests holy energy burst if thrown on an undead creature.


The largest of hobbit communities have no single leader at all but are instead ruled by a council of elders. These elders vote on issues that effect the community as a whole. Even if embers of the ruling council die, they will be replaced by others, even if they are all killed - meaning that the ruling council can ultimately never be killed permanently as new members are elected to replace those who die. The real advantage to the ruling council is that they usually exist in large hobbit communities, so the total hobbit population of the nation is increased by 50%


You begin play with 50,000 hobbits and 1000 merchants. Your total number of priests and rogues is equal to 1,000 - the more religious your society the fewer rogues will exist. Each merchant also has a caravan with wagons, ponies, and 10 hobbit servants. The total number of hobbit merchants can't exceed 1/50 normal hobbits and the total number of rogues plus priests can't exceed 1/50 normal hobbits. Hobbit nations ruled by a council start with 75,000 hobbits, 1,500 merchants, and 1,500 priests plus rogues.

Ogres


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Ogres are huge and powerful, at least 9 feet tall and built more heavily than dwarves. They have about 6 times the strength and toughness of humans. They aren't as agile though, about 25% less dexterous than humans. Ogres grow and age at about half the human rate, have one child per pregnancy, and have a 18 month gestation period. Ogres aren't very intelligent, an equivalent of a 75 IQ in human terms.


Ogres low intelligence means that they tend not to be good with technology or even basic agriculture. Most ogres communities, however, do have access to basic iron tools and farming techniques - mostly because the leaders of ogres tend to more intelligent than their kin and can manage to organize groups of ogres to work on farms or to refine ore or other actions that ogres tend not to be intelligent enough to complete without direction. Even when ogres have an intelligent leader with foresight, they will still sometimes forget to plant crops or unwisely east what should be saved, and so ogres sometimes face economic difficulties because of this. Iron weapons are fairly common among ogres, though metal armor is quite rare as it is prohibitively expensive for such large creatures with relatively little metal working skill.


Ogres are only a diminutive version of a relative of theirs - giants. Giants are gigantic creatures, twice the height of an ogre and built like a fortress. Their bones are as dense and steel and their flesh like toughened rawhide, they are as strong as 15 men. Giants are somewhat slow and clumsy, having about half of the dexterity of a human. Their intellectual abilities are about on par with ogres, though they tend to have less self control and ability to work with others. Giants tend to associate with ogres as mercenaries or as on again off again allies, they tend to be undependable - though they make up for this with their shear power in combat. Giants seldom wear armor or wield forged weapons, they more frequently hurl large boulders or swing uprooted trees at their enemies. In a raw few cases, a giant may be equipped with some enlarged version of a weapon or makeshift armor made of many medium sized pieced of armor tied together. Because of their undependability, giants will only be available 50% of the time for battles.


Among the ogres there is a class, a subrace of ruling elites, typically called ogre tyrants. Tyrants are much like other ogres but have the average intelligence of a human instead of a typical ogre. This naturally makes the tyrants natural leaders of their people, and as their name implies, they often have to harshly enforce discipline to keep other ogres in line. Tyrants tend to be a bit larger than normal ogres and fat as well, they are 10 feet tall and are 8 times as strong as humans, though only half as fast or dexterous. Ogre tyrants frequently use well forged weapons or even iron armor, sometimes made by themselves or their ogre servants or often bought or stolen from other races. Sometimes ogre tyrants like to huge gigantic versions of long bows with draws of over 500 pounds, a weapon which allows them to shoot arrows as large as spears with deadly speed.


Ogre shifters are a subgroup of tyrants, they have the magical ability to shape shift into different forms. They can change their shape into any non-magical creature of their own size or smaller with a minimum size of one pound. This shape changing ability allows the shifter to assume the shape of any creature he can imagine that is about his own size and doesn't violate the laws of physics or biology - this can include combat forms with huge claws, multiple limbs, armored plates, or a variety of other natural weapons including venom. Changing shape takes between 1 and 10 seconds based on the size change. The downside is that the shifter becomes as vulnerable as the shape he takes, meaning that if he becomes a rat he could be killed by a cat before he has the chance to change back into an ogre.


Behemoths are a kind of feral ogre, one even less intelligent than their brethren but more ferocious. They are about 9 feet tall and with 6 times the strength of a human but with 25% more dexterity. They have vicious claws and razor sharp teeth. Unfortunately, their intelligence is quite low, only about an IQ of 50 each, meaning that they can barely follow orders or interact with other ogres. When found in an ogre army, they are frequently slaves of the ogre tyrants and used as shock troops or cannon fodder. Behemoth females have tow children per birth instead of one, meaning that they can replace their numbers more quickly than normal ogres.


As leader of the ogres, you can be an ogre mage. As an ogre mage, you have the same physical abilities as an ogre shifter, including the ability to change forms. You also have a number of magical abilities. You can shoot electricity from your fingertips in a cone shape, this attack 100 foot length and a 20 foot width at the end of the cone. Ogre mages can effect a sheet of magical energy to protect themselves from harm, this sheet of energy is semi-transparent and crackles with magical energy - it only protects the front but it an block any physical attack (including magic ones like fire) that comes from that direction. The ogre mage must concentrate to keep this shield up and can't take any other action, though if he knows an attack might be coming he has a 50% of erecting the shield fast enough to protect himself. Ogre mages cannot use their magic when shape shifted, though they can make their skin as hard as iron plate armor without losing their powers as long as no other changes are made.


Another kind of ogre leader is a champion. A champion is an ogre tyrant is excels in close combat and in strategy. The champion has peak tyrant strength (8 times as strong as the strongest human!) and peak human dexterity and fighting prowess. The champion wears plate armor, bought either from more skilled races or made by the greatest of tyrant smiths. This plate armor is 4 times as thick as that worn by humans, it is able to stop bullets and even protect the ogre champion from light cannon shots or the blows of might creatures like giants. Even swords that can magically pierce armor treat an ogre champions armor like normal plate. The ogre champion has a close combat weapon that is enchanted to be supernaturally sharp and to never break and his shield can deflect magical attacks directed against him 50% of the time. Also, when an ogre champion rules an army of ogres, each ogre in the army is better trained and drilled in tactics, increasing the fighting skill of each ogre by 10%.


Instead of being an ogre tyrant, you can be a titan. A titan is a very powerful and intelligent giant who has decided to lead a nation of ogres and giants. The titan is massive, 20 feet tall with the strength of 20 men, bones like adamantite, and skin as strong as bronze armor. Titans will often have their servants construct giant weapons for them, such as a 10 foot long sword or a shield as large as a castle wall. Sometimes too, a titan can wear armor, such as scale created from numerous metal plates the size of human breastplates. In addition to his great physical might, titans are resistant to magic as well, taking only a fourth of the normal effect of any magical attack, meaning that it will likely take several instant death spells to kill a titan. When a titan rules over a nation of ogres, he has the respect of his giant subjects, therefore they will always be at the battle and obey orders.


Sometimes an ogre army will be composed of tyrant supremacists - ogre tyrants who believe that they are the superior race of ogres and refuse to associate with their less intelligent cousins. In this case, the army will be composed purely of ogre tyrants and ogre shifters. Such an army does have some advantages over the more diverse ogre armies - namely each ogre is more intelligent. Not only are such nations more intelligent on average, but they have better technology - basically 11th century European technology for the entire army with a few officers and elites having plate armor.


Normal ogre nations start with 20,000 ogres, 2,000 tyrants, 200 shifters, 200 giants, and the leader. Tyrant supremacist nations have 10,000 tyrants, 1,000 shifters, and the leader. Shifters will always be equal to about 10% of the total number of tyrants in an army.


High Elves


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Elves


The elves have the same physical strength and endurance as humans do, though they have twice the dexterity and reflexes as humans. They can see in low light conditions and have extremely sharp senses of hearing and sight, at least twice as good as a human's. The elves live ten times as long as humans, not showing the signs of old age until 500 years, they also are highly resistant to natural diseases. On the downside, elves grow more slowly than humans, and are thus not physically mature until the age of 20 and elven females may only have one child every 5 years though the gestation period is only a year.


Elves are limited to technology of the high middle ages. They never where plate armor because it is too great a hinderance to their dexterity. They have high quality bows, of course, as well as any other item available to someone in the year 1400 aside from gunpowder based weapons which they have no knowledge of. Elves are more intelligent than humans by about 20% though they tend to forget things that they learn over the long years of their lives.


All elves have at least minor magical powers and elven sorcerers are among the most powerful magic users in existence. All elves have access to elven steeds, special horses which are 20% faster than equivalent human horses.


There are three primary types of elves dark elves, wood elves, and high elves. Below are some of the things that make each race unique.


High Elves


High elves are all naturally resistant to magic. Magical attacks against high elves only have half of the effect - a magical spell which which normally kill a foe only severally injures the high elf. High elves can focus their magical energies to shield themselves from harm, this causes every attack against them (melee, ranged or magical) to half as strong as it normally would be. This magical shield can only be maintained if the high elf refrains from attacking and moves at no faster than a quick walk. If not using their magical energies to protect themselves, they can channel the energy into melee or ranged attacks, causing each blow to strike with 50% force than it normally would have.


High elves make their weapons and armor out of a magical material called mythril. Mythril is as strong and durable as steel but half the weight. Virtually every high elf warrior has access to at least a mythril chain shirt. Mythril can even be sold or traded to other armies, but high elves tend to prefer to keep it to themselves.


High elven mages are quite powerful, they have the following abilities. By concentrating (remaining completely still and taking no other action) a high elven mage can become completely immune to magic or he can make one ally within 10 feet immune to magic. Mages can focus their attention on another magic user within 500 feet, while doing this they can counter any spell cast by that magic user before it can take effect. Countering spells this way takes concentration, but they can still walk or fly at half speed while doing so. Mages seldom wear armor, but they are constantly protected by a transparent force field that protects them as well as steel plate armor. They can fly or hover at the speed of 100 mph. They can also teleport anywhere within visual range by concentrating for 30 seconds. Once per day, a high elven mage can concentrate for about 10 seconds while touching an injured ally and heal him of all his injuries. Finally, with 2 seconds of concentration, the mage can shoot out a burst of blazing white flame 50 feet long and 10 feet wide, which will likely kill anything in its path.


Archons are the elite warriors of the high elves. They ride on the highest quality elven steeds, which are 30% faster than human warhorses. They wear mythril full plate, making them the only elves to wear plate armor. Archos can maintain the high elven aura of protection at all times, even when running or attacking. Their swords are specially enchanted so that they can cut through any material which is not magical like a hot knife through butter. Archons are immune to fear and any magical effect which might cause fear. Archons have honed their fighting skills for centuries and have peak elven combat ability. All of the protections that an archon has extends to his steed, including mythril barding.


Another elite high elven unit are the sky riders. These elves are like archons but instead ride upon huge eagles instead. Instead of having magically enchanted blades, they carry magical bows which have twice the range of a human long bow but are easier to draw.


Through a great magical ritual, a high elven mage can create a magical guardian. The guardian is a construct made of various metals, stones, and magical materials coated with mythril plating. It is then given life by the mage. The guardian has no intelligence of its own but will obey every word of the mage who created it. It is about 8 feet tall and has the strength of ten men, its skin is twice as strong as steel plate armor and it is immune to pain, fear, thirst, starvation, disease, and fatigue. The skin beneath the armor is roughly as strong as dense wood, though its clearly some other substance - the guardian can only be killed by smashing its body to pieces or by removing its heart - the place where its magical life form resides. It takes a year of constant work for a mage to create a this construct and a mage can only have one in service to him at once.


Only an archmage can rule over the high elves. The archmage has access to all of the powers that a high elven mage plus the following. The archmage can control up to 5 guardians at once instead of 1. The flame that an archmage shoots has a range of 100 feet instead of 50 and has a width of up to 20 feet. The archmage can teleport anywhere he can see or has been before with 10 seconds of concentration. An archmage can concentrate to make not only himself immune to magic but all allies with 20 feet of him. The archmages aura of protection is always active regardless of what actions he is taking. An archmage can dispel any magical affect on another creature within 100 feet with a second of concentration as long as the target isn't a player/king.


You begin play with 25,000 elves.


High elves begin with 250 mages, 250 archons, 250 sky riders, and 1 guardian for the archmage. The total population of mages, archons, and sky riders cannot exceed 1% of the normal high elf population each.

Wood Elves


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Elves


The elves have the same physical strength and endurance as humans do, though they have twice the dexterity and reflexes as humans. They can see in low light conditions and have extremely sharp senses of hearing and sight, at least twice as good as a human's. The elves live ten times as long as humans, not showing the signs of old age until 500 years, they also are highly resistant to natural diseases. On the downside, elves grow more slowly than humans, and are thus not physically mature until the age of 20 and elven females may only have one child every 5 years though the gestation period is only a year.


Elves are limited to technology of the high middle ages. They never where plate armor because it is too great a hinderance to their dexterity. They have high quality bows, of course, as well as any other item available to someone in the year 1400 aside from gunpowder based weapons which they have no knowledge of. Elves are more intelligent than humans by about 20% though they tend to forget things that they learn over the long years of their lives.


All elves have at least minor magical powers and elven sorcerers are among the most powerful magic users in existence. All elves have access to elven steeds, special horses which are 20% faster than equivalent human horses.


There are three primary types of elves dark elves, wood elves, and high elves. Below are some of the things that make each race unique.


Wood Elves


Wood elves are the perfect forest dweller. They can sense the presence of nearby creatures in their forest even if they cannot see them. They can can walk and leave no tracks, they are perfectly silent, they can track anything as long as its in the forest. They can conceal themselves as to become nearly invisible as long as it in in their natural environment and they are not in combat. Wood elves never need to fear for food or water while in their natural habitat - they merely ask the earth to provide water and a spring bubbles up, they only need to ask a tree to provide food and fruit or nuts instantly grow. Woods elves can all speak to natural animals, who are not obligated to obey but will be friendly towards the elves. They are also immune to extremes of hot or cold as long as it is in their own forest. They can run at full speed through dense forest without impediment or fear of injury. They lose their abilities in the forest if the environment or weather has been altered by magic in some major way - for example, if their forest has been blighted by a necromancer then they can't find food in that area or if a sky master has made it unusually hot or cold they begin to suffer from temperature extremes.


Wood elves do not use metal to make their weapons - they use only natural materials such as leather, wood, and stone. Wood elven plant masters all upon wood spirits to make their wooden weapons especially strong and sharp - comparable to steel but with the lightness of wood. Their arrowheads are merely sharpened wood but can penetrate armor because of the special gifts of tree spirits. Likewise, wood elf long bows are of higher quality than any ever made by humanity because of this enchanted wood. The wood spirits only respect wood elves and if another race tries to use such weapons then the wood becomes normal. Few wood elves like to hinder their movements with armor, though some wear shirts made of leaves likewise blessed by the tree spirits which give them the protection of bronze scales with virtually no weight.


A few rare wood elves are animal masters. These elves can control animals of any kind as long as they are close enough to hear the animal master speak. Animal masters can each control 10,000 points of animals at a time - like could include 100 wolves at 100 lb each, a flock of birds, or 10 horses. Flying creatures are harder to control than other animals and count as twice their weight or ten pounds each, which ever is greater. Animals which are killed return to the animal master within a month if he doesn't find replacements sooner. In addition to acting in combat, these animals can act as spies or scouts as well.


Many animal masters ride upon giant eagles, though if they do so they cannot control ay other animal at the time. These eagles can fly at 60 mph and are as strong as lions, they can rip a man to shreds with their talons or beak.


Some wood elves are sky masters. Sky masters can control the weather within a 5 mile radius. They can change the temperature by up to 50 degrees Fahrenheit. They can cause it to storm or precipitate or for precipitation to stop. They can halt all wind or create winds of up to 50 mph to blow in any direction they desire. They can cause the wind to carry them as a form of flight, allowing them to fly at up to 25 mph. If there are clouds or they have summoned a storm, they can cause lightning to strike any target within visual range up to once per 10 minutes, though it takes about 10 seconds of concentration.


Another kind of wood elf with special powers is a plant master. Plant masters can manipulate and control plant life. They can cause every tree, vine, or bush within 100 feet to lash out at enemies of the plant master - tree limbs have twice the strength of a human while other plants are generally weaker than humans. The plant master can cause 100 acres per year of crops to grow twice abundantly as normal. Once per day, the plant master can cause a wall of thorns to instantly spring up - this wall is 100 long, 10 feet tall, and 10 feet thick. With a special month long ritual, a plant master can create a Treant from an existing tree, though this can only be used to replace lost Treants and cannot be used to exceed the 1 tree man per 500 elves limit. Plant masters can also heal Treants of all their injuries by touching them an concentrating for an hour.


For every 500 woods elves, they will have one Treant ally. Treants are large living tree-like creatures. They stand 20 feet tall or more, have the strength of 20 men, and are as resilient to injury as is a hard wood tree. They move and act very slowly, and have about 25% of the agility and reaction speed of a normal human and can run no faster than half a mile per hour.


Some wood elves are healers. Healers can heal all injuries or diseases to any natural creature with but a touch an 10 seconds of concentration. A healer can touch polluted water and make it clean and pure, they can also remove magical curses with but a touch or cure blighted land. Healers can even bring the dead back to life, but doing so exhausts their healing powers for a full year.


As king of the wood elves, you are a druid. The druid represents balance between the natural forces and the magics that wood elves are masters of. As a druid, you have all of the powers of an animal master, a plant master, a sky master, and a healer. Furthermore, you can magically feel any disturbance in the forests that you people occupy, such as invaders or damage to the environment.


You begin play with 25,000 wood elves.


Wood elves begin play with 250 animal masters, 250 plant masters, 250 sky masters, and 250 healers. You also have 50 Treants as well. The population of each special kind of wood elf cannot rise above 1% of the population of normal elves.

Dark Elves


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Elves


The elves have the same physical strength and endurance as humans do, though they have twice the dexterity and reflexes as humans. They can see in low light conditions and have extremely sharp senses of hearing and sight, at least twice as good as a human's. The elves live ten times as long as humans, not showing the signs of old age until 500 years, they also are highly resistant to natural diseases. On the downside, elves grow more slowly than humans, and are thus not physically mature until the age of 20 and elven females may only have one child every 5 years though the gestation period is only a year.


Elves are limited to technology of the high middle ages. They never where plate armor because it is too great a hinderance to their dexterity. They have high quality bows, of course, as well as any other item available to someone in the year 1400 aside from gunpowder based weapons which they have no knowledge of. Elves are more intelligent than humans by about 20% though they tend to forget things that they learn over the long years of their lives.


All elves have at least minor magical powers and elven sorcerers are among the most powerful magic users in existence. All elves have access to elven steeds, special horses which are 20% faster than equivalent human horses.


There are three primary types of elves dark elves, wood elves, and high elves. Below are some of the things that make each race unique.


Dark Elves


Dark elves can see in absolute darkness as well as daylight. They have the ability to cloak themselves in shadows, becoming a black ink mass that is almost impossible to see at night - though this power cannot be used in combat. Dark elves can channel dark shadowy energy into their melee weapons, causing the weapons to do cold damage to those touched - making even a scratch agonizingly painful. Furthermore, any mortal (except player kings) who makes eye contact with a dark elf for more than 5 seconds within 5 feet will be filled with dread and run in terror for 10 seconds before regaining composure.


Dark elves have a special material they call shadowsteel, which is a dark colored metal magically made by dark elf alchemists. It is both 20% stronger and 20% lighter than any high quality steel of the middle ages. The downside to this metal is that without special magical treatment, it slowly starts to dissolve - meaning that it is seldom traded to other races


Dark elf alchemists have created horrible magical creatures to serve dark elves so that the dark elves less frequently have to do labor or even fight for themselves. One of these creatures are the homunculi. Homunculi are creatures roughly 6 feet tall will heavy muscles. They have 50% more strength and toughness than humans, but only about 75% of the intellect. They have dark gray skin, sharp ragged claws, and large fang filled maws. They can see well in absolute darkness but have poor vision in the daylight. They are savage in combat and totally loyal to dark elves. Homunculi are grown in vats, they do not reproduce naturally and have no gender. It takes an alchemist two weeks of constant work to grow one homunculus - which emerges from the vat fully formed and with the ability to fight and understand orders. With 3 months of work, an alchemist can instead create a gargoyle - a creature much like a homunculus but with the ability to fly 40 mph with its great wings. Homunculi and gargoyles only live for 10 years for crumbling to dust.


Dark elven alchemists, in addition to being able to create homunculi and gargoyles, have a number of other special powers. They take special potions which give them peak (for an elf) physical abilities and combat skill. In battle they all wear high quality darksteel armor. Their weapons are always coated with a lethal poison so that even the slightest scratch can kill any living creature. In addition, each carries a single haling potion that can be used to instantly heal all wounds.


Dark elven sorcerers have a number of powers, most of which are based on cold and darkness. A sorcerer can concentrate to create an aura of darkness around themselves with a mile radius. This aura makes it darker than usual, allowing creatures whose vision is hurt by daylight able to see normally, it isn't dark enough to hinder the vision of normal creatures but will protect vampires from sunlight. They can shoot out beams of cold darkness from their fingertips, killing any mortal creature struck and freezing undead solid for 10 minutes - this power has a range of 200 feet. They can focus their attention on another magic user within 500 feet, while doing this they can counter any spell cast by that magic user before it can take effect. Countering spells this way takes concentration, but they can still walk at half speed while doing so. They can magically fly or hover at the speed of 100 mph. They are surrounded by a field of entropy that gives them the protection of steel plate armor. They can also teleport anywhere within visual range by concentrating for 30 seconds. Once per day, a DE sorcerer can let out a piercing howl that causes all mortals within 100 feet to run in terror


As king of the dark elves, you can choose one of the following power sets.


You can be sorcerer-king. This gives you all of the powers of a DE sorcerer and some additional powers as well. They can also teleport anywhere within visual range by concentrating for 10 seconds. By concentrating and taking no offensive action, you can block all enemy magic from affecting you and 50% of spells directed at you return to damage the caster instead. You are surrounded by an aura of dread and terror, reducing the bravery of all who look upon you by 20%. You can blast out a freezing wind that saps the heat from enemies, this has a 100 range and is 20 feet wide. You ray of dark energy has a range of 500 feet instead of 200.


You could also be a master alchemist. You have all of the standard alchemist abilities. A master alchemist can create gargoyles in 1 month instead of 3, They have twice the peak physical abilities of dark elves. Their blood is so infused with magic that every magical attack directed against them has a 50% chance of not affecting them and even when it does, the effect is only half as strong as normal. Master alchemists carry 3 healing potions with them at all times. If a master alchemist is killed, his soul returns to a specially created clone body in his laboratory - the alchemist can only have one clone at a time and it takes 6 months to grow a new one. Once per day the MA can drink a potion to change himself into a huge beast, basically a giant gargoyle that can fly 50 mph and has double the strength and toughness - this transformation lasts for 10 minutes. Lastly, the alchemist can hurl flasks of caustic fluids at the enemy - each explodes with a 10 foot radius and inflicts horrible if not lethal wounds on all creatures touched.


All elves begin play with 25,000 elves.


Dark elves start with 5,000 homunculi, 250 alchemists, 250 gargoyles, and 250 dark elf sorcerers. The population of alchemists and sorcerers can never rise above 1% of the population of normal dark elves.

Draconians


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Draconians are the result ancient magic that combined dragon blood with that of humanoids. Draconians have the basic shape shape of humans, standing about 6 feet tall, are covered with scales, have a long tail, sharp claws at the end of fingers and toes, and their head is reptilian and filled with sharp teeth. Draconians' scales are as protective as bronze scale armor but it does not impede their movement. They are 50% stronger and tougher than humans, 10% more dexterous, and 10% more intelligent. Draconians can see in low light conditions, much like a cat. Some draconians have large leathery wings that allow them to fly at the speed of 40 mph. Draconians also have a dragon-like breath weapon that they can use once every 10 minutes. This breath weapon basically extends as a cone from the mouth of the draconian, it is 15 feet long and 3 feet wide at the end of the cone. This breath weapon can inflict grievous if not deadly injuries on those affected and armor is only partially protective.


The nature of a draconian's breath weapon is based on the kind of dragon it is tied to, as is its scale color and certain other special abilities. Red draconians breathe fire, they are also immune to fire. Black draconians spray acid, they are also excellent swimmers and can hold their breath for an hour. White draconians spray a freezing cold mist, they are also immune to cold. Blue draconians shoot lightning out of their mouths, they are aquatic and can breath underwater, swim with great skill, survive extreme ocean depths, and are immune to electricity - though they cannot fly. Gold draconians breathe fire, they can also survive with virtually no water and can endure extreme heat and dryness as well as blowing sands. Green draconians spray a poisonous gas that kills animals but does not harm vegetation, their green scales also give them extremely good camouflage in forests or jungles. Silver draconians fire a burst of searing white light from their mouth, they can also fly and run 25% faster than other draconians.


Draconian females lay eggs only once per 5 years, each egg takes about a year to hatch and a draconian takes 30 years to reach adulthood. After reaching adulthood, draconians live for about 5 times as long as humans do, making the average lifespan about 300 years. About 50% of normal draconians have wings. Draconians with wings have difficulty flying if they wear armor.


Draconians have technology about on par with 9th century Europe.


A minority of draconians have more powerful breath weapons than their brethren, these are called potent ones. Their breath weapons extends out to 30 feet and is 5 feet wide at full extension. Additionally, they can use their breath weapon every 5 minutes instead of every 10. Half of potent ones have wings and half don't.


Some draconians still have some of the magical nature of their dragon relatives, these are the draconian sorcerers. A draconian sorcerers can concentrate to create a protective bubble around themselves and allies within a 10 foot radius, while doing this they can't take any other action or even move and erecting this barrier takes 5 seconds of concentration. While this magical bubble is in place, nothing can leave or enter the bubble, including magic and attacks. Draconians can focus their attention on another magic user within 500 feet, while doing this they can counter any spell cast by that magic user before it can take effect. Countering spells this way takes concentration, but they can still walk or fly at half speed while doing so. In place of using their breath weapon, a draconian sorcerer can cause the element tied to his draconic color to burst into effect at any point within 500 feet. Everyone within a 10 foot radius sphere will be affected as if they had been hit by the breath weapon. About 75% of draconian sorcerers have wings.


Some draconians are much bigger and stronger than most others, these are called brutes. Brutes stand around 7 feet tall and are heavily built. Each brute has the strength and toughness of 3 men. Their scales are tougher as well, being as strong as iron rather than bronze. Only about 25% of brutes have wings.


Sometimes baby dragons ally with draconians of the same color. These dragons are young and weak by dragon standards, but are still very powerful compared to mortal races. These baby dragons are quite large, 20 feet or more from head to tail. They have massive wings that allow them to fly at a speed of 60 mph and even running along the ground they can reach speeds of 30 mph. A baby dragon's breath weapon has a range of 100 feet and has a width of 20 feet at the end of the cone - it can use this once per 5 minutes. A baby dragon's scales are as strong as steel plate armor and its massive body and dense muscles can take massive punishment before it dies. It has the strength of over 30 men and and claws and teeth are like swords. The dragon is also highly resistant to magic, suffering only half of the normal damage or effect from any magical attack directed against it. The baby dragon has tremendous speed and skill in combat as well, lashing out with its claws, tail, jaws, and even wings - each blow capable of easily crushing a horse or ogre. It also has incredible intelligence, an equivalent human IQ of at least 200. Like draconians, baby dragons have a breath weapon and special ability associated with their color. Baby dragons are a bit flighty and independent, they will only be available to go to battle with you or to defend your nation 50% of the time.


There is a lesser race of draconians called kobolds. These creatures are smaller than draconians, only about 4 feet tall and never have a breath weapon or wings. They have the same keen intellect as draconians but are only 75% as strong as humans, though they are 25% more dexterous than humans are and have scales that protect them as well as tough leather scale armor. Kobolds often find themselves doing menial labor for other draconians, though this isn't always the case, among some communities there is total equality between draconians and kobolds but in others kobolds are little better than slaves. Though they don't have a breath weapon, kobolds do have a scale color and associated powers such as being immune to fire or being able to breathe underwater. Since they don't have the physical power of draconians, kobolds often have to compensate by using equipment or their wits - kobolds often create traps or elaborate strategies to defeat their enemies, they also like to use more mechanical weapons like crossbows or siege machines. Kobolds also reproduce more quickly than normal draconians, laying an egg every year which takes 6 months to catch, maturing in 20 years, and living about twice as long as humans.


Some kobolds have magical powers from their dragon blood, those that do have the same power set as draconian sorcerers.


As king of the draconians, you have one of several options.


You could be a draconian or kobold sorcerer king. As sorcerer king, you have all of the powers of a draconian sorcerer with a few additions. You can cause your elemental burst as often as once per minute instead of once per 10 minutes. You can use your counter spelling ability without concentrating, though the target has to be within 100 feet of you and there is a 25% chance you can't counter the spell in time. You can see invisible and hiding creatures with complete clarity. You can erect your magic bubble instantly as a reaction to an attack directed at you, you you must be aware of this attack and the bubble has a 50% chance of not appearing quickly enough to protect you. If you are a draconian, you can choose whether or not to have wings, though you can choose to be a kobold instead.


You could also be a young dragon. As a young dragon, you have all of the powers and abilities listed for a baby dragon above, though your strength, toughness, the range of your breath weapon, your speed, and your scale's hardness is all increased by 50%.


Finally, you can be an ancient wyrm. An ancient wyrm is a very old and powerful dragon, one that has lived for thousands if not tens of thousands of years. You are vastly more powerful than a baby dragon, your scales are as strong as slabs of adamantite, your breath weapon is like a nuclear explosion, your tail is a wrecking ball that can level castles, and when you flap your wings the wind can blow over houses. You only suffer 10% of the effect from offensive magic, meaning that it takes ten of even a necromancer's death rays to kill you. You have all of the magical powers of a draconian sorcerer as well. You have more wealth than any faction, a mountain of gold that you rest upon. The downside to being an ancient wyrm - you are asleep and tend to stay that way. Every 50 years, there is a 10% chance that you will awake, though even if you awake you will only stay that way for a month before deciding to go back to sleep. The draconian sorcerers who serve you can sense your dreams and rule based upon their interpretations of them. If any of your servants dare wake you or try to take even a single coin of your treasure, you will awake only long enough to kill the impertinent draconian who dared to disturb your slumber.

As king of the draconians, you have 10,000 normal draconians in your service. You also command 1,000 brutes, 100 potent ones, and 10 draconian sorcerers. You have 10,000 kobold servants and 10 kobold sorcerers. You also begin with one baby dragon. Brutes will always be equal to about 10% of your draconians, potent ones will be around 1%, and sorcerers will be about 1 in 1000. Only 1/1000 kobolds will be sorcerers as well. Baby dragons can only be acquired by getting the egg from an adult dragon or by convincing a baby dragon to join your side - it is assumed that as leader of the draconians that you doing your best to recruit baby dragons - so for every 10 years that go by you have a 10% chance of finding a baby dragon to ally with you.


Draconian nations are known for strictly enforced laws and harsh punishments