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Aug 04, 12 at 6:35am ^re: Make a race, and it's History
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Appearance: It varies. They are small and big, skinny and fat. Some are green, blue, white, purple, orange, yellow, etc. Some have point ears while others have none. They are said to be a cross between Orcs and Gnomes (though nobody knows what a "gnome" is). They are best described as goblin-ken.
Racial Abilities: Resistance to fire -200%
Taunt - An unlimited greater power that allows Gnorcs to carry out a humorous taunt waggling their bums at their enemies.
Gem Minion - Only available to the most powerful of orcs, this ability allows the gnorc to turn a gem into a gnorc minion. Can be used 6 times a day.
Name: Fiddle-dee-diddles (nobody knows their true name)
Home: Emerald Isle
Appearance: The usually look like men, though some have been reported to look like goblins. They are no bigger than a card, though the more powerful may grow half as big again. Usually seen wearing green when outside their own realm.
Resistance to magic 25%
Running speed 3x faster than Altmer
On the 17th of First Seed their powers are magnified by 7 (ie 7x more damage, with damage being a seventh of what it should be.
Tend to be good with riddles
Music playing + 300%
Rainbow Ride - Once a day summon a rainbow to quickly transport you anywhere you want to go (within reason)
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Aug 04, 12 at 9:08am ^re: Make a race, and it's History
Home: Previously Nirn, and its moons now unknown if they exist.
The Forerunners are a race of men that inhabited Nirn before any other race, long forgotten not even gods and daedra remember them, all writings about them lost with time and disbeleif. They were naturally intelligent and could harness magicka in such ways that have never been mimiced, and have never been beleived. The Dwemer, however, looked to them as gods, wishing to harness their supreme understanding of magicka that not even the Psijic Order could possibly fathom. But the Dwemer gave up with their wish for understanding more than they understood themselves, and turned to technology, forgetting their original goal. The Forerunners use of magic was not only for combat and household usage, but for power, they used magicka as a source of energy and accomplished such magnificent feats that within a 10 year gap they developed sophisticated flying devices and weaponry beyond the imagination. They seized all of Nirn, eliminating other, tribal, races as they went. Tribal civilizations were destroyed in seconds due to their power. Seeing this, some of the weaker Daedric Princes began to fear them, and closely examine them, but all too late. The Forerunners grew the need for more, and developed flying machines capable of space travel. They went on to inhabit Masser. Years passed and with each day the Forerunners grew smarter, now capable of simple terraforming and megastructures, they set forward on a new project. The project was, to build another moon. The Daedra were anxious, if the Forerunners could accomplish such a feat, what would they do next? The Forerunners completed their project 200 years later and named the new moon 'Asanthis'. Another hundreds of years passed and then they decided, it was time to escape the realm they were in, knowing they were surrounded by Oblivion and there is 1 gap which leads to Aetherius, they wanted to make a new hole and escape through it. A 150-year project went on and they had created a cannon of some sort, the size of a continent, capable of ripping holes through space and time thus letting them escape. They left few artifacts behind, one of which being Asanthis, which later became known as Secunda. They fired their cannon into the abyss of space, and opened a portal of sorts. They got in their gargantuan spacecrafts and starships, and went on their way into the unknown, and have seen no return. As the years went by the gods began to forget about them, their only reminder being Secunda, the gods and Daedra have told noone of the Forerunners, as they fear some may aspire to be just like them, maybe even more powerful. But for now they are gone, they left nothing behind except a moon. The modern races of Nirn, when they look into the sky, have no knowledge of what went on many millenia before their time, and most likely never will.
Ok, so what I did here was take the Forerunners from the Halo universe and try to make them fit in with Elder Scrolls lore, some of it may be inaccurate and stuff, but if you ask me, its about the most creative I have been for a while. And their cannon they used to break a hole in Oblivion didnt actually make a hole in Oblivion, it created a Wormhole to our universe, where in Halo lore, the Forerunners ruled over 100,000 years before us with similar and better technology and fits in well with it I think. I couldnt provide an appearance because noone knows what Forerunners look like except probably 343 Industries themselves. But its still pretty neat, am I right?
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Aug 04, 12 at 10:43am ^re: Make a race, and it's History
Name: X'ath'as'nirn (Usually called the great sea serpents or sea demons by the sea faring people of nirn)
Original home: Unknown
Current home: The seas of Nirn
An amphibian race of mysterious origins. Only accounts of encountering them come from the few surviving sailors who were lucky enough to escape with their lives.
Excerpt from one such eyewitness account:
"...it was there, in the water, larger than our ship..."
"...the whole ship rose from the water, like it was a feather..."
"...I fell overboard just before the ship was engulfed by an iceberg..."
Appearance: Based on stories of survivors, the X'ath'as'nirn, are massive sea reptiles with humanoid features, their scaly skin in dark red on the back and almost pure white on the front.
Adapted to living in the deepest reaches of the seas of Nirn, where the temperature is cold and pressure high, the X'ath'as'nirn only head to surface to give birth or to die.
Out of PS3's text space..
Anubis, continuing from my last post, due to PS3's text limit. Could you merge my posts?
More to go, too little space... BluePhoenix, Anubis, which one of you gets here first, can you do a mergejob?
"When I'm confronted, my demeanor turns from Jekyll into Hyde"
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Aug 11, 12 at 9:59pm ^re: Make a race, and it's History
They are human like, but live in Elsweyr.
They are said to be human, yet also said to be descended from a long extinct human race, that was wiped out centuries ago.
Lesser Abilities: 20 resistance to shock
Greater Abilities: Ancient Ritual. eyes glow white, and everything that gets close to it, is shocked.
They believe in some gods. Almost like the dunmer tribunal, but it's called Divinity.
Shak'mar-Wizard mystic of the divinity, is often affiliated with luck.
Mak'ka-Healer goddess. Affiliated with mercy.
Za'kar-Brave warrior god. Affiliated with justice.
Na'kor-(Za'kar's brother) Vengeful rogue god. Affiliated with revenge and last wishes.
Sa'kun-Cunning archer god. Affiliated with archery, and aim.
Kan'tor-Judgeful god. Affiliated with the Final Judgement.
Birth and Death: Birth is thought to be a new being, coming from the world of Kans'nir (roughly translated to Return World. This is probably called this, due to the soul being born there, then in death returning.)
Shortly after death, the dead one recieves Final Judgement. This is when Kan'tor judges the dead by the good they have done.
The Divine Halls are places where the dead that worshipped the one god the most.
Their are six halls.
The Hall of Wizardry, where Shak'mar's followers stay. It is said to be a great library, with every book ever made. Some even unfinished and unmade.
The Hall of Mercy, where Mak'ka's followers stay. It is said to be a paradise, with pools, and filled with healing books.
The Hall of Valor, where Za'kar's followers stay. It is said to be a mead hall, with a huge table, with drinks, and food. Every day, Zakar fights with his followers to kill strong creatures.
The Hall of Revenge, where Na'kor's followers stay. It is said to be a bounty hall, where the dead get to haunt the ones they seek for revenge. Monthly.
The Hall of Hunting, where Sa'kun's followers stay, and hunt spirit deer and other spirit creatures every day.
The Hall of Judgement, where Kan'tor's followers stay, and judge worthy and unworthy upon mortals, for certain things.
Once, a hole ripped in Kans'nir, and was going to suck up the souls.
But all of the gods fought against it, and eventually closed it.
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Aug 19, 12 at 6:46pm ^re: Make a race, and it's History
Living mostly in small tribes, these creatures appear to be half boar half human.
They live along with the orcs in Orsinium and are very found of war.
They are tall very muscular and prefer to use large two handed weapons along with wearing very light armor
they are a very barbaric race living off the land and staying far from magicka.
they enjoy hunting and gathering. the males of the tribe are the protectors and the hunters where as the females gather and look after the young.
There potions are made greatly from herbs they collect and grow themselves
25 two hand 20 light armor, 20 smithing, 20 alchemy, 20 archery
Boar skin: increases physical resistance by 25% for 3 mins (only use once per day)
all destruction magick does 15% less damage
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