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 Races Of Itropa

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Join date : 2011-03-29

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PostSubject: Races Of Itropa   Races Of Itropa Icon_minitimeTue Mar 29, 2011 10:42 pm

1. Higher Races - Humans/Elves/Half-Elves

Humans are the most common species on Itropa, followed closely by Elves. Humans consider themselves the pinnacle of evolution, mostly because they have developed the most cities and the highest levels of technology (with the exception of the ancient Marae - more on that later).

2. Grunthians - Orcs/Half-Orcs/Dwarves

Born and bred in harsh environments, these people are hardy and rugged. They value strength over intelligence.

3. Lesser Folk - Gnomes/Halflings/Brownies/Fairies

These beings mostly evolved in areas free of natural predators, where they could keep to themselves. They distrust larger beings.

4. Marae

Marae are the original inhabitants of the continent of Charta.

Marae Biology
The Marae are shapeshifters. Their natural state is an amorphous blob, but they can change to almost any shape. For most Marae, the transformation is aesthetic only; they don't gain any strength or special abilities. However, some Marae are specialized shapeshifters, and have learned over the years how to use their alternate forms to the best of their ability. They reach adulthood in 4 years, live to about 600. They have no problem finding food, as they can eat almost anything. Part of their shapeshifting ability affects what they eat, allowing them to transform the matter they have consumed. Some marae have been known to survive solely on water. They have long lives, they are immune to most diseases, they don't need shelter, they don't even excrete (except some gas through the skin).

Very little is known about Marae reproductive habits. It is known that Marae have only one gender, but it still requires two Marae to reproduce. They do not reproduce very often, though it is not yet understood why. Under normal circumstances, Marae cannot produce offspring with other species.

Some Marae have been known to "imprint" on another species shortly after birth, and grow up to consider that species their "natural form". In some cases this imprinting can be a forced process; there have been cases where slavers raised Marae to sell as concubines, teaching the infants to adopt the form of an attractive female as their natural state.

Marae are not born with the predisposition to become sentient, and some reach adulthood without ever becoming self-aware. Their sentience is brought about through interaction with other sentient beings. There are some places in Charta where feral Marae roam wildly, mindlessly assuming the forms of whatever creatures happen to be around them. Of the sentient Marae, many of them are not strong-willed, and are easily coerced.


Marae History
Thousands of years ago, long before humanoids arrived on the continent of Charta, the Marae flourished. Early Marae were nearly sentient, but had no formal society. They spent much of their time as shapeless grey masses, and just assumed whatever shape was needed at the time. As the species gradually became more self-aware, the Marae civilization grew quickly. They were excellent learners, and quickly made scientific discoveries that have long since been lost. Eventually their passion for science tapered off, and their society became more carefree.

In the year 1 of our current calendar, humanoids first arrived in Charta. The following 150 years were filled with cycles of war and peace. Some of the Marae rekindled their love of science for use in battle. Other groups of Marae learned how to maximize the use of their shapeshifting abilities for fighting. And still other Marae simply hid, avoiding the conflict alltogether.

During wartime, the Grunthians would use captured Marae as slaves, selling them as concubines, bodyguards, servants, and warriors. Because young Marae are easily influenced, these brainwashed slaves were even made to fight against their own kind during these wars.

In the year 150, the humanoids and Marae finally agreed upon a peace treaty, at which time Marae slavery was outlawed. However, Marae slavery still exists in Valos, and possibly a few other places as well. Today, Marae and the humanoids live in harmony, but they continue to keep their distance from each other.


Marae Culture
Marae have a great love of nature, especially all things aquatic. They usually prefer to live near water, and some of their cities are almost completely submerged. However, due to their natural adaptability, they can survive just about anywhere. Their "towns" are generally just sparse areas where the Marae congregate, and the actual homes are often just holes in the ground or abandoned caverns. They have no use for furniture, so their dens tend to be quite empty.

The Marae are a peaceful society, driven to fight only when provoked. They generally keep to themselves, and have mixed feelings towards humanoids. Typically the Mara tolerate citizens of Trasa, but the old battle scars have not completely healed, and little things can occasionally lead to violent confrontations when the two cultures meet. The Marae have much better relations with Kora and Mil, the citizens of which share their love of nature. The Marae generally dislike people from Alta, and consider them too formal and elitist. The Marae despise Grunthians and Valosians, because both cities have participated in the Marae slave trade in the past.

Marae Money
Marae coins were once widely used in Caoerovia and other Marae cities, until the gold credit became standard. Some Marae merchants still use the older coins.

Exchange Rate:
1 Narserraas = 100 gold credits
1 Narfefnaas = 500 gold credits
1 Narserrall = 1000 gold credits
1 Narfefnall = 5000 gold credits
1 Narserreel = 10000 gold credits
1 Narfefneel = 50000 gold credits
1 Narsersoor = 100000 gold credits
1 Narfefsoor = 500000 gold credits
1 Narseranar = 1000000 gold credits
1 Narfefanar = 5000000 gold credits
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