Long ago, there were eight great empires: Nukor, land of the Elves; Tahir, land of the Humans; Kitarn, land of the Lycanthropes; Jestage, land of the Centaurs; Mikell, land of the Raptorians; Grendhall, land of the Drow; Laekrea, land of the Dragonborn; and Turith, land of the Tieflings.
Now, the last two empires, Turith and Leakrea, were both more powerful than the others, and both saw the other as a threat. They went to war. Many hundreds were killed by the war, and not all of them Tieflings or Dragonborn. The last battle was fought in two places: in the heart of Turith, and in the heart of Laekrea. Both empires fell, and the few survivors fled from the heat of both burning lands. The two races, by law, had never been outside of their own border aside from the reason of war, and with good reason. The horns and tails of the Tiefling made them instant targets for racism, and the few that weren't killed learned quickly that they could only get a few good days in a town, even with their faces hidden, before torches and pitchforks were raised in their honor. The Dragonborn were constantly attacked when they came into the eyes of others without armor, and every person with working eyes thought of them as monsters. So the Dragonborn retreated to the mountains to create colonies, but it was a mere shadow of the Dragonborn Empire's former glory.
Thousands of years have passed since the collapse of the two Great Empires, and the records have been lost. Tieflings and Dragonborn know nothing of their heritage, and both focus everything they have on surviving day by day.
A new enemy is stirring. The Drow empire, dormant for two hundred years, three human generations, is getting ready for another attack, which they do every bi-century. But it isn't just them. Everywhere, monsters are springing up; kobolds are wrecking houses, Lycanthropes are finding silver in their lairs, Raptorians are finding unnatural storm clouds forcing them away from their mountain homes and to the ground, and the world is in chaos. Then, a renowned prophet died, and on his deathbed uttered these words:
"There will be sixteen, two of each blood, who will hold the balance of the world in their power."
Races:
Humans:
Adaptable, diverse, open-minded. Stronger than an elf, weaker than a Dragonborn. Faster than a Dragonborn, slower than an elf. Can be any class they want.
Elves:
Slim, fast, and magical, elves are most at home in the woods. But what they have in speed, grace, and magic, they pay for in strength, endurance, and constitution. Elves prefer the Ranger and Sorcerer classes.
Raptorians:
Similar to angels, but different. Raptorians are not simply humans with wings, but actual bird-humans. Their features are extremely sharp, and the race tends towards hooked noses. Their hair clumps, and looks itself like a mass of feathers on a Raptortian's head. Their feet are the most distinctive: Raptorians never wear shoes, partly because they hardly touch the ground, and partly because they use their feet a lot. Their feet look like a cross between a human's foot and a hawk's talon, and has the dexterity of the former. They use their feet to shoot specialized bows, since 90% of the time they need to shoot at the ground. If a raptorian has half-blooded children, the children will not have wings. Raptorians favor the Ranger, Druid and Wizard classes.
Lycanthropes:
A more common term is were-beast. But through ages of evolution, Lycanthropes have aquired the ability to change at will, without the requirement of the moon. Lycanthropes do not have to be wolves, and can be anything from eagles to earthworms. Lycanthropy now cannot be passed by biting, and can only be passed by breeding. There is no half-lycanthrope: if a human lycanthrope has offspring with an elf, the result will be a half-elf normally, and a lycanthrope when he/she chooses. A lycanthrope cannot change until after hitting puberty. Lycanthropes favor the fighter, druid, and barbarian classes.
Centaurs:
Half-horse and half-human, Centaurs are notorious for their festivals and ability to hold down ale. Action-lovers, if you invite a centaur to a bang that you're throwing then he will, without doubt, become the life of the party. But when a centaur throws a bash, then you will never experience anything so intense, fun, or exhausting as a centaur's party. There are, of course, exceptions to the centaur's default personality, and some go off to be adventurers and win fame and fortune. It is nearly unheard of for a centaur to mate with a non-centaur, but in the extremely rare occurrences that it does happen, there is a 50/50 chance that the child will be centaur or the other race. Centaurs prefer the Ranger and Bard classes.
Drow:
A relative to elves, Drow have black skin, strikingly white hair, and white orbs for eyes. They tend towards evil and chaos, and have a bred-in desire to rule the world. Once every two hundred years, about roughly a Drow generation, they attempt to act upon this desire and then wage war against all of the other races. There is no record of them actually succeeding. Drow prefer the Ranger and Warlock classes.
Tieflings:
Huge horns, red skin, red eyes, long tails; these are the features that make Tiefling under constant pressure to survive. They are hated and feared, and have to live on the move to survive. They might get a few good days in a town before the hatred of the townpeople force them out. Hence, they are very streetwise, and extremely good at trickery and deception. They have a bad reputation, and most Tieflings are all too happy to live up to the bad roles branded on them. If a Tiefling has offspring with another, race, regardless of the other, the result will always be a Tiefling, though the lifespan may vary depending on the other parent. Though neither knows why, both the Tiefling and Dragonborn hate each other, and if two are in the same place and know the identity of the other, it can come to blows fairly quickly. Common insults for both sides are 'Rawhide' for a Dragonborn addressing a Tiefling, and 'Scalehead' for a Tiefling addressing a Dragonborn. Tieflings are almost always rogues, but sometimes go to other classes, warlocks being the second most common.
Dragonborn:
Myths speak of the birth of the Dragonborn, though they differ in the telling. Tales, awe-inspiring and terrifying, tell of the rise and fall of Dragonborn empires, the greatest among them lost to a war that is not remembered. And modern Dragonborn live according to their heritage, more than one aiming to carve an eternal story into the world’s chronicles. Dragonborn are honor-bound fighters, many of them valuing integrity over their own lives. If a Dragonborn promises you something, you can be 700% sure that they will go through with it, or die trying. Their coloring differs, but red and golden are the most common. If a Dragonborn has children with another race, they will always be Dragonborn. Dragonborn favor the Barbarian and Fighter classes.
ORGANIZING:
Basically, I will organize my races into three categories: Common, Uncommon, and Rare. This affects how your race is seen in the basic towns and how people react to you.
Common: You're just another face in the crowd.
Uncommon: You're less 'normal' than we like. We'll be nice to you, but we are keeping an eye on you.
Rare: You are a freak of nature. Your presence here makes everyone uncomfortable. Everyone is afraid of you. People act nice, but you know they are planning. You will probably get one good day in the open before mobs force you out.
Race Categories:
Common: Elves, humans,
Common-uncommon: Drow, Lycanthropes
Uncommon: Raptorians, Centaurs
Rare: Dragonborn, Tieflings
Classes
Barbarian:
A ferocious warrior who uses strength and instinct to bring down foes, the Barbarian is by far the most physically powerful of any class. If you are fighting a Barbarian by yourself, there are only two ways you can survive: 1, you yourself are a barbarian, and 2, run. However, barbarians are, to put it lightly, stupid. They probably couldn't tell the difference between a horse and a pony. About one in every twenty barbarians can read, and it is a great undertaking to try and teach one to dance. They're usually illiterate, and very reckless. The party might have a very good plan that is foolproof and will work, but the barbarian will always find some way to mess it up. If their in a dungeon, the barbarian knows to always kick down the door. Even if the door's unlocked, if the objective is on the other side, the barbarian will kick it down. Smart, huh? Barbarians get along best with fighters, and don't get along at all with wizards.
Bard:
The dashing thief, the Bard relies on illusion and misdirection to not only win battles, but to also make a living. Bards are traveling performers, using illusion spells to get the upper hand. They are experts at ventriloquism, pyrotechnics, storytelling, creating illusions, and many are amused by special spells that only bards can preform that makes a certain object so fascinating that the subject of the spell cannot think of anything else. Bards usually have a chosen instrument as well as a chosen weapon, and that instrument is a large part of their source of income. Bards get along quite well with rogues, and don't really like rangers.
Cleric:
Clerics are kind of like crosses between fighters and priests. To their chosen god they are a champion, praying to the the heavens and doing anything that God asks. Clerics might be fighting for a personal reason, for something their god told them directly to do, or fighting because they feel they might do more on the battlefield then in a temple. Clerics usually fight with a single chosen weapon. Clerics get along very well with paladins, but don't really get along with sorcerers.
Druid:
Champions of nature, Druids hail from the deepest forests. They have the power of a bear, the fury of a storm, the kindness of a mother, the gentleness of a deer, and the determination of all of nature. Druids have animal companions, partners which with they communicate telepathically. Their companions aid them in battle give them two viewpoints, and provide a fair amount of comic relief. Druids get along beautifully with rangers, but don't like fighters.
Fighter:
The questing knight, the conquering overlord, the king's champion, the elite foot soldier, the hardened mercenary, the bandit king--all are fighters. While not as strong or stupid as the barbarian, the fighter class is flexible and allows for all manner of backgrounds. There are many things in the world that could be classified as fighters, and the reason that the fighter is adventuring is as flexible as his bio. Fighters get along with barbarians, but tend to avoid druids.
Paladin:
Paladins are something akin to Clerics, but unlike clerics, Paladins are always good, and want to be the best they can be. They abhor evil but are kind and naive, and usually the one stupid enough to let the cold-blooded murderer get the benefit of the doubt. Essentially, there are two types of paladins you can play: The 'full-blown' paladin who constantly jabbers about holiness and kindness and virtues to everyone he comes into contact with, prays at the drop of a hat, and has kind of a Clark Kent attitude. The next one it the indifferent paladin who basically does whatever he wants that isn't evil, only his sword glows. Paladins gat along well with Clerics but hate rogues and thieves of any kind.
Ranger:
The forest and untamed wilds are home to many powerful and malicious beasts, such as trolls, bugbears, and wyverns. But even more powerful and cunning then these creatures is the ranger, a skilled hunter and stalker. He knows thw wilderness as if it was his home(for indeed, it is), and knows his prey in deadly detail. Rangers don't usually visit towns or settlements, and hence are lacking in social skills. Rangers have animal companions similar to the Druid, but not as powerful. The ranger's companion is mainly a pet and hunting partner. Rangers get along well with druids, but don't like bards.
Rogue:
No two rogues are ever the same. Some are stealthy thieves. Some are silver-tongued tricksters. Still others are spies, infiltrators, scouts, diplomats, or thugs. What they do share is versatility, adaptability, and resourcefulness. In short, rogues are good at getting at things that others don't want them to get at: entrance to a locked treasure vault, safe passage through a deadly trap, secret battle plans, a guards trust, or a random person's pocket money. Rogues wear little to no armor, since their lifestyle requires constant agility and movability. The most a rogue will have in terms of protection might be light leather armor strapped the the forearms, chest, and shins. Any armor over the joints would greatly reduce a rogue's ability. While not a strong as the other classes, the rogue is sneakier, and knows where a little strike can do a lot of damage. Sneaky sneaky, stabby stabby! Rogues get along well with bards, but are constantly annoyed by paladins.
Wizard:
Wizards and sorcerers are different because of where they get their power. Wizards get their power from hard study and learning, and are proficient in a certain type of magic(i.e., teleportation, summoning, necromancy, pyromancy, etc.). Wizards usually adventure to gain more knowledge and power, and love libraries. They like sorcerers, but are irritated by the stupidity of barbarians.
Sorcerer:
Sorceresr and wixards are different because of where they get their power. While wizards get their power from schools and mentors, a sorcerer creates spells like a poet would create poems, with an inborn talent honed by practice. They have no books, mentors, or theories; just a raw power that they can direct at will. Some sorcerers claim that the blood of dragons run through their veins. That claim may be true in some cases, as it is well known the certain powerful dragons can take on human form and even have human lovers, and its difficult to prove that a given sorcerer does not have a dragon ancestor. Sorcerers often have striking good looks, with exotic features that hint at an unusual heritage. Sorcerers get along well with wizards, but don't like clerics.
((You can create your own gods if you wish.))
Cannon Characters:
Bloods:
Tiefling Bloods:
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Dragonborn Bloods:
≈
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Centaur Bloods:
≈
≈
Raptorian bloods:
~
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Lycanthrope Bloods:
≈
≈
Human Bloods:
≈
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Drow Bloods:
≈
≈
Elf Bloods:
≈
≈
Other Characters:
Character Profiles:
Tiefling, Raptorian, Human, Drow, and Elf Profile
Code:
Name:
Race:
Class:
Gender:
Age:
Background:
Personality:
Looks/Link/Pic:
Centaur Profile
Code:
Name:
Race:
Class:
Gender:
Horse Breed: (Andalusian, saddlebred, mustang, etc.)
Age:
Background:
Personality:
Looks/Link/Pic:
Lycanthrope Profile
Code:
Name:
Race:
Class:
Age:
Gender:
Dormant Race: (elf, human, etc.)
Lycanthrope Race: (Wolf, Snake, Eagle)
Dormant Looks:
Lycanthrope Looks:
Dragonborn Profile
Code:
Name:
Race:
Class:
Age:
Breath Weapon: (Fire, Ice, Water, or Acid)
Ancestry Dragon: (Red Dragon, Blue, Green, Red, White, or Black)
Looks/Link/Pic:
Any and all sexual content is allowed. Yaoi, yuri, hetero, orgies, whatever.
But please, not fecal fetishes. Thank you.
Now, the last two empires, Turith and Leakrea, were both more powerful than the others, and both saw the other as a threat. They went to war. Many hundreds were killed by the war, and not all of them Tieflings or Dragonborn. The last battle was fought in two places: in the heart of Turith, and in the heart of Laekrea. Both empires fell, and the few survivors fled from the heat of both burning lands. The two races, by law, had never been outside of their own border aside from the reason of war, and with good reason. The horns and tails of the Tiefling made them instant targets for racism, and the few that weren't killed learned quickly that they could only get a few good days in a town, even with their faces hidden, before torches and pitchforks were raised in their honor. The Dragonborn were constantly attacked when they came into the eyes of others without armor, and every person with working eyes thought of them as monsters. So the Dragonborn retreated to the mountains to create colonies, but it was a mere shadow of the Dragonborn Empire's former glory.
Thousands of years have passed since the collapse of the two Great Empires, and the records have been lost. Tieflings and Dragonborn know nothing of their heritage, and both focus everything they have on surviving day by day.
A new enemy is stirring. The Drow empire, dormant for two hundred years, three human generations, is getting ready for another attack, which they do every bi-century. But it isn't just them. Everywhere, monsters are springing up; kobolds are wrecking houses, Lycanthropes are finding silver in their lairs, Raptorians are finding unnatural storm clouds forcing them away from their mountain homes and to the ground, and the world is in chaos. Then, a renowned prophet died, and on his deathbed uttered these words:
"There will be sixteen, two of each blood, who will hold the balance of the world in their power."
Races:
Humans:
Adaptable, diverse, open-minded. Stronger than an elf, weaker than a Dragonborn. Faster than a Dragonborn, slower than an elf. Can be any class they want.
Elves:
Slim, fast, and magical, elves are most at home in the woods. But what they have in speed, grace, and magic, they pay for in strength, endurance, and constitution. Elves prefer the Ranger and Sorcerer classes.
Raptorians:
Similar to angels, but different. Raptorians are not simply humans with wings, but actual bird-humans. Their features are extremely sharp, and the race tends towards hooked noses. Their hair clumps, and looks itself like a mass of feathers on a Raptortian's head. Their feet are the most distinctive: Raptorians never wear shoes, partly because they hardly touch the ground, and partly because they use their feet a lot. Their feet look like a cross between a human's foot and a hawk's talon, and has the dexterity of the former. They use their feet to shoot specialized bows, since 90% of the time they need to shoot at the ground. If a raptorian has half-blooded children, the children will not have wings. Raptorians favor the Ranger, Druid and Wizard classes.
Lycanthropes:
A more common term is were-beast. But through ages of evolution, Lycanthropes have aquired the ability to change at will, without the requirement of the moon. Lycanthropes do not have to be wolves, and can be anything from eagles to earthworms. Lycanthropy now cannot be passed by biting, and can only be passed by breeding. There is no half-lycanthrope: if a human lycanthrope has offspring with an elf, the result will be a half-elf normally, and a lycanthrope when he/she chooses. A lycanthrope cannot change until after hitting puberty. Lycanthropes favor the fighter, druid, and barbarian classes.
Centaurs:
Half-horse and half-human, Centaurs are notorious for their festivals and ability to hold down ale. Action-lovers, if you invite a centaur to a bang that you're throwing then he will, without doubt, become the life of the party. But when a centaur throws a bash, then you will never experience anything so intense, fun, or exhausting as a centaur's party. There are, of course, exceptions to the centaur's default personality, and some go off to be adventurers and win fame and fortune. It is nearly unheard of for a centaur to mate with a non-centaur, but in the extremely rare occurrences that it does happen, there is a 50/50 chance that the child will be centaur or the other race. Centaurs prefer the Ranger and Bard classes.
Drow:
A relative to elves, Drow have black skin, strikingly white hair, and white orbs for eyes. They tend towards evil and chaos, and have a bred-in desire to rule the world. Once every two hundred years, about roughly a Drow generation, they attempt to act upon this desire and then wage war against all of the other races. There is no record of them actually succeeding. Drow prefer the Ranger and Warlock classes.
Tieflings:
Huge horns, red skin, red eyes, long tails; these are the features that make Tiefling under constant pressure to survive. They are hated and feared, and have to live on the move to survive. They might get a few good days in a town before the hatred of the townpeople force them out. Hence, they are very streetwise, and extremely good at trickery and deception. They have a bad reputation, and most Tieflings are all too happy to live up to the bad roles branded on them. If a Tiefling has offspring with another, race, regardless of the other, the result will always be a Tiefling, though the lifespan may vary depending on the other parent. Though neither knows why, both the Tiefling and Dragonborn hate each other, and if two are in the same place and know the identity of the other, it can come to blows fairly quickly. Common insults for both sides are 'Rawhide' for a Dragonborn addressing a Tiefling, and 'Scalehead' for a Tiefling addressing a Dragonborn. Tieflings are almost always rogues, but sometimes go to other classes, warlocks being the second most common.
Dragonborn:
Myths speak of the birth of the Dragonborn, though they differ in the telling. Tales, awe-inspiring and terrifying, tell of the rise and fall of Dragonborn empires, the greatest among them lost to a war that is not remembered. And modern Dragonborn live according to their heritage, more than one aiming to carve an eternal story into the world’s chronicles. Dragonborn are honor-bound fighters, many of them valuing integrity over their own lives. If a Dragonborn promises you something, you can be 700% sure that they will go through with it, or die trying. Their coloring differs, but red and golden are the most common. If a Dragonborn has children with another race, they will always be Dragonborn. Dragonborn favor the Barbarian and Fighter classes.
ORGANIZING:
Basically, I will organize my races into three categories: Common, Uncommon, and Rare. This affects how your race is seen in the basic towns and how people react to you.
Common: You're just another face in the crowd.
Uncommon: You're less 'normal' than we like. We'll be nice to you, but we are keeping an eye on you.
Rare: You are a freak of nature. Your presence here makes everyone uncomfortable. Everyone is afraid of you. People act nice, but you know they are planning. You will probably get one good day in the open before mobs force you out.
Race Categories:
Common: Elves, humans,
Common-uncommon: Drow, Lycanthropes
Uncommon: Raptorians, Centaurs
Rare: Dragonborn, Tieflings
Classes
Barbarian:
A ferocious warrior who uses strength and instinct to bring down foes, the Barbarian is by far the most physically powerful of any class. If you are fighting a Barbarian by yourself, there are only two ways you can survive: 1, you yourself are a barbarian, and 2, run. However, barbarians are, to put it lightly, stupid. They probably couldn't tell the difference between a horse and a pony. About one in every twenty barbarians can read, and it is a great undertaking to try and teach one to dance. They're usually illiterate, and very reckless. The party might have a very good plan that is foolproof and will work, but the barbarian will always find some way to mess it up. If their in a dungeon, the barbarian knows to always kick down the door. Even if the door's unlocked, if the objective is on the other side, the barbarian will kick it down. Smart, huh? Barbarians get along best with fighters, and don't get along at all with wizards.
Bard:
The dashing thief, the Bard relies on illusion and misdirection to not only win battles, but to also make a living. Bards are traveling performers, using illusion spells to get the upper hand. They are experts at ventriloquism, pyrotechnics, storytelling, creating illusions, and many are amused by special spells that only bards can preform that makes a certain object so fascinating that the subject of the spell cannot think of anything else. Bards usually have a chosen instrument as well as a chosen weapon, and that instrument is a large part of their source of income. Bards get along quite well with rogues, and don't really like rangers.
Cleric:
Clerics are kind of like crosses between fighters and priests. To their chosen god they are a champion, praying to the the heavens and doing anything that God asks. Clerics might be fighting for a personal reason, for something their god told them directly to do, or fighting because they feel they might do more on the battlefield then in a temple. Clerics usually fight with a single chosen weapon. Clerics get along very well with paladins, but don't really get along with sorcerers.
Druid:
Champions of nature, Druids hail from the deepest forests. They have the power of a bear, the fury of a storm, the kindness of a mother, the gentleness of a deer, and the determination of all of nature. Druids have animal companions, partners which with they communicate telepathically. Their companions aid them in battle give them two viewpoints, and provide a fair amount of comic relief. Druids get along beautifully with rangers, but don't like fighters.
Fighter:
The questing knight, the conquering overlord, the king's champion, the elite foot soldier, the hardened mercenary, the bandit king--all are fighters. While not as strong or stupid as the barbarian, the fighter class is flexible and allows for all manner of backgrounds. There are many things in the world that could be classified as fighters, and the reason that the fighter is adventuring is as flexible as his bio. Fighters get along with barbarians, but tend to avoid druids.
Paladin:
Paladins are something akin to Clerics, but unlike clerics, Paladins are always good, and want to be the best they can be. They abhor evil but are kind and naive, and usually the one stupid enough to let the cold-blooded murderer get the benefit of the doubt. Essentially, there are two types of paladins you can play: The 'full-blown' paladin who constantly jabbers about holiness and kindness and virtues to everyone he comes into contact with, prays at the drop of a hat, and has kind of a Clark Kent attitude. The next one it the indifferent paladin who basically does whatever he wants that isn't evil, only his sword glows. Paladins gat along well with Clerics but hate rogues and thieves of any kind.
Ranger:
The forest and untamed wilds are home to many powerful and malicious beasts, such as trolls, bugbears, and wyverns. But even more powerful and cunning then these creatures is the ranger, a skilled hunter and stalker. He knows thw wilderness as if it was his home(for indeed, it is), and knows his prey in deadly detail. Rangers don't usually visit towns or settlements, and hence are lacking in social skills. Rangers have animal companions similar to the Druid, but not as powerful. The ranger's companion is mainly a pet and hunting partner. Rangers get along well with druids, but don't like bards.
Rogue:
No two rogues are ever the same. Some are stealthy thieves. Some are silver-tongued tricksters. Still others are spies, infiltrators, scouts, diplomats, or thugs. What they do share is versatility, adaptability, and resourcefulness. In short, rogues are good at getting at things that others don't want them to get at: entrance to a locked treasure vault, safe passage through a deadly trap, secret battle plans, a guards trust, or a random person's pocket money. Rogues wear little to no armor, since their lifestyle requires constant agility and movability. The most a rogue will have in terms of protection might be light leather armor strapped the the forearms, chest, and shins. Any armor over the joints would greatly reduce a rogue's ability. While not a strong as the other classes, the rogue is sneakier, and knows where a little strike can do a lot of damage. Sneaky sneaky, stabby stabby! Rogues get along well with bards, but are constantly annoyed by paladins.
Wizard:
Wizards and sorcerers are different because of where they get their power. Wizards get their power from hard study and learning, and are proficient in a certain type of magic(i.e., teleportation, summoning, necromancy, pyromancy, etc.). Wizards usually adventure to gain more knowledge and power, and love libraries. They like sorcerers, but are irritated by the stupidity of barbarians.
Sorcerer:
Sorceresr and wixards are different because of where they get their power. While wizards get their power from schools and mentors, a sorcerer creates spells like a poet would create poems, with an inborn talent honed by practice. They have no books, mentors, or theories; just a raw power that they can direct at will. Some sorcerers claim that the blood of dragons run through their veins. That claim may be true in some cases, as it is well known the certain powerful dragons can take on human form and even have human lovers, and its difficult to prove that a given sorcerer does not have a dragon ancestor. Sorcerers often have striking good looks, with exotic features that hint at an unusual heritage. Sorcerers get along well with wizards, but don't like clerics.
((You can create your own gods if you wish.))
Cannon Characters:
Bloods:
Tiefling Bloods:
≈
≈
Dragonborn Bloods:
≈
≈
Centaur Bloods:
≈
≈
Raptorian bloods:
~
≈
Lycanthrope Bloods:
≈
≈
Human Bloods:
≈
≈
Drow Bloods:
≈
≈
Elf Bloods:
≈
≈
Other Characters:
Character Profiles:
Tiefling, Raptorian, Human, Drow, and Elf Profile
Code:
Name:
Race:
Class:
Gender:
Age:
Background:
Personality:
Looks/Link/Pic:
Centaur Profile
Code:
Name:
Race:
Class:
Gender:
Horse Breed: (Andalusian, saddlebred, mustang, etc.)
Age:
Background:
Personality:
Looks/Link/Pic:
Lycanthrope Profile
Code:
Name:
Race:
Class:
Age:
Gender:
Dormant Race: (elf, human, etc.)
Lycanthrope Race: (Wolf, Snake, Eagle)
Dormant Looks:
Lycanthrope Looks:
Dragonborn Profile
Code:
Name:
Race:
Class:
Age:
Breath Weapon: (Fire, Ice, Water, or Acid)
Ancestry Dragon: (Red Dragon, Blue, Green, Red, White, or Black)
Looks/Link/Pic:
Any and all sexual content is allowed. Yaoi, yuri, hetero, orgies, whatever.
But please, not fecal fetishes. Thank you.