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==Grook== | ==Grook== | ||
Grooks are typically known as the more reclusive, scholarly of Aetolian races, with weaker physical forms and a cultural emphasis on knowledge, learning, mysticism and magic. Their homeland, [[Ulangi]], is home to the famous sage [[Oorangu]], who oversees meditations and studies in a quiet village in the depths of the island's swamps. A typical grook would be an ideal match for a guild focused on the more arcane arts, such as the scholarly [[Ascendril]] or [[Sciomancers|Sciomancer]] mages, or the science-driven [[Archivists]], although some grook also feel that the serenity of the [[Sentaari]] monks resonates with them, while some find that they are a semi-rebellious "frog out of water" in their homeland and are drawn, instead, to the more physical arts, though this tends to be rare among the race. | Grooks are typically known as the more reclusive, scholarly of Aetolian races, with weaker physical forms and a cultural emphasis on knowledge, learning, mysticism and magic. Their homeland, [[Ulangi]], is home to the famous sage [[Oorangu]], who oversees meditations and studies in a quiet village in the depths of the island's swamps. A typical grook would be an ideal match for a guild focused on the more arcane arts, such as the scholarly [[Ascendril]] or [[Sciomancers|Sciomancer]] mages, or the science-driven [[Archivists]], although some grook also feel that the serenity of the [[Sentaari]] monks resonates with them, while some find that they are a semi-rebellious "frog out of water" in their homeland and are drawn, instead, to the more physical arts, though this tends to be rare among the race. | ||
==Horkval== | |||
Horkval have an incredibly rich potential for roleplay, both through the physical features of their race and through the culture established in their lore - players have been known to create their own versions of hives, explore concepts of caste systems, and show incredible creativity with the diversity of form and features an insectoid race allows. Because the race is so alien compared to the more typical races, a creative roleplayer has room to consider a range of unique questions and challenges, turning the ideas of even basic notions of touch and taste on their head. Traditionally, horkval tend to gravitate towards the more physical arts, making them ideal for a role such as a [[Sentinel]] hunter, a [[Illuminai|Daru]] monk and even a vampiric warrior, while their culture's rigid hierarchy and tight-knit loyalty make them a natural fit in militaristic guilds like the [[Carnifex]] or [[Templars|Templar]] knights. | |||
[[Category:Roleplaying Resources]] | [[Category:Roleplaying Resources]] |
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