
06-04-2005, 03:14 PM
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Cult of the Winky
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Join Date: Sep 2001
Location: The USoCR's friendly twin
Posts: 3,225
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Quote:
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Originally Posted by GryffonDurime
I keep trying to get out and they pull me back in again...
Graal 2002, Kingdoms to the 'youngins, needs more that just a simple thing like selectable races to make it a viable source of Roleplaying. Ya'll have thrown around cliché after cliché, and still you usually got the cliché wrong. HOW DID YOU DO THAT? Oi.
What Nappa says is true, from the generic fantasy standpoint Orcs are seen as a shamanistic culture, much like the Native Americans. This viewpoint was largely solidified by Warcraft. The whole Orcish-wizard conflict comes from you being too general- not all races use the same magic, and none of them use magic in the same way. Orcs weild their shamanistic magic because of the way they live with a sacred respect for nature. They are predators, and nature needs predators just as much as it needs prey. Orcs have been a canon Graalian race since 2k1.
Zormites are also a canon Graalian race. They are, indeed, fish people whose skin runs the gambet from the typical blue to exotic yellow. They are amphibious, but require more water to survive than your average, oh, human. There are three main tribes of Zormite who long ago banded into the Empire: the average Zorbi, known for their courage and wisdom; the Sahuagin, the Zorbi's green cousins who share the instincts and agression of sharks; and the Zaeri, an odd offshoot of the Zorbi with black scales who are known for their adaptability, not their originality.
The Elves of Forest can currently be divided into two catagories: Spring Elves, your typical nature-loving elitist healers, and Autumn Elves, orange-skinned creatures who are more connected to the Tree of Life.
That's just the tip of the iceburg: you need to get more creative. GK dosen't need any more subpar additions that are further abominations unto the fantasy genre.
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Moral: Don't try to take an idea from Tolkien. |
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