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Thrym
Admin - Architect - DM
Admin - Architect - DM


Joined: 07 Feb 2005
Posts: 3405
Location: Thrymhold

PostPosted: Thu Dec 21, 2006 3:18 pm    Post subject: Humans Reply with quote

Humans

By far the most adaptable race in Markshire is the human race. The human race is the backbone of the world, fitting in every niche and making itself at home in almost any location. Many adventurous spirits are born among the humans and they constantly strive to explore the far reaches of their world. Humans run a gamut of skin colors from pale Caucasian (even albino) to truly dark Negro. Hair color is just as widely ranged and someone somewhere figured out how to dye their hair which is now a popular pastime of younger Markshirians.

The human need to achieve (or over achieve) has given them a large * advantage in their dealings with the many hazards and pitfalls of living in Markshire. Their versatility and drive provides them with ample skill in their chosen field of interest. Humans can be found in ANY profession.

Many humans have achieved either notable or infamous recognition.
  • Kurm Reyer
  • Father Tangosz Fjellsen
  • Matrimis Armanthir
  • Sar Khan
  • Viridian
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The tale of Markshire the Persistent World: In the process of making this Neverwinter Nights world we considered all of the aspects of the Dungeons & Dragons fantasy world we created. The world is loosely based on Norse mythology and Viking culture. The deities of this world are not intimately involved with the adventures of the various heroes. Though the majority of the populace followed Odin there were some that followed Thor, Heimdal or even Loki and Hel.
The land to the east of the Thrym Mountains was a desert of frost and snow. There lived the Frost Giants. Ruled over by Thrym, Lord of Winter, the giants patrolled the desert and sought to break through Gastlinyk Gate. Gastlinyk Gate is a great city of our little kingdom. But Stonemark was the capitol of the land.
The kingdom of Markshire is comprised of all the various races; Elven, Gnomes, Dwarven, Halflings, as well as Humans. Our campaign allowed all classes; barbarian, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, and wizard.
Monster galore abound Markshire. We employed monster from titans to polar and grizzly bears or strange spiders to umber hulks and ancient wyrms. If the knights and mages weren't being killed by the monsters the ice and freezing winds were sure to do it. Our death system includes a direct trip to Elvidnir instead of Valhalla. There they visit with Garm and bargain for their souls.