Intelligent Species
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ID: 2242


April 8, 2011, 8:35 pm

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There are three types of Ma`no, each one nearly a different race as they have evolved through the years. They were all created by Sethalis for his master idea to take over the civilized races, but it was a failed attempt. These abominations live in multiple parts of the world, and will never be seen allied together as their dislike for each other is stronger than that for anything else.

The Ma`no are a group of similar races that have evolved separately to different ways. Think of early man when it began evolving from the ape to the missing link, to man. The ma`no are that bridge. They are the three steps to humanity lost.

Full Description
A bipedal creature that has a lower than average intelligence. They form clan like communities, settling down when food requires then to. They are a roaming race of semi-intelligent creatures. Sometimes they have permanent homes, but these are crude houses of wood and mud. Their skin is reddish in color, almost looking as if they were sunburned. Their facial features are broader then the Alla`t, with squat foreheads and high cheekbones, wide noses, and large mouths that hold crooked teeth. They stand roughly five foot five and are of a squat hunched build.

The Lider`l are ruled by a Shaman and a Chief, one who has proven themselves in battle. Normally the chief is the strongest one. These leaders are ruthless most of the time, expecting respect form the rest of the clan. Anything else is dealt with in a fast and brutal way. They can not have anyone that might be a candidate to take their leadership role walking around in the clan.

Their shamans are the only one of their race to have any ability to weild magic. It could be possible that their shamans are an evolved form and are closer to their Alla`t cousins than they think, or may want to admit. But it is there. They are crude in their worship, views sins of animals and weather to frighten their people into doing what they wish. Most of the time these sins and omens are fake and are used to make the masses think they have power and speakfor the Gods.

Like the Alla`t, they have a harsh and brutal justice on the weak. Normally they are killed by a family member to show loyalty to the clan. They have a blood lust that comes out in nearly every daily activity. They will attack people if they have an advantage of terrain or odds.

They are a self-centered race. Only the continuation of personal gain is important, so everyone else is a potential enemy. They were the second attempt by Sethalis to try to infiltrate into the armies that had human soldiers. Their brutish looks were a very easy way to tell them from the average human. Their below average intelligence, an unforseen mistake, made them difficult to penetrate the armies without killing anyone within the first day or so. All are still Followers of Sethalis and worship Him as their Creator.

Additional Information
They view their cousins as either traitors (the Alla`t) or weaklings (Obak`e). They see their cousins choice to settle instead of the way of the land is one of weakness. They settle but in times of the coldest of winters when their food hides until the warmth returns. They then build crude shelter and pack as many in them as possible for warmth. To accept the warmth of hearth and home over the strength of the wilds is to be weak and they do not respect them. In their limited intelligence can think of respect and disrespect.

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Comments ( 3 )
Commenters gain extra XP from Author votes.

Voted Scrasamax
January 27, 2006, 8:56
Too much seems cut'n'paste from the Alla't post, and the basic premise is too similar as well.
January 27, 2006, 9:06
Will work on a rewrite.... I didn't realize they were that similar.
Voted axlerowes
February 16, 2015, 23:31
It is a clearly written race, and I get an idea for how they should be played. But the write up is pretty heavy handed, and relies heavily a system or in game references to other items in the world. Thus we only get a coarse picture of the beastmen, but I think you get your points across.

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Hu's Iron Ball

       By: Murometz

Hu was an ambassador of the Seventh Emperor of the Reng Dynasty. Throughout his life he traveled across many miles and lands to entreaty with neighboring kingdoms and the semi-savages who dwelled amidst the Metal Mountains.

During one such diplomatic mission, Hu was gifted a small iron marble as a gesture, by a shaman of the Kiy-Kiy tribe. Little else is known of Hu, but that marble was lost and is now somewhere out there for someone to find.

A tiny, shiny sphere, the marble has several properties. First and foremost it is a strong magnet, considerably stronger than its size and density would indicate.

Secondly, if thrown or rolled upon the ground and the command word is spoken, the iron ball will magically enlarge to either the size of an ogres's head or to that of a great globe, twelve feet in diameter. The rolling ball of either size will continue to roll or fly at the same relative speed it was when launched as a marble, and can thus cause great damage to anything in its path. The magnetic power of the ball will also magnify when enlarged.

Legends claim that the ball has been tossed from besieged castles upon attacking foes and rolled at marching armies in ages past. At the end of such rolls, the larger size globe has been known to not only crush soldiers underfoot, but to also "collect" many dozens of metallic weapons and bits of armor unto itself, appearing as an armored sphere, with swords and spears sticking out from it in all directions.

Owning this powerful marble has its drawbacks. Anyone carrying it on their person, will experience the iron ball's insidious effects after some time. The owner feels no worse for wear, but after two month's time they will suddenly awaken one morning to find that their hair has fallen out completely, their teeth loosened like baby's teeth ready to drop, and their fingernails simply shriveled and sliding off the fingers and toes. Perhaps unbeknownst to the owner at first, the iron ball also renders an owner sterile or barren by this time.

Regular clerical healing will not reverse this horrible malady. Only finding and beseeching a shaman of the Kiy-Kiy tribe to heal the iron ball's effects with their particular brand of magic, will work.

Hu's Iron Ball should be handled carefully by players and gms.

Ideas  ( Items ) | March 8, 2014 | View | UpVote 3xp

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