"Welcome to my tavern The Tipsy Dragon My name is Bertha and you look like an adventurer ready for a fight. Why don't you go and talk to My two friends over there thy might be able to set ye up on an adventure." The Dwarf behind the counter said with a smile as she nodded towards a table in the corner with three figures sitting at it.
Races:
Humans are the most adaptable of the races because they are the shortest lived. The do not posses any special abilities but are well suited to all classes. They are very diverse in their morals and culture. They can thrive pretty much anywhere they want to. They have the shortest collective memory of all the races and tend to fall back in to past mistakes. None the the less they tend to be one of the most romantic races and are generally loyal to their companions.
Dwarves tend to be very hard headed and set in their ways. They are great stone workers, miners, gem cutters, and smiths. They generally like the security of the ground under their feet and while their normal abodes are in caves or under mountains they don't dislike fresh air. Most dwarves also have a great affinity for the god of dwarves Mordin and alcohol of any type. They are best suited to fighters but thrive in any melee class. They tend to be suspicious but if you can gain one's trust they will be the most loyal comrade you will have.
Halflings are, as their name implies, small. They tend to live in nomadic villages or cities. They enjoy comfort and wealth but tend to spend money as soon as they get it. They are quick, smart, and opportunistic by nature. They might be helpful or they might be a thief; you never know. Halflings are best suited to the class of rogue because of their small size, quick reflexes, and nimble fingers. Many Halflings worship Yondalla goddess of Halflings or Olidammara the god of thieves. They can be favorable allies but I wouldn't trust them when money is involved.
Half orcs are very brutish and are not the best when it comes to thinking or planning. Bashing however is their specialty. Depending on whether they grew up with their orc or human parents they have different levels of brutality and intelligence. if they were raised by orcs they are very likely to worship Grumish. No matter where they grew up they tend to be more suited to the barbarian class. Towering over most humans, and almost as tall as a normal orc, they can crush most anything that bothers them. While not very intelligent they can be very loyal; if they decide they like you.
Gnomes are tricksters by nature and love to see others fall into their mischievous traps. Though they love to invent their inventions aren't always safe, or usable. When they work however they could just be just the think to save your life. They are always on the forefront of technology and information. Gnomes make great wizards, especially illusionists, and excel at manipulating the arcane magics. Their god is Garl Glittergold. They have all different personalities but however they act you know it will be extravagant. They mean well most of the time but be careful which gnome you mess with.
Half dragons personalities differ greatly depending on who their draconic parentage is. Some can have an explosive temper while others are so aloof you won't even know they are there. They tend to be outcasts from most sociaties because of their inherited draconic features. Many people fear them unjustly and they don't fit into either of their parent's races. Because of the magic rooted in their blood they are often drawn to the chaotic nature of a sorcerer or sorceress. Most are shunned their whole life and therefore are not quick to trust. If you do happen to befriend one they are fiercely loyal. (0/2)
Elves are the longest lived of the races and are generally more reclusive. They don't mind interacting with other races but enjoy their solitude. They are stronger and lighter on their feet than most but also have a very scholarly nature. They prefer to live close to nature and have a special love for creatures of the wild. They can excel at any class though tend to discourage barbarianism finding it too uncivilized. They worship Corellon Larethian, god of the elves, above all others. Though they don't have a great love for dwarves elves can work well with any party and are generally courteous and cool headed. If you anger them beware: Your life may be cut very short.
Half elves take on the traits of the race that raised them. They are much like humans in the fact that they are very adaptable but always retain some of their elven parentage's dexterity. They are suited to all classes and are not particular to any one deity. They get along well with most classes and races. They retain the best and worst aspects of both parents. They are good sturdy traveling companions.
Much like half dragons they are outcasts but sometimes find a place with their demonic parentage. They are very chaotic in nature and always have an evil conscience in the back of their head. They are almost never accepted into human society. They are cunning and not afraid to use unregulated and illegal methods to get to what they want. They are suited to any class of a chaotic nature. Don't trust them with your life because, if it benefits them, most will kill you themselves. (0/2)
Drows are like dark twisted versions of their elven cousins. They live in the underdark, a world without light, and are extremely pessimistic in nature. They find all other races to be inferior and are especially bothered by elves of the surface world. They are unique and have a startling beauty like the the spider queen they worship. Their societal structure is based on killing each other for power. They are not inherently evil but they are far from good. If it suits their own needs they will assume any position within a group. Generally, females are clerics and males are warriors. They are not trustworthy except to the service of their goddess Loth. (0/2)
Classes:
Barbarians are probably the most durable of the classes. They can also be one of the more.... well, lets just say they have anger management issues. They work well in most groups; taking hits and dealing out large amounts of damage. They have many skills that make them ideal survivalists. Their senses have been honed to new highs making them almost able to see in the dark. Their many years of living in the wildest parts of the world have made them hardy and more resilient. They are able to shake off damage that others couldn't. Barbarians are known to fly into blood thirsty rages when they are confronted by powerful foes. Half orcs tend to make up the majority of barbarians. There are also a few human barbarians also. They have a chaotic nature. Many barbarians worship Kord, god of strength.
Bards get their powers from singing and preforming. They are not a front line combatant but they are very nimble and have a quick wit. Often times they will boost the moral of their companions or lower the moral of their enemies with their music. they are firm believers that music is the most powerful form of magic. Their personalities very and there for can be almost any race but gnomes, elves, and halflings often take up this class. Bards are often fearless though they are not often known to be lawful in nature. They can have a wicked scene of humor and will often play pranks. Other than adventuring Bards have the important job of spreading history and stories of heroes and villains alike. They have all of the local gossip so if you need information ask a bard. Sometimes they become so famous that the are asked to play for kings or emperors.
Clerics are the hands of the gods. They come from different backgrounds and races but they have one thing in common: they all fight for the interests of their deity. They do this to different degrees and intensities. some have pledged themselves body and mind to their deities while others have made a loose pact. a cleric can worship any deity but Pelor is the most common. a cleric can play many different roles in an adventuring party depending on who they worship. clerics of Pelor are welcomed for their healing abilities while clerics of Heironous are good warriors. They are usually of steadfast personality and are set in their ways.
Druids are the embodiment of the natural forces around them. They are often reclusive and choose lifestyles away from people and civilization. Many elves and half elves take the way of druid along with humans and the occasional halfling. They are fully committed to protecting the natural world and if it is threatened they will defend it viciously. they bond with animal companions when they first become druids to help them along their travels. While most are not evil they don't particularly care for humanoids because of their careless attitudes towards the natural places of the world. It takes a lot of time to gain their trust. Druids are secondary combatants favoring light weapons and armor but they are also skilled in spell casting and healing. Their main deities are Ehlonna and Obad-hai the goddess and god of the woods.
Fighters are one of the most common classes. They are not concerned with the ways of spell craft and prefer a more direct approach using blades and shields. Fighters often take up adventuring to protect others or to improve their own skills. They can be champions of the weak or tyrannical overlords depending on the individual. Fighters tend to be of the human, elven, or dwarven races and can worship gods such as Heironeos, and Kord, or for the evil aligned St. Cuthbert , and Erythnul. Their role in an adventuring party is the meatshield or front line fighter. Though fighters have no magic the are still extremely dangerous. They are proficient in most melee weapons as well as some ranged weapons.
Monks are known for hardening their own bodies into weapons. They are secondary fighters that use martial arts and simple melee weapons to fight. Because of the rigorous training they had to undergo monks are often very strong willed and disciplined. they do not shy away from hard and grueling work but rejoice in the chance to test their endurance. Monks ultimate goal is usually to improve themselves to be the best person they can be. In order to have the dexterity needed to do martial combat monks have had to forego almost all armor but they make up for it with their spell like abilities of regeneration. through many years of training monks can also learn to harden their bodies so they wouldn't need armor.While not strictly religious monks often worship Heironeous, the god of valor. Humans often take up the way of the monk because of their resilient nature but elves fit well with this class too because of their dexterity.
Paladins are righteous warriors who fight for the greater good of the world. they join adventuring parties to purge evil from the land. They are strictly good in nature and always strive to help those in need. They instinctively sense evil around them even from the time they are very young and are good at guessing peoples intentions. the life of a paladin can be lonely but they always have their mount beside them and the fulfillment of doing what is right. many paladins start out with a war horse but they can have more unusual partners such as griffons or even dragons. humans and half elves are the most common paladins because of their adaptable nature and ability to work with many different people. if they worship a deity it is often Heironeous but occasionally they follow the path of Pelor the sun god. They can serve as front line combatants but are not always as hardy as fighters. they have limited spells and healing as well.
Rangers are the bridge between nature and the mortal races. The work to preserve the forest by teaching others about its beauty. The guide others through the forests safely while also protecting the forest from ignorant creatures. Rangers are master archers or amazing swords men wielding twin blades. They choose early on witch path they follow. As they become more in tune with nature many rangers pick up an animal companion that both protects and loves them. Rangers are usually elves, half elves, half orcs, and humans. Other races can be rangers but it is not as common. Rangers work well with most adventuring parties and fall easily in the the role of mediator even between their friends. Rangers often choose Ehlonna and Obad-hai, god and goddess of nature, as their deities. Weather they are archers or duelists rangers do fairly well both in melee and ranged combat but they are usual secondary combatants.
Rogues are thieves in the night though they do just as well stealing in broad daylight. They are usually very self motivated and are in it for treasure and wealth. They are masters of disguise, deception, and silence. They make perfect silent killers striking from the shadows with unseen weapons. Halflings are the most common rouges all though there is also a great population of Gnomes. Both races are ideal because of their small size and cunning mindsets. Most party members keep a tight hold on their purses while a rogue is in the party. While rogues can be loyal (To gold) their ultimate benefactor is themselves and they are usually not trusted companions. this can make for some very lonely individuals through little fault of their own. Rogues are the ultimate in and out fighter. Their stength lie in wait in the shadows waiting to stab you in the back.
Sorcerers are much like wizard except their powers are tied to emotion and are much more unstable. Sorcerers fight mostly for power weather it be good or evil. They are driven by a thirst for power. Sorcerers are magic users who have limited spells but the spells they do have are very powerful. Sorceress are usually human, half elf, or half dragon though they can be any race. Most Sorcerers claim to trace their magical abilities back to dragons. Sorcerers are the black sheep of the magic user family and don't always fit in to adventuring parties. They are often irritable and abrasive. As long as their spells don't back fire and blow up they make very powerful allies.
Wizards are scholarly types often delighting in new discoveries and old tombs. They are magic users who's magic stems from years of practice and study. They often adventure for the sole purpose of knowledge and to spread their craft. They are not, however, defenseless as they can grow to be very powerful magic users. Their spells very rarely fail but sometimes their limited number runs out quickly. Wizards are frequently gnomes and elves because of their natural inclination towards magic. They fit well in a group where they have melee fighters to back them. They often cast deadly spells from the behind the front lines or create illusions to fool their foes. While they can worship many deities they are mostly drawn to Boccob. It is also common for them to worship no one at all.
Animal Companions:
Animal companions accompany rangers and druids. these animals are more intelligent than normal animals and can do many things a normal animal can't. An animal companion can be any animal including dire animals.
Familiars:
Familiars are small creatures that are bonded to wizards or sorcerers. Familiars are magically bonded to their partners and the wizard or sorcerer can cast spells through the creature. Familiars are almost always small creatures like cats or owls.
Deities:
Boccob is the god of magic, arcane knowledge, balance, and foresight. He is known as the Uncaring, the Lord of All Magic, and the Archmage of the Deities. All times and places are open to him, and he has visited many alternate realities and planes unknown to the wisest of sages, places even the Elder Evils avoid. His symbol is an eye in a pentagon; usually this is worn as an amulet. Boccob was first detailed for the Dungeons & Dragons game in "The Deities and Demigods of the World of Greyhawk" by Gary Gygax in Dragon #70 (1983).[8] Boccob is usually portrayed as a middle aged man with white hair who wears purple robes decorated with golden runes. He is described as carrying the very first staff of the magi with him at all times. In addition, he knows every spell ever created and can travel to any time and dimension. He is the possessor of the only magical library that contains a copy of every potion, spell, and magic item in existence.
Corellon Larethian is the leader of the elven pantheon, and the god of Magic, Music, Arts, Crafts, Poetry, and Warfare. Corellon is also considered a member of the default D&D pantheon. He is the creator and preserver of the elven race, and governs those things held in the highest esteem among elves. His symbol is a crescent moon.
Garl Glittergold is the patron deity of gnomes in the Dungeons & Dragons role-playing game, and one of the core deities. His symbol is a gold nugget.
Gruumsh, also known as Gruumsh One-Eye, is the patron deity of orcs, who regard him as the god of Conquest, Survival, Strength, and Territory. According to Unearthed Arcana, Gruumsh created the orcs in his image to be his servants in the world but was cheated out of a home for his people by the other gods. He is also considered a member of the default pantheon of deities. His symbol is his missing, unblinking eye. Gruumsh appears as a powerful orc with one eye. A figure of fury and driven cruelty, Gruumsh rules his pantheon with brute power. His favored weapon is the spear.
Moradin is the chief deity in the dwarven pantheon in the Dungeons & Dragons game and is a member of the default D&D pantheon. Moradin's domains are Creation, Earth, Good, Law, and Protection[1]. His titles include Soul Forger, Dwarffather, the All-Father, and the Creator. He created the first dwarves out of earthen materials and tutored them in dwarven ways.
Pelor is the god of the Sun, Light, Strength, and Healing. He is known as the Shining One, and the Sun Father. He is known as the creator of much that is good. His holy symbol is a face in a sun.
Yondalla is the goddess of Protection, Fertility, the Halfling Race, Children, Security, Leadership, Diplomacy, Wisdom, the Cycle of Life, Creation, Family and Familial Love, Tradition, Community, Harmony, and Prosperity. Yondalla is also known as the Protector and the Provider, the Nurturing Matriarch, and the Blessed One.
Ehlonna is the goddess of Forests, Woodlands, Flora, Fauna, and Fertility. Ehlonna is known to the elves as "Ehlenestra".
Erythnul is the Oeridian god of hate, envy, malice, panic, ugliness, and slaughter. He is known as the Many, and is worshipped by many gnoll, troll, ogre, and bugbear tribes, in addition to humans. Erythnul delights in panic and slaughter.
Fharlanghn, the Dweller on the Horizon, is the Oeridian god of Horizons, Distance, Travel, and Roads. He is a well-known deity on the world of Oerth. He wanders that world in person, his petitioners present in spirit form at crossroads and in mysterious oases. His symbol is a disk with a curved line representing the horizon, and an upturned crescent above that.
Heironeous is the Oeridian god of Chivalry, Justice, Honor, War, Daring, and Valor. His holy symbol is a silver lightning bolt, often clutched in a fist.
Kord is the Suel god of Athletics, Sports, Storms, Brawling, Strength, and Courage. His symbol is an eight-pointed star composed of spears and maces.
Obad-Hai is the god of Nature, Woodlands, Hunting, and Beasts, one of the most ancient known. He is often called the Shalm.
Olidammara is the god of Music, Revels, Wine, Rogues, Humor, and Tricks. He is often called the Laughing Rogue.
Wee Jas is the Suel goddess of Magic, Death, Vanity, and Law. Her symbol is a skull in front of a fireball, or just a red skull.
Lolth is a fictional goddess in the Dungeons and Dragons fantasy role-playing game. Lolth (Lloth in the drow dialect), the Demon Queen of Spiders, is the chief goddess of drow elves. She is also known as the Spider Queen and the Queen of the Demonweb Pits
Alignments:
Lawful Good: Those of this alignment will never turn their back on someone in need. Chaotic Good: You are good, you try to be good but sometimes you slip up. Neutral Good: Your inclined to be good but your in it more for the money. True Neutral: You'll do pretty much anything for money and good and evil don't really make a difference to you. Neutral Evil: You do bad things mostly for money or other spoils of war. Chaotic Evil: You love to be bad and find great pleasure in causing chaos and death. Lawful Evil: Bringing good to it's knees is what you live fore. Your entire existence revolves around death and the eradication of the good races.
Rules:
1. No godmoding
2. no killing other peoples characters without permission.
3. all FF rules apply
4. Put Tiamat in other
5. No OOC fighting or drama
Form:
Name:
Age:
Title:
Gender:
Sexuality:
Crush:
Race:
Class:
Looks:
Personality:
Deity:
Alignment:
Animal companion/Familiar/War steed(only for Rangers, Druids, Wizards, Sorcerer, and Paladins respectively):
Armor:
Weapons:
History:
Other:
My forms:
Name: Saylaria
Age: 150
Title: Nature's Avenger
Gender: female
Sexuality: bi
Crush: open
Race: Elf
Class: Druid
Looks: 
Personality: Sylaria is a very quiet withdrawn person who rarely speaks. She prefers the company of animals and nature to the other mortal races.
Deity: Ehlonna
Alignment: Neutral Good
Animal companion/Familiar/War steed(only for Rangers, Druids, Wizards, Sorcerer, and Paladins respectively): Tylthin the diar wolf
Armor: She wares hide armor.
Weapons: She has a tree branch staff, a long sword with wolf designs on the hilt and blade, and a short bow.
History: Will tell in RP
Name: Brek Bronzbeard of the Iorn fist clan
Age: 42
Title: n/a
Gender: Male
Sexuality: bi
Crush: open
Race: Dwarf
Class: Monk/fighter
Looks: 
Personality: Brek is a good natured Dwarf with a great sense of humor and a love of alcohol. He will not stand for others making fun of his friends and he sure packs a punch.
Deity: Moradin
Alignment: Chaotic good
Animal companion/Familiar/War steed(only for Rangers, Druids, Wizards, Sorcerer, and Paladins respectively): n/a
Armor: He wares no armor
Weapons: he has a two handed Dwarven war ax
History: Will tell in RP
Name: Velir
Age: 225
Title: the spider's blade
Gender: female
Sexuality: bi
Crush: open
Race: Drow
Class: Rouge/Cleric
Looks: [img width=339 height=510]http://4.bp.blogspot.com/-iSbz…VhCrc/s1600/half+drow.jpg[/img]
Personality: Velir is a Sociopath she realy doesn't care about others but she can be depended on if helping you is beneficial to her.
Deity: Loth
Alignment: True Neutral
Animal companion/Familiar/War steed(only for Rangers, Druids, Wizards, Sorcerer, and Paladins respectively): n/a
Armor: She wares a mix of leather and light chain mail
Weapons: She has several daggers but her favorite two are carved with huge spiders.
History: Will Tell in RP