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Character Races For Roleplays |
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Drow: Spawning from the vast underground caverns to the southeast of Midgaard, these 'dark elves' are one of the most evil of the races to inhabit Kallisti.
The drow are an ancient race, similar in appearance to the elves or perhaps the mysterious elder. Generally shorter and lighter in weight than the human norm, they possess the same grace and slenderness as their distant cousins. Little else of the elven race can be seen in them, however, and discussions of similarity between the races are best left alone at this point. Drow tend to have dark skin (ranging from a dusky grayish-brown to nearly ebony), white hair and pale eyes.
Most drow have a fantastic ability to work magic and an incredible resistance to the same. Adventuring members of this race, however, cut themselves off from the source of their racial magic (unless they have chosen the path of the mage or the necromancer) and their magic resistance is noticeably lower.
Duergar: Engaged with the drow in an everlasting struggle for dominance over the vast underground realms, the Duerger are a vile race of beings.
On the whole, Duergar resemble their distant cousins, the dwarves. Ancient legend tells of a time when the two races lived together as one, and of a cataclysmic battle that forever separated the two peoples. Short and stocky, Duergar tend to make up for lack of height with increased breadth and body mass. Indeed, an average sized member of the race tends to outweigh a similarly average member of the human race by several stone. Features vary, but most of the race has dark skin, usually either grayish or reddish in hue, and hair and eyes as pale as those of any creature that spends a large amount of time in the deep caverns.
Duergar seem to have a mild resistance toward arcane [mage or necromancer] magic, a feature that serves them well against their drow enemies. Adventuring members of this race do not seem to have any inhibition in this area, however, and some of the most feared mages and necromancers have hailed from the caverns of the dark dwarvenkin.
Dwarf: Defenders of the mountain passes, the dwarves are a tough breed of folk with a love of fine brew and a fondness for 'bashin' the heads o' evildoers.'
Distantly related to the vile duergar, the dwarves are shorter than the average human but decidedly broader and stronger. As an example, dwarven folk who want to make an impact on their human companions will not hesitate to lift small livestock over their heads and proceed to bench press the poor beast. The females are only slightly less fierce in this regard. Their features vary from clan to clan, but reddish-tinged hair seems to be the norm, with a human-range of colours in the eyes and skin.
It should be noted that, with nearly no exceptions, dwarves on the whole are fanatically protective and proud of their beard. A male dwarf does not shave his facial hair from puberty onward and at best will clip it to give it some semblance of order. Many dwarves braid or otherwise decorate their beards as marks of status or honor. This practice varies from clan to clan.
Elder: Very little is known about the background of the elder, save that they are [according to legend] the eldest of the races on Kallisti.
Physically they bear resemblance to both the elves and the drow, though their ears, while pointed, are not nearly as upswept and have lobes. In addition, they are not small, but rather human-sized, or even taller. Their height is not balanced out by larger body mass, though, and descriptions of elder range from lanky to ascetic to downright wispy. Their colouring tends to be pale; white-blond hair and sky blue eyes are frequently seen, with skin the colour of new ivory. A recent rumor has surfaced of very old elder with hair and eyes the colour of silver or gold - and to the last, the sources insist that it is real metal.
Elder have long been suspected of being the favored race of one or more of the Creator gods and it is believed that the power of flight that is inherent to members of that race comes from a divine source. There is very little to back up this postulation, save a few vague references in the holy books of several religions that seem to indicate the elder have somewhat less than mundane origin. It is one more mystery about them that may never be solved.
Elf: Rumored to be one of the first races to be created by the gods, Elves are creatures of the forests and the wild lands.
Their history stretches back into the dawn of time, but their earliest recorded history is of their split with their dark cousins - the drow. Despite the millennium that has passed since this event, the hatred between the two races is as strong as it has ever been. Elven communities are generally far from most of the 'civilized' world and can be found in nearly every wilderness area that has any sort of tree coverage. One of the primary elven communities is to the west of the city-state of Midgaard, deep in the forest of Hoan-Dor. There, the Elven King and Queen hold court, in a magnificent city in the trees.
Elves tend to be roughly the same height as humans, although they have a much more slender physique and are usually frailer. The best-known trait they possess is their sharply pointed upswept ears. These and the slightly canted eyes make for a strange sight to the first-time viewer. Colouring ranges from deep russets to stark white for the hair and eyes
Gnome: A tiny race of inventers and mechanics, the gnomes are far and away the most curious of the races to inhabit the realms.
Gnomes are a small race, averaging around two feet tall and looking for the most part like miniature dwarves [a contradiction in terms?]. It has been postulated that the gnomes and the dwarves are related, and both sides seem to object just a little too strongly to this 'accusation.' Gnomes possess quick minds and nimble bodies and their insatiable curiosity pushes many of them into careers as mechanics, inventors, and engineers - though it should be noted that said inventions [while elaborate, detailed and well thought-out] rarely, if ever, work. It is, therefore, quite dangerous to be working around a gnome that displays the twin signs of curiosity and eagerness.
Their size, of course, precludes most of the race from choosing an adventuring life as warriors or even thieves and most take up the path of clerics and mages instead, their keen minds very well suited for the intricate knowledge of the arcane or divine. There are stories about feral, barbaric gnomes that live to the far north, but it should be noted that these are mere rumors and must, of course, be taken with a grain of salt.
Goblin: A small, vile race with utterly evil intentions, the Goblins are a blight to the cities and settled areas which they have raided since time out of mind.
Their history stretches back for eons and goblins have been at war with the city-states of Kallisti for nearly their entire existence. Living on the outskirts of society, goblins generally settle in the quasi-wilderness south of the great city of Rommena or in the forest of Hoan-Dor. These tribes tend to make their encampments in dank, dismal caves and caverns and the occasional moss-covered ruin. A marginally more civilized tribe has settled in the rubble of a forgotten Elven city east of Midgaard and a limited amount of trade exists between the two settlements.
Small and dark-complected, goblins have broad, flat noses and sharply pointed fangs. They are very agile and strong [despite their size] and are quite at home both in the wilderness and in the large towns and cities across the continent.
Half-Elf: Elves and Humans have been interbreeding for centuries, spawning the only mortally created race that inhabits Kallisti - the Half-Elf.
No one is quite sure when the first Human-Elf relationship bore fruit, but half-elves have been spread throughout the lands as though carried on the wind. They are found in all walks of life, from remote Druid enclaves to the bustling town centers of Rommena and Evermore. Despite this, most half-elves lead a somewhat difficult life - though they are the children of both races, neither one is willing to assume responsibility for this. As a result, most of them tend to gravitate toward the life of an adventurer and never stay in one place for very long.
Adult half-elves tend to be about the size of a smaller-than-average human. Their elven blood gives them keen eyesight [indeed, allowing them to even see in the dark], but other than their slighter frame, many could pass easily for human. All half-elves have slightly-pointed ears, one last holdover from their Fae ancestors.
Halfling: Small and agile, and gifted with social skills as well, most halflings can be found in the enclaves which they tend to make within large cities.
No scholar knows what beginnings the halfling race has had, but all agree that halflings [for some odd reason] don't make settlements of their own. Indeed, all known halflings tend to hail from one of the neighborhoods in the great city-states of Kallisti. These 'halfling ghettos', as it were, tend to be fairly open and welcoming toward members of that race but decidedly closed off, even secluded, from others.
Halflings resemble humans [in fact, they are distant relatives] but are only one-half as tall - hence the name. Other than the size difference, halflings may be found with all the physical traits as their larger cousins. Halflings are extremely dexterous, even more than pixies, and it is not unusual to see one or more of them in a carnival show or other form of entertainment.
Human: As numerous as grains of sand, the human race makes up the largest segment of the population and is in control throughout most of the known world.
Originally conceived as a compromise between the gods, humans are [with the exceptions of Halflings and Half-Elves] the youngest of the races on Kallisti. Despite this, they have gone on to be come the most populous and can be found in every corner of the lands and across the seas as well. They are adept at nearly everything they try and it doesn't take long for humans to pick up new skills at all.
Physically, humans range from tall to small, from grossly overweight to very thin. Their hair colours cover the spectrum from black to white and their eyes may be any colour from midnight black to the palest blue. Furthermore, these variations may be found in all places that the human race has penetrated.
Kender: Ah, the Kender; that unusual race that you either want to love or throttle.
These curious creatures are not native to the realms. Legend has it that centuries ago several of these mysterious creatures 'tumbled from a hole in the sky and [as onlookers claimed] fell right into the fountain' of Midgaard's market plaza. Regardless, most of the Kender of Kallisti lives in or around the central city-state of Midgaard or in the heavily populated areas around Rommena or Evermore. There is a rather persistent rumor of a kender settlement to the southeast, but it hardly seems likely, as these creatures tend toward a parasitic relationship with other races. In combat, they favour a unique weapon called the hoopak, which is somewhat similar to a sling-staff.
Kender share many similar physical attributes with halflings, but tend to be a bit larger, about the size of a pre-adolescent human. Every last one of them has very long hair, which is tied up into a topknot to cascade down their back.
Minotaur: Huge and strong, the Minotaur are one of the more reclusive races in the world and very little is known about them.
It was only recently that the great city-state of Mahn-Tor normalized relations with the rest of the civilized world. Before then, the thought of an entire community of Minotaurs was deemed ridiculous in most parts. Difficult as it may seem, Minotaurs are basically a good-natured folk [although more than a little abrupt with certain people] who make fine adventuring companions. Due to the disputes Mahn-Tor has had with outsiders over the ages, most of the populace is under arms as warriors and militia. A fair number of them are mages, too - one of the first legendary mages was a Minotaur who rose above the stereotypes of the race.
Minotaurs are huge; even the smallest of the race tend would make a fairly intimidating human being. Even more fantastic is that Minotaurs having a bull-like head and are covered head to toe with a dark brown to black fur. Both male and female members of the race are graced with two massive horns on the sides of their head and learn how to use them in combat at a very young age.
Ogre: Brutish savage, Fearsome warriors, Terrifying magi. All these phrases have been used by other races to describe the ferocious Ogre.
Ogres have a very complex culture based on the worship of spirits and the afterlife. This is the basis of the most vulgar aspect of their society: they are the only 'civilized' race known to eat other humanoids! In truth, however, ogres have not only a highly advanced digestive tract [indeed, reports from the northern settlements have told of large areas of trees being devoured by ogres unable to find other game] but the eating of their enemies is considered [for them] to be a way to take that opponent's abilities into themselves. Whether or not this is true, it certainly makes for a frightening story to tell oneself around the campfire on those dark evenings when something is howling in the distance.
Ogres are massive creatures, easily the largest of the civilized races on Kallisti. They are possessed of thick hide and large muscle structures, with general colouring covering the human range. As a race, they are considered by most to be slow-witted and, frankly, grossly inept. However, once in a great while, a blue-skinned ogre emerges from the rest with a keen intelligence and takes up the power of the feared Ogre-Magi of old. Most seasoned adventurers shiver at the prospect of facing an Ogre-Mage in combat and steer clear of areas in which they have been sighted.
Orc: Aggressive in nature and brutal to outsiders, the Orc is one of the most hated races in the land and seeks to usurp the Human position as the dominant species.
Orcs society is based around the tribe, with the leader of the tribe holding onto his position by a show of strength. In times past, tribes have been known to join together to form a great nation [usually with the goal of swarming another society under and pillaging their lands] that would operate in a nomadic fashion, moving from area to area and plundering as they went. The last Orc Confederacy was crushed by the King of Evermore nearly 500 years ago with the aid of the Arch-Magi Valarian, who aids in the defense of that city-state to this day. Most recently, however, the tribes are more or less solitary and it's no surprise that reports of intertribal warfare have reached the more civilized areas of the continent. These lone tribes tend to settle in the wilderness areas in all regions and are well-known for raiding any and everyone who settles around them. There are vague rumors of an army of Orcs having moved into the ill-fated Mines of Moria, but as they are merely rumors, we won't go into further speculation.
Orcs strongly resemble the human race, although their skin is a more dusky grayish hue. They also have pronounced lower fangs, which often jut from their lower jaw. Many orc tribes have individual glyphs and tattoos which every member of that tribe must have scribed upon his or her forehead at birth. In addition, other tattoos are added for such things as manhood rites and participation in raiding parties, etc. It is not surprising to stumble into an Orcish encampment and be taken before a leader covered head to toe in the unusual purple-black tattoos of his clan.
Pixie: Easily the smallest of the known civilized races, Pixies have perhaps the most advanced knowledge of the magical arts.
Despite their eternally youthful exuberance and their good, kindly nature, Pixies are quite closemouthed on their culture and society. No other race has reported seeing an actual Pixie settlement and the members of that race that congregate in the city-states around Kallisti are inevitably 'passing through' with no intention to stay. Despite that, their reputation for deft use of magic makes them fine additions to adventuring parties - usually as mages or clerics. One final note: recent travelers to the frigid wastes north of the mountains have returned telling tales of a feral tribe of pixies that have, by all appearances, 'gone wild.' Strange as this may seem, it bodes ill for the future of the race.
Pixies are quite tiny - the tallest of them standing about a foot-and-a-half tall - and hence weak and frail, but certainly make up for it in quickness and intelligence. Alone among the races, Pixies have delicate gossamer wings and may fly. Only the Elder share this innate ability, although without wings it is hard to tell just how they do it! Pixies tend to be very fair of hair with colours ranging from light reddish hues to pale blonds and eyes of a similar spectrum. Most pixies have a deep tan, suggesting that perhaps they make their homes in the forested areas where such colouring is necessary for survival. It should be noted that the so-called 'wild' pixies of the north are supposedly possessed of a pale pinkish skin tone and blend right in with the snow.
Troglodyte: Dwellers of the world's oceans, Troglodytes are the only race adapted to life both under the waves and on solid ground.
Troglodytes are to the oceans and seas as humans are to the 'dry world' (as Troglodyte society refers to the continents), being the dominant race in their element. Unbeknownst to most surface-dwellers, the Troglodytes are engaged in an ongoing war amongst themselves for control of the world underwater. While the majority of them are found in the seas and oceans, a large number of them have taken up residence in the dank subterranean caverns several of the more mountainous regions and even live in or near the swamps south of the trading town of Boring. These are generally mistaken for lizard men, perhaps due to their physical similarity to that uncivilized race.
Troglodytes are roughly human-sized, with a thick hide of rough, leather-like scales covering them from head to toe. They have lungs as well as the gill system common in aquatic animals such as fish, allowing them to breathe with no difficulty on either side of the waves. Colouring generally ranges from a dark brown to ash grey, and nearly all Troglodytes have solid black or white eyes. Their bodies are completely hairless, as well.
Troll: Fierce as balrogs and possessing only the most rudimentary of civilized behavior, Trolls have one of the least developed, yet most feared, cultures in the lands.
Trolls hunt. Trolls kill. Trolls eat. Beyond this, troll society is, at best, sketchy. They congregate on the family scale, with only three to fifteen claiming a certain area for hunting and living at a time. Trolls are very nomadic as well, and families of them have been sighted on the outskirts of Dark port and then in the outlying farms of Rommena within a week or two. This mobility is part of what makes them so terrifying - one never knows when a pack of them will come upon the adventuring party in the late hours after the sun has gone down. The only safety precaution that seems to work is to have a large fire going all night. Adventurers who have fought against them have reported that they shy away from flames and are inflicted with heavier wounds when burned than other humanoids.
Trolls stand in the area of nine or so feet tall and, while lanky and seemingly ungainly, are filled with a tremendous strength and constitution that allows them to fight long after their opponent is flagging. One oddity: they have longer arms, in proportion to other humanoids, and more than one traveler has told of then running with a strange, though efficient, three-limbed stride that can overtake even the hardiest stallion in the short run.
Centaurs: Centaurs are a race of creatures that are part horse and part human. They have the torso of a human connected to where the neck of a horse would normally be. Their nature is one that is stuck between two worlds, the world of horses and the world of humans. They have an unruly, untamable nature but still many join armies in pursuit of gain. They make better cavalry than humans riding on a horses ever will. One mind is better than two.
High Elf: High Elves, or Koada'Dal, are the fair-skinned children of Tunare, Goddess of Growth. Tall and slender, high elves embody elegance and culture, having long made their home within the pristine stone walls of Felwithe. The Koada'Dal appreciates art and design, surrounding themselves with examples of their artistic and intellectual superiority. Above all else, high elves are an orderly and disciplined people. Though benevolent in nature, they look down on other races as being less pure than themselves. Their wood elf cousins exist chiefly to do their bidding, and most other good races are merely tolerated. Evil races, especially their mortal enemies the dark elves, are worthy only of a quick and efficient death. High elves see themselves as the chosen Elves of Tunare, a perspective that has caused the development of their well-known egos.
Wood Elf: Wood elves, or Feir'Dal, are the free-spirited cousins of the high elves. Far more tolerant of other races than the haughty Koada'Dal, wood elves are pleasant and friendly. They average five feet tall with golden-hued skin, blending naturally into the surroundings of their forest home. The Feir'Dal come from the tree city of Kelethin, a series of platforms and elevators built skyward into the awesome beauty of the Greater Faydark. Wood elves love celebration and song, dedicating their lives to the praise of their creator, Tunare. Their welcoming and accepting nature has lead to close ties to other races, especially humans. This particular closeness has, in turn, sired the vast majority of the half elf race.
Fae: The Fae were added with Echoes of Faydwer and Kelethin is their home, which they occupied after the Elves left. Fae are small and have wings resembling butterflies or other winged insects. The fae evolved from faeries and nature spirits to become larger and interested in worldly affairs, probably due to Tunare's Bloom. They are skilled with magic and prone to simple superstitions and belief systems. Many are prone to playing tricks on the unsuspecting.
Traditional stories about the Fae or faeries have depicted them as spirits of wildness and mystery, some of which were beneficial and helpful and others dangerous, mischievous or deadly. Modern writers have drawn from these tales and added their own changes.
Barbarians: Barbarians are a race of tall humanoids created by Mithaniel and Erollisi Marr. This hardy race originally settled in the cold lands of the north, building their city of Halas within the frozen tundra of Ever frost. Their buildings are somewhat primitive by Human standards, making use of raw materials and simple architecture. Interiors are often decorated with trophies from battle as well as skins and hides used as tapestries for recording their culture's history and lore.
The arrival of the barbarians on Norrath ushered in the Age of Blood. Barbarians moved outward from their northern home, initiating brutal battles with whatever races they encountered. Tribes would war with anyone, including other barbarians, as a means to grow in strength and power. Eventually the Marr twins sparked more insightful thinking among the barbarians, and these wiser folk became the fathers and mothers of the Human race. Barbarians are known for wearing their emotions on their sleeves, and have no problem with telling you exactly what they think of you. They will gladly back up their boasts with a show of force.
Erudite: Though descended from normal Humans, Erudites eschew all ties to their less intellectual ancestry. Disciples of the great mage Erud, they long ago left the shores of Antonica and headed west to the barren coast of Odus. It was here that the city of Erudin was founded as a bastion of intelligence and culture. With high towers built of white marble, Erudin possesses a lofty beauty unsurpassed by any other work of man. Some years after the founding of the City of High Men, a sect of Erudites began practicing the art of necromancy after obtaining the knowledge from the dark elves.
Labeled Heretics, these outcasts rebelled against their own people, and a terrible civil war broke out upon Odus. Magical forces took a horrible toll on all involved, and in a final epic battle a great hole was torn into the ground that touched the fringe of the Underfoot itself. Erudites consider all other races to be inferior, and have no qualms about saying so - especially regarding the kerra, who the Erudites see as little more than animals.
Kerra: Female Kerra are a bit larger than males, thus they have developed as a matriarchal culture. Kerra trace their ancestry back to their first great leader, Kejaan. He traveled the continent of Odus, uniting the various tribes into one kingdom and ushering in an era of peace and prosperity. One day, Erud and his High Men arrived to settle the continent. This splinter group of humans took over much kerra land; even worse, a great plague infected many and caused massive deaths. The Kerra blamed the Heretics and their study of necromancy. Kejaan succumbed to the plague, leaving his son Vah Kerrath as leader. He vowed to make the Heretics pay.
During the civil war between the Erudites and the Heretics, a huge explosion of mystical forces teleported an entire kerra village to the dark side of the moon of Luclin. Vah Kerrath survived this journey and renamed his lost tribe the Vah Shir. The Kerra on Norrath scattered; some went west to settle Kerra Isle, others east to a tiny island in Erud's Crossing, and others fled deep into the Stonebrunt Mountains. Much later, a path to Luclin was breached and some of the Vah Shir returned to Kerra Isle, breeding a new, stronger people.
Arasai: The Arasai are a twisted and malicious evil version of the Fae. They were corrupted by Dark Elf Queen Cristanos through torture and dark magic after the theft of spirit blossoms which allow Fae to be reborn. This is very similar to Innoruuk's original corruption of Tunare's previous creations resulting in their own state. The Arasai treat Queen Cristanos as though she were a goddess. They take great pleasure in defiling and torturing the lesser races of Norrath.
Iksar: The iksar are a tall reptilian race created by Cazic-Thule. Their major sphere of influence has always been on the continent of Kunark, where they have long been one of the primary cultures. The iksar have a rich but painful heritage. At one time, their Sebilisan Empire controlled Kunark with a fierceness and utter dominance comparable to that of the original Rallosian Empire on Antonica. Though they ruled Kunark with a might challenged only by the dragons themselves, the iksar have also undergone long periods of enslavement and humiliation. This history has caused the race to despise outsiders and depend only on each other for strength.
The architecture and design of the iksar is exemplified in Sebilis, Cabilis and the City of Mist, revealing a penchant for dojo-like structures and minimalist design. As a race, the iksar exemplify perhaps the purest form of evil on Norrath. Rather than wallowing in pettiness and corruption, iksar embody orderly, direct wickedness. They do not hide their intentions or practice subterfuge; they hate everyone openly and equally. The iksar are a very strong race, well suited for the physical combat styles of the fighter classes. Their keen intellect allows them to be powerful mages, with a definite emphasis on dark forms of magic. Their cunning nature allows them to be excellent scouts.
Ratonga: The ratonga are a race of intelligent rat-like creatures approximately the same height as dwarves. Little is known of the ratonga's background. The race was first encountered in the Age of War; ratonga guides aided Freeport Militia troop movements through subterranean tunnels to the Desert of Ro, allowing supplies and troops to move while the great city was under a long siege. After this encounter, the ratonga vanished back into the depths they were found in. The ratonga did not reappear for ages, until the massive earthquakes of the Rending began to rip the continent of Antonica into pieces.
Rumors surfaced that the ratonga were a tribe of rat-men related to the Chetari of Dragon Necropolis, a theory that the ratonga themselves seemed to encourage. However, it quickly became clear that these new arrivals were an order of magnitude more intelligent than the Chetari, leading many to speculate that the race's origins might lie in the Underfoot itself. On this subject, the ratonga say nothing. The ratonga often emblazon a symbol on their chest. This symbol is always the same, whatever it may mean.
Froglok: Frogloks are a short amphibious race native to the swamplands of Norrath. Fiercely devoted to Mithaniel Marr, the frogloks have a longstanding conflict with the trolls of Innothule Swamp. Over 400 years ago, their deity blessed some of them with a heightened intellect and enhanced physical features. Shortly thereafter, these frogloks drove the trolls out of the city of Grobb, renaming it Gukta, Outpost of Marr in honor of their master.
In terms of architecture and design, the frogloks remain true to their primitive roots. They care little for ornamentation, preferring instead to surround themselves with reminders of their swampy home. Though of relatively stout build, the frogloks are a sturdy and intelligent people. They are able to fulfill any class role that does not betray the inherent goodness of their beliefs.
Shadow Elf: The Shadow Elves are distant cousins to the Elves that populate the known regions of the Realms. Cunning and ruthless, Shadow Elves are one of the most feared of all humanoid races. They hail from a cluster of islands on the eastern most reaches of the Realms. Their society is based on one simple rule; the strong enslave the weak. It's not uncommon for a Shadow Elf to even place their own blood kin in chains. They learn to kill without mercy from a tender age.
One would think their reputation as stoic killers would bind their fate to the gallows but in fact it lends them some protection. Many rich merchants see the value in a bodyguard whose mere presence will ward away many would-be bandits. Due to the savage life of their island habitat, most Shadow Elves never live to die a natural death. Because of assassinations and their hatred for the weak and frail, few members of their sick society die of old age.
Furfoot: Furfoots are odd folk indeed. They are well liked by most races and yet they tend to shun contact with all but their own. They resemble Elves in build but are much shorter, growing to only three feet in height. Elves are quick of body but appear sluggish when compared to Furfoots who amaze other races with demonstrations of speed and agility. They dwell in pleasant remote areas and seldom leave home to adventure. As with all races, there are always those that have a taste to see the Realms and the Furfoots are no exception.
Hobgoblin: Cousins to the more numerous Goblins, Hobgoblins grow much larger. With an avid appetite for violence and destruction, it's a wonder the race has survived at all. As it is, they are not very numerous as most other races will attack Hobgoblins at the first opportunity. Over the past decades the most violent tribes have been wiped out and those that remain show some sign of civility. For that reason many of the other races avoid outright warfare on Hobgoblins but still tend to shun them.
Half-Orc: Half-Orcs are about as low on the social scale as one can get. Lower than full blooded Orcs. They are a cross of Orc and almost anything else. Orcs are not known for being picky about what they breed with. Most Half-Orcs die shortly after birth but a few survive. Many are quite intelligent for they seem to receive a fit body from the Orc line and the Knowledge from the other blood line. Since almost anything (save Goblins) are more intelligent than Orcs it would be a plus save for the fact of their low social standing.
Kobold: Small reptilian creatures, the Kobold always travels in large packs. The typical Kobold tends to lean towards the evil side of things but it's not uncommon to find one of a gentler and forgiving nature; those individuals are almost always outcast from their tribe. Though somewhat brutal by nature, Kobold society will not harm these outcasts and in fact will lend aid to the isolated individual down on their luck. The small, thin frame of the Kobold does not give due credit to their actual physical strength, but their speed and quickness are their real assets.
Vampire: Vampires are an odd race as they are incapable of reproduction as most races know it. Vampires are capable of turning other humanoids into a Vampire by passing on a portion of their life force. This is never easy and the parent Vampire runs a great risk of death each time they multiply. Because of the dangers, they tend to shun the act of reproduction until they grow tired of their undead existence.
A typical Vampire will only be able to reproduce 2 or 3 times before the act ends his own un-life. Though feared by most races, they are tolerated due to their extreme volatility. Those that are of living flesh and blood seldom wish to risk death to vanquish them. As a rule the longer a Vampire has lived the stronger it becomes. It's rumored the first of their kind still lives nearly 13,000 years after his creation. If legend is correct, many of the lesser gods envy his power.
Lizard Man: Strong and brutish Lizard Men travel in small bands. They tend to live near aquatic swamps but are capable of life even in the dry desert. Unlike most reptiles they are warm blooded. They are excellent warriors as they coordinate well with their fellows to strike at a victim as a group.
Brownie: Magical in nature the Brownie is a very elusive race. There have been only a few reported sightings of a group of Brownies in excess of 3. Even Elves are amazed to catch more than a glimpse of 2 or 3 in their long lifetimes. The exact nature of their lifestyles is a mystery even to this ancient text but many elder sages believe the Brownie to be a young pupa stage of the flying Pixie. When asked about such things, most Brownies simply turn invisible never to appear to that individual again.
Leprechaun: Mischievous by nature, the Leprechaun loves to poke fun at others in a harmless sort of way. They frequent forested areas but are also known to dwell in the attics of larger mansions of humans and the cellars of Dwarven and Gnomish strongholds. Most other races find their antics enjoyable when not directed at them personally and tend to take a liking to them as a whole. It's believed by most races that the presence of a Leprechaun to be good luck as they are very sensitive to the probabilities of luck and shun those they find to be unlucky. Leprechauns and Brownies do not seem to get along well. This is a real mystery as both races are goodly and fun loving in nature.
Demons: Demons are not native to the plane of Realms but are often stranded here. Demons are brought to the Realms through rituals performed by sorcerers and enchanters. This is almost always done against the Demon's will. When arriving in the Realms, they often engage in a battle of mental power with the summoning Mage. If they are victorious they often kill the Mage and thus end any chance they have of returning to their native plane. If the Demon is out on a task for the Mage and the Mage meets his doom, a similar fate befalls the demon.
In their native world Demons are brutal and untrustworthy. However, they are not altogether stupid and realize their fate when stranded in the Realms. They realize it's in their own best interest to get along with those of this world as they are often isolated and have nowhere to turn to for aid if they should encounter hard times. They often accept room and board along with a moderate amount of wealth to act as guards to wealthy merchants. Even rogue vampires and large orcish tribes will shy away from a merchant train that boasts a Demon among its ranks.
Cathoon: Lithe and quick, the Cathoon are a strange race indeed. In physical appearance they seem almost a cross between a cat and a bat. Though they have no wings or retractable claws they do have incredible hearing, night site and a speed and dexterity unmatched by anything on two legs. Normally solitary in nature later in life, they have an innate curiosity when young. Often it is this curiosity that causes an untimely demise.
It's said that a Cathoon must be extremely lucky to live to a ripe old age. The old proverb "Curiosity killed the cat" was originally coined by a Cathoon philosopher who stated "Curiosity killed the Cathoon." When they reach their 30th birthday they perform a solitary ceremony known as "The Ritual of Nine Lives." Upon the completion of the ceremony they give thanks for surviving their youth and settle down with a mate to lead a dull and uneventful life.
Fallen Angel: Fallen Angels can live forever. Their physical appearance is as differing as humans and it is said that they once lived on a higher plain. However, they have been banished from that land for whatever reason and now they live in the north of this world. The Youle Forest, as it is closest to what their old world was like. Fallen Angels often work towards redemption or they might want to stay in Lilan. Fallen Angels can only be part of the Fallen Angel allegiance.
Mermaid(man): Merpeople are aquatic creatures with the head and torso of a human and the tail of a fish, shark or dolphin. Merpeople often sing to people on the shore or in ships and cause them to be distracted by their work and many walk off decks to their doom or cause shipwrecks. Other merpeople are more human loving and rescue them from shipwrecks. Merpeople remember forever and if they are scorned by a human, or by a creature from any other race they will not stop until they are drowned. It is not unheard of for a human and mermaid to fall in love, but it is a love that can never truly work and it always ends in disaster. Merpeople often foretell of rough storms ahead.
Satyr: Satyrs and Satyresses are half goat, half human creatures that roam across the mountains and woods. They are often associated with frolicking, flirting and sex drive. Satyrs and Satyresses are very prone to falling in love and sleeping with Humans and other creatures, and other creatures are often drawn to the Satyrs flirtful nature and sexual ways. Satyrs and Satyresses journey naked. They make great Bards, but it is not unheard of that they would learn how to wield a weapon. They can be any allegiance.
Werewolf: Werewolves are creatures that act like Humans save for every full moon they shape shift into a wolf-like creature. Werewolves are born werewolves and their offspring will be undoubtedly Werewolves, a normal Human, however, cannot become a Werewolf from a bite, like with the Vampire. When a Werewolf is in its wolven form it recognizes neither friend nor foe and will attack and kill everyone alike, even people they have known their entire life.
They do, however, respond to the call of their own kind and on full moon nights you can hear them howling in the distance. But you don't want to be near them. They have heightened senses of smell and hearing and are excellent hunters. Werewolves can be told apart from normal humans in the day by their bright yellow eyes. They can be in any allegiance.
Angel: Angels are the peaceful creatures that live to see all races coexist in harmony. They watch over others with their sparkling eyes and their duty is to protect them from the evils that lurk below the surface and that may sneak into the lives of their unwilling victims. They enjoy flowers, playing music, and dancing. They are also known for being able to see the light and kindness in one's soul.
Dryad: Elusive, mischievous, and beautiful, these small forest creatures are born of the elements, and live just to enjoy life. Dryads roam the forest creating various types of forest art. Their handsome green skin and high cheek bones make humans look twice when viewing these beautiful creatures. But look quickly at these swift little forest dwellers, for if you look a second time, you will undoubtedly find them long gone.
Dryads are creatures that have an amazing control over the elements. Because of this uncanny link to nature, dryads can not follow any real alignment. They are amazingly wise, and almost unbelievably intelligent. It is because of this intelligence that they have no need for being physically strong.
Giant: These massively large creatures stand anywhere from fifteen to twenty feet tall, and have enough strength to move a horse buggy with one hand. These creatures look almost identical to humans except for the fact that they are much larger, and a couple other points. Giants are known to live in the highest mountains, in large tribes. The average home of a giant is carved out of a peak of a mountain. This is where the giant’s family lives. A giant spends most of his time moving large rocks around in order to organize their ritual areas.
The one thing that is well known about giants is their immense appetite and extreme inability to grow food. As a result, they choose to feed off of the other races, literally. Giants have no real need for the intellectual side of life. Giants are unnatural beings, so they have no natural magical skills. Due to their extreme distaste for other races, giants tend to be shunned by the good aligned deities.
Nymph: These little tikes are often mistaken for elves because of their appearance, but in reality, Nymphs are quite different. Much smaller in height and darker in skin color, these creatures are most well known for their peacefulness. They are guardians of the woodlands areas. Most of their magic is used for healing the little creatures, but it is said that one sip of their blood can sustain even a human for at least another fifty years. This rumor keeps them on the run, forcing them out of the woods and into villages to hide.
Harpy: These interesting characters resemble a cross between a human and a large bird. They have large, colorful wings and talon-like hands and feet. Harpies are often very violent and greedy, possessing great stealth-like qualities despite their large size, and tend to stay in flocks of three or four. They answer to no one besides their queen, who believes herself a goddess almost and continues to wage war with many other races.
Dragon: These mighty creatures are long-lived, powerful, elementally aligned (usually) beings that are rumored to be evil fire-breathing monsters. In all actuality, Dragons are highly intelligent beings and often enjoy hobbies such as collecting shiny things. Evil dragons tend to be destructive while good dragons don't usually meddle, at least not in ways that would get them discovered. Dragons are almost always aligned with a certain element: Fire, Ice, Water, Wind, ect. which determine their breath (ex. Fire breathing). Those without an element, though rare, breathe a cone of force, similar to a blast of pure energy from their mouth.
All dragons have a shape-shifting ability, so they may take on the appearance of any of the above races, excluding those races natural abilities. Even in these forms the dragons maintain their massive strength, with the loss of flight and powerful breath weapon. All are highly attuned to magical based classes, common or uncommon. They are often good at their chosen profession because of their long, though not immortal, natural life span, which allows them to take their time and master everything to do with the class.
Sanctus Vesica: An ancient race, not many exist anymore. This is a race of the elements, normally found to be magical. They look like normal humans other than their gray eyes which turn pure whit during battle. This race is normally very serious in attitude not taking lightly to laziness or jokes.
Talith: The Talith are a golden haired race with pale skin. They were the only race closest to an ancient race which disappeared long ago. They were called the Faeren. The Faeren were like the Seelie Wight’s in some ways and no other race ever had their power. Being long gone however, many only see ghostly forms of the Faeren, whether that is an illusion or not, it is not known. The Talith, like the Faeren, are nearly completely gone. There are very few left in these days.
Ice Men: The Ice Men live at the very peaks of mountains where the weather is much cooler and no one dares to go. Before the times of peace the Ice Men had began attacking the people of other kingdoms. They were great fighters and now remain in the mountains never venturing down. Their hair is of a pale blue and their skin is pale like snow. They are usually wearing simple rags even in cold weather.
Mountain Folk: Like the Ice Men, the Mountain Folk live in the mountains, they are lower down however and are usually built for war, they have no real rulers and all work as a large kingdom together to harvest crops. The Royals of the Mountain Folk help the common folk in everything. Their crafts are very beautiful and the designs are always kept within the mountains. The Mountain Folk don't wear much in the way of jewellery, not even the royals do. Every one of them wears simple gowns and few to no pieces of jewellery.
Itachun · Mon Jun 23, 2008 @ 09:43am · 0 Comments |
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