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Usir Mods ([personal profile] usirmods) wrote2018-10-15 04:08 pm

Races & Cultures

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Directory
Common: Human β€’ Elf β€’ Halfling β€’ Dwarf β€’ Orc β€’ Beastfolk β€’ Shiftling
Disparate: Half-Human β€’ Tiefling β€’ Dhampir β€’ Goliath
Uncommon: Gremlin β€’ Goblin β€’ Satyr β€’ Centaur β€’ Arboreon
Rare: Kobold β€’ Merfolk β€’ Chimera β€’ Giant β€’ Vampir
Extinct: Dragonborn β€’ Half-Dragon
πŸœ™ Human.
β€› Details.
Average Lifespan: 75 years, with some humans living to be 90-110 years of age.
Average Height: 180cm or 5ft 11in
Average Weight: 80kg or 176lbs
Racial Trait:
πŸœ™ Alchemist: Characters with this trait can use alchemical items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger alchemical skills earlier than other races.
πŸœ™ Magi: Characters with this trait can use arcane items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger arcane skills earlier than other races.
πŸœ™ Silver-Tongue: Characters with this trait can use charm items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger charm skills earlier than other races.
πŸœ™ Wildlander: Characters with this trait can use wild magic items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger wild magic skills earlier than other races.

Distinctive Features:
Humans usually have rounded ears and noses. Their hairstyles and hair colors are the most varied in the kingdom, and they are one of a handful of races capable of growing facial hair.
β€› History.
Humans are believed to have descended from a now-extinct race of halflings. Humans are known for their affinity toward magic and their many skilled trade crafts. They are one of the most prevalent races across the kingdoms in modern times, but they are also one of the youngest races. Their numbers and presence in history began to increase dramatically after the elves and dragons built the first kingdom. Previously considered one of the more vulnerable races, humans did not evolve an affinity for magic until a few centuries ago. It is thought that humans have a chameleon-like nature and that living among other races has allowed them to absorb some of their natural talents and abilities. Historians argue it is far more likely early humans interbred with other races in secret long before it became socially accepted and that their current genetic makeup is a deep blend of other races.

In the early days of the first kingdoms, humans were viewed as a weak race and found it difficult to find career paths outside of those of their halfling relatives. Farming, fishing, music, arts, leatherworking, sewing, and simpler crafts were most commonly assumed to be tasks for halflings and humans. Unlike the halflings, though, humans resented being trapped in what they viewed as lesser professions. When the early wars began, humans began to seek out riskier professions like hunting, blacksmithing, boat-making, construction, and roguery. These more adventurous humans began to make a name for themselves. Eventually, humans grew up in the eyes of other races through sheer determination. They could be found in almost any profession, even rising to positions in the kingdom armies and into royal societies.

Three decades before the Last Great War, the first human was chosen to be king of one of the three kingdoms. King Corlo (then in his mid-twenties) was hand-chosen to be the youngest ruler in two centuries. Logistykon's kingdom rejoiced while other kingdoms mocked the choice made by the smallest of the dragon brothers. Corlo's rise to power was thought to be a weak move and during the first decade and a half of his rule, multiple assassination attempts were made on his life. Corlo's quick mind, even temper and reasonable approach to ruling brought the kingdom of Thalassa (now Didymos) into an age of peace, growth, and prosperity, in spite of repeated attempts at sabotage. Because of this, humans tend to regard him as one of the greatest historical leaders and an example of human determination and dedication.
β€› Culture.
Like dwarves and orcs, humans are fond of jewelry and tattoos. They value individuality in their race and others, preferring to stand out from other members of their race.

Unusually, humans have been known to form close bonds with other races and even go on to create families with members of another race, something virtually unheard of between the other races. While these relationships and resultant children were often accepted by other humans they used to be viewed with distaste by members of the other races who were less open to mixing bloodlines. In the present, these relationships and families have become more common and the stigma is mainly only held by a percentage of the communities. The percentage is larger among the less common races.

By the time of the Last Great War, humans had grown into a well-liked race, openly accepted by the majority of the other races. They are known for their affinity toward magic, their strong spirits, and their many trade skills.
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πŸœ™ Elf.
β€› Details.
Average Lifespan: 100 years, with some elves living to be as old as 120-130 years of age.
Average Height: 190cm or 6ft 3in
Average Weight: 85kg or 187lbs
Racial Trait:
πŸœ™ Alchemist: Characters with this trait can use alchemical items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger alchemical skills earlier than other races.
πŸœ™ Fortune's Favor: Characters with this trait can use luck-based items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger luck-based skills earlier than other races.
πŸœ™ Magi: Characters with this trait can use arcane items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger arcane skills earlier than other races.
πŸœ™ Wildlander: Characters with this trait can use wild magic items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger wild magic skills earlier than other races.
Distinctive Features:
Elves have pointed ears and thinner bones. They are more agile than other races. Their hair is thin and grows quickly but they can not grow facial hair.
β€› History.
Before the creation of the kingdoms, elves lived in elaborate forest cities deep within the hearts of the world's largest forests. Elves shared a close bond with the animals of the kingdom and through their experiments with magic, unintentionally created the first beastfolk out of the animals that lived in the forests with them.

Elves are one of the oldest races and have long held positions of power across the world. The creation of the first two kingdoms came about through elven lead, uniting the races they viewed as civilized under a common purpose and set of goals. Because of this, elves are often thought to make good leaders. They are thought to be more level-headed than most, handling tense and difficult situations with reason and planning. They have a lot of pride in their history and accomplishments as a race.

The elves and the dragons made a pact after several long and hard-fought wars and agreed to share the kingdoms. Dragons and elves would rule the kingdoms together. The elves would take care of political matters and the dragons would see to the defense, growth, and prosperity of the kingdom outside the walls of its cities. Eventually, this alliance would take on a deeper meaning. As one of the largest and most powerful creatures alive, Dragons had begun to be viewed as deity-like figures. Their blood and breath held magic greater than the strongest mages and wizards.

As more and more of the kingdom's subjects viewed dragons as immortal or all-powerful creatures of magic, the dragons sought out the elves once more. Certain elves would be chosen to take the Dragon Rite so that they could speak for and with the powerful guardians of the cities. These elves were reborn through a blood-ritual and became dragonborn, their blood oath permanently changing them and tying them to the dragon they spoke for. As it would later turn out, some of these traits would be passed down genetically.
β€› Culture.
Elves do not hold as strongly to family ties as other races. They seek out kinship with like minds rather than blood relatives. Most elves prefer the company of their own race or other races that share their connection to nature, such as the beastfolk or arboreons. The emergence from the deep forests has left the elves and their cultural and historical viewpoints divided between two self-proclaimed subsets of elves, the kingdom elves and the woodland elves.

Kingdom elves prefer to focus on modern elf history, from the creation of the kingdoms onward. They enjoy living around other races and focus on the advances they have made as a shared society. They view themselves as the natural leaders of that society and are easily offended when other races attempt to take charge. They tend to focus their natural talents on leadership, magical science, and advancing life within the kingdoms. Kingdom elves appreciate good fashion and have a talent for alchemical magic and the blending of magic and science. They view woodland elves as reckless duty shirkers who run from their problems and responsibilities.

Woodland elves are less consumed by pride but are also less accepting of other races. They prefer to focus on their cultural history and the lives of their woodland ancestors. While few elves live beyond the safety of the three kingdoms, woodland elves are explorers and travelers who enjoy journeying into the wilds until they are forced to return to one of the kingdoms to rest and heal. They prefer to use wild magic. They believe that the power required to maintain a kingdom leads to madness and they are distrustful of other races, especially the disparate races. Woodland elves focus on their natural acrobatic flexibility and the use of natural magic. They get along with animals and beastfolk better than they do with other races or kingdom elves. They blame dwarves for the corruption of elven magic.
πŸœ™ Directory
πŸœ™ Halfling.
β€› Details.
Average Lifespan: Halflings live relatively safe lives within or on the edges of the kingdom cities. They are known to reach ages of up to 180 years.
Average Height: 143cm or 4ft 8in
Average Weight: 68kg or 150lbs
Racial Trait:
πŸœ™ Beast Tamer: Characters with this trait can easily use items and skills that allow them to coax, tame, or control creatures and animals. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger charm and whisper skills earlier than other races.
πŸœ™ Cultivator: Characters with this trait can easily use items and skills that allow them to coax, grow, or control plant-life and flora-creatures. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger cultivating skills earlier than other races.
πŸœ™ Fortune's Favor: Characters with this trait can use luck-based items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger luck-based skills earlier than other races.
πŸœ™ Wildlander: Characters with this trait can use wild magic items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger wild magic skills earlier than other races.
Distinctive Features:
Halflings have pointed ears similar to an elf's. They are smaller of stature, with denser bones. Their hair grows dense and wild on much of their body, but their faces are smooth and they usually lack facial hair, though some grow bushy eyebrows and rough, short beards. Halflings are known to have larger and stronger hands and feet, similar to a dwarf's. Their eyes are unusually bright. Halflings used to be much smaller (around 100cm or 3ft 2in) but have grown by a one to two feet on average over the past several generations since moving to the kingdoms. Some halflings remain quite small but the overall average has increased.
β€› History.
Despite the resemblances they share physically with both elves and dwarves, halflings are a unique race that has been around almost as long as either of them. They are a well-liked race and few other races consider them a threat with most viewing their lack of interest in fortune or glory a positive trait.

Before the kingdoms were formed, halflings lived in the foothills near the bases of the various mountain ranges. They were the first race to farm the land or domesticate animals for the purpose of riding and farmwork or farm life. When the elves began to build the first kingdoms, halflings were often approached with offers of land, shelter, and resources if they would help with construction, resource gathering, and agree to farm the land around the outsides of the city walls. When halflings chose to leave their established homes they did so as full communities, relocating nearly everyone from their own villages to the new kingdoms. Halflings quickly found city life both profitable and stressful, and many halflings chose to maintain smaller farms or take up fishing at the nearby rivers and shores.

For halflings, the main appeal of kingdom life was a sense of safety and community. The other races helped to keep them safe and in turn, the halflings provided stories, music, poetry, food, and mending or clothmaking services. Halflings rarely chose to make their homes within the actual cities of the separate kingdoms, preferring to live on the edges where the land was open and the space less crowded. Friendly and noncombative in general, halflings avoided participating in the wars where possible and made easy friends with all the other races.

Of all the races, halflings were the least trusting of the dragons, viewing even the titan trio who ruled the kingdoms as powerful, dangerous creatures to be feared and respected. They had a long history of finding themselves, and their domesticated animals, victims of dragon attacks. Even though this trend decreased greatly after the dragons and elves signed a pact of peace, the wariness halflings felt toward the creatures never left.
β€› Culture.
Halflings prefer to take care of the land and their community, keeping close to their homes. Most of the farms throughout the kingdoms have been tended to by halfling families for generations. They have a natural skill with plants and animals. It is not unusual to find stables, farms, fisheries, or inns run by these often friendly and amiable folk.

Although most halflings lack the desire to explore, those who do often have surprisingly good fortune, finding friends and allies wherever they roam. They are known for their luck and their ability to find the good in almost any person or situation. Halflings are silver-tongued and quick-handed. The natural inclination of others to trust them has helped make a number of successful thieves and pickpockets out of more opportunistic halflings, who happily take advantage of their harmless image.

Halflings are an old race in the kingdom, and more courageous than most other races would give them credit for. Their tendency to live simpler lives is often mistaken for timid or fearful behavior, rather than disinterest. They celebrate harvests and holidays with large parties packed with good food, drink, music, and friendly faces. Halflings love to tell and listen to stories, and a large portion of bards in the kingdoms are either halflings or sing of tales passed down by halflings.
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πŸœ™ Dwarf.
β€› Details.
Average Lifespan: 200 years, with some dwarves living to be 380 years of age.
Average Height: 158cm or 5ft 2in
Average Weight: 82kg or 181lbs
Racial Skill:
πŸœ™ Alchemist: Characters with this trait can use alchemical items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger alchemical skills earlier than other races.
πŸœ™ Inventor: Characters with this trait can use engineering items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger engineering skills earlier than other races.
πŸœ™ Mountain Blood: Characters with this trait can resist poison and blood curses from magic items, creatures, and skills with ease. In the game they will be able to use blood-cursed items or poisoned potions acquired when AC rolls around and will not have to wait a second ac period to remove the curses.
πŸœ™ Mountain Might: Characters with this trait can use items and skills that require great strength or stamina with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will not need to wait an additional ac period to balance out the required strength or stamina needed to wield or use these skills.
Distinctive Features:
Dwarves have very dense, heavy bones and thick skin, neither of which break or bruise easily. Many dwarves have short, rounded ears and noses and thick, dense hair. They can grow very impressively long and strong hair on their heads and faces and take great pride and care in their hair. Dwarves have large hands and feet and bodies that are proportionally broader than other races. Their skin can range from earthy browns and tans to ashen silver and gray colors. Dwarves that dwell almost exclusively in the mountains lack the wide range of pigment of the dwarves that spend part of their life in the sun.
β€› History.
Before the creation of the kingdoms, dwarves kept to themselves and lived mainly in and around the mountains either in homes carved into the cliffsides or built out of stone in large, open caverns. They took their water from mountain rivers and streams and ate a diet largely consisting of meat, root plants from within or on the mountain, and mead. Dwarves developed excellent vision in low-light settings and focused on their own lives and on perfecting a large variety of stone, weaponry, and leather-based crafts. Their tools were made of stone, bone and later, out of fired minerals melted and crafted into blades. Volcanic obsidian, gold, and iron held great value to the dwarves, with precious gems and glass developing added value later as dwarves grew more artistic with their craft.

Dwarves had their own city societies, much as the elves did, before the kingdoms were created. They melded magic with physical labor to create unparalleled armors, weapons, jewelry, and tools. During the early wars before the first kingdoms were created, dwarves discovered kobolds living in abandoned dragon dens. The dwarves were quickly taken with their artistic talents and their knack for sniffing out precious minerals and gems in the depths of the mountains. Kobolds and dwarves formed a close bond and the dwarven cities integrated them into their society as equals long before any other race was allowed to even see the cities. These cities continued to exist long after the first kingdoms were formed. The dwarves were not trusting of outsiders and rarely allowed strangers to enter their cities or watch them at work.

Dwarven stone, steel, glass, and armor were used in the construction of the kingdom cities but the majority of dwarves refused to live in them, uneasy about the dragons that hunted the open lands. Even after the pact between the elves and the dragons was formed most of the dwarves chose to remain in their own cities where they had lived for many generations while a small population of dwarves settled in the cliff city of Krimnos. After the Last Great War and the death of the titan dragons who ruled the kingdoms with the elves, dwarves began to move into the other kingdoms as well.
β€› Culture.
Dwarves are a common race across the kingdoms. Their focus lies in physical strength and crafts that require patience and a steady hand. Dwarves are not fond of getting in the middle of the affairs of other races and tend to focus on their own lives and professions and those of their immediate family. They are one of the longest living and oldest races in the kingdom, with rumors of dwarves as old as 380 circling about. It is difficult to know the exact lifespan of dwarves as many do not bother to track their age, marking their life by their achievements rather than the number of seasons that have passed.

Dwarven tempers are fearful and their emotions vary wildly, even more so when they are drunk. While dwarves are known for being shorter and stockier than most humans the height and weight of dwarves has fluctuated greatly in the last century, believed to be due to the addition of fruits and vegetables to their traditional mead, meat, mushroom, and root vegetable diet. They are known for their physical strength and dedication to their chosen professions.

Dwarves enjoy food and drink greatly and have a large collection of songs that tell tales of their history and of historical figures such as Doran the Slayer of Dragons, Boryl the Brewer, Avarra the Valiant Queen, and Curog the Clumsy who fell into the bottomless pit and somehow survived to climb back out of it three years later. They celebrate enthusiastically and loudly. Dwarves like to decorate their bodies with jewelry made of precious gems and metals and with elaborate tattoos that usually tell a story of their accomplishments.
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πŸœ™ Orc.
β€› Details.
Average Lifespan: 85 years, with some orcs living to be 120 years of age.
Average Height: 200cm or 6ft 7in
Average Weight: 100kg or 220lbs
Racial Trait:
πŸœ™ Beast Tamer: Characters with this trait can easily use items and skills that allow them to coax, tame, or control creatures and animals. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger charm and whisper skills earlier than other races.
πŸœ™ Feral Fury: Characters with this trait can tap into and use feral magic items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger feral magic skills earlier than other races.
πŸœ™ Mountain Might: Characters with this trait can use items and skills that require great strength or stamina with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will not need to wait an additional ac period to balance out the required strength or stamina needed to wield or use these skills.
πŸœ™ Venomous: Characters with this trait can use poisons and curses with ease. In the game they will have an easier time acquiring these items and related skills when AC rolls around and will have access to stronger curse and poison-related skills earlier than other races.
Distinctive Features:
Orcs have distinctive protruding fangs and tapered and pointed ears. Their bodies are broader and taller than other races. Their skin can range from earthy yellows, browns and greens to blue, purple and red shades and tones. Green, brown, and dark grey-blue are the most common in present-day orcs with red and yellow orcs being the smallest percentage of the population. They have long, pointed fingers and toes that end in claw-like nails. Their noses are flatter with wider, slanted nostrils. Many orcs have uneven and large freckle-like markings or spots of darker coloration covering their skin. Their skin is stronger and thicker than other races.
β€› History.
Orcs are considered a war-born race. Although few are certain of where the orcs originated from it is common belief that their race did not appear in the world until after the first wars began. These wars were typically between the woodland races (elves, arboreons, beastfolk, satyrs, and centaurs) and the hills, mountains, and plains races (Gremlins, Goblins, Giants, and Ogres). Orcs emerged during these early pre-kingdom wars and took charge of the open land races the way the elves took charge of the woodland races.

In those times Orcs were driven by conflict, barbaric in nature but incredibly skilled in directing and controlling the flow of battle. The open lands were their battlegrounds and they could not be beaten there. Orcs hunted dragons for their hide, claws, horns, bones, and teeth to fashion weapons and armor from. They ruled over the other open land races with authority and brute strength. For Orcs the only glory was victory and defeat was akin to death. When an orc was bested for control of an orc tribe they were banished and de-fanged rather than killed, a merciless punishment for their failures.

When the elves left the forests and began to build kingdoms in the open lands the orcs and the races they led were beaten back and defeated by the combined forces of the woodland races and the war-savvy goblins attracted by the promise of a more equal status within the kingdoms.

Orcs and their followers were pushed back toward the shores and the open plains where they settled into villages and small cities, filled with a bitter hatred for the kingdom races and their own defeat. The addition of dragons to the kingdoms pushed orcs even further into the unclaimed lands where they mastered beast-taming and became enthusiastic dragon slayers. The pushback and repeated defeat forced the orcs to develop new trades and interests beyond war. They became skilled hunters and ship-builders. They explored the seas and developed unique fishing tactics. They also developed their own wild magic and blood magic which they used to strengthen their race.

Over time banished orcs turned to the kingdoms but it was rare to see them accepted until one tribe of gray-blue and green orcs formed an alliance with the sea-facing kingdom of Thalassa, warning them of an attack from the war and revenge-driven red orcs that would come from the sea. Although the kingdom still suffered heavy losses the extra time allowed the young King Corlo to clear out many civilian fishermen and coastal homes before the attack. After Thalassa's army defeated the naval force of the red orcs, Corlo allowed Gaorunn and his tribe to join the kingdom and formed an alliance with several other tribes of orcs, becoming the first kingdom to openly welcome Orcs into their gates.

Just under three decades later, when the Last Great War began, Thalassa's armies would be the first to have orcs and tieflings join their forces. After the war ended and the unclaimed lands grew far wilder and more dangerous, orcs, gremlins, and tieflings began to seek the safety of the kingdoms with most settling in the ruins of AtrΓ³mitos where they were accepted so long as they helped to rebuild the fallen city. Orcs helped restore that city, and together the vastly diverse gathering of races claimed the city and its surrounding lands for themselves, a leaderless people who called their new home The City of the Free People The Free City.

β€› Culture.
Orcs are traditionally a warring race, driven by a desire for glory and the defense of their pride. They do not hold family ties as strongly as tribe ties and are united by common beliefs and talents rather than bloodlines. Orcs take great pride in their fangs and ears. They prefer leather-based clothing and usually only wear clothing or jewelry they make themselves out of creatures they have hunted or items they acquired on their own.

Orcs are not big on celebrating and tend to be gruff and standoffish with other races, especially those that they consider weak. They are impressed by strength and consider fighting a sport. Orcs enjoy the company of animals, especially predators and carnivores, and often keep them as pets. The more dangerous an animal is, the more status it provides the orc who tamed it.

Most orcs distrust elves and hold an old, ingrained grudge against the entire race, blaming them for the difficulties of their ancestors and the general distrust of their own race present across the kingdoms.
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πŸœ™ Beastfolk.
β€› Details.
Average Lifespan: Widely varies from 50-250 years
Average Height: Varies based on species of beastfolk from 92-300cm or 3ft to 9ft 10in
Average Weight: Varies based on species of beastfolk from 12-225kg or 26-496lbs
Racial Trait:
πŸœ™ Feral Fury: Characters with this trait can tap into and use feral magic items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger feral magic skills earlier than other races.
πŸœ™ Shapeshifter: Characters with this trait can use form-changing magic items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger shapeshifting magic skills earlier than other races.
πŸœ™ Silver-Tongue: Characters with this trait can use charm items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger charm skills earlier than other races.
πŸœ™ Venomous: Characters with this trait can use poisons and curses with ease. In the game they will have an easier time acquiring these items and related skills when AC rolls around and will have access to stronger curse and poison-related skills earlier than other races.
πŸœ™ Wildlander: Characters with this trait can use wild magic items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger wild magic skills earlier than other races.
Distinctive Features:
Beastfolk are humanoid beasts. They have human-like hands, feet, and body posture. Many beastfolk have tails, ears, faces, and skin similar to their beast species. Some beastfolk are far less beastly in appearance, having only minor beast attributes such as animal ears, tails, claws, eyes, or coloration. They are the most diverse race, with the wide range of appearances spanning across all sizes, shapes, body builds and animal species. Beastfolk are most commonly mammalian or reptilian species and the most common species are those of woodland creatures such as bears, deer, mice, rats, panthers, wolves, rabbits, badgers, foxes, alligators, and monitor lizards. Avian beastfolk are also present in small numbers. They are not capable of flight but some are capable of gliding.
β€› History.
The first beastfolk were created through elven magic from woodland creatures. They were sentient animals given more elvish form. Over time the magic that gave life to the beastfolk took on a life of its own, spreading through the forests from springs that were touched by elven blood magic. The magic that created beastfolk was dangerous and outlawed not long after its creation but by then there was no way to stop the very prominent spread. Animals in the deep woods continued to be transformed by the magic and soon beastfolk had become a vast and diverse race. Elves and beastfolk were close allies long before the first kingdoms were created, and the kinship between the races continued throughout history.

While beastfolk rarely formed tribes or cities of their own they could be found living alongside elves, satyrs, and centaurs before the kingdoms were formed. Many beastfolk moved to the kingdoms with the elves and their presence continued to be strong within the kingdoms from their conception onward. Beastfolk who lived beyond the kingdoms sometimes went feral regressing to their more wild tendencies and creating small tribes or packs. Carnivorous beastfolk are more prone to becoming feral, but there are also feral herbivores and omnivores.

After the death of Krimnos' former ruler it was a beastfolk who took over for the sick and failing queen. Sitka, a massive brown bear and one of her closest friends, took charge of the cliff city three decades ago and has led it successfully ever since with strong support from the humans, dwarves, and beastfolk who live there. The elves are less supportive, though their dissatisfaction has been kept relatively quiet and contained to the elven community.
β€› Culture.
Beastfolk culture varies greatly from species to species. As a race they are seen as friendly toward most races though the smaller beastfolk species prefer the company of humans, elves and halflings while the larger and stronger species get along well with dwarves and orcs. Tieflings and beastfolk rarely get along and most beastfolk are suspicious of chimeras and dhampir.

Much of beastfolk culture is a mix of species-centric habits and ties mixed with elven, centaurian, halfling, or human cultural influences. The reptilian beastfolk seem to share many cultural influences with orcs.

Within the kingdoms beastfolk hold a wide variety of societal and professional positions. They consider themselves separate from wild creatures and do not hold specific attachments with wild creatures or misgivings about their use or treatment throughout the kingdoms with the occasional exception of their specific species. There is no stigma against different species of beastfolk forming romantic ties with one another and the offspring of such couplings tend to be one species or the other. On very rare occasions a chimera is born. Chimeras are not often welcome in the beastfolk community and are seen as an unnatural and cursed creature. Most chimera children are shunned or abandoned.
πŸœ™ Directory
πŸœ™ Shiftling.
β€› Details.
Average Lifespan: 85 years, with some shiftlings living to be 90-120 years of age.
Average Height: 185cm or 6ft 1in
Average Weight: 85kg or 187lbs
Racial Trait: This trait is in addition to their stable secondary form.
πŸœ™ Feral Fury: Characters with this trait can tap into and use feral magic items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger feral magic skills earlier than other races.
πŸœ™ Shapeshifter: Characters with this trait can use form-changing magic items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger shapeshifting magic skills earlier than other races.
πŸœ™ Silver-Tongue: Characters with this trait can use charm items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger charm skills earlier than other races.
πŸœ™ Venomous: Characters with this trait can use poisons and curses with ease. In the game they will have an easier time acquiring these items and related skills when AC rolls around and will have access to stronger curse and poison-related skills earlier than other races.
Distinctive Features:
Shiftlings can shift between two forms. Their secondary form will always be the same and can either be a second form of their race (or one of them, if they are a half-human), the form of an animal, or a form between their race and an animal (similar to those cursed with were-curses). Shiftlings maintain the same eye color in both forms and their eyes briefly glow silver, red, blue, gold, or white when changing forms and for a few moments after changing form. Shiftlings are most commonly humans, elves, beastfolk, or half-humans, but can be any race.
β€› History.
Shiftlings are most often the children of cursed elves, beastfolk, or humans. The curse is passed down through bloodlines. The original shiftlings were believed to be changelings that were left in place of stolen children and were often killed or abandoned in the woods as a result of these superstitions and the refusal of the families to admit to being cursed. The most comman shiftlings were children of families with were-curses in their bloodlines who inherited part of the curse when they were born. Others were children of shapeshifting illusionists who lost control of their magic.

Most shiftlings hide their identities as shiftlings from the population either to avoid being faced with adversity or to keep their second form a secret for other purposes. The stigma against shiftlings was widely based around the belief that they were either changelings or suffering a violent were curse. After the development of the kingdoms, this stigma was slowly reduced with public knowledge of where shiftlings came from and while families still preferred not to admit to having shiftling children, the shiftlings themselves gained wider acceptance.
β€› Culture.
Shiftlings usually share the culture of their parents or adoptive families. Although shiftlings are widely accepted as individuals now, they are very often either part of adopted families or their own families claim to have adopted them to avoid admitting to having curses in their bloodlines. Most shiftlings find their natural talent for illusion and stealth helps set them on the path toward entertainment or rogue lifestyles. Shiftlings are as distrustful of others as others are of them and are used to keeping secrets about themselves and others. Their ability to change forms naturally leads them to living double lives. Shiftlings that can change between humanoid forms are more openly accepted than those who are seen as pseudo-weres capable of shifting into an animal or were-like form.

Because of their perception as deceivers and illusionists, even accepted shiftlings are seen as duplicitous and untrustworthy. They are viewed as rogues and secret-thieves who lurk in the shadows, whether this is true of their personal habits or not. Because of this, shiftlings have developed underground societies where they gather to be themselves freely in either form without having to worry about being seen or outed. Shiftlings often have two names, one for either form and are capable of speech in either of their forms. The magic used when they shift allows them to retain any items or clothing on them in that form, but does not allow them access to those items or clothing until they change back to their other form. This magic is a form of natural transmogrification.
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πŸœ™ Half-Human.
β€› Details.
Average Lifespan: Variation between both races.
Average Height: Variation between both races.
Average Weight: Variation between both races.
Racial Trait:
πŸœ™ Alchemist: Characters with this trait can use alchemical items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger alchemical skills earlier than other races.
πŸœ™ Beast Tamer: Characters with this trait can easily use items and skills that allow them to coax, tame, or control creatures and animals. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger charm and whisper skills earlier than other races.
πŸœ™ Cultivator: Characters with this trait can easily use items and skills that allow them to coax, grow, or control plant-life and flora-creatures. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger cultivating skills earlier than other races.
πŸœ™ Fortune's Favor: Characters with this trait can use luck-based items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger luck-based skills earlier than other races.
πŸœ™ Inventor: Characters with this trait can use engineering items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger engineering skills earlier than other races.
πŸœ™ Magi: Characters with this trait can use arcane items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger arcane skills earlier than other races.
πŸœ™ Silver-Tongue: Characters with this trait can use charm items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger charm skills earlier than other races.
Distinctive Features: Variation between both races.
β€› History.
Humans are one of the only races known to build families with other races. The formation of mixed-blood families did not start with humans but became more common once humans joined the kingdoms. These mixed-blood races became known as disparate races and were not openly accepted in the kingdoms until after the Last Great War when they became a far more common occurrence.

Half-Human is a general term given to a number of different disparate races. These disparate offspring were the children of one human parent and one elf, dwarf, goliath, goblin, halfling, or orc parent. Half-humans were originally seen as a toxic mixing of races that led to an unpredictable and often unwanted mixing of traits, dispositions, and appearances. The view of half-humans as shameful offspring of a disgraceful cross-race pairing meant that both the parents and their children were originally scorned by both races. Humans and goblins were faster on the uptake of acceptance towards the disparate races, with dwarves growing more accepting not long after. In modern day elves and orcs are still largely against mixing bloodlines and view disparate races with suspicion and distaste.

Before the Last Great War, disparate races still had a hard time finding acceptance and were often viewed as weaker and less capable than other races. During and after the war it slowly became apparent that most half-humans had a deeper affinity for magic than either of the races of their parents.
β€› Culture.
Half-humans have some difficulty fitting in with either of the races of their parents. They tend to take pieces of both their parent's cultures that they find attractive but largely make their own ways in life. Parents of half-human children are usually very supportive of their offspring and do their best to encourage their children to find their own way and their own passions.

Despite their shared challenges, half-humans lead very different lives from half-humans of different races than their own The challenges and adversity they face is different depending on their parents' races. Half-elves and half-dwarves have the easiest time blending in with their respective races while half-orcs and half-goblins have the hardest time passing themselves off as either race. Half-orcs and Half-elves face the most adversity while half-dwarves face the least adversity. Half-goblins are viewed uncomfortably and as unattractive creatures by humans and goblins alike but are still usually accepted by both races. Half-goliaths can usually get away with claiming to be tall, densely built elves and are sometimes mistaken for half-orcs
πŸœ™ Directory
πŸœ™ Tiefling.
β€› Details.
Average Lifespan: 90 years, with some tieflings living to be 120 years of age.
Average Height: 190cm or 6ft 3in
Average Weight: 85kg or 187lbs
Racial Trait:
πŸœ™ Fortune's Favor: Characters with this trait can use luck-based items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger luck-based skills earlier than other races.
πŸœ™ Magi: Characters with this trait can use arcane items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger arcane skills earlier than other races.
πŸœ™ Silver-Tongue: Characters with this trait can use charm items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger charm skills earlier than other races.
πŸœ™ Wildlander: Characters with this trait can use wild magic items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger wild magic skills earlier than other races.
Distinctive Features:
Tieflings have long, tufted or barbed tails, horns, and cloven, hooved feet. Their ears are pointed and tufted or velvety. Their skin and hair are usually shades of the same color. Tieflings are usually shades of purple, red, blue, or orange. They are quick and agile with sharp and colorful eyes. Some tieflings have fangs instead of canines, but they are usually short and unobtrusive. Their tails are prehensile and allow them greater balance than other tailless races.
β€› History.
Tieflings are considered a war-born race like orcs. Their presence was virtually unknown before the wars began and the first kingdoms were constructed. There are conflicting beliefs on the origins of Tieflings. Elves and the other former woodland races believe they were once the children of satyrs and elemental sprites charmed by their music or feral beastfolk-elf children that later developed into their own race. Orcs and the former open land races believe tieflings rose from fallen orc dragonslayers who refused to allow death to defeat them. While the actual origin of tieflings is unknown they do share enough similarities with orcs, elves, and satyrs to give credence to any of these possibilities.

Tieflings were not drawn into the wars between the woodland and open land races and called both the open lands and the deep forests their homes. They were a solitary race with little interest in forming or joining cities and villages. Their hardy bodies, sharp hearing and sight, and nimble speed allowed them to survive the wilds. Very few tieflings joined the kingdoms until after the war ended. Once the unclaimed lands grew far wilder and more dangerous they began to seek the safety of the kingdoms, with most tieflings settling in krimnos or the ruins of AtrΓ³mitos, joining in on the efforts to rebuild both.

Tieflings are an uncommon race but are prevalent enough in modern times to have built up their own society within the kingdoms. Like the halflings they prefer to live closer to the outskirts rather than feel trapped within the crowded city centers. Of all the races considered to be disparate or mixed-blood races, tieflings are the most widely accepted and have been for the longest period of history. Despite the uncertainty of their background, tieflings are admired for their skill and their diplomatic approach to dealing with other races.
β€› Culture.
Tieflings care little about history or the affairs of war and politics. They are seen as a friendly race with few pre-dispositions against other races and get along best with centaurs and halflings. They spend much of their time participating in games of sport, agility, and accuracy. They enjoy honing their skills in archery and climbing by setting up fast-paced obstacle and target courses along cliffs and through the deeper parts of the forest where the trees are sturdy and close together. They are often fearless and driven by a desire for adventure and challenge.

Their good-natured attitudes and thirst for daring escapades make them avid adventurers and explorers. They have powerful skill with elemental magic and impressive accuracy thanks to their steady hands and sharp eyes. Their cloven-hooved feet provide surprising stability on tree boughs and rocky mountain cliffs while their prehensile tails provide extra balance and the occasional extra limb to catch them and protect them from a fall. They are also very fond of music.

Tieflings have very sensitive tails and horns and unless a tiefling allows it they react very negatively to anyone touching either. It is considered exceptionally rude for anyone other than their romantic partners to touch either. Tieflings form very strong romantic bonds that usually last their entire lives. They easily build friendships with almost every race, though tieflings and kingdom elves have a strained relationship and gremlins have a habit of offending tieflings by grabbing onto their tails.
πŸœ™ Directory
πŸœ™ Dhampir.
β€› Details.
Average Lifespan: 200 years, with some dhampir living to be almost double this depending on lifestyle choices.
Average Height: 185cm or 6ft 1in
Average Weight: 80kg or 176lbs
Racial Trait:
πŸœ™ Magi: Characters with this trait can use arcane items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger arcane skills earlier than other races.
πŸœ™ Mountain Blood: Characters with this trait can resist poison and blood curses from magic items, creatures, and skills with ease. In the game they will be able to use blood-cursed items or poisoned potions acquired when AC rolls around and will not have to wait a second ac period to remove the curses.
πŸœ™ Silver-Tongue: Characters with this trait can use charm items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger charm skills earlier than other races.
πŸœ™ Venomous: Characters with this trait can use poisons and curses with ease. In the game they will have an easier time acquiring these items and related skills when AC rolls around and will have access to stronger curse and poison-related skills earlier than other races.
Distinctive Features:
Dhampir either resemble humans or elves depending on their parentage. They are paler than their human or elf counterparts, usually with sunken eyes that flash white, red, or gold when they tap into their bloodline's strength or impulses. They are born with bright red eyes that linger for the first few weeks before settling to a more natural color. May be human, elf, or half-human/half-elf.
β€› History.
Dhampir are living beings with cursed undead vampir bloodlines.The original curse comes from up to three generations up their bloodline. The vampir curse afflicts elf or human mages who use blood magic to extend their lives by killing and drinking the blood of other elves or faeries during a forbidden ritual.

Vampirs are viewed with horror and disgust as they take the lives of others to extend their own. Because of the fear, discomfort, and forbidden nature of vampirs, their cursed offspring are viewed with just as much revulsion by most races. The most dangerous period in a dhampir's life follows the first few weeks after their birth when their bright red eyes would easily give them away. Some parents would hide their children during this time while many parents of dhampir children would immediately abandon them or give them up to orphanages. Later it became common to give them to temples where other, more experienced individuals would train them to manage their emotions and their unsavory attributes and desires.

Dhampir, though not openly accepted, are most commonly accepted in the roles of temple priests or soldiers. Their durable immune systems and ability to heal quickly made them ideal candidates for otherwise dangerous and deadly careers such as poison testers and scouts. Many dhampir were understandably bitter about both the way other races viewed them and their treatment of dhampirs as expendable. Though dhampir share a vampir's thirst for blood and unpredictable emotional outbursts they had no active choice in their afflictions and many spent their lives carefully managing both and attempting to blend in with the other members of their parents' race.
β€› Culture.
Dhampir share the cultural background of their races but most view those cultural habits and beliefs with a thread of bitterness and exclusion. The vampir curse in their blood causes them to suffer from unstable emotions. Heightened levels of these emotional responses, especially fear, passion, anger, or pain, causes bloodlust in dhampirs. Even though they do not require blood to continue living as cursed vampir do, blood is an addictive and attractive substance for them. Drinking blood gives them strength, gives their skin a livelier color and helps them heal. It also causes those emotional spikes to increase and their eyes to alter in color, turning white, red, or gold for a brief period whenever they tap into their vampir bloodline.

Due to the nature of their impulses, dhampir usually wind up in one of two splits between the race. Some dhampir develop very impressive emotional control and fight most of their lives to suppress their bloodlust and vampir bloodline. Others embrace their bloodline, allowing their emotions to rule them and actively giving in to their vampiric impulses. These are the most common lifestyles for dhampir within the kingdoms, but there are many who live somewhere in between.

Dhampir suffer from being the most widely distrusted race in the kingdoms, with gremlins and chimera sharing spots close behind. As a result, many dhampir grow bitter toward their fellow citizens and embrace the stereotypes placed on them.
πŸœ™ Directory
πŸœ™ Goliath.
β€› Details.
Average Lifespan: 65 to 85 years
Average Height: 305cm or 10ft
Average Weight: 480kg or 1058lbs
Racial Trait:
πŸœ™ Cultivator: Characters with this trait can easily use items and skills that allow them to coax, grow, or control plant-life and flora-creatures. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger cultivating skills earlier than other races.
πŸœ™ Feral Fury: Characters with this trait can tap into and use feral magic items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger feral magic skills earlier than other races.
πŸœ™ Mountain Blood: Characters with this trait can resist poison and blood curses from magic items, creatures, and skills with ease. In the game they will be able to use blood-cursed items or poisoned potions acquired when AC rolls around and will not have to wait a second ac period to remove the curses.
πŸœ™ Mountain Might: Characters with this trait can use items and skills that require great strength or stamina with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will not need to wait an additional ac period to balance out the required strength or stamina needed to wield or use these skills.
Distinctive Features:
Goliaths are massive, muscular humanoids. They resemble humans in every way but overall size. At half the height of a giant, goliaths still tower over most of the other races. Their large size means they carry considerable weight and strength in their bodies.
β€› History.
Goliaths are believed to be the descendants of giants. No one knows how they came to be as a race, but they share many of the characteristics of giants and much of their history. During the early wars they chose to remain neutral before eventually siding with the orcs due to elvish stigma against their resemblance to giants. They were less fond of war than giants but their strength and size made them very formiddable opponents.

Not long after the kingdoms were formed and the goblins left the open lands the goliaths began seeking entry to the kingdoms as well. Tensions between goliaths and other races living in the kingdoms remained high for a while until the proximity of living arrangements forced the other races to realize that goliaths were far calmer and less prone to violence than giants were.

During and after the Last Great War goliaths have begun to form a surprisingly strong bond with gremlins. It is not uncommon in modern times to see the mismatched pair of size extremes working together, helping each other with tasks the other race could not manage on their own.
β€› Culture.
Goliaths are a fairly peaceful race but their strength lends them to being strong defenders and powerful fighters. Unless fighting is necessary, goliaths do their best to avoid confrontation and aggressive actions. They have had to work hard to prove they are not just small giants, and many centuries of concerted effort to alter public opinion have caused them to be wary of acting impulsively or aggressively. Goliaths enjoy building and carving and play a large role in construction around the kingdoms, capable of creating complex and beautiful architectural designs. Many goliaths have become tailors for their own race and for larger beastfolk and arboreon citizens due to an otherwise dearth of available attire.

Goliaths do not care much for the political runaround of the kingdom rule but are active participants in the other aspects of the community. They can often be found assisting farmers, ship-builders, and construction projects with their strength. Goliaths are very fond of stories and music and enjoy spending time in taverns and bars conversing with members of other races and listening to music. Because they need to eat large quantities of food to survive and require a lot of space it is not common for there to be large communities of goliaths in any of the kingdoms.
πŸœ™ Directory
πŸœ™ Gremlin.
β€› Details.
Average Lifespan: 65 years with the odd careful gremlin living as long as 95 years
Average Height: 92cm or 3ft
Average Weight: 18kg or 40lbs
Racial Trait:
πŸœ™ Inventor: Characters with this trait can use engineering items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger engineering skills earlier than other races.
πŸœ™ Magi: Characters with this trait can use arcane items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger arcane skills earlier than other races.
πŸœ™ Mountain Blood: Characters with this trait can resist poison and blood curses from magic items, creatures, and skills with ease. In the game they will be able to use blood-cursed items or poisoned potions acquired when AC rolls around and will not have to wait a second ac period to remove the curses.
πŸœ™ Venomous: Characters with this trait can use poisons and curses with ease. In the game they will have an easier time acquiring these items and related skills when AC rolls around and will have access to stronger curse and poison-related skills earlier than other races.
Distinctive Features:
Very short bodies with long, wide, bat-like ears. They have short, downward-curved noses and sharp black claws on the end of their fingers. Their skin is a mix of scaly and leathery and usually a shade of gray, brown, or green. They have extended fangs where their lower canines would be and scaled markings on their bodies. They are very often covered in scars. Some gremlins have very short horns or rough fur-like scales on their jaws, eyebrows, or the tops of their heads. They have very short pointed tails.
β€› History.
Gremlins are a wild and wily race. If not for their inventive intelligence and quick with they would have long ago been considered creatures more than people, much like ogres and trolls. Gremlins lived in the open lands in stolen or abandoned burrows or homes. Their ability to live on nearly anything edible and their quick bounce back from injury made them very useful combatants. Their love of inventing and toying with new experimental uses of fire and magic led to their status as manic inventers and weapon pioneers. They were the first race to invent and use explosives such as firebombs, fireworks, and canons.

Orcs saw their potential and offered them shiny trinkets and food in exchange for their inventions. Praise for their intelligence and the cleverness of their inventions was all it took to keep gremlins on the side of the open land races. Elves viewed their experiments as dangerous an cruel with a blatant disregard to the widespread destruction of the wildfires they created across the lands and they became known as the burning scourge.

During the early kingdom wars, gremlins were occasionally recruited for their weaponry and inventions, much to the distaste of the woodland elves and many beastfolk. Dwarves and gremlins began to develop a rivalry due to a shared market. After the Last Great War, when the lands grew too dangerous for gremlins to continue their nomadic, scavenging ways, gremlins sought out the safety of the kingdoms.
β€› Culture.
Gremlins are unstable, fun-loving creatures who enjoy making things explode and setting things on fire. They are natural born inventers who love to create, though not all gremlin inventions are useful or particularly smart. Gremlins are not big fans of most animals and have been known to have hissing or barking fights with stray cats or dogs in the kingdoms. They also have a habit of biting people or things they don't like.

A highly curious and not particularly socially advanced race, gremlins often clash with other races over social faux pas and overstepping boundaries. They can be found climbing, touching, tugging, or generally hanging off members of other races without hesitation, and are fond of sitting on shoulders and tugging on ears, horns, noses, or hair.
πŸœ™ Directory
πŸœ™ Goblin.
β€› Details.
Average Lifespan: 180 years with some goblins living as long as 195 years
Average Height: 110cm or 3ft 7in
Average Weight: 50kg or 110lbs
Racial Trait:
πŸœ™ Alchemist: Characters with this trait can use alchemical items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger alchemical skills earlier than other races.
πŸœ™ Inventor: Characters with this trait can use engineering items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger engineering skills earlier than other races.
πŸœ™ Magi: Characters with this trait can use arcane items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger arcane skills earlier than other races.
πŸœ™ Silver-Tongue: Characters with this trait can use charm items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger charm skills earlier than other races.
Distinctive Features:
Goblins have long, lowset ears that stick out past their shoulders. Females have longer ears than males. They have elongated, curved noses and short bodies. Their fingers end in pointed black claws. Most goblins are shades of green, blue, or brown.
β€› History.
Goblins were an open land race before the formation of the kingdoms. They lived in villages built on the plains and coasts where they worked hard inventing new and simpler methods to accomplish everyday tasks. Gremlins would often invade their villages and steal or wreck havoc on their inventions before fleeing back to their holes in the ground. Because of this many goblin phrases developed using gremlins synonymously with pests and with things going awry.

When the early wars began Goblins joined the orcs and other open land races, not out of a desire for warfare but out of the knowledge that fighting against the races they shared the open lands with would end badly for them no matter who won the wars.

Their inventions turned to useful tools of war in the hopes of bettering their odds and improving their relationships with their war-driven neighbors. Once the elves formed the first kingdoms they offered goblins a place in their cities, well aware that the race of more stable inventors were not like the orcs or gremlins they made their inventions for. With the offer of being treated as equals and allowed to invent in relative peace and safety goblins quickly accepted and most moved themselves to the kingdoms willingly and quickly.

Despite their odd appearance and former standing as enemies of the elves, goblins were treated fairly by most of the kingdom races. It was not quite the treatment of equality they had been promised but they were safer and lived a more profitable and stable life, free of orc or gremlin raids and the danger of being trampled by giants. Their move helped encourage the goliaths to follow and the pair formed an uneasy working acquaintance due to shared prejudices and trials within the city walls.

Once gremlins and orcs joined the kingdoms, goblins found their frustrations rising anew as old habits returned. They found themselves fighting gremlins away from their workshops again and fighting off orc stereotypes of goblins as pushovers. As a result many goblins moved to the city of Krimnos as its cliff location was less appealing to the orcs and gremlins.

After the Last Great War goblins began developing impressive airship prototypes that would allow faster, safer travel from the heights of the cliff city to the other kingdom cities and scatters villages and towns isolated across the land. These inventions were spurred on by the need to avoid land travel more and more due to the increasing danger of the lands beyond the protective walls of the kingdom cities.
β€› Culture.
Goblins are inventors and a very intelligent race with almost no magical prowess to speak of. They make up for their lack of magical talent with their intellect and mechanical skill. Goblins have long had to fight the stereotypes placed upon them by most other races due to their looks. They were often seen as foolish and silly creatures based on their appearances and rarely taken seriously. Combatting these stereotypes was made more difficult by gremlin interference and their lack of physical strength.

As time in the kingdoms passed goblins eventually managed to make a name for themselves with their quality of life inventions and weaponry. They were not fighters themselves but understood how to put minerals, fire, and steam to work for them. Goblins created steam-powered windmills and ships, automatic weapons, and eventually steam-powered airships. Goblins are often involved in architecture and in mechanical designs. Their inventions have been invaluable to halfling farmers, warriors, hunters, and fishermen.

Goblin tinkers also have gained massive popularity for their ingenious, colorful and engaging toys made for children and younger members of all races. They celebrate with fireworks and noisemakers and enjoy alcohol as much as the dwarves they can be found singing drunken songs with in the taverns of Krimnos.
πŸœ™ Directory
πŸœ™ Satyr.
β€› Details.
Average Lifespan: 120 years with some satyrs living to 125.
Average Height: 170cm or 5ft 7in
Average Weight: 70kg or 154lbs
Racial Trait:
πŸœ™ Beast Tamer: Characters with this trait can easily use items and skills that allow them to coax, tame, or control creatures and animals. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger charm and whisper skills earlier than other races.
πŸœ™ Mountain Blood: Characters with this trait can resist poison and blood curses from magic items, creatures, and skills with ease. In the game they will be able to use blood-cursed items or poisoned potions acquired when AC rolls around and will not have to wait a second ac period to remove the curses.
πŸœ™ Silver-Tongue: Characters with this trait can use charm items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger charm skills earlier than other races.
πŸœ™ Wildlander: Characters with this trait can use wild magic items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger wild magic skills earlier than other races.
Distinctive Features:
Satyrs are elvish in appearance with primarily elvish or human-looking facial features, though there has been variation among them and some of more animalistic eyes, mouths, or noses. Some satyrs have furred ears and/or small horns or antlers on their heads. Their torso is elvish, though more muscular than most elves, and they may grow dense fur-like hair on their backs, torsos, or arms. Their lower half is densely furred with even-toed hoofed feet. Satyr legs resemble a variety of even-toed hoofed animals such as pigs, camels, llamas, alpacas, deer, giraffes, antelopes, sheep, goats, buffalo, elk, or cattle. They have tails that vary from short and fluffy to long and tufted.
β€› History.
Before the open lands were claimed by the warring races and made the hunting grounds of dragons, satyrs and centaurs called the plains and foothills their homes. Satyrs were the first to retreat to the dense woodlands when the dragons and orcs came to the open lands. They made friends with the arboreons and elves that wandered the forest, and charmed woodland creatures and beast with their music, fashioning elaborate instruments from bone, wood, and hair. Satyrs were playful tricksters who caused mischief wherever they went, but they were a friendly race with few concerns about the world around them.

When the wars began satyrs were reluctant to fight. They preferred to avoid conflict and disappeared when danger was near, choosing to flee rather than stand and fight. They had lingered around centaurs for protection in the open lands, and in the woodlands they either sought out elvish villages and cities or made friends with larger arboreons and beastfolk they felt could help keep them safe.

Satyrs had a strong connection with songbirds and their speed and sure-footed stride allowed them to travel long distances through dangerous terrain with ease. For this they became the first messengers for both the dwarves and the elves, carrying communication from city to village and back again. When the tieflings emerged, satyrs and tiefling races were common to witness on the cliff sides and at the edges of the woodlands.

When the kingdoms were formed satyrs were welcomed into them by the elves but found the dense population, crowded streets, and lack of animal life jarring. It took many centuries before satyrs were comfortable living in the kingdoms and even then most satyrs preferred to stick to the more open outskirts of the cities, making friends with the easy-going halflings and constructing taverns, inns, and theaters where they could play and entertain.
β€› Culture.
Satyrs still feel a call to the wilderness, even as the wildlands grow more dangerous. The open lands and dense, soft forests were their homes well before cities were, and satyrs have never forgotten the stories and legends of their ancestors or the knowledge of how they used to live.

While not all satyrs are musicians they have a natural talent for music and their musical instruments are crafted with wild magic. Satyr-crafted instruments carry a magical charm with the sound that comes from them, but only when played properly. The magic comes from both the instrument and the emotion behind the music, causing those who listen to be calmed, saddened, anxious, happy, or otherwise emotionally effected by the tone and intent of the music being played.

Satyrs are fond of other woodland races, halflings, and dwarves. They enjoy friendly, spirited competition with tieflings. In the cities, satyrs are often entertainers but have diversified their roles in the last century and a half. They form strong, lasting friendships that they hold in higher regard than family ties. Satyrs celebrate seasonal changes and are very fond of dancing, drinking, and having a good time.

In recent times satyrs and gremlins have formed a friendship and even share a holiday known as Plott & Gambit's Day in honor of a pair of pranksters (Satyr & Gremlin respectively) that once tricked the entire city of Didymos into believing that the water in the city had turned to wine for a day. The holiday is celebrated with drinking, music, fireworks, and pranks and is dreaded by most other races and anyone without a sense of humor.
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πŸœ™ Centaur.
β€› Details.
Average Lifespan: 130 years with some centaurs living to 135.
Average Height: 260cm or 8ft 6in
Average Weight: 500kg or 1102lbs
Racial Trait:
πŸœ™ Cultivator: Characters with this trait can easily use items and skills that allow them to coax, grow, or control plant-life and flora-creatures. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger cultivating skills earlier than other races.
πŸœ™ Magi: Characters with this trait can use arcane items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger arcane skills earlier than other races.
πŸœ™ Mountain Blood: Characters with this trait can resist poison and blood curses from magic items, creatures, and skills with ease. In the game they will be able to use blood-cursed items or poisoned potions acquired when AC rolls around and will not have to wait a second ac period to remove the curses.
πŸœ™ Wildlander: Characters with this trait can use wild magic items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger wild magic skills earlier than other races.
Distinctive Features:
Centaurs have humanoid upper bodies that vary along the same distinctive features as humans or goliaths. Some have furred ears, antlers, or horns though this is not as common with centaurs as it is with satyrs. The lower body of a centaur is the body of a four-legged animal from the breastbone down that starts at the upper torso's waist. The lower halves of centaurs most often resemble horses, donkeys, or zebras though there are rare cases of moose, deer, elk, or other hoofed centaurs around the kingdom.
β€› History.
Because of their strength, speed, and durability, centaurs were originally approached by the open land races hoping to recruit them into their armies. Though a few centaurs did join them in the wars, most left the open lands when the wars began and the dragons started hunting the plains. They followed the satyrs into the woodlands where it was more difficult for them to get around but safer for them to live.

Centaurs were a proud race that preferred to life near rather than in the villages or cities of other races. They were somewhat standoffish but honorable and willing to assist other people in need of help. Centaurs were stargazers, fascinated with the constellations. Their stories and creations were accepted and adopted by most other races until the tales of the history behind the constellations of this world were a shared and commonly accepted belief.

Centaurs helped build all three of the kingdoms but were mainly found in AtrΓ³mitos due to the city's size and proximity to the open lands. They were uncomfortable in the narrow city streets and dense crowds and did not appreciate the frequency of children from other races using them as playgrounds.
β€› Culture.
Although centaurs are not eager to join in on the wars of others they made impressively powerful warriors that were difficult to stop. Centaurs have powerful strength and can withstand mortal blows that would kill other races due to a doubling up of essential organs. They have two sets of lungs, two hearts, two livers, and two sets of kidneys.

Centaurs are often sought out for physical professions but they enjoy academic professions and many historians and storytellers are centaurs or were trained by centaurs. Their population in Thalassa was small but deeply involved in the academic society.

Their patient disposition make many centaurs excellent teachers. They are often bound by honor or pride and as a result can be easy to manipulate into helping those who might not be honest about their intentions or needs.
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πŸœ™ Arboreon.
β€› Details.
Average Lifespan: Unknown
Average Height: Varies from 92-305cm or 3ft to 10ft
Average Weight: Varies wildly
Racial Trait:
πŸœ™ Cultivator: Characters with this trait can easily use items and skills that allow them to coax, grow, or control plant-life and flora-creatures. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger cultivating skills earlier than other races.
πŸœ™ Feral Fury: Characters with this trait can tap into and use feral magic items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger feral magic skills earlier than other races.
πŸœ™ Venomous: Characters with this trait can use poisons and curses with ease. In the game they will have an easier time acquiring these items and related skills when AC rolls around and will have access to stronger curse and poison-related skills earlier than other races.
πŸœ™ Wildlander: Characters with this trait can use wild magic items and skills with ease. In the game they will have an easier time acquiring these items and skills when AC rolls around and will have access to stronger wild magic skills earlier than other races.
Distinctive Features:
Arboreons are a race of plant people. Most commonly arboreons are living trees, but can be based on other plant life and on rare occasions, fungi. The magic that gives them life transforms their bodies, giving them functional arms and legs, faces, and the ability to communicate with other races.
β€› History.
Possibly the oldest civilized race in the world, arboreons are created when concentrated wild magic gives sentient life to flora such as plants and fungi. Most often arboreons were created when other magical beings died at their roots, their magic sinking into the ground and mixing in with the nutrients absorbed by them. Very few arboreons made it to full sentience in the early days, but once elves unleashed the magical spring that began creating the beastfolk, the presence of arboreons in the woodlands increased and the race grew more intelligent and independent of the places their roots had once been.

The oldest arboreons towered above other races, walking with the giants in terms of sheer size. Almost all of these ancient arboreons were killed in the wars or retreated to the deep wild. This left the cities populated with the younger, fresher arboreons who were less susceptible to fire and faster on their roots than the ancients. Since the Last Great War began, 108 years ago, it has been rare to see an arboreon above eight feet.
β€› Culture.
Arboreons are a peaceful race of animated flora. Very few arboreons call the kingdom cities their homes. They are solitary creatures among their own race, with a non-traditional family structure. Their seed bearers and pollinators are most often unknown to them and rarely are they also arboreons. Living among other races, they adapt and adopt their mannerisms, habits, and culture. They admire family structure in other races and try to build their own families from other races. They are protective of their friends and constructed families and have a strong kinship with plant-life. Arboreon gardeners are common across the three cities, though only the sturdiest arboreons make their homes in the unforgiving heights and chill of Krimnos. The twin mea treas in Didymos are not arboreons but the arboreons show them great respect and tend to their dangling roots, carefully untangling them from the rocks and ensuring the trees are well fed and cared for. Arboreons have a diverse culture and their personalities vary from species to species.
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πŸœ™ Kobold.
β€› Details.
Average Lifespan: 200 years, with some kobolds living to be 250 years of age.
Average Height: 122cm or 4ft
Average Weight: 68kg or 150lbs
Distinctive Features:
Kobolds are a humanoid reptilian race with scales covering most of their body and leathery undersides. They can be white, gray, brown, green, or red. They have long jaws filled with sharp, pointed teeth, horns, and sharp claws at the ends of their fingers and toes. Kobolds have long, powrful tails and markings on their skin in the shapes of stripes, bands, or spots.
β€› History.
Kobolds first appeared during the early wards when dragons and dwarves were fighting over the caves and cliffs of the mountains. Dwarves found them pilfering dragon nests in the caverns they attempted to steal from the dragons and quickly found a kinship with the reptillian species.

Kobolds were prey to young dragons and preyed on hatchlings. They collected anything that shined or sparkled and would often fill their small cavern burrows with sparkly junk intermixed with gemstones, stolen armor, and brightly polished pebbles. They discovered dwarven mead before the dwarf-kobold alliances and would steal barrrels and drink themselves into stupors.

More and more kobolds emerged from the mountains as dragons fell and dwarves staked their claim on the former lands of the great, thunderous sky creatures and their lightning-fire. The dwarves and kobolds found common ground in their love of metals and gems and their shared fear and hatred of dragons. The two races formed an alliance and the city of Einjar grew further into the mountain depths with their shared efforts.
β€› Culture.
Kobolds are a very cheerful race. They love anything that sparkles and are attracted to things that look pretty. They live on a diet mostly made of eggs and bats and enjoy living in the mountains or on the cliffs. Kobolds are rae in the cities and speak with a thick and raspy accent. They love alcohol and music and are attracted to cities during celebrations or when taverns are bustling with activity.

They chase small beastfolk and gremlins when they are in the cities and can mostly be found in Krimnos when they do venture into the cities. They are a very family oriented race and have strong bonds with their kobold families and dwarves they meet. They will vehemently deny any relation to dragons and proudly proclaim they were born from the mountains to chase the dragons away, claiming credit for their retreat from the mountains despite recorded historical facts.
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πŸœ™ Merfolk.
β€› Details.
Average Lifespan: Unknown
Average Height: 152cm to 260cm or 5ft to 8ft 6in
Average Weight: 19 to 150kg or 42 to 331lbs
Distinctive Features:
Merfolk are as diverse as the creatures in the sea. Most have gills though some have lungs and other have a combination of the two. They have webbing between their fingers and some have fins on their arms or backs. Merfolk have humanoid torsos and sea creature lower halves but the divide between the two is rarely perfect. Many merfolk have fins and scales over more of their body. They can not survive out of the sea and speak in echoing songs below the sea created through clicking, vibration, and pulses.
β€› History.
Little is known about the merfolk. They defend the sea and oceans around the coast though they stick to deeper waters and reefs well beyond the coast. Merfolk only live in saltwater and do not exist in the lakes and rivers of the world. Interactions between merfolk and fishermen or sailors is curious more often than aggressive.

Merfolk that share traits with sharks, octopi, eels or other aggressive species of ocean creatures have been known to attack ships and kill their crew. Gremlins especially had difficulty with merfolk due to their small ships that sat low on the waters.

Interactions with merfolk have been limited over the years and not much is known about them though it is known that some are capable of speech and have been known to trade with sailors out at sea.
β€› Culture.
Nothing is known about merfolk culture.
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πŸœ™ Chimera.
β€› Details.
Average Lifespan: Widely varies from 50-250 years
Average Height: Varies based on species of beastfolk from 92-300cm or 3ft to 9ft 10in
Average Weight: Varies based on species of beastfolk from 12-225kg or 26-496lbs
Distinctive Features:
Chimera are humanoid beasts. They have human-like hands, feet, and body posture. Many chimera are a very obvious mix of three creatures and have tails, ears, faces, and skin similar to those beast species. They are a diverse, mutated race with a wide range of appearances spanning across all sizes, shapes, body builds and animal species. Chimeras commonly are a mix of mismatched species that are not the same types, such as mamals, reptiles, and birds.
β€› History.
On very rare occasions a chimera is born to two beastfolk parents. Chimeras are not often welcome in the beastfolk community and are seen as an unnatural and cursed creature. Most chimera children are shunned or abandoned. They are often raised by street people or underground groups.
β€› Culture.
Due to the stigma around them chimeras are almost exclusively part of illegal subcultures and professions in the city. Many are bitter but they have surprising humor and tenacity.
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πŸœ™ Giant.
β€› Details.
Average Lifespan: 50 years
Average Height: 600cm or 19ft 8in
Average Weight: 5,444kg or 12,002lbs
Distinctive Features:
Giants look like humans or goliaths but are massive, towering above both races.
β€› History.
Giants have wandered the open lands since the early days of the wild world. They have always been a very rare race. During the elven kingdom wars most of the giants were killed and only a very small population is known to remain. Giants do not live within kingom lands and encountering one is exceptionally unlikely and easy to avoid.

In the early wars giants sided with the orcs and other open land races. They did not have much of a society of their own and were very easy to coax into doing what other races wanted them to do.
β€› Culture.
Giants are very aggressive and easily angered. Their primary instinct is to take offense to most things and attack any who attempt to talk to them about anything that doesn't interest them. They are slow-moving and sluggish and have very poor sense of humor.
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πŸœ™ Vampir.
β€› Details.
Average Lifespan: Between humans and elves
Average Height: Between humans and elves
Average Weight: Between humans and elves
Distinctive Features:
They resemble either elves or humans but with pale skin, blue veins, red eyes, and elongated canines.
β€› History.
Vampirs are not actually their own race, but their curse is not as devastating as the were-curses, allowing them to form their own society and continue to live their lives as they see fit. The vampir curse afflicts elf or human mages who use blood magic to extend their lives by killing and drinking the blood of other elves or faeries during a forbidden ritual.

Vampirs have existed since the wild days and are the reason blood magic is considered a dark and forbidden art. The use of blood magic or the creation of any undead race is an offense that is punishable by severe sentences including death. During the early years of the elf-dragon alliance undead races, including vampirs, were hunted down with bounties on their heads to purge the kingdoms of their hidden societies.

Though their offspring are outcasts, they are not considered undead and so long as they keep any blood-drinking secret and do not drain the life of anyone they are left to live their lives.
β€› Culture.
Vampirs are viewed with horror and disgust as they take the lives of others to extend their own. They must continue to perform the ritual periodically to disguise their cursed appearance and continue to extend their lives. They develop a terrible blood lust and a desire to kill.

Vampirs are talented mages and must have incredible skill in magic to accomplish the complex blood magic required to complete the ritual. They hide their presence through illusion and continued blood-drinking and continue to live their lives unchanged outwardly.

As a result, dhampir children are not only abandoned or hidden due to their own societal stigmas but also to protect the rest of the family from suspicion of being vampirs. The curse skips generations, meaning that a dhampir child's parents, grandparents or great grandparents could have been vampirs in order to pass the curse onto them. Dhampir do not pass on the curse themselves but can pass it down to their children if the bloodline is lower on their family tree than their great grandparents.
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πŸœ™ Dragonborn.
β€› Details.
Average Lifespan: No longer than the dragon responsible for creating them.
Average Height: 190cm or 6ft 3in
Average Weight: 100kg or 220lbs
Distinctive Features:
Dragonborn can be any race that has been affected by a dragon blood ritual or dragon blood curse. They are humanoid dragons without wings. They have tails and their skin and appearance varies as that of dragons do. It takes up to a decade for those who are changed to fully acquire their new form.
β€› History.
Certain kingdom residents would be chosen to take the Dragon Rite so that they could speak for and with the powerful guardians of the cities. These people were reborn through a blood-ritual and became dragonborn. Their blood oath permanently changing them and tied them to the dragon they spoke for. As it would later turn out, some of these dragon traits they acquired would be passed down genetically, creating a race of half-dragons who were not tied to the dragons and would often be driven to a feral state by the magic in their blood, causing them to flee the kingdoms to live in the wildlands.

Dragonborn retained their own personalities and control but gained strength, magical power and a connection to the dragon's mind. They also developed an addiction to dragon blood that they had to feed or their blood would boil in their veins, turning their veins white and visible. The dragons used this to keep their dragonborn from becoming unruly. After the war and the death of the dragons all of the dragonborn died.
β€› Culture.
Dragonborn were revered in the cities and were seen as emissaries for the dragons. They held important roles in the cities and were will liked and respected by all. It was considered a great honor to be a dragonborn. Despite this their appearance was unnerving for most races and close friendships and relationships disolved as dragonborn were altered into their new forms.
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πŸœ™ Half-Dragon.
β€› Details.
Average Lifespan: Unknown
Average Height: 190cm or 6ft 3in
Average Weight: 100kg or 220lbs
Distinctive Features:
Half-dragons are humanoid dragons without wings. They have tails and their skin and appearance varies as that of dragons do.
β€› History.
Half-dragons were typically conceived before their dragonborn parent had fully transformed into their new form. While they were actually considered to be incredibly lucky as opposed to the stigma around other disparate races, they rarely lasted in the cities. They had a habit of going feral and running off into the wilderness as soon as they could walk on their own, driven mad by the powerful magic in their veins.

Those who did not flee into the wilderness to form feral half-dragon tribes typically became powerful mages or warriors that were highly respected. After the Last Great War half-dragons were hunted down and killed by hunters and bountyhunters due to the new hatred and blame placed on all of dragon kind.
β€› Culture.
Half-dragons were respected prior to the Last Great War. Feral half-dragons formed tribes in the wildlands where they lived primitive lives as hunters and developed alliances and enemies out of feral beastfolk tribes.

In the cities half-dragons were educated and trained by powerful mages and warriors with a strong standing in the community. They were expected to become mages or warriors themsekves and often rose to high stature due to their impressive strength and excess of magical skill.
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