Category:Races
The race category is under construction. Please refer to the information directly below for a more up-to-date guide on the races of the known world.
Using setting-established versions of fantasy races is not mandatory.
Humans
WIP
Elves
Elvendeep, Spiri: Classic civilized elves, living in a great city-in-the-trees. All livelihoods.
Elvendeep, Sorani: Classic wild elves, hunting and gathering in the forests of Elvendeep.
Mazewood Elves: Survivalist wood elves, living in isolated enclaves in a monster-infested forest.
The Shushan: Tribal nomadic desert elves, raising livestock and running trade caravans.
Oriental Elves: Ultra-refined and aloof nobility in Panguro, making art, pursuing spirituality.
The Gulanaduri: Subterranean dark elves from an independent city-state, pursuing social darwinism.
The Vuulari: Classic matriarchal dark elves of the underdark; very harsh and strict society.
Dwarves
Ruthmarnan Dwarves: Classic dwarves with cities inside mountains and strong mining and engineering traditions.
Orjani Dwarves: The backbone of their nation's merchant class: the Seg clan at sea and the Boru clan on land.
Mystonian Dwarves: Psionically-gifted diaspora community that lives in philosophic contemplation.
The Kadut: Desert dwarves that live in mountain casbahs, ride camels and giant bugs and fight monsters.
The Dol Drunn: Classic adversarial deep dwarves of the underdark. Setting addition is a work in progress.
Halflings, Gnomes
Halfling Diaspora: Classic halflings live in close-knit urban or rural communities throughout Veth.
Gnome Diaspora: Gnomes of various kinds live throughout Veth in forests and shallow caves. Culture varies.
Saku Irniq (Oriental): Tribal arctic dwellers, building igloos and hunting walrus for sustenance.
Sakashtalen (Subterranean): Gray-skinned subterranean race of mysterious halfling-like creatures.
Orcs
Zul Kiras: Dozens of clans united under a war-king's iron fist. Military-industrial powerhouse.
Alesian Orcs: Orcish theocracy claiming a third of the Antarctic continent. Ancestral foes of humans.
Itinerant Orcs: Independent tribes can be found in wild lands throughout Veth, hunting and raiding.
Goblinoids, Kobolds
Bahr Goblinoids: Small urban nation of goblins and hobgoblins. Major smuggling center.
Zul Kiras Goblinoids: Goblin, hobgoblin and bugbear tribes serving the orc war-king.
Itinerant Goblinoids: Independent tribes live in wild lands throughout Veth, hunting and raiding.
Kobolds: Independent tribes and individuals live scattered throughout the continent.
Giants, Ogres, Trolls
The J'lontzek: Forest giants of the Southlands. Can use supernatural concealment in nature.
The Provakh: Hyper-competitive, cold weather mountain giants of Varstad. Accomplished monster hunters.
Ogres: Individuals or groups live throughout various rugged climate zones. Poorly understood.
Trolls: Different types of trolls exist in the wilds of Veth, but their origins remain vague.
Sentient Griffons
Aerie High Griffons: Can shapeshift into griffon, human and in-between forms. Resistant to magic. Soulbound to magic trees and their attendant dryads.
Anthropomorphic
Leturians (Tailed Humans): Tailed race with a medium-sized oligarchy. Enslaves non-tailed humans.
Oneidhae (Merfolk): Mer-people of various shapes and sizes living in an enormous coral reef system.
Malkraans (Lizardfolk): Individualistic lizard-people with dragon blood, living among human society.
The Isska (Lizardfolk): Tribal, nomadic lizard-people living among barren salt flats.
Euryalis (Snake-folk): Semi-nomadic desert snake-people. Females are humanoid, males are naga-like.
Phet'kree (Cat-folk): Close-knit communities of matriarchal cat-people, hostile to outsiders.
Kellerei (Cat-folk): Scattered shapeshifting cat-humanoid hybrids born of magical experiment.
Elgarian Were-Shifters: The Elgar Forest has multiple humanoid communities cursed to transform into one or another animal aspect.
Faeries
Tor Anaan Fair Folk: Faeries require magic to survive and come in all shapes, from beautiful to horrifying.
Dragons
High Dragons: Individual high dragons or great wyrms are few in number but not restricted by geography. Pentland used to boast many dragons.
Dragon-born: Partial dragons have no single category and vary immensely.
Undead
Vampires: All vampires in the setting are harmed and killed by direct sunlight and must have at least one other weakness.
Liches: Rare beings, often spellcasters, that bound their undying soul to a phylactery, which remains their Achilles' heel.
Mumiyé: A mummified priest, combining the powers of a lich and a dread mummy, rarely seen outside Mwayambi.
Misc Undead: Zombies, ghouls, wraiths, etc, have all been reported in the setting at one point or another.
Demons
Evil Outsiders: Planar cosmology is in dispute but evil beings from other dimensions sometimes invade the material world.
Converted Spellcasters: By using enough dark magic, a spellcaster eventually risks turning into a corrupt being of darkness.
Partial Demons: Sometimes called tieflings, these hybrids sparsely populate the known world, often treated suspiciously.
Celestials
Good Outsiders: Planar cosmology is in dispute but divine servants and beings of light sometimes visit the material plane for some specific purpose.
Partial Celestials: Rare hybrids, who live a tough life of balancing mortal and divine needs. Sometimes given preferential treatment.
Pages in category "Races"
The following 30 pages are in this category, out of 30 total.