Category:Races

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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.

Humans

WIP

Elves

Elvendeep, Spiri: Noble High Elves and civilized Common Elves that live in the Spire, Elvendeep's great city-in-the-trees. Classic fantasy elves; all walks of life.

Elvendeep, Sorani: Rustic Wild Elves that live off the land in the Soranion forest, around the Spire. Classic fantasy wood elves; tend to be hunters, gatherers and shamans.

Mazewood Elves: Survivalist wood elves living in the cursed, monster-plagued Elgar Forest. Insular, well-defended enclaves. Some of the top rangers in the world.

The Shushan: Nomadic brown-skinned desert elf tribes from Najjir. Preeminent long range caravan traders. Raise camels, horses and donkeys. Major opium suppliers.

Oriental Elves: The highest nobility in Panguro, mostly given to the pursuit of the arts and spirituality. Nipangu's intellectual heavyweights. Some become druids.

The Gulanaduri: Subterranean dark elves from Gulanadur, an ambitious and dictatorial city-state. Highly religious and obsessed with social status.

The Vuulari: Subterranean matriarchal dark elf civilization spanning several cities. Modeled on classic drow, with slavery and the worship of insect gods.

Dwarves

Ruthmarnan Dwarves: Classic mountain dwarves living underground, on the surface, or half-and-half. Profession-based guild clans. Mining and engineering traditions.

Orjani Dwarves: The backbone of Orjana's merchant class: the Boru clan on land and the Seg clan on sea. Most are surface dwellers. Nordic/Slavic flavor.

Mystonian Dwarves: Political exiles living on the Isles of Myst, ruled by Rabbinical archons. Psionically gifted. Practice a version of The Lil.

The Kadut: Black-skinned dwarves with a respectably-sized empire in Mwayambi. They mine ore, ride camels and giant insects and fight monstrous chimeras.

The Dol Drunn: Deep subterranean dwarves, modeled on classic duergar features. Frequently hostile. Setting addition is a work in progress.

Halflings, Gnomes

Itinerant Halflings:

Itinerant Gnomes:

Orcs

Zul Kiras: An organized, militant kingdom formed from united Orcish clans. Frequently attacks neighbors. Combines furious hordes, disciplined legions and arcane magic.

Alesian Orcs: Orcish theocracy on the Alesian continent, locked into a hundreds-years-old conflict against the Alesian humans. Strong tradition of divine magic.

Itinerant Orcs: Isolated tribes can be found scattered through the badlands and forests of Veth. Most aren't highly civilized, live by hunting and raiding.

Goblinoids

Bahr Goblinoids: Urban goblins and hobgoblins with their own oppressive kingdom. Infamous smugglers, slavers and spies.

Zul Kiras Goblinoids: Goblin, hobgoblin and bugbear tribes living under the rule of the Orcish war-king. Savage but organized.

Itinerant Goblinoids: Isolated tribes can be found scattered through the badlands and forests of Veth. Most aren't highly civilized, live by hunting and raiding.

Giants, Ogres, Trolls

The J'lontzek:

The Provakh:

Ogres:

Trolls:

Sentient Griffons

Aerie High Griffons:

Anthropomorphic

Oneidhae (Merfolk):

Malkraans (Lizardfolk):

The Isska (Lizardfolk):

Euryalis (Snake-folk):

Phet'kree (Cat-folk):

Kellerei (Cat-folk):

Faeries

Tor Anaan Fair Folk:

Dragons

High Dragons:

Dragon-born:

Undead

Vampires:

Liches:

Misc Undead:

Demons

Evil Outsiders:

Converted Spellcasters:

Partial Demons:

Celestials

Good Outsiders:

Partial Celestials: