Category:Races

From #BlkDragon*Inn
Jump to navigation Jump to search

Using setting-established versions of fantasy races is not mandatory.


Note: The ages and lifespans listed along with the groups of races are general overviews, they are not entirely set in stone as they are average and maximum ranges. For example, while humans may be able to naturally live to 80 years old or more, nature is rarely kind enough to offer the opportunity to most. High Elves may be able to live to be 2000 years old, but the chance that one is likely to make it that high are rather stark.


Humans

  • While wide ranging in culture and ethnicities, humans are generally considered old at the age of 50, where as an 80 year old human is uncommon and near the end of its natural lifespan.


Arangothian: Toiling humans that breed like rabbits and build cities with the same speed.

Assi: Druidic tribal humans, voluntarily living a primitive lifestyle.

Ellurian West Teldanari: Semi-albino humans that wear full-body garments in worship of their god Alou.

Korthai: Sea-faring humans that make a living off piracy and naval trade.

Leturians: Descendants of the rint-riding nomadic humans from the southeastern border of Ferluxebi near the Lunit Mountains.

Mingits: A very reclusive group of humans that Arangothians descend from.

Igmerinds: A proud race of humans that claim distant genetic ties to Elves.

Nipangui: Humans ruled by a Shogun and the ruling Samurai class in the Sword Isles.

Trí Déag: Women who live deep in the Elgar Forest, with questionable connections to the Assi.

Tuil Fionn: Aquatically adapted humans who've called the crescent isle of Tuil Sianaach their home for generations

Elves

  • Elves are generally known for their lengthy lifespans, which for Common elves like those of Mazewood and the Common elves of Elvendeep, along with their subterranean relatives like the Gulanadurians, generally live to around 1000 years of age. Wild Elves of the Sorani and the Shushan are often shorter lives, with lifespans roughly calculated to around 500 years, whereas the High Elves of Elvendeep and noble elves of Panguro can live for up to nearly 2000 years old.


Elvendeep, Spiri: Classic civilized elves, living in a great city-in-the-trees. All livelihoods. Includes noble (high) and common elves.

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.

Far Easten Elves: Ultra-refined and aloof nobility in Panguro, making art and 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

  • Dwarves tend to be more robust and sturdier than larger folk, who share similar lifespans from between 250-300 years of age.


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.

Halflings, Gnomes

  • While not as sturdy as their distant dwarven cousins, halflings and gnomes can live upwards of 100 years, though it's uncommon to find many that live until 200.


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 (Far Eastern): Tribal arctic dwellers, building igloos and hunting walrus for sustenance.


Orcs

  • While plenty sturdy, orcs often live very culturally violent lives compared to other mortals, so while they have somewhat shorter lifespans similar to that of humans, an orc that has lived to see his 50th birthday is a rarity.


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

  • Goblinoids and other related races tend to have shorter lifespans than humans, roughly estimated around 30-50 years old at most, while some of the larger species such as hobgoblins and bugbears have slightly longer natural lifespans that match closer to orcish lifespans.


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 giants, half-giants and their other big-boned cousins tend to have lifespans that average out at around 100 years old, with the occasional rarity of a longer lived individual that might show up amongst their numbers.


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.

Anthropomorphic

  • The anthropomorphic races tend to have similar lifespans in comparison to humankind, though the occasional deviance may appear in specific races or subraces amongst their number.


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 forest communities of matriarchal cat-people, hostile to outsiders.

Elgarian Were-Shifters: The Elgar Forest has multiple humanoid communities cursed to transform into one or another animal aspect.

Faeries

  • The Fae come in all shapes, sizes, colours and forms, but tend to live outside of the conventional concepts of lifespans due to the cyclic nature of their existence. Individuals that can keep track of their age in the mortal world are rare, and those that actually bother are even rarer. While it's rare for death from old age to come to the fae, those that involve themselves in the mortal realm for long enough oft find themselves becoming part of its workings, which includes age and death, ranging between that of humans or high elves depending on their luck.


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

  • While technically immortal, undead creatures rarely have the luxury of long lifespans due to being perceived as anathema to civilized life pretty much everywhere else in the world. Only the extremely savvy and cunning might count themselves amongst the lifespans of elves or high elves, while the vast majority barely make it beyond their otherwise natural human lifespans before finding themselves returned to the dirt.


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, Celestials, Elementals

  • Similar to the fae, most demons, celestials and elementals don't exist within the mortal realm in the same manner as its other mortal inhabitants. Those who share ancestry with humans or other species due to interbreeding, such in the case of tieflings or part-elementals, often have lifespans more akin to their mortal lineage than their supernatural counterparts.


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.

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.

Elementals: There is no single agreed-upon birthplace of various elementals. They can arise from local magic or other dimensions and have varied sizes, shapes and abilities.

Others From This World

The known world only covers about half the planet. Strange faraway travelers from distant terrae incognitae have a long established precedent in the setting. Even explored lands may be inhabited by hitherto-undiscovered lifeforms.

Others, Extraplanar

Likewise, "planeswalkers" of various sizes, shapes, abilities and dispositions have been successfully played in the setting.