Races

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While the lands of Alharth and beyond are home to many Races, just four are currently playable: Humans, Elves, Rakshasa, and Fae. Orcs and Dwarves are planned for the future. The contents of this page provide a brief overview to each race which has some form of intelligence and is culture-forming. Species such as Cows and Nightmare Creatures which occasionally gain higher intelligence will not be covered, since they are exceptions to their species. Various types of Undead and Incorporeal Creatures will also be skipped.

Playable Races (Basic)

Humans

Humans are likely the most populous race on Alharth, with the majority occupying the Council Lands. Their relationships with neighboring races are complicated, as opinions and views can change from settlement to settlement. While it is likely that there are human populations on other continents and in other realms, they are not known to the average resident of the Council Lands.

Human Game Effects
  • Human characters gain a bonus to earned combat XP if they have recently socialized with others, and a small penalty if they feel lonely. (+/- 1%).
  • Humans can equip earrings as their Racial Jewelry.
Human Culture

Humans are notoriously prudish and petty, but they are extremely loyal to their friends and allies. They value honesty and hard work, and hate lazy people.
Everyone agrees that humans make excellent traders and negotiators.

According to elves: They're rude and greedy. And for how much they hate sex, you'd be surprised how horny they are. But they make great friends! They love accumulating wealth.

According to rakshasa: They're trustworthy merchants and they make charismatic leaders. They love feeling in control... it makes them happy. They work incredibly long hours.

According to orcs: The smart ones have silver tongues and can trick an orc out of his breakfast. But the dumb ones are dumber than any orc! Their warriors are no match for orcs, but their wizards are feared. Human merchant camps are neutral ground, so try not to burn those down too often.

Geography: The first country you'll explore is called The Council Lands, where Humans are the most populous race. The laws are very human-centric: slavery, homosexuality, and mind-affecting magics are outlawed, while taxes and hard work are the norm.

— Character Creation

Elves

Elves Game Effects
  • Elven characters gain a bonus to earned combat XP if they are clean, and a small penalty if they are filthy (+/- 1%).
  • Elves can equip Navel Rings as their Racial Jewelry.
Elven Culture

Elves are forest loving, sex-addicted, and obsessively clean. They're never crude or offensive, but they do tend to add double entendres to everything they say.
They live a long time and tend to master a lot of skills, but prefer to live a simple life when possible.
Everyone knows that it's nearly impossible to piss off an elf... they're just so friendly and patient! But if you DO get them angry somehow, they never forgive and they never relent.

According to humans:They're friendly and honest, but don't be fooled: all elves are disgusting perverts. They're probably charm-rapists, too!

According to rakshasa: Their laws are surprisingly primitive, they're prone to bouts of depression that last for decades, and they're constantly washing their hands. But they're generous and fair, in their way.

According to orcs: They become set in their ways and then they're easily manipulated. They're dangerous warriors, but then they get annoyed by blood and dirt. That's hilarious. You can't tell from looking whether an elf is a warrior or a wizard or just a farmer, so be careful picking fights.

Geography: The nearest Elven country is Verta, which recently suffered a horrific disaster. Dwyndarre was a major metropolis that was completely destroyed by an unknown force. Some survivors have fled to the Council Lands.

— Character Creation

Rakshasa

Rakshasa Game Effects
  • Rakshasa characters gain a bonus to earned combat XP if they are feeling Peaceable (has not killed sentient creatures recently), and a penalty when feeling guilty (+/- 1%).
  • Rakshasa wear Tail Rings as their Racial Jewelry.
Rakshasa Culture

Rakshasa originally came from another world, where they were fierce and amoral warriors. But since becoming stranded on this world, new generations of rakshasa have developed a sense of morals and righteousness. They are still learning to combine their warrior instincts and their newfound sense of fairness.
Everyone knows that Raksasha are quick to anger, but are also quick to forgive. They're also known for their complex sense of justice and their dry sense of humor.
Although their capital city is quite advanced, many raksasha have recently "gone savage", as the humans put it, leaving their cities and forming camps in the wilderness. It's unclear why.

According to humans:There's two kinds: the city dwellers and the nomads. The city ones keep slaves, which is obscene. But the nomads are pretty lazy, preferring to hunt for sport rather than work to improve themselves.

According to elves:Talking with rakshasa is exhausting. It's so easy to upset them! But they're pretty open about sex, and they're very generous.

According to orcs:Rakshasa are good allies, 'cuz what's not to like about a swordfighting tiger? But never trust 'em. They can turn on you in a second. One second they're helping you 'achieve justice' and they next second 'you've gone too far and now you must die.' Watch your back around 'em.

Geography: Rakshasa control a small area of land that is largely inhospitable to other races. Their holdings abut both the Council Lands and the Crone Hegemony, and they have made an uncomfortable peace with their neighbors.

— Character Creation

Playable Races (Advanced)

Fairies

Fairies are the first of the Advanced races added to Project Gorgon, and were introduced in March 2020. Unlike the three base races, Fairy characters have a variety of racial advantages and disadvantages. A player may only create a fairy after completing the quest Free Tortured Fairies given by Fazzi in the Winter Nexus. Doing so unlocks the option account-wide.

Fairy Game Effects
For more information, see Fairy
  • Fairies may learn Fairy Magic, a subskill of Mentalism, and their own Fae (Race Skill), which allows them to break items down into and , then reconstitute those ingredients into a variety of useful items.
  • Having wings, all Fairies may fly.
  • Fairies are less physically strong than most other races, and have 16 fewer inventory slots as a result. They are also slightly more susceptible to knockbacks than other races.
  • Also due to their relative lack of physical strength, fairies suffer a penalty of 10% to direct damage when wearing 3 or more pieces of most metal armor.
  • Upon death, Fairies respawn in the Fae Realm, unless they use a or are resuscitated by other means (any of the standard methods). They cannot Enter the Light.
  • Fairies start with level 30 Ice Magic, Mentalism, Fairy Magic, Knife Fighting, and Animal Handling.
  • Fairies begin with two pets, a bee and wasp, both Bond Level 100 (this means their pets will automatically level up to the Fairie's animal handling level as it grows).
  • Fairies learn a different variant of the Knife Fighting skill Slice, called Slicing Ice, which uses thrown ice, operating at range instead of in melee. Crystal ice may also be used in place of metal throwing knives in abilities like Hamstring Throw and Fan of Blades.
  • Fairies can use either Wing Rings or Wing Tassels as their Racial Jewelry.
Fairy Culture

Fairies are immortal Fae from another realm of existence. Fairy society is separated into four Courts, named for the four seasons. Every 20,000 years, a different Court takes control of the Fae Realm. The Winter Court currently rules the Fae Realms, and has made it their mission to hunt down most Summer Court fairies.

Not Playable Races

Orcs

Dwarves

Goblins

Ranalon

Ranalon are an amphibian race with a vastly different worldview and culture than the rest of the species on Alharth. Ranalon have very short lifespans, with old age reached after 200 moon-cycles (about 6000 days). Despite this biological limitation, Ranalon have an established culture, skills, and unique magics they use to thrive wherever they are. The key to their perseverance is an extreme genetic memory, with Ranalon eggs inheriting the complete memories and skills of their mothers and partial memories of their male parent. A Ranalon mother may create over a hundred eggs in her lifetime. The ultimate goal of the Ranalon race is to thrive as a species, and their proliferation is supported by the god Enoyos who views them as part of his plan to flood the entire world. He has been known to transport their eggs inland using waterspouts, and this is likely how the Ranalon entrenched themselves in parts of eastern Alharth such as Serbule Hills and Povus.

Ranalons do not want peace with humans or elves. Nor do we want war. We don't care about other races that much. We will simply displace them, like we have done on other continents. In the distant land of Yenor, humans live only in special area we have set aside for them. They were fierce warriors, but Ranalon breed much faster. Ultimately we chose to keep a stable population of humans alive because of the beneficial effect on the local flora.

Gershok

Psychic Mantis

Portions of the Mantis population on Alharth recently gained sentience and began developing culture through external influences. With a growing population adept at commerce and equipped with advanced psychic abilities, these Psychic Mantis have swiftly carved themselves a territory overlapping parts of the Council Lands. Psychic Mantis culture segregates itself into generational and knowledge based hierarchy. Earlier generation Psychic Mantis who have established themselves as knowledgeable maintain status in society, while later generations wielding greater psychic powers are naturally granted greater respect. The pinnacle of Psychic Mantis society in the Council Lands is a group of Mantis who identify themselves as the hivemind Forgaxis.

Across the ocean, Mantis have naturally evolved inteligence on Fosulf.

Did you know there are Psychic Mantises in my far-off home, the Great City of Insects? They look and behave like Irkima: bookish and logical, with incredible psychic powers and unnecessary hats. They consider my species inferior because we lack mental magics. But our shamans and fire-dervishes are far more effective in battle!

Kib the Unkillable

Myconians

Himamanav & Himamanav Deities

The Himamanav, often refereed to as Yeti, are a species of Giant that live in cold climates. Their society is made up of warriors, but also High Priests that defend and lead worship of the Himamanav Deities.

The Himamanav Deities are long-lived sentient energy constructs. Their origin is unknown, but they are worshiped by the Himamanav. Some of the deities have displayed abilities such as summoning magical items, and teleportation of other beings.

Crones & The Crone Council

Giants & Trolls

Trolls are a species which reached Alharth from another realm through the Fae Nexus. They worship the Fae Spirit and God of Trolls Agrashab, a being who has claimed a sphere of influence of roughly 600 realms. Trolls appear to have varying degrees of intelligence,

Sentient Weather

The influence of wizard experiments, gods, and interference from other realms has resulted in a surprising number of Sentient Weather systems across Alharth gaining sentience. It is debatable if Sentient Weather should be considered a subset of Class 4 or Class 5 Nature Spirits, but most attribute them as a separate phenomena. Tornadoes are especially susceptible to being secretly sentient, even short-lived summoned ones. Sentient Weather systems are capable of communication when they want to, and are rumored to occasionally enter relationships with other species.

Manticore

Manticore are a migratory Aberration species known to traverse the continent of Alharth. They have powerful claw and venomous tails, but some are proficient in casting magic. The knowledge and level of sentience this race possesses is underestimated by most humanoids. The humans of the Council Lands view Manticores with a mix of respect and fear, and are willing to give them space to carry out their migrations. As their humanoid observers watch and record pack dynamics, the Manticore observe back and occasionally play pranks on them.

Ratkin

Ratkin are an unusually resilient Rodent species which are capable of flourishing even in dire situations. Their communities are spread throughout the Gob-Lands and across the surface of Alharth. Individually weak, they are formidable in groups, and often dig communal warrens. While many Ratkin are fighters, warrens usually have an equal number of skilled craftsman and laborers. Professions proficient in magic such as Necromancers are also common in Ratkin society. Ratkin farmers are skilled at cultivation in harsh conditions and are known to farm snails, fish, and trees for resources. In times of leisure, Ratkin are known to enjoy gambling and music. The tambourines they craft are often sought after by other races.

The underground lifestyle of the Ratkin is known to create conflict with other subterranean races, although it is not something they desire. Ratkin are often captured as slaves by Goblins and other species. Around a decade ago, the Crone Hegemony armed enslaved Ratkin with weapons and well-crafted gear in an attempt to destabilize the Gob-Lands. Instead of fueling a rebellion against the High-King, the revolutionaries freed themselves before promptly dispersing across the continent to return to peaceful warrens.

Demons

Aktaari

The Aktaari are a four-armed insect race native to the continent of Fosulf. When members of this species gather in large groups, they naturally form themselves into a kingdom-like structure with a Queen, Princesses, and Royal Guards. Other Aktaari are assigned jobs as workers and soldiers to protect the royalty. Aktaari seen outside of their kingdoms are usually combat-trained diplomats seeking knowledge, prestige, or partnerships. In Fosulf, the largest population of Aktaari is based out of the Great City of Insects, a civilization they share with the Psychic Mantis native to that land. The Aktaari in the Great City of Insects are often at war with the abundant Ranalon tribes.

Moth-men

Little is known about Moth-men, as they are a race native to Fosulf, and an enemy of the Aktaari. They have been no reported sightings of Moth-men in Alharth.

Lecandines

Little is known about Lecandines, as they are a race native to Fosulf, and an enemy of the Aktaari. They have been no reported sightings of Lecandines in Alharth.

Formians

Formians are a species with the capacity to wage war, but very little is known about them. It is suspected that they are an insect race which organizes into kingdom-structures similar to the Aktaari. They are capable of enduring cold weather.

Nature Spirits