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Races

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Manticore
=== Dwarves ===
[[Dwarf Anatomy|Dwarves]] are not as long-lived as elves, but culturally are just as ancient. Dwarven civilization is advanced, with craftsman producing technologies which long outpaced the development by most other races. Despite their knowledge and superiority in non-magical weaponry, there is no vast Dwarven empire anymore. Over the centuries the Dwarves of Alharth have formed powerful empires which which spread and waged war against other races, but those empires fell just as quickly. The remaining dwarven controlled areas are home to comfortable fortress cities hidden on or inside mountains from where they continue to fight numerous foes including Orcs, Goblins, and other subterranean species. Dwarves are proficient miners, capable of gathering and manipulating rocks and minerals other races are either unable to forge or are unable to harvest.
 
Dwarven marriages are often planned long in advance by two families who create a contract to betroth a member of each family together, and the process begins with a thirty year engagement once the Dwarves involved are born and reach adulthood (around age 50).
 
{{Quote|source = Dev Blog June 7, 2017|Stereotypical words that other races use to describe dwarves include patience, wisdom, directness, and compassion. They're very socially conservative, and they're extremely blunt with their opinions, which can cause some problems with other races. But they are fiercely loyal to their friends and family, and their sense of honor and friendship usually overcomes other qualms. For instance, they call elves disgusting perverts and make fun of them constantly, yet the dwarves are the elves' staunchest allies on this continent, and have been for over a thousand years.
}}
 
=== Goblins ===
[[Goblin]]s are a people who value relationships and personal history above all else, although wealth and knowledge are both highly respected. Goblin society organizes itself into corporate structures, with cities, clans, and tribes acting as businesses. Goblin tribes are usually smaller groups of goblins, and they tend to set themselves up wherever they can. Some tribes occupy caves, ruins, dungeons, or previously abandoned towns. Many tribes work as slavers. Goblin clans are larger groups with better funding, usually based out of a city. Goblin cities on Alharth are usually found in the [[Gob-Lands]], a subterranean mercantile empire which occasionally spreads to the surface in regions with less Council oversight. The Gob-Lands hide many large cities, and elaborate tunnel systems stretch across the continent. Each city is ruled by an [[Overgoblin]], and the entire empire is ruled by the [[High King]].
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 [[Manticore]]s 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. {{Quote|source=[[Hunting: Manticores]]|Monstrosities with beast bodies and human faces, these creatures were -- and still are -- adherants of [[Strekios]], god of Self-Improvement. They are destined to be reborn in this form until they gain the wisdom to be born into a new form}} 
=== 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 language of Ratkin is called [[Rattic]], and few Ratkin speak other languages.
=== Nature Spirits ===
Information on gods and lesser spirits can be found on the [[Nature Spirits]] page.
[[Category:Mechanics]] [[Category:Register of Lore]]