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Races

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Nature Spirits
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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) ==
== Not Playable Races ==
=== Orcs ===
[[Orc]]s are a proud race from the tundras and mountain ranges on the continent of [[Gu]], a distant land beyond Verta and the Crone Hegemony. Very little is known about their homeland, since Orcs are a private yet warlike race which views shared information as a weapon to be used against them. Orcs self-organize into factions and armies which fight against each other for land, wealth, and honor. Despite the constant infighting, Orcs will quickly set aside their differences to face foes from other species. Orcs across Alharth tend to construct wooden settlements containing only the bare essentials for survival, usually hidden away in cold regions other races are unable to tolerate. Orc camps in temperate climates are usually built to prepare for a fight, and are frequently abandoned afterwards. Other than their smaller camps and forts, Orcs control a number of elaborate remote cities, such as the mountain fortress of [[Gazluk]].
 
Orc culture supports the race's penchant for creating warriors and heroes from a young age. At the age of 15, all Orcs must complete the [[Challenge of Blades]]. Failures die, and are not mourned. When they reach adulthood, young Orcs are presented with an iron Xiphos. Weapons are important to Orcs, so Blacksmithing and associated trades are frequently learned trades. Orcs consecrate their forges to the god of war and armies Tast, instead of the god of minerals Umrad. Some Orc spellcasters known as Mutterers use ornate knives to enhance their spells. Arena fighting is a popular sport in Orc society. Orcish Gladiators wear thick chainmail gloves.
 
 
While some orcs find professions in crafting, gathering, or merchant work (all to support future conquest), most find it more efficient to capture what they need from other races. Raiding parties of orcs are known to sail the coastlines of Alharth and Verta, with peaceful settlements such as the Elven town of [[Fern Glade]] being a recent target. Orcish raiding ships are identical to their merchant ships, which has been known to cause issues. Orc traders often provide {{Item|Lac}} to foreign merchants. The Lac is harvested from Urak, a species of giant arthropod Orcs have trained to use as war-beasts. Through domestication of wolves, Orcs also created the Worg.
 
While the primary language of Orcs is [[Orcish]], many warriors will learn the languages of other races such as Humans and Goblins so they can insult them in battle.
 
=== 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]].
 
Contracts are powerful tools in goblin culture. Breaking a contract is viewed negatively by their society, although it occasionally happens. Warriors sign five-year deals with tribes, and tribes can sign two-year agreements to join an army. Army agreements, sometimes referred to as War Contracts, are viewed as a form of slavery by other races. Goblins are fond of slavery, and are willing to enslave pretty much any species.
 
Goblins have their own language traditionally known as [[Goblinese]]. They rarely share this language with outsiders intentionally, preferring to learn the language of whichever race they are doing business with. If a non-Goblin is capable of speaking Goblinese at a conversational level, they will be treated better by most Goblins. When conducting business, many goblins will use the opportunity to remind other races that goblins are supposedly capable of smelling lies. Cultural differences extend beyond their tolerance of slavery. Goblins have no aversion to Necromancy, with some practitioners using it for research of long-dead cultures and monsters, not just combat. Most Goblins are very fond of gathering knowledge in esoteric fields, since that knowledge represents the wealth which was spent to acquire it (knowledge can also be sold to sages of other races for a high price). Goblins view both Humans and Ratkin in the same category of the "Monstrous Races."
 
=== Ranalon ===
[[Ranalon Lore|Ranalon]] are an [[Fish and Snail Anatomy|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]].{{Quote|source =[[Gershok]]|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.}} === Psychic Mantis ===The Manis species has only Portions of the Mantis population on [[Alharth]] recently gained sentienceand began developing culture through external influences. They With a growing population adept at commerce and equipped with advanced psychic abilities, these Psychic Mantis have taken it upon swiftly carved themselves to learn 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 Landsis a group of Mantis who identify themselves as the hivemind [[Forgaxis]]. It seems that some Mantises  Across the ocean, Mantis have developed naturally evolved inteligence on [[Fosulf]].{{Quote|source = [[Kib the Unkillable]]|Did you know there are Psychic abilitiesMantises in my far-off home, including the ability to wipe the minds Great City of elvesInsects? 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!}}
=== Myconians ===
Considered unintelligent monsters by some, and folklore by many, the [[Myconian]] race is far more capable than most perceive, since their lack of vocal organs prevents communication with beings of low psychic prowess. In reality, the Myconians have a dispersed empire hidden across much of Alharth. Despite their sentience, craftsmen and merchants pay a premium for Myconian components, primarily {{Item|Myconian Jelly}} or the core of a Myconian, its {{Item|Heartshroom}}. Since they are frequently hunted by adventurers on the surface, Myconians usually keep to themselves in enclaves dispersed throughout hidden cave systems. Myconians absorb energy from glowing blue aminata mushroom and convert this energy into into Myconian Jelly, which is excreted from their bodies. The enclaves stockpile the jelly in large cylindrical storage mushrooms. Storage mushrooms may also contain seeds for farming or Sporelings, future generations of Myconians. Myconians measure time in Moon cycles and seasons.
 
In recent times, the Myconians of [[Serbule]] have reportedly mastered the art of taming Garden-Tenders. Some speculate this advancement was the result of external influence by [[General Lavorel]].
 
Individuals with above-average psychic powers conducting research into [[Mycology]] or simply picking wild mushrooms may find themselves being influenced by Myconians. The most common reported experience is learning rudimentary [[Myconic]], said to be the language of the Myconians. Others have reported visions of inconsistent intensity. Interestingly, direct contact with Myconians does not appear to improve skill in this language.
 
Unexpectedly, Myconians can be turned Undead with Necromancy.
 
=== 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 [[Yeti High Priest|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 ===
The [[Crone Hegemony]] is an empire north of the Council Lands, separated by the [[Rakshasa]] controlled deserts and the swampy [[Povus]] region. A small sea separates the majority of the Crone lands from Alharth, and many consider it to be a separate continent despite an existing but difficult to traverse landbridge. The islands of this sea reinforce the borderland between the Crone Hegemony and The Council. The Crone Hegemony is an alliance of multiple races.
===== Crones =====
[[Crone-Kin|Crones]] were once native to [[Alharth]], but were driven out by [[The Council of Thirteen]] during a revolution against [[Queen Hegata]] a thousand years ago.
===== Hags =====
[[Hag]]s are a long-lived magical race. Most hags hold important positions of power in the [[Crone Hegemony]]. It appears the entire race is female.
===== Gorgons =====
Gorgons are a species living in the [[Crone Hegemony]], but are rarely seen and are considered myths and folklore by most of [[Alharth]]. They briefly appear in history texts as a foe outwitted by [[The Council of Thirteen]].
 
In folklore and modern stories, Gorgons appear as summonable creatures capable of both granting wishes and petrifying those who look at them for too long.
===== Minotaur =====
Minotaurs are one of the races in the Crone Hegemony, often working as soldiers or builders. Most Minotaur have a fondness for creating puzzles, mazes, and traps. They also enjoy writing riddles.
===== Others =====
Some [[Orc]]s are part of the Crone Hegemony, such as the General [[Gotkul]] and his army.
 
There are a number of impoverished Human settlements in the Crone Hegemony.
The === Trolls ===Trolls are a [[Himamanav DeitiesGiant]] are long-lived sentient energy constructsspecies which reached [[Alharth]] from another realm through the Fae Nexus. Their origin is unknown, but they are worshiped by They worship the Fae Spirit and God of Trolls [[HimamanavAgrashab]], a being who has claimed a sphere of influence of roughly 600 realms. Most trolls have exceptionally good regenerative abilities, but are weak to fire. Culturally, trolls form packs based on common interest. Warrior packs are a common occurrence, although craft-based groups exist. Packs may align with other packs to form an alliance. Some of the deities Troll packs have displayed abilities such been observed as summoning magical itemslaborer servants for Winter Court fairies, and teleportation while others have been reported as soldiers. A few Trolls appear to be in positions of other beingspower within the Court.=== Giants & Trolls ===
=== Weather ===Despite their differences across the realms, all Trolls are fond of exceptionally sweet snacks. Not all Trolls are fluent in the common language of [[Alharth]], as many find it difficult to speak or translate. The language of Trolls is predominantly composed of lengthy locutions, moreover articulated volumetrics differentiate antecedent and forthcoming occurrences... (They use long words and loudness identifies past or future tense).
=== 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 [[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.
=== 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.
=== 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|High-King]], the revolutionaries freed themselves before promptly dispersing across the continent to return to peaceful warrens.
=== Demons ===
[[Demon|Demons]] are a complicated subject to summarize since they are not one race, but a term used by the humanoids of [[Alharth]] which conflates the attributes of many races into a single united foe for the citizens of the Council Lands to rally against. The so-called Demons are attempting to invade [[Alharth]] by breaking through a barrier erected by the Council. The information provided below is not known by the average citizen.
 
There are multiple groups considered Demons attempting to conquer the planet [[Alharth]] is part of. The greatest threat is Demon Lord [[Destriel]], the Supreme General of a Galactic Coalition that controls many planets. His forces are the ones the Council is fighting, but he is not the only threat.
 
[[Berelius]], Queen of All Things, Benevolent Goddess of Light and Dark, is a Demon General who rules dozens of worlds. She commands an army which reproduces using egg sacks. The organizational structure of this army begins with her Generals, followed by Pods, and finally Sub-Pods of soldiers.
=== Aktaari ===[[Lord Forthragar]] is another Demon Lord. [[Zukelmux The Intransigent]] is a gargoyle that acts a general in his army.
=== Moth Men ===There is a species, tribe, or organization of Demons known as [[Katuri]] who are skilled at corrupting memories.
=== 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.
=== Cyclopes ===
Cyclopes were once allies of the Crone Hegemony, and were respected as architects and great builders across Alharth. A dispute between a group of Cyclopes and Crones resulted in the destruction of most Cyclopes constructed buildings when hidden trap magic was be activated in Crone-provided building materials.
=== Nature Spirits ===
 Information on gods and lesser spirits can be found on the [[Nature Spirits]] page.
[[Category:Mechanics]] [[Category:Register of Lore]]

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