Home Creators Posts Import Register Favorites Logout

Content

Races

Courl

The pre-eminent race of the Elitran empire, Courl are generally considered to be the cruellest of the known races. Meat-eaters, they do not generally eat sentient species, but they have been known to do so.

Starting Stats: +1d10 Agility at birth

Physical Description: Humanoid body with cat features. Flat faces, with fur all over the body and tails. Cat ears at the top of their heads. Fur colour varies greatly, but tends to be one solid colour. Patches of a different colour are rare, patterned fur is even rarer.

Dwarves

Rarely seen around the Sea, they keep to their territory underneath the Northwall Mountains. It is easier to go under the mountains than over them so the trickle of trade with the Dwarves is one of the main sources of goods and information from the Frozen Kingdoms.

Starting Stats: +1D10 Strength and Dexterity, 1D8 Agility and Perception

Physical Description: Short, stout and invariably bearded. It’s not generally known if females are bearded.

Elves

Elves used to be common on the northern coast of the Sea, but have been driven back by repeated colonisation attempts from Tiatia. They still have a strong presence in the Confederacy, and maintain enclaves in most of their old territory.

Starting Stats: +1d10 Perception, Dexterity, 1d8 Strength, Toughness

Physical Description: Slightly shorter and thinner than the average human, skin tone ranges from very pale to bronzed, and hair can be either silvery white, golden blonde or black. Ears are prominent and pointed, extending two centimetres further out than human ears.

Goblins

Also rarely seen. Goblins live under the Northwall mountains, where they are in a state of perpetual war with the Dwarves. They hate the light, so they prefer to stay underground. Occasionally, groups will be driven out of their caves by the Dwarves, into Elven territory. The Elves do not like them any more than the Dwarves do, so most goblins encountered by humans have been hunted and harassed. Beaten and starving, they have made a poor impression on human society.

Starting Stats: 1d8 Strength, Toughness, +1d10 Perception and Agility

Physical Description: Green-skinned, with variants tinged purple and blue. Large ears, pointed like the Elves, but about twice the size. As short as the dwarves, but gangly and thin.

Grasswhisperers:

Grasswhisperers are a graceful and earthy race, closely resembling humans in their overall shape and proportions. However, their physical features are distinct and adapted to their life in the plains and fields. Grasswhisperers are known for their wisdom in matters of agriculture.

Starting Stats: +1 APWC at birth

Physical Description: Grasswhisperers have a warm, earth-toned complexion, often varying from sun-kissed tan to a deeper, rich brown. Their skin has a healthy, radiant glow that mirrors their strong connection to the land. Their hair is typically a vibrant, lush green, often adorned with delicate wildflowers and grassy accents. Some Grasswhisperers may even have tiny leaves or buds intertwined with their hair. Their eyes are a striking shade of emerald green.

Grasswhisperers have a slender and lithe build, designed for agility and mobility in the open plains. Their limbs are long and graceful, making them adept at moving through tall grasses and fields without disturbing the land. They typically wear garments made from natural materials such as woven grass, leaves, and plant-based fibres. These clothes often blend with the surrounding landscape, providing them with effective camouflage as they tend to their crops and interact with the natural world.

Human: One of the most common species found around the Sea

Starting Stats: Base stats. 1D10 to all stats at birth.

Subraces are listed below.

Tiatian: Human, a darker-skinned variant originating in the East and now found in numerous countries around the Sea, such as Zamarra, Moghon, Tiakal and Denust. The colour of their skin is generally thought to indicate the purity of their blood. Darker colours indicate nobility. I’ll use a scale from 1 to 5, with 1 being the darkest, and 5 being coffee coloured. Lighter than this is considered either a different race or a half-breed. Eyes vary greatly, silver or purple is relatively common.

Tribal: Once prevalent across the northern coast of the Tyrrhenian Sea, the base sub-type has mixed with Tiatian blood and other invaders. A reddish tone to the skin indicates a portion of tribal blood. Eyes tend to be blue, brown or green.

Elitran: Lightly tanned, yellowish skin, and a tendency towards yellow-brown to reddish eyes.

Northern: Pale-skinned, often with red or blonde hair. Blue, green or white eyes. In the case of white eyes, the iris is a different shade and texture than the whites, so is still discernable. The main inhabitants of the Frozen Kingdoms.

Kabiman:

One of only two semi-aquatic races, Kabimen exist along the coast in the countries of Zamarra and Rothid. Another enclave exists in Anking. While they can operate on dry land, they find it uncomfortable and prefer to stay very close to the coast.

Starting Stats:+1D10 to Toughness at birth.

Physical Description: Crab-like humanoid race, including an exoskeleton. Eyes arranged on the sides of the head to give 180-degree vision, but depth perception for only 20deg in front. No facial expressions, but colour-changing cells in their skin are used to display emotions. Hands are three-pronged claws, capable of delicate work. Variations in hand type tend to suggest a suitable profession. There is a ‘war-form’ variant, which tends to be about 50% heritable, that reinforces the exoskeleton with ridges and enlarges one of the claws to a fearsome size. Amphibious, prefers water, but no time limit on dry land as long as the temperature is less than 25 degrees C

Mammomen: (aka the Giantfolk, Tuskans)

Very rare around the Sea, but some members have made their way through the mountains or managed to sail through Chelan waters. They live in the far north, but reports are unclear as to which of the Frozen Kingdoms they inhabit. Easily the most physically dangerous race.

Starting Stats: +10 Strength, +1d10 Toughness, all other stats 1d8 at birth

Physical Description: Large, heavily furred, humanoids. Estimates of height range from seven to ten feet tall. Large tusks coming out of the facial area are often reported, but the shaggy fur makes an exact description difficult.

Plainsrunners: (aka Cervitaur)

Plainsrunners are known for their incredible speed and agility, which they have developed over generations to navigate the wide-open grasslands. Their large, powerful legs allow them to sprint across the plains effortlessly. They can channel bursts of magical energy into their legs, granting them even greater speed for short bursts.

Starting Stats: Base stats, but can run 2-4x as fast as other races.

Physical Description: deer/gazelle-like centaurs. Their bottom half does not match any of the species of deer that live on the Elitran plains but appears to be its own species. The human half tends to have bronzed skin and black, brown or blonde hair. Their ears are pointed, similar to an elf’s ears. Males have horns, which grow slowly into a full head of antlers. They can be used as weapons, at least in the early years.

Scaled Folk

The Scaled folk occupy the nation of Veyph completely. They are also common in neighbouring Darban. They are thought to be a collection of closely related species, but research into this topic is difficult for outsiders.

Starting Stats: +1 STAD at birth

Physical Description: Individuals range from four to six feet in height. Legs are digitigrade. All members have scales, but there is considerable diversity in the colour, size and arrangement of scales. Some members have crests or tufts of feathers on their heads. There is a similar variation in body shape. While keeping to the basic humanoid body plan, there is wide variation between builds, and also other cosmetic features like face shape and arm lengths.

Skytenders:

Skytenders are a nomadic and ethereal race with unique characteristics that reflect their deep connection to the wind and the skies. They originated in the East, but refugee groups came out of the consolidation of the Tiatian Empire, and they can now be found in Denust and Anking as well as the Tiatian Empire

Starting Stats: +1d10 Will

Physical Description: Skytenders possess skin that ranges from pale blue to a silvery hue, reminiscent of the clear, open skies they revere. Their skin has a soft, almost luminous quality, giving them an otherworldly appearance.

Their hair is often a shimmering shade of pale blue or silver, reflecting the colours of the heavens. It cascades down in long, flowing waves, reminiscent of wispy clouds. Some Skytenders adorn their hair with feathers or delicate air-themed ornaments. Skytenders have eyes that are a striking shade of sky blue, with an almost hypnotic quality. Their gaze seems to convey a sense of endless freedom and the ever-changing patterns of the wind.

Skytenders have a slender and graceful build, perfectly adapted for gliding through the air. They possess long limbs and elegant fingers, ideal for manipulating the strings of their kites and gliders. They typically wear flowing, diaphanous garments that mimic the appearance of clouds and sky. These robes are often decorated with intricate wind and cloud motifs, and they billow and ripple in the wind as Skytenders move.

Skytenders often adorn themselves with wind chimes, feathers, and air-themed jewellery. They may wear delicate circlets or headbands with small, tinkling bells to evoke the sound of the breeze.

At Tier Three, there is a class that enables Skytenders to gain semi-transparent wings that resemble those of large butterflies or dragonflies. These wings allow them to glide effortlessly through the air and are a symbol of their deep connection to the wind. Skytenders exude an air of serenity and tranquillity, mirroring the calmness of the skies. They move gracefully and silently, like the wind itself, and their presence radiates a sense of freedom and boundless exploration.

Comments

Maxlex

Planning is a thing! A thing that I can do! Honestly, I'm not sure how many of these races will show up, but it's nice to have an idea of the greater whole. I might yet do a nations post, but I'm itching to get started with Chapter One of Book 2