Difference between revisions of "Category:Races"

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'''[[Korthai]]:''' Sea-faring humans that make a living off piracy and naval trade.
'''[[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.
'''[[Mingits]]:''' A very reclusive group of humans that Arangothians descend from.
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==Anthropomorphic==
==Anthropomorphic==
'''Leturians (Tailed Humans):''' Tailed race with a medium-sized oligarchy. Enslaves non-tailed humans.


'''[[Oneidhae]] (Merfolk):''' Mer-people of various shapes and sizes living in an enormous coral reef system.
'''[[Oneidhae]] (Merfolk):''' Mer-people of various shapes and sizes living in an enormous coral reef system.

Revision as of 18:58, 24 April 2020

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


Humans

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

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

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.

The Dol Drunn: Classic adversarial deep dwarves of the underdark. Setting addition is a work in progress.

Halflings, Gnomes

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.

Sakashtalen (Subterranean): Gray-skinned subterranean race of mysterious halfling-like creatures.

Orcs

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

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 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

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

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

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

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.