Meet the Races
by @Myron
Races

Draconids –

All Draconids are descendants of the last clutches of dragon eggs to survive the fall of the dragons. As part of the terms to their surrender all surviving dragons were allowed to remain immortal but sterile and unable to produce offspring. 


The last remaining clutches of eggs hatched into what we now know as Draconids. Draconids resemble gargoyles. They stand 5 to 7 feet tall with either rough-leathery or scaly skin. Their skin thickness varies by each individual draconid; some are able to withstand very heavy blows while others have skin no thicker than human skin. Some have fully functioning wings that allow them to fly and others have vestigial wings that serve no practical purpose. Some have sharp talons to rend flesh or strong jaws capable of inflicting a powerful bite. 

Regardless of their appearance, all draconids have some residual magical abilities. Some draconids will even hatch with their dragon ancestor’s signature breath attack. Just like their full fledged dragon ancestors the color of their hide determines which breath attack they are capable of and each has its own unique affect: Black-acid, white-frost, red-fire, green-poisonous fog, bronze-confusion fog, silver-lightning, gold-sonic blast.


Breath attack effects -

(Acid - quick damage pulser) (Frost - light damage + slow) (Fire - heavy damage) (Poisonous fog - long damage pulser) (Confusion fog - stun) (Lightning - mid damage + short stun) (Sonic blast - armor piercing damage)

Draconids are unable to follow any deity and they do not choose a profession. Instead they worship their patron dragon. 


The draconids will set up encampments around areas of dragon lairs and are used as a first line of defense against treasure hunters or others with ill intentions. 

They can be very hospitable to guests or very hostile to invaders. How you approach them will determine how well you are treated in return. 

Their personalities are as varied as a human, although their color does play a role. The metallic colored draconids tend to be the friendlier of the bunch while the white and black tend to be downright nasty. The reds are the largest and the most arrogant. All draconids can be charmed by flattery or bribed with treasure.



Scorpids and Arachnids -

Average sized bipedal insect-like humanoids roughly 4 to 6 feet in height. Scorpids and Arachnids have a natural affinity for one another and tend to work together quite nicely. The same cannot be said for cooperating with the other races. 


With a reputation for violence, they are downright nasty to everyone else. They have a hard carapace that grows stronger as they age. Their carapace makes it difficult for them to wear many types of armor. Cloth and leather are common but anything else is virtually impossible for them to maneuver in. 

Their hard carapace more than compensates for their inability to wear heavy rigid armor. Scorpids can employ a venomous sting while Arachnids have a powerful bite and the ability to shoot sticky webbing at their target.


It is not unheard of to see them living within a city but it is rare. Members of these two races are nomads, most at home on the outskirts of civilization and prefer harsh, dry desert climates. 


They have a tendency to be violent especially against outsiders or those not of their race. Their preferred habitat often puts them at odds over territory with the Lizard folk and the Draconids or anyone else that also chooses the desert or wastelands as their home.

Scorpids and Arachnids are highly immune to arcane magic, they are natural mage killers. Although they have no particular affinity or loyalty to their creators, they were created by Banach and Morsash to create havoc among the mages and cause grief for Selorna; they have been instilled with a natural hatred against mages. 


Ironically enough they are unable to be mages themselves. It is usually sound advice for mages not to travel alone through lands known to contain members of either of these two races. Hiring mercenary guards is a common practice when a mage must travel through Scorpid or Arachnid territory.


Wendengo -

The Wendengo are massive, hairy, bipedal humanoids, powerfully built, standing between 7 to 10 feet tall and weighing between 400 to 800 pounds. They are a very shy and reclusive race, sticking to their own clans and rarely venturing into civilization. 


The Wendengo are fiercely protective of family and clan. They will not hesitate to turn violent to protect their family. The Wendengo feel uncomfortable and out of place in towns and cities but they will make the trek into civilization if there is something that they need. 

With that being said, the Wendengo are very good at blending into their surroundings in a natural environment. Wendengo are virtually impossible to track in the wilderness. They have an uncanny ability to seemingly disappear and avoid detection.


The Wendengo have stuck with their ancient traditions and ceremonies and tend to shun most of the civilized world. They have little use for modern amenities. 


The Wendengo have an unwritten understating with the Green Elves to stay out of each other’s way where their territories overlap. 

They will work together against a common foe but typically the Wendengo are never seen unless they wish to be seen. Not even the highly skilled Green Elf Rangers are able to locate their whereabouts if they do not wish to be found. 

Each Wendengo clan is led by a Chieftain but spiritually they are led by a Shaman rather than a Priest. 


Dark Elves –

Dark elves are slight of build and rarely exceed 5 1/2 feet, more commonly in the 4 to 5 foot range but they make up for their diminutive size by being extremely malicious, hateful and savage. 


Their entire existence is based on hatred and violence. They are the embodiment of chaos and evil. Dark Elves are always in a state of perpetual anger. They know of no other emotion but as long as they are relatively civil they are tolerated in towns. Most likely out of fear of retribution if they are denied access. 

It is not unheard of for an entire village to be destroyed overnight after refusing a band of Dark Elves entrance though the city gates. There have even been rumors of every member of a ruling council being murdered in their sleep after a dark elf was turned away.


Dark Elves are known to inhabit great underground cities that sprawl for miles in vast cavern systems deep below the surface. Very few adventures have the courage to delve too deeply into the underground tunnel system to seek out these mysterious and dangerous cities. 


Those that do make the perilous trek are rarely ever seen again. This makes Dark Elf artifacts and items a very rare sight and they fetch a premium price on the market. Dark Elf magic is highly potent and their enchanters are highly sought after but for a steep price.


Green Elves –

Green Elves are everything Dark Elves are not. They are slightly larger but every bit as agile as their dark kin. They are a bit reclusive but unless they suspect someone of ill intent they welcome travelers and guests warmly. 


Green Elves prefer the outdoors to city life and inhabit every landscape from the swamps and forests to deserts and mountains. This sometimes causes their territorial boundaries to overlap with the Wendengo. Typically the two races stay out of each other’s way. There is very rarely a conflict that leads to blows between the two.


Green Elves are skilled woodsmen and are often employed as trackers and guides. They are charismatic and friendly and their skills with a bow are legendary. 


Due to their lifestyle they prefer to wear leather and furs in place of the more restrictive metal armors. They are very passionate about their fight to keep civilization from encroaching on the wilderness and they will give their lives to protect their land. 

Green Elves tend to welcome Rangers and Druids into their lands with open arms regardless of race or affiliation.


Dwarves –

Dwarves are sturdy and stout folk. They range from 3 to 5 feet tall with thick and densely muscled bodies. It has been well documented that Dwarves are unable to swim effectively due to the fact that their muscle mass is so dense that it makes them unable to float properly. 


It is very rare to see a Dwarf near any body of water that is more than a couple of feet deep and even rarer still to see a Dwarf on a sailing vessel of any size. 

Dwarves are some of the most prideful of the races but when it comes to water they quickly swallow that pride for more practical solutions. It should be noted however that those dwarves that volunteer to steer the trading barges from their mountain settlements down the Oganz River and into Gateway are paid very handsomely for their efforts and are well regarded by their peers for their bravery.


Dwarven craftsmanship is the best in the entire world. None can boast to possess greater skills in stone masonry or metal working. Dwarven craftsmen are highly sought after and paid a premium price for their work. 


All dwarves are greedy and stubborn but none are ever accused of being lazy. Dwarves have an uncanny ability for haggling and they do not easily part with their gold. They have been known to simply walk away in the midst of a bargaining session with no regard for etiquette.


Their beards are a source of great pride and both the males and females grow long flowing beards. Beards are treated with such reverence that a common punishment is to shave off the beard of a Dwarf that has been convicted of a serious crime. 


It is not unheard of for a Dwarf that has lost his beard due to accident or punishment to go into self-imposed exile until it grows back to a respectable length.


Humans –

Humans have an exceptional range of personalities and professions. You can find Humans anywhere doing anything. They make excellent diplomats and bards as well as warriors and mages. 


Many of the greatest kingdoms ever known were built by humans. They make up the majority of the menial workforce such as farmers and laborers. They have also been some of the most infamous rulers in all of history. 

The great barbarian, King Josef united all the tribes of the frozen wastes and ruled comfortably for 43 years until his death. Lowran the Peasant King is responsible for ending the War of Ages and is credited with the 101 years of peace that followed. The infamous Warlord Creach Spinebreaker is well known for his savagery and disregard for life. His reign of terror lasted 20 years for the people of the Great Plains.


Halflings –

Halflings are fun loving diminutive folks that rarely exceed 4 feet, 3 to 4 feet is the typical range. They are extremely quick on their feet and witty with their tongues. 


Halflings enjoy pulling pranks and telling jokes. One of their favorite pastimes is posing as human children and tricking passersby into giving them coins or sweets, either by verbal coercion or the more direct route of lifting them directly out of their pockets unknowingly. 

The Halfling usually considers this type of act just harmless fun but if the victim of the prank is of the disposition to cause a scene then the Halfling will typically give the items back and charm his way out of trouble.


Don’t let their size fool you, despite their small stature Halflings can be deadly assassins and highwaymen for those that choose that lifestyle. 


Halflings possess incredible agility and dexterity which grants them exceptional natural skill with a blade. Some of the most famous knife fighters in the entire world have been of the Halfling race.


Halflings are generally well liked wherever they travel. It is quite common to see bands of adventures incorporate at least one Halfling into their group. They are quite charismatic and they can carry on a conversation with anyone and on any topic. 


Many taverns and inns encourage Halflings to frequent their establishments to keep their guests entertained. Halfling bards are quite a popular and welcomed sight.


Feline Race –

Sleek and agile, the Feline people are tall and lithe, standing upwards of 7 feet with slender and muscular bodies. They are some of the most agile people in all the realms. 


Their dexterity and reflexes are world class and very few can ever boast to have bested a feline in an agility or reflex challenge. They are a shy but proud race not making friends easily but loyal to those they have befriended. 

The Feline people have extremely sharp, retractable claws and it is not uncommon to see them go out with just their claws as weapons. Only a fool would ever think of them as ever being unarmed.


Canine race –

The Canine race is powerfully built ranging from 5 to 7 feet in height with extremely strong chest, shoulder, and neck muscles which gives them a powerful bite. 


They have been known to exert enough force in a single bite to effortlessly crack bones. Their stamina is regarded as the best in the world. Canines tend to be very social and gather in groups.Once you gain their trust they will be loyal to their death.


Canines have a very strict and organized social structure with the roles of leaders and followers clearly distinguished. This is usually based on strength, however, a physically weaker yet charismatic leader can rise up the ranking too. 


It should be noted that even though they may have lost the vigor of youth, the elderly that once held positions of power, are still well respected. 


The wolf-like canines have a sleek and streamlined, well defined, balanced body with clean, glossy fur and clear bright eyes.

Gnolls - 

A twisted creation of Banach and Morsash. It is believed that several generations ago Morsash and Banach had infused the Canine race with a bit of Morsash’s insanity and Banach's rage in an attempt to create their own loyal race of canine followers.

Gnolls resemble hyenas in physical appearance. When compared to the wolf-like Canines, the Gnoll race has a thicker neck and broader shoulders with a narrow waist to go along with bloodshot eyes, and patchy oily fur. 

Gnoll society is based strictly on strength. If you can kill the leader you become the leader. This creates a very high turn-over for leadership among the tribes and stifles progress. Each new leader has his own agenda and ideas. T


his creates a cycle of nothing ever being completed. There is also the problem of a very short life expectancy. It is rare to see an elderly Gnoll because they kill each other so often. If they want to move up the hierarchy they just simply kill whoever is above them.          



Avian race –

The Avian people are very prideful and arrogant, looking down at the land-bound races with disdain. They can make loyal friends to those outside of their race but they typically stick with their own kind.


They are slight of frame and delicately boned. Avians stand in the range of 4 to 6 feet with wings sprouting from their backs that give them the ability for natural flight.


Avians can be skittish and startled easily. This has the effect of making them hyper aware of their surroundings and gives them higher than normal perception which can make them appear to be on their guard at all times. 


Avians have wonderfully beautiful voices and they make excellent bards. Many of the most revered bards in history have been of the avian race.


Lizard folk –

The Lizard folk are large and powerful with strong jaws that can deliver a devastating bite or employ their vicious claws that are capable of rending flesh to pulp. 


They resemble either a large monitor type of lizard or a bipedal crocodile. They are loyal to a fault but unforgiving if crossed. They stand 6 to 8 feet with a thick scaly hide that offers some protection on top of their chosen armor. They often choose to wear the heaviest armor they can get their hands on. This added protection makes up for their ponderously slow movement.


Content to spend their afternoons basking in the warmth of the sun or lounging in a swamp, Lizard folk have a reputation for being lazy. This is not exactly true, they just have a much slower metabolism and prefer to conserve their strength for more strenuous activities such as battle. 


When they are not lounging they spend their time fighting and honing their battle skills. Their entire societal structure is based on battle prowess. They learn to hold a weapon even before they learn how to walk.


Those Lizard folks that choose to live in the harsh deserts are often at odds with the Arachnids and Scorpids that also claim the desert as their home. Disputes over territory are quite common and more often than not it leads to bloodshed. 


Combining the level of violence the Scorpids and Arachnids are capable of with the hardened battle philosophy and lifestyle of the Lizard folk, this is the perfect combination for a battle to explode at any time.


Du’gugway (Snakemen) –

The Du’gugway are long limbed, slender, sinuous, and deceptively strong. Some Du’gugway are born with the ability to deliver a venomous bite, others lack the venom glands in their neck but make up for it with stronger and thicker bodies with a powerful grip capable of squeezing the life from their victims. 


It is extremely rare for a Du’gugway to be born with both abilities. All Du’gugway can briefly mesmerize an individual with a stare but this charm is prematurely broken if any act of aggression is committed against the one under the influence of the charm.


Du’gugway lack the gene that causes growth to stop as they mature, therefore Du’gugway grow for their entire lives, making them some of the tallest inhabitants in the lands. 


An adult Du’gugway can range in height from 6 feet up to and exceeding 10 feet for the very old. They also have the quickest reflexes of any known race making them great swordsmen.


They are a bit anti-social, preferring to stay on the sidelines and observe rather than being in the spotlight. This is not to say they are not friendly or well liked, they just prefer to mind their own business and allow the world to move at its own pace around them. 


It is very rare to see a Du’gugway in a position of authority; it is just not in their nature. They have been known to work behind the scenes to manipulate a situation but you will never see one on the forefront of a cause.


Goblins -

Goblins are nasty and ill-tempered balls of destruction. They stand roughly 3 feet in height and inhabit the least sanitary locations imaginable. 


If there is ever an outbreak of mass chaos you can be assured that a Goblin was somehow involved. Goblins live like vermin and they breed like vermin, you cannot rid yourself of them. 

There was a time when Goblins were trapped and hunted like wild animals as a means of population control. It is whispered that this still occurs in some regions of the world.


Goblins hate everyone and everything and those feelings are whole heartily reciprocated by the non-goblin population. 


They are allowed within the towns simply for the fact that you cannot get rid of them and truth-be-told they do play an important role in the city’s infrastructure by unwittingly keeping the sewers flowing. 

Their constant tunneling and slogging through the city sewer and drainage systems keeps the paths clear of debris that would normally clog the pipes and pathways.


Goblins get a particular joy from harassing Dwarves and Green Elves but they have a high level of fear of Dark Elves. 


For countless generations Dark Elves had been known to keep Goblins as pets and slaves, typically for the purpose of amusement. Their ability to survive and thrive in the least hospitable and unsanitary locations made them ideal for being kept in great numbers with minimal care in even the dingiest of dungeons. 

This practice is no longer as prevalent especially after the events of the Goblin Uprising but it still causes Goblins to steer well clear of Dark Elves. Due to centuries of being impotent against them, the fear of Dark Elves is deeply embedded in Goblin culture.


Goblins have a nasty bite. They do not do much damage with the initial bite as their jaws are rather weak but the festering bacteria in their mouths from their unsanitary living practices and eating habits can leave a festering wound that can easily kill anyone if left untreated.

Sylphs -

Sylph, Faerie, Pixie, and Sprite are just a few of the names these diminutive creatures are known as and they have as many personalities as names. 


In most cases they are friendly and helpful, flitting around chattering cheerfully to travelers or passersby but be warned; you may encounter a malicious and spiteful Sylph that is more interested in causing you harm for no better reason than because you are breathing. Fortunately these Sylphs are rare and not commonly encountered and shunned by the general population of Sylphs.


Sylphs are naturally magical creatures capable of magical flight. They are never more than 2 feet tall and more commonly in the 12 to 18 inch range. Their magical nature makes them the ideal Mage because they have the ability to understand magic beyond the scope of the normal inhabitants of Orthos. 


They also tend to gravitate towards the clerical type of professions as well. They make excellent battlefield healers due to the fact they are often overlooked because of their small stature and can freely move around among the battling troops.


Notable Races:

Dragons –

Dragons are second only to the gods in terms of power; they are widely believed to be the second most powerful force in existence. 


After their defeat at the hands of the gods and their subsequent fall, the Dragons retreated and went into seclusion to lick their wounds and regroup. 

Coming to terms with their reduced power was not an easy thing for them to overcome but over time they began to come forth once again to make their presence known. What awaited them outside their lairs were scores of Draconids ready to serve.


The Dragons are revered as gods by the Draconids and this gave the Dragons the motivation and ambition to persevere through life with their significantly diminished abilities. The black dragons and the white dragons took their fall the hardest and became filled with barely contained rage. The chromatic colored dragons took their weaker state more in stride and began to seek out the lesser races in an effort to adjust to their new role in the world.

Dragons, being partially divine, are able to grant their Draconid followers limited ability to cast divine spells. These spells are very rudimentary but effective nonetheless especially when used in conjunction with their melee combat abilities. 


Unlike the gods, Dragons do not draw power by having followers but what they do gain is a loyal army that will die for them. Dragons have been known to strategically place Draconid settlements near their lairs as an added level of protection against would-be treasure hunters. It would also not be unheard of for Dragons to place decoy settlements far away from their lairs in an effort to keep them well hidden.


Demons and Devils –

The origins of Demons and Devils are hotly debated among scholars. The most popular theory is that they were an experiment by Morsash and Banach. It is theorized that Demons are the creation of Banach and Devils are the creation of Morsash. Both Demons and Devils were created using pure negative energy and imbued with divine essence. Very few can stand up to the raw power of a Devil or Demon. Aside from the Gods themselves typically only Dragons are able to withstand their onslaught one on one. At some point after their creation they became uncontrollable, leading Banach and Morsash to abandon the experiment releasing them on Orthos where they have taken to creating pocket dimensions in which to rule. 

These dimensions are stacked and separated by layers. The higher ranking you are in the hierarchy gives you control of a higher layer. The 1st layer being the top layer and the most coveted. There is no set number of layers as the hierarchy is always being shifted. If a Devil or Demon is destroyed then his layer is left abandoned to be either absorbed by another or taken control of by a previously lower ranked individual. 

Demons and Devils are able to grant powers to those that pledge to serve them. These spell casters become Warlocks. This power does not come for free, there is always a cost. The terms of the agreement are not always the same, each situation is unique but the price is always steep. The ritual involved and the specifics of the deal are never discussed openly with anyone. It is a private arrangement between the Warlock and their Devil or Demon patron. They are bound by blood and connected by an unbreakable lifeline intertwining their spirits in a tangled knot. If a Demon or Devil is killed then all the Warlocks that are attached to them are also destroyed.

Devils are able to work together towards a common goal and a strict chain of command is adhered to but Demons tend to fight each other as often as they fight their enemies. In the event they battle against each other, the Demon hordes are far more numerous but it is their constant in-fighting that prevents them from defeating the more militaristic and disciplined Devils. Devils are highly structured and in control of their emotions allowing them to make rational decisions. Demons on the other hand are pure chaos and utterly unpredictable. These traits are passed down to the Warlocks that they are connected to.

Exarches’, Divas, and Heralds -

Exarches, Divas, and Heralds are all direct manifestations of the gods. They are oftentimes employed to carry messages directly from the gods to mortals that serve them. They have been granted limited divine powers by their patron god or goddess but that does not make them immune from harm. There have been recorded instances of adventuring bands defeating one of these divine beings, usually one of a rival god. This is no easy feat but history has shown us that it is possible.

It is not beyond the realm of possibility for a mortal Priest or Shaman to be elevated to this level of power as a reward for exemplary service to their patron deity. The Exarch Torrg is the most well known occurrence of this phenomenon happening. In terms of relative power, Exarches top the list followed closely by Divas and Heralds trailing at a distant third.