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.
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.
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.
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.
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.
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 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.
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.
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 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.
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.
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.
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.
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.
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 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.
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.
Many taverns and inns encourage Halflings to frequent their establishments to keep their guests entertained. Halfling bards are quite a popular and welcomed sight.
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.
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.
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.
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.
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 have wonderfully beautiful voices and they make excellent bards. Many of the most revered bards in history have been of the avian race.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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:
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.
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.